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Difference between revisions of "User:TomiTapio"

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==About TomiTapio==
 
==About TomiTapio==
I started Fortressing on 2009-07-17, versions 40d15 and 40d16. Used vanilla dn DF-Complete/Genesis mod. Made some custom creatures like rabbit and Ghostly Apparition.<br />
+
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.
 
Played quite a bit and came back to the game in April 2010.
  
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Dwarf Fortress - Settlers of the Deep, The Age of Dwarven Empires.<br />
 
Dwarf Fortress - Settlers of the Deep, The Age of Dwarven Empires.<br />
 
Dwarf Fortress - It's all Tolkien's fault.<br />
 
Dwarf Fortress - It's all Tolkien's fault.<br />
 
=Genesis mod's budding documentation=
 
Genesis version 2.99 like.
 
 
[quote author=arghy link=topic=52988.msg1468502#msg1468502 date=1281295566]
 
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 />
 
Yep, easy as pie. Pie that menaces with spikes of Spiffitanium.<br />
 
Pig tails and cave cotton make underground cloth.<br />
 
<br />
 
[quote author=arghy link=topic=52988.msg1468502#msg1468502 date=1281295566]
 
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.
 
[/quote]
 
 
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 />
 
There's also hostile werewolf civ and illithid/mind flayer civ. <br />
 
 
It's cool when an orc starts a forest fire and we have to hide indoors. Too bad ramps/slopes and walls-with-cagetraps block the forest fire.
 
 
==Dwarf castes==
 
See the image of the castes on [http://www.bay12forums.com/smf/index.php?topic=52988.0 the Genesis thread].
 
Steel dwarf caste is rare, and great for military. Jade dwarves learn faster.<br />
 
One can remove the dwarven breath attacks, which hurt friendlies and kill war dogs.<br />
 
Moss dwarves are resistant to poisonous and toxic ghouls and forgotten beast sprays.
 
 
==Quick guide to metals==
 
1. use any steel. The crucible makes basic steel. The crucible steel and pattern welded steel are probably a tiny bit better. Read the raws if you want details. <br />
 
2. lacking steel, use the three kinds of bronzes, or wrought iron. You need an anvil to make the Finishing Forge.<br />
 
3. failing bronze and iron, copper time. Copper should cost 6 instead of 1, because it makes armor and weapons (unlike Lead)<br />
 
4. bronze is damn hard to make, tin is rare. Order tin from the mountainhomes.<br />
 
5. gold tables, gold thrones, gold chests, gold floor tiling...<br />
 
 
You can make a uniform that contains breastplate and THREE chain mails (vanilla DF feature).
 
 
==Quick guide to Genesis dogs and animals==
 
Mastiff (heavier than dwarf, 78 kg) > bulldog (47 kg) > vanilla dog (30 kg) > untrainable yappy spaniel (12 kg).<br />
 
 
"American Mastiff, Height: 28-36 inches (65-91 cm.)  Weight: Males 160 to over 200 pounds (72-90 kg.) Females 140-180 pounds (63-81 kg.)"
 
 
Bulldog, A fierce and strong dog with a shorter life expectancy and bad eyesight. (Viewrange creature attribute)
 
 
(Giant otter, A fish-eating water-loving mammal twice the size of a dog.)
 
 
(Forest cat, A stockier cat with a thick fur for cold climates. It is usually domestic. 9 kg.)
 
 
==Tough material for tough beasts==
 
the big monsters (hippo, rhino, elephant plus) have tougher skins, muscles, bones, for fun.
 
 
TomiTapio made the tough creature materials; used 2x the numbers of regular stuff, quite a big change.<br />
 
So tough bone has [MAX_EDGE:2000] instead of 1000. Tough nail 2700, tough tooth 2400.<br />
 
Copper has [MAX_EDGE:10000]. Don't use bone weapons, except bone bolts for rabbit hunting.<br />
 
 
Tough bone as armor vs.blunt,<br />
 
[COMPRESSIVE_YIELD:400000]<br />
 
[COMPRESSIVE_FRACTURE:400000]<br />
 
[COMPRESSIVE_STRAIN_AT_YIELD:400] --4x<br />
 
Copper,<br />
 
[COMPRESSIVE_YIELD:245 000] steel 1034 000<br />
 
[COMPRESSIVE_FRACTURE:770 000] steel 1379 000<br />
 
[COMPRESSIVE_STRAIN_AT_YIELD:175] steel 675<br />
 
so tough bone armor might be reasonable if you only have copper. Make some elephant leather pants.<br />
 
 
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)<br />
 
 
==Miscellaneous==
 
"The obsidian caste's fire itself isn't really deadly. I've seen elven merchants just walk through it and also sent some of my soldiers through it and nothing bad happened. It's a bit sad that way. The only thing the obsidian dwarves really do as far as I've seen is give unhappy "choked on smoke underground" thoughts.<br /> Aspid dwarves however are pretty awesome if you can get a squad of them. They can insta-paralyze a forgotten beast and destroy it before it's moving again. I still think however that the only good soldiers are steel dwarves that become ridiculously uber if you take good care of them (train early, train a lot and full masterwork sun gold)."
 
 
----
 
Deon: "There are no trap-avoiders amongst goblinoids and demons, but I might make a caste which does that.<br />
 
I like to give people a choice either to run a pure trap defence, traps + soldiers or just soldiers."
 

Latest revision as of 21:24, 31 March 2011

About TomiTapio[edit]

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.
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.
I use Deon's Genesis mod. I'm tweaking creatures and overlong names.
Dwarf Fortress - Settlers of the Deep, The Age of Dwarven Empires.
Dwarf Fortress - It's all Tolkien's fault.