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Editing User:TomiTapio

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==About TomiTapio==
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I started Fortressing on 2009-07-17, versions 40d15 and 40d16. Played quite a bit and came back to the game in April 2010.
I started Fortressing on 2009-07-17, versions 40d13 and 40d16. Used vanilla and DF-Complete/Genesis mod. Made some custom creatures like rabbit and Ghostly Apparition.<br />
 
Played quite a bit and came back to the game in April 2010.
 
  
Set the fort to pause on citizen death: edit [CITIZEN_DEATH:A_D:D_D:BOX:P:R] into announcements-init.<br />
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I use Deon's Genesis mod. I'm tweaking creatures and overlong names.<br />
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Set the fort to pause on citizen death: edit [CITIZEN_DEATH:A_D:D_D:BOX:P:R] into announcements-init.
Dwarf Fortress - Settlers of the Deep, The Age of Dwarven Empires.<br />
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Dwarf Fortress - It's all Tolkien's fault.<br />
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I use Deon's Genesis mod. I'm tweaking creatures and overlong names.
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Dwarf Fortress - Settlers of the Deep, The Age of Dwarven Empires.
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=Genesis mod's budding documentation=
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Genesis version 2.99 like.
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[quote author=arghy link=topic=52988.msg1468502#msg1468502 date=1281295566]
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So i have a question, this mod looks awesome but like all other mods like this i dont want to relearn dwarffortress all over again. Could i just gen a world and embark like i normally do without incident? [/quote]<br />
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Yep, easy as pie. Pie that menaces with spikes of Spiffitanium.<br />
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Pig tails and cave cotton make underground cloth.<br />
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<br />
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[quote author=arghy link=topic=52988.msg1468502#msg1468502 date=1281295566]
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After years of playing i still have a hard time with choosing civs at embark and i still barely remember all the goddamn metal combos--would i be totally lost upon embark or is it similar enough to vanilla DF that i would be able to make it work? The multiple dwarves is scaring me already--please tell me theres still one goddamn dwarven civ so i dont need to worry about choosing from 20 different civs all with different consequences.
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[/quote]
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There's one dwarf civ. The goblin civ is a little tougher and the big monsters (hippo, rhino, elephant plus) have tougher skins, muscles, bones, for fun.<br />
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There's also hostile werewolf civ and illithid/mind flayer civ. <br />
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Steel dwarf caste is rare, and great for military. Jade dwarves learn faster.<br />
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Quick guide to metals: <br />
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1. use any steel.<br />
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2. lacking steel, use the three kinds of bronzes, or wrought iron.<br />
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3. failing that, copper time. Copper should cost 6 instead of 1, because it makes armor and weapons (unlike Lead)<br />
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4. bronze is damn hard to make, tin is rare. Order tin from the mountainhomes.<br />
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5. gold tables, gold thrones, gold chests, gold floor tiling...<br />
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You can make a uniform that contains breastplate and THREE chain mails (vanilla DF feature).
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Quick guide to Genesis dogs: Mastiff (heavier than dwarf) > bulldog > vanilla dog > untrainable yappy spaniel.
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----
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TomiTapio made the tough creature materials; used 2x the numbers of regular stuff, quite a big change.
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So tough bone has [MAX_EDGE:2000] instead of 1000. Tough nail 2700, tough tooth 2400. Nails are sharper than teeth I say.
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Copper has [MAX_EDGE:10000]. Don't use bone weapons, except bone bolts for rabbit hunting.
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Tough bone as armor vs.blunt,
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  [COMPRESSIVE_YIELD:400000]
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  [COMPRESSIVE_FRACTURE:400000]
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  [COMPRESSIVE_STRAIN_AT_YIELD:400] --4x
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Copper,
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  [COMPRESSIVE_YIELD:245 000] steel 1034 000
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  [COMPRESSIVE_FRACTURE:770 000] steel 1379 000
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  [COMPRESSIVE_STRAIN_AT_YIELD:175] steel 675
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so tough bone armor might be reasonable if you only have copper. Make some elephant leather pants.
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Maybe the dragons should be even tougher, it's no fun when a dragon attacks and a steel-armor squad takes no damage. (Changed my dragons to speed 600)

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