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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1245425 times)

TomiTapio

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SO, downloaded it, and it is not letting me gen a large region. all i did was lower mineral density from 2500 to 1000, and now every single region comes up as rejected :(
edit: okay, now its saying theres a error from placing farming entity without orchard crops.
There's so many civs that very often get The Farming Error.
I recommend small and smaller region. You want the hostile civs to be near you, for WAR to happen.
Or medium island. Large just makes everything slower, even day-to-day fort life.
Let a medium sized region try generating for 15 minutes. I have set most of them to a short (100-140 years) history, that is enough for adventuring and not too much calculating for fort mode "advance world one day calculation".


Edit: here's mature Ironhand-tiles fort with 1.1 million wealth, that has had two enemy civs send a war squad to it (centaurs, goblines).
Just lost 40 dorfs to megabeast and tantrums, then coffined the poor bastards. https://dl.dropboxusercontent.com/u/8967397/OG-ironhand-region12.zip

Logbook: https://dl.dropboxusercontent.com/u/8967397/gamelog-r12.txt
« Last Edit: May 12, 2015, 06:07:37 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Derth

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Hi, not sure what went wrong with the RAWS, but Illithids can't seem to receive quests from anyone. The quest will be mentioned, but you cannot ask about the location of the target, and so on.
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Jack-of-Few-Trades

captinjoehenry

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Is there any complete guide for this mod as the website link in the first post only talks about some of the creatures and races and does not mention alchemy or manic or any items so is there a guide that mentions all of these?

Also what do i need to do to add another race into this mod?
« Last Edit: June 07, 2015, 04:40:45 pm by captinjoehenry »
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Usul

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Just create a creature then make an entity for it. See the wiki guide if this is the moding part which you don't know about, and ask questions in the question thread if you don't understand something.
Or if you want to add a race from another mod, find and drop everything related to this race in your object folder.
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captinjoehenry

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there are vampires and necromancers in this mod right?
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TomiTapio

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Is there any complete guide for this mod as the website link in the first post only talks about some of the creatures and races and does not mention alchemy or manic or any items so is there a guide that mentions all of these?

Also what do i need to do to add another race into this mod?
Nah, there is no up-to-date guide. One guide to OldGenesis is a wiki: http://df-genesis.wikidot.com/
Handy tips (metalworking, tough creature materials, dog sizes, dwarf castes) http://df-genesis.wikidot.com/tips-and-advice
There is a changelog included with the mod, that should contain many things that I added. For no-water biome you especially want "press water from plants to bucket" and "melt ice boulder into bucket".
Siege bothering you? Start a grassfire with Bonfire Workshop on grass. (also used on wooden-caged prisoners)

*adds OldGenesis to main wiki's mods list*
http://dwarffortresswiki.org/index.php/DF2014:List_of_mods

Easiest way to add a civilized race to OldGenesis is to put their creature_NAME.txt and entity_NAME.txt files in the raws folder. But OldGenesis might not have the bodyparts that your desired race has. One needs modding skill and errorlog reading.
(also [ADVENTURE_TIER:31] in entity AND [INDIV_CONTROLLABLE] in creature, so it can be chosen as an adventurer.
 [CIV_CONTROLLABLE] in the main fort mode entity.)

there are vampires and necromancers in this mod right?
Yes. I have not encountered any in my playing. Many were-animal immigrants I have put down.
I have disable every-night-guaranteed-bogeymen from adventure mode, by worldgen settings.

Yay, OldGenesis is at 52+17+36 downloads on DFFD. Over 90 people have tried it.
« Last Edit: June 08, 2015, 09:23:57 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

danmanthedog

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Is there a way to remove certain civilizations with out breaking the game?
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TomiTapio

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Is there a way to remove certain civilizations with out breaking the game?
You can just delete their entity. or delete the file that has the entity, if the file has only one entity.
Nothing should break, unless you remove the only entity that is set as fort-mode-playable (dwarves). CIV_CONTROLLABLE tag I think it was, to try as other race fort mode. (only 1 civ should have the tag at one time)

Tip: have a programmer's text editor like Crimson Editor or Notepad++ so you can do "find all files that have this string, in this folder" (find in files / search string)
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

danmanthedog

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Is there a way to remove certain civilizations with out breaking the game?
You can just delete their entity. or delete the file that has the entity, if the file has only one entity.
Nothing should break, unless you remove the only entity that is set as fort-mode-playable (dwarves). CIV_CONTROLLABLE tag I think it was, to try as other race fort mode. (only 1 civ should have the tag at one time)

Tip: have a programmer's text editor like Crimson Editor or Notepad++ so you can do "find all files that have this string, in this folder" (find in files / search string)
Thanks for your help but I have another question. Is it possible to slow down the dwarfs a little so they're not all Usain bolt clones? :D
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vjmdhzgr

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Is there a way to remove certain civilizations with out breaking the game?
You can just delete their entity. or delete the file that has the entity, if the file has only one entity.
Nothing should break, unless you remove the only entity that is set as fort-mode-playable (dwarves). CIV_CONTROLLABLE tag I think it was, to try as other race fort mode. (only 1 civ should have the tag at one time)

Tip: have a programmer's text editor like Crimson Editor or Notepad++ so you can do "find all files that have this string, in this folder" (find in files / search string)
Thanks for your help but I have another question. Is it possible to slow down the dwarfs a little so they're not all Usain bolt clones? :D
If I remember correctly then by default the fps cap in old genesis is unlimited meaning it'll go as fast as your computer can handle. Early on this often means fpses nearing 500 which is way too fast. I don't remember the path to it exactly, but somewhere in the data folder are the text files init and d_init which have some options in them. One of them is maximum fps which you can lower to something more sensible like 100. Also tomitapio,it's perfectly fine to have multiple entities with civ_controllable, it just means that you have to regularly end up teaching people how to select what entity to play as. I believe smakemupavus has a link to a guide he wrote once that he posts all over the place whenever it's needed.
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Its a feature. Impregnating booze is a planned tech tree for dwarves and this is a sneak peek at it.
Unless you're past reproductive age. Then you're pretty much an extension of your kids' genitalia

danmanthedog

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Thank you for the help bro.
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TomiTapio

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Thanks for your help but I have another question. Is it possible to slow down the dwarfs a little so they're not all Usain bolt clones? :D
My init files are at [FPS_CAP:390] and it will drop down to 190 and 110 real soon, once you have 35 dwarves and 15 pets... This is a village simulation, so things should happen fast. at around 70 or 80 fps the dwarves will move like one tile per one player-second, BUT that's around a 3000 seconds for the dwarf. 3000 seconds to move 2 meters. (tile is 2x2m, says Toady)

Dwarf Fortress has three main flaws: 1. learn 150+ keyboard sequences. 2. the more creatures, objects, and area you have, the slower it runs. Becomes a background game with "issue orders, do something else for 20mins". We call it FPS Death, player gets too bored coz one fort season taking 70minutes.
(One fort season (100800 ticks) is: 67 minutes at 25 fps, 34 minutes at 50 fps, 17 minutes at 100 fps.)
3. not enough enemies attacking; and you can stop an army by "build a wall or raise drawbridge, or place 15 weapon traps".
« Last Edit: June 22, 2015, 11:00:39 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

TomiTapio

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old image, Genesis workshops documentation by Deon.
I think one needs chairs and oil lamps (lamp is a hard_material toy) to make the library.

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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

ajaskowiak

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Just started trying out this mod- a lot of fun but for some reason the caste bonuses aren't working for me- I just got an unfathomably weak steel clan member at embark... doesn't seem possible from the raws- lists 3000! as the minimum under the phys_att_range for strength... am I missing something?  I tried a few more embarks and still get characteristics below the phys_att_range minimums.
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vjmdhzgr

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Just started trying out this mod- a lot of fun but for some reason the caste bonuses aren't working for me- I just got an unfathomably weak steel clan member at embark... doesn't seem possible from the raws- lists 3000! as the minimum under the phys_att_range for strength... am I missing something?  I tried a few more embarks and still get characteristics below the phys_att_range minimums.
2000 is actually the minimum strength, 3500 is the average. Anyway, the description of their attributes is based off of the caste's stats, not the creature's average stats. So an unfathomably weak steel dwarf will have a strength of 2000, which is still stronger than some dwarves will ever be able to achieve, and they'll be able to reach 4500 with enough training, which is nearly the strength cap in Dwarf Fortress. I've just looked a bit closer, and I've remembered that female steel dwarves are way stronger than male steel dwarves, and their minimum strength is 3000, and average is 4000, which would mean that their strength is higher than most dwarves will ever be able to reach, and with training they can reach the maximum strength a creature in Dwarf Fortress can have, without some crazy modding tricks.

EDIT:Actually, I did some math wrong and somehow added 2,000 and 3,500 together and got 4,500. minimum strength male steel dwarves' strength cap is the maximum of 5,000. (Warning: Mostly irrelevant modding ramble ahead)Though, I do wonder if it can go above that if the attributes start out really high because that's just all that you're allowed to specify in the raws, and I know from the Dragonball Z mod that attribures definitely can go over 5,000, though to my understanding it's not through standard methods. So theoretically you would have a maximum strength of 10,000. I've been told that 5,000 is the maximum even in that kind of circumstance though. Now that I think about it more, I remember there's a token that lets you change the attribute caps, which by default are set to 200 percent of the starting value or the starting value plus the average, but you could change that to 5,000 percent of the starting value at least (I haven't tried higher), so, you could get an even higher attribute cap. This is probably already known though, but I think I would have heard of it before.
« Last Edit: July 29, 2015, 11:35:25 pm by vjmdhzgr »
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Its a feature. Impregnating booze is a planned tech tree for dwarves and this is a sneak peek at it.
Unless you're past reproductive age. Then you're pretty much an extension of your kids' genitalia
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