v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

User:TomiTapio

From Dwarf Fortress Wiki
Revision as of 21:27, 8 August 2010 by TomiTapio (talk | contribs) (adding Genesis mod documentation...)
Jump to navigation Jump to search

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.
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.

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]
Yep, easy as pie. Pie that menaces with spikes of Spiffitanium.
Pig tails and cave cotton make underground cloth.

[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.
There's also hostile werewolf civ and illithid/mind flayer civ.

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 the Genesis thread. Steel dwarf caste is rare, and great for military. Jade dwarves learn faster.
One can remove the dwarven breath attacks, which hurt friendlies and kill war dogs.
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.
2. lacking steel, use the three kinds of bronzes, or wrought iron. You need an anvil to make the Finishing Forge.
3. failing bronze and iron, copper time. Copper should cost 6 instead of 1, because it makes armor and weapons (unlike Lead)
4. bronze is damn hard to make, tin is rare. Order tin from the mountainhomes.
5. gold tables, gold thrones, gold chests, gold floor tiling...

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).

"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.
So tough bone has [MAX_EDGE:2000] instead of 1000. Tough nail 2700, tough tooth 2400.
Copper has [MAX_EDGE:10000]. Don't use bone weapons, except bone bolts for rabbit hunting.

Tough bone as armor vs.blunt,
[COMPRESSIVE_YIELD:400000]
[COMPRESSIVE_FRACTURE:400000]
[COMPRESSIVE_STRAIN_AT_YIELD:400] --4x
Copper,
[COMPRESSIVE_YIELD:245 000] steel 1034 000
[COMPRESSIVE_FRACTURE:770 000] steel 1379 000
[COMPRESSIVE_STRAIN_AT_YIELD:175] steel 675
so tough bone armor might be reasonable if you only have copper. Make some elephant leather pants.

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)

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.
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.
I like to give people a choice either to run a pure trap defence, traps + soldiers or just soldiers."