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Author Topic: I just upgraded from .18, whats new?  (Read 2990 times)

franti

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Re: I just upgraded from .18, whats new?
« Reply #30 on: September 17, 2011, 11:15:03 pm »

Rabbits, as a species, seem to be far more variable than Cavys.
I've seen full grown rabbits the size of a grapefruit, and I've seen full grown rabbits larger than my Jack Russel Terrier.
Cavys seem to be consistently sized.
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Adamantine, Steel, Pig Iron, Iron, Bronze, Bismuth Bronze, Platinum, Brass, Black Bronze, Billon, Rose Gold, Electrum, Bismuth, Aluminum, Gold, Copper, Tin, Sterling Silver, Silver, Nickel, Zinc, Lead, Nickel Silver, Trifle Pewter, Fine Pewter, Lay Pewter.

Vehudur

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Re: I just upgraded from .18, whats new?
« Reply #31 on: September 17, 2011, 11:17:15 pm »

I didn't say that's the only metal I added. But I don't add too many because most people add stuff like Titanium or Mithiril that's either impossible or derivative of another source.

Also, it would appear Tetrahedrite is the only metal on my embark.
A challenge for the Dwarves...

Oh, no, they're possible and I don't feel they rip anything off at all.

And it's technically not really anything new.  There's no extra true metal added.

An ore of iron in the form of Banded Iron Formation, a sedimentary layer stone, but the ore appears not as that but rather as veins and small clusters within it in the form of bloodstone (essentially pure iron oxide areas), yielding 2 iron per boulder. I've actually never seen this appear in my game, so I can't be sure that actually works right, but it should.

Anthracite coal - metamorphic layer coal (marble).  Veins or (rarely) large clusters.

Bituminous coal now has a very small chance of appearing as a large cluster.

Kingstone - single (more common) or small clusters (exceptionally rare), appearing in all stone types about as frequently as black diamonds appear in their proper stone.  Yields an adamantine ore.

Queenstone - small clusters (more common) or veins (very rare) which produces Green Adamantine when smelted, which can then be smelted with two native aluminum per ore to yield three Adamantine wafers via a custom reaction (aluminum because it's an aluminothermic reaction, like thermite).  Unrefined it's not usable for anything but stone, but can be used for anything that stone can be used for, and with a value of 100, you may want that if you have no native aluminum.

Demonstone - like Kingstone, a lot more common (veins or, rarely, large clusters), but has a chance to infect your miners with a disease that rots their skin off.  This may or may not be spread, !!science!! demands I test.  It also has the [Aquifer] tag, just to be nasty.  Has the [deep_special] tag, so can also result in vertical veins (replacing the Candy vein that should be there, but as it yields candy in the end anyway...)

Not a metal, but Godstone (gem).  Can be crafted like any other gem, but is worth 1500k, so better only let your +5 legendary gemcrafter touch it.  It is unlikely you'll find more than one single of these per map, as they appear singly and can only appear within demonstone veins and small clusters and have a very small chance of doing so.  My record is five stones.  While it would seem like a good idea to mine it out early, that is an extremely unwise choice because you will get sieges and ambushes appropriate for the vast spike in fortress value, and a giant migrant wave you may not be able to support yet is likely next season.  I do not consider this exceptionally excessive, actually, considering the rarity, difficulty and risk in finding and extracting it.

Most of the rest are just variations on already existing ores and stones for flavor with nothing notable about them.
Nice. I like that Kingstone bit.
I was working a mod with another bay12er, but his half is stalled.
Ores:
Realgar/Orpiment now Arsenic Ores.
Native Arsenic spawns in all stone rarely, and in copper ores occasionally.
Chalcopyrite: A copper-iron-sulfide with a 100% chance of Copper and 50% chance of Iron.
Added "crystallized" versions of all 'native' ores that can be smelted normally or carved as gemstones. Found withing normal native ores.
Added Anthracite Coal, as well. Appears in clusters within Bituminous Coal.
Stibnite produces Antimony Ore. Antimony, unlike Arsenic, currently has no use. May remove later. A vase was found from 3000BC with very high levels of Antimony in it, so I may make it a glaze, like Tin, if possible.
Slade is mineable.
Added heavy metal poisoning from Stibnite, Native Arsenic, Realgar, Orpiment, Cinnabar, and Galena.
Metals:
Arsenic Ore and Antimony Ore produce Arsenic Bars and Antimony Bars.
Arsenic Bar + 3 Copper Bars = 4 Arsenical Bronze Bars. Slightly more brittle and light than Tin Bronze.
Bronze was renamed Tin Bronze.
Black Bronze was renamed Hepatizon and made weapon-standard.
Brass was made weapon-standard.
Iron was renamed Wrought Iron. Pig Iron was made weapon-standard. Steel was renamed Carbon Steel, and Wrought Iron/Pig Iron are set to be inferior to the bronzes.
Orichalcum was added as an ornamental metal. 2 Copper, 1 Tin, 1 Gold = 4 Orichalcum.
Cupronickel was added as an ornamental metal. 1 Copper and 1 Nickel = 2 Cupronickel.
Red Brass was added as a weapon metal. 2 Copper, 1 Tin, and 1 Zinc = 4 Red Brass. Superior to Brass, on-par with Arsenical Bronze, but less brittle.
Rathesteel was added as weapon metal. 1 Steel, 1 Flux, 1 Copper, 1 Slade Boulder = 1 Rathesteel (not a typo). It fits the most logical backstory for Slade I can come up with. It's heavier than Platinum, and sharper than Steel (but not as sharp as Adamantine). Since it's difficult to obtain, it's an "end-game" metal. Mountainhome Dwarves will occasionally show up with it, and it rocks.

Rathesteel would make good warhammers.  I like that name.

And I approve :P

Kingstone/queenstone are nice (the second one even moreso if you have lots of native aluminum), and demonstone is NASTY. 
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malimbar04

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Re: I just upgraded from .18, whats new?
« Reply #32 on: September 18, 2011, 02:04:43 am »

huh, no noe mentioned ghosts! If you're dwarves die now, they will often rise again as uncontrollable ghosts, which will happily go around and kill dwarves, haunt them, or otherwise cause havoc (depending on how they died, etc). this problem can be mitigated by burying the dead, or alternatively (and more painfully), creating a slab at a masons workshop, and then manually engraving that slab at a crafters workshop, and then buildnig it.

No more migrant-smashers or noble-smashers, at least not en-masse. There is now an annoyance factor to dealing with your dead dwarves.
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No! No! I will not massacre my children. Instead, I'll make them corpulent on crappy mass-produced quarry bush biscuits and questionably grown mushroom alcohol, and then send them into the military when they turn 12...

ulan

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Re: I just upgraded from .18, whats new?
« Reply #33 on: September 18, 2011, 02:21:46 am »

oh god badgers, oh god.

This sums it up.

I actually abandoned a fort shortly after embark when the unit list showed 23 badgers on the map.

theres a reason I set dwarfs to be [PRONE_TO_RAGE:90]
fight fire with fire

makes tantrum spirals even more hilarious too
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franti

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Re: I just upgraded from .18, whats new?
« Reply #34 on: September 18, 2011, 08:31:36 am »

.18 had ghosts. They would freak out Dwarves and occasionally wreck a building.
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malimbar04

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Re: I just upgraded from .18, whats new?
« Reply #35 on: September 18, 2011, 04:02:14 pm »

.18 had ghosts. They would freak out Dwarves and occasionally wreck a building.
never saw a dwarf become a ghost in .18. Was something else different to make them less common?
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No! No! I will not massacre my children. Instead, I'll make them corpulent on crappy mass-produced quarry bush biscuits and questionably grown mushroom alcohol, and then send them into the military when they turn 12...

Girlinhat

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Re: I just upgraded from .18, whats new?
« Reply #36 on: September 18, 2011, 04:18:23 pm »

.18 most definitely had ghosts, and some bug caused them to consume MASSIVE FPS with just one ghost, making coffins and slabs your #1 priority.  Current ghosts are fixed for this, and do not cause FPS drag, and will gladly topple buildings, rip off limbs, and loiter politely.

Melissia

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Re: I just upgraded from .18, whats new?
« Reply #37 on: September 18, 2011, 04:41:44 pm »

http://www.youtube.com/watch?v=EIyixC9NsLI

This.  Except less mushrooms and less snakes.

Mostly just badgers.

I had to put down about a dozen of them so I could successfully fish...
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franti

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Re: I just upgraded from .18, whats new?
« Reply #38 on: September 18, 2011, 09:24:22 pm »

I'm 90% sure of what that video is, but I'm going to click on it anyway.
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elf-fondling human

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Re: I just upgraded from .18, whats new?
« Reply #39 on: September 18, 2011, 09:39:20 pm »

http://www.youtube.com/watch?v=EIyixC9NsLI

This.  Except less mushrooms and less snakes.

Mostly just badgers.

I had to put down about a dozen of them so I could successfully fish...

Actually, that's a pretty good mushroom:badger ratio, as far as DF farming is concerned.
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Starver

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Re: I just upgraded from .18, whats new?
« Reply #40 on: September 19, 2011, 04:08:53 am »

[..]and I've seen full grown rabbits larger than my Jack Russel Terrier.
Rabbits a tad larger than a Jack Russell

Reports of their fate...
(Several typographical errors in that article.  Strangely for The Times.)
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Girlinhat

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Re: I just upgraded from .18, whats new?
« Reply #41 on: September 19, 2011, 07:58:37 am »

I think I speak for everyone when I say
Spoiler (click to show/hide)

elf-fondling human

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Re: I just upgraded from .18, whats new?
« Reply #42 on: September 19, 2011, 08:22:08 am »

Spoiler: You mean like this? (click to show/hide)
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Girlinhat

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Re: I just upgraded from .18, whats new?
« Reply #43 on: September 19, 2011, 08:34:55 am »

Spoiler: More like this (click to show/hide)

franti

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Re: I just upgraded from .18, whats new?
« Reply #44 on: September 19, 2011, 08:58:47 pm »

Have you guys seen the North Korean website? It looks like something I could make in a day.
They sell T-shirts.
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