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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1248768 times)

Illgeo

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Hmmm. Does anyone else have a problem of demon civ not spawning at all?

EDIT: Found a problem. It seems that civs without any [BIOME_SUPPORT] don't get spawned.
« Last Edit: January 07, 2016, 11:52:09 am by Illgeo »
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TomiTapio

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Hmmm. Does anyone else have a problem of demon civ not spawning at all?

EDIT: Found a problem. It seems that civs without any [BIOME_SUPPORT] don't get spawned.
Thanks for the detective work! Next release will have demons appearing like this:
Spoiler (click to show/hide)

I wonder which civ's musical instruments or crops/orchards crash the worldgen in the "finalizing sites" stage... Must they have a clay-profession to make certain instruments.

Edit: tried removing entities, no change in worldgen crashing. Removing the new GENERATE forms and instruments stuff from dwarves: no change in crashing.
« Last Edit: January 08, 2016, 09:23:18 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

Nikitian

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After some lengthy testing, it appears that the single link to worldgen crashing is the number of sites. When the number of sites is low (per the amount of civs placed, e.g. only 420 sites at 60 civs), the crashes are uniformly 100%; when the number of sites is higher (e.g. 1440 sites at 45 civs; it seems that the effect diminishes from some point and even at no site cap the statistics appear roughly the same) then around 2 worldgens out of 7 are successfully finished without crashing. The history length doesn't seem to matter (or, at least, didn't in my tests ranging from 550 year to 1 year worldgens), nor do the specific entities seem to be at blame (I've tried narrowing it down to "culprits") - although at certain point increasing the number of entities alone seems to force the crashing worldgen behavior. Errorlog doesn't show anything at all, only the occasional "Impoverished Word Selector"

(Big thanks to Illgeo for initially spotting the connection between the sites number and successful worldgens!)

Seems to me that this might be a hidden vanilla bug.


Also, I've noticed that beastmen civilizations are almost always completely destroyed after just a hunderd years from the start; Illithids closely follow, but at least they often survive with just one or three civ members. I understand that this depends a lot on the specific geographical features (space to expand), favourable political placement, etc., but it seems a little too drastic - out of 40 or so successful worldgens (all past year 150), maybe 3 or 4 of them had beastmen civilizations almost completely dead (less than ten civ members), and just two worlds had them prolific (in the thousands in one case and tens of thousands in the other) - and in all other cases, their civilizations have been completely wiped for decades or centuries. Not even any middle variants like "in the hundreds" (quite common with orcs and centaurs, for example, among others).

Without overly changing the beastmen civilization, could there be a simple and sufficient fix to increase their survivability in worldgen?
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Past Sigs
Nikitian kneels in front of his computer, fresh lamb's blood on his hands, and prays to the dark powers for answers about armor thickness.

TomiTapio

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Thanks for testing! How would you adjust the site counts upwards?
Illithids, centaurs, demons are supposed to be on the rarer side,
and beastmen, serpentfolk, goblins, goblines, groblins are supposed to be plentiful.
(we have 3 goblin civs in the hopes of getting SIEGES.)
Goblines are a little bit more sophisticated (appreciate trade & arts & book-making), so they might not be hostile in all worlds.

I'll adjust beastmen entity to:
that should get their numbers up a little, and allow them on grasslands and shrublands.
Spoiler (click to show/hide)

I'll also allow illithids (mind flayers) to be in the tropical places: (already had tropical grasslands)
Spoiler (click to show/hide)

ps. DFFD reports 137 downloads of the OldGenesis mod .04 as of today.
« Last Edit: January 09, 2016, 03:50:33 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

vjmdhzgr

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If goblines still have [BABYSNATCHER] then they're always going to be hostile, always, no matter what.
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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

Illgeo

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They don't, I think.
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TomiTapio

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Goblins, Groblins and Goblines all currently have "--BABYSNATCHER]  nope pls come siege instead. "
I'll put the basic goblins back to babysnatcher for next release.

Here's a custom medium region config that should crash a little less: one can paste it into data/init/world_gen.txt
Spoiler (click to show/hide)


ps. here's a well-established ironhand-tiles fort (and medium-region world),
got iron/gold/platinum, low on animals/leather/bone/cloth. https://dl.dropboxusercontent.com/u/8967397/OldGen%20Ironhand%20save%20-%20region3.zip
« Last Edit: January 11, 2016, 01:32:42 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

vjmdhzgr

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Goblins, Groblins and Goblines all currently have "--BABYSNATCHER]  nope pls come siege instead. "
I'll put the basic goblins back to babysnatcher for next release.
What? Well that's why they sieged so little you had to add two more civilizations of them! Without [BABYSNATCHER] they'll only attack you if your civilizations end up at war during world generation. Do you think [BABYSNATCHER] means they only send baby snatchers instead of sieges or something? I don't understand how you'd come to think that.
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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

TomiTapio

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What? Well that's why they sieged so little you had to add two more civilizations of them! Without [BABYSNATCHER] they'll only attack you if your civilizations end up at war during world generation. Do you think [BABYSNATCHER] means they only send baby snatchers instead of sieges or something? I don't understand how you'd come to think that.
They totally should get into war, as their ethics are so different. Without BABYSNATCHER the enemy squads and full sieges come much sooner.

Oh hey, BANDITRY is a percentage of population, says the entity tokens wiki, not some arbitrary weighting. I better adjust the civs' BANDITRY.
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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

Ygdrad

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Think I found a bug. I made some red fox bone gauntlets and they are unavailable to equip. Trying to (w)ear them results in an error message telling me there is nothing to equip. On the other hand, these bone gauntlets are showing up as acceptable material when crafting bone stuff. I think there was a typo somewhere and the bone gauntlets ended up being bones instead of gauntlets, or maybe it's because they lack the left/right gloves usually have in their name.

Edit: The red fox suede gloves I made were also not available to wear for some reason.
« Last Edit: January 14, 2016, 09:38:59 pm by Ygdrad »
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TomiTapio

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Same old issue I think, LEFT/RIGHT needing ones made via custom reactions still not working.

In Adventurecraft thread they wrote "the only thing I need dfhack for is the gauntlet handedness."

confirmed DF bug: "0006273: Gloves produced by reactions cannot be equipped" http://www.bay12games.com/dwarves/mantisbt/view.php?id=6273

I can't fix it without requiring OldGenesis to rely on DFHack.
Thanks for the bug reporting!
« Last Edit: January 14, 2016, 11:31:21 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

Ygdrad

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Same old issue I think, LEFT/RIGHT needing ones made via custom reactions still not working.

In Adventurecraft thread they wrote "the only thing I need dfhack for is the gauntlet handedness."

confirmed DF bug: "0006273: Gloves produced by reactions cannot be equipped" http://www.bay12games.com/dwarves/mantisbt/view.php?id=6273

I can't fix it without requiring OldGenesis to rely on DFHack.
Thanks for the bug reporting!

Isn't there a way to craft them separately?

I just started using this great mod and some things were not overly clear. Like can I learn to craft more things than the ones showing up in the (x) menu? I saw some stuff about buildings and reactions, but I haven't found any so I'm guessing it's for fortress mode. Can you craft these buildings? Can you cook meals with butchered goods?
« Last Edit: January 15, 2016, 03:30:30 am by Ygdrad »
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TomiTapio

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Isn't there a way to craft them separately?
I just started using this great mod and some things were not overly clear. Like can I learn to craft more things than the ones showing up in the (x) menu? I saw some stuff about buildings and reactions, but I haven't found any so I'm guessing it's for fortress mode. Can you craft these buildings? Can you cook meals with butchered goods?

If there was a way, the best modders would have found that way 2 years ago. Now they use a DFhack script to memoryhack-patch this known bug. Not a high priority for the developer (Toady) because vanilla DF doesn't craft gloves and boots in adventure mode ever.

Everything is for fortress mode, except the reaction_wanderer.txt adventurer crafting (all by Deon).
Adventurers cannot build workshops or use workshops. Adventurers can't even chop down trees or dig tunnels or haul a 200kg boulder (needed for building workshops).
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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

twwolfe

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Question: does anyone have a link to where i could download a 40d version of Genesis? Just had an urge o play the older DF recently
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There are dwarves that are nothing but useless sacrifices - Miners are not one of them.

TomiTapio

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Question: does anyone have a link to where i could download a 40d version of Genesis? Just had an urge o play the older DF recently
DFFD / user Deon's uploads had this:
DF Genesis 40d16 -2.01-  (Oct 2009) http://dffd.bay12games.com/file.php?id=1462

the rest of master Deon's uploads: http://dffd.bay12games.com/who.php?id=22
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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
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