Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Sergarr

Pages: [1]
1
General Discussion / Meditation & related stuff thread
« on: October 27, 2016, 06:38:24 pm »
Here goes all discussion about meditation, Dark Pact, and all sorta similar stuff to prevent derails in gender identity thread.

I guess I should also remind you that no NSFW stuff is allowed here, as well as anyone else on this forum, so duh

For starters, here's this out-of-context part:
and this, also out-of-context

I'll probably add more stuff here in the future. Probably.

discuss

2
DF Modding / Weapon balance mod, version 2 (for DF 0.40.01+)
« on: January 04, 2015, 05:15:26 pm »
I've been working on making weapons behave in a more distinctive manner. Here's the results (to install, delete the contents of item_weapon.txt and copy all the code to item_weapon.txt):

Spoiler: previous versions (click to show/hide)

Code: [Select]
item_weapon

[OBJECT:ITEM]

[ITEM_WEAPON:ITEM_WEAPON_WHIP]
[NAME:whip:whips]
[SIZE:50]
[SKILL:WHIP]
[TWO_HANDED:27500]
[MINIMUM_SIZE:22500]
[MATERIAL_SIZE:1]
[ATTACK:EDGE:10:10:lash:lashes:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:5:5]
[ATTACK_FLAG_BAD_MULTIATTACK]


[ITEM_WEAPON:ITEM_WEAPON_AXE_BATTLE]
[NAME:battle axe:battle axes]
[SIZE:400]
[SKILL:AXE]
[TWO_HANDED:47500]
[MINIMUM_SIZE:42500]
[MATERIAL_SIZE:4]

The format is ATTACK:EDGE/BLUNT:contact area:penetration size:verb2nd:verb3rd:noun:velocity multiplier
Penetration size currently only matters for edged attacks.

[ATTACK:EDGE:100:800:hack:hacks:NO_SUB:500]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK:BLUNT:100:800:slap:slaps:flat:500]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK:BLUNT:20:100:strike:strikes:pommel:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]

Basic momentum ~= Creature_Size*Weapon_Weight/( (Creature_Size/100) + Weapon_Weight*100) )

For a steel axe, Weapon_Weight = 6.280, for a normal human Creature_Size ~= 7000, which results in about ~60 basic momentum points. It takes 7 momentum points per 1 contact area unit to break through steel armor. ~3 for iron.
IF Creature_Size/100 >> Weapon_Weight*100 (big creature, small weapon), then Basic momentum => 100*Weapon_Weight.
IF Creature_Size/100 << Weapon_Weight*100 (small creature, big weapon), then Basic momentum => Creature_Size/100.
IF Creature_Size/100 == Weapon_Weight*100 (a giant with a steel axe?), then Basic momentum => 50*Weapon_Weight, or Creature_Size/200.
(for a giant with a steel axe that would be ~314 momentum points).

[ITEM_WEAPON:ITEM_WEAPON_HAMMER_WAR]
[NAME:war hammer:war hammers]
[SIZE:400]
[SKILL:HAMMER]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:20:200:bash:bashes:NO_SUB:2000]
[ATTACK_PREPARE_AND_RECOVER:5:5]

[ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT]
[NAME:short sword:short swords]
[SIZE:300]
[SKILL:SWORD]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[CAN_STONE]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:200:900:slash:slashes:NO_SUB:500] /1250
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK:EDGE:40:900:stab:stabs:NO_SUB:500]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:200:100:slap:slaps:flat:500]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK:BLUNT:20:10:strike:strikes:pommel:1000]
[ATTACK_PREPARE_AND_RECOVER:4:4]

[ITEM_WEAPON:ITEM_WEAPON_SPEAR]
[NAME:spear:spears]
[SIZE:400]
[SKILL:SPEAR]
[TWO_HANDED:47500]
[MINIMUM_SIZE:5000] amphibian men, etc., need variants
[MATERIAL_SIZE:3]
[ATTACK:EDGE:20:1600:stab:stabs:NO_SUB:500]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:200:60:bash:bashes:shaft:2000]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK:BLUNT:20:10:strike:strikes:shaft:1000]
[ATTACK_PREPARE_AND_RECOVER:4:4]


[ITEM_WEAPON:ITEM_WEAPON_MACE]
[NAME:mace:maces]
[SIZE:800]
[SKILL:MACE]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:40:200:bash:bashes:NO_SUB:4000] /2000
[ATTACK_PREPARE_AND_RECOVER:7:7]

[ITEM_WEAPON:ITEM_WEAPON_CROSSBOW]
[NAME:crossbow:crossbows]
[SIZE:400]
[SKILL:HAMMER]
[RANGED:CROSSBOW:BOLT]
[SHOOT_FORCE:1000]
[SHOOT_MAXVEL:200]  This is just to make sure a near-weightless object doesn't go faster than the string could possibly go.
[TWO_HANDED:0]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:100:400:bash:bashes:NO_SUB:2500]
[ATTACK_PREPARE_AND_RECOVER:4:4]

[ITEM_WEAPON:ITEM_WEAPON_PICK]
[NAME:pick:picks]
[SIZE:350]
[SKILL:MINING]
[TWO_HANDED:47500]
[MINIMUM_SIZE:42500]
[MATERIAL_SIZE:4]
[ATTACK:EDGE:40:700:strike:strikes:NO_SUB:800] /2000
[ATTACK_PREPARE_AND_RECOVER:4:4]

[ITEM_WEAPON:ITEM_WEAPON_BOW]
[NAME:bow:bows]
[SIZE:400]
[SKILL:SWORD]
[RANGED:BOW:ARROW]
[SHOOT_FORCE:1000]
[SHOOT_MAXVEL:200]
[TWO_HANDED:0]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:100:300:bash:bashes:NO_SUB:2500]
[ATTACK_PREPARE_AND_RECOVER:4:4]

[ITEM_WEAPON:ITEM_WEAPON_BLOWGUN]
[NAME:blowgun:blowguns]
[SIZE:150]
[SKILL:SWORD]
[RANGED:BLOWGUN:BLOWDART]
[SHOOT_FORCE:100]
[SHOOT_MAXVEL:1000] I suppose you could blow harder and harder, but the force prevents it from getting out of hand.
[TWO_HANDED:0]
[MINIMUM_SIZE:5000]
[MATERIAL_SIZE:2]
[ATTACK:BLUNT:100:150:bash:bashes:NO_SUB:2500]
[ATTACK_PREPARE_AND_RECOVER:3:3]

[ITEM_WEAPON:ITEM_WEAPON_PIKE]
[NAME:pike:pikes]
[SIZE:800]
[SKILL:PIKE]
[TWO_HANDED:77500]
[MINIMUM_SIZE:62500]
[MATERIAL_SIZE:4]
[ATTACK:EDGE:20:1600:stab:stabs:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:200:200:bash:bashes:shaft:2000]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK:BLUNT:20:10:strike:strikes:shaft:1000]
[ATTACK_PREPARE_AND_RECOVER:4:4]

[ITEM_WEAPON:ITEM_WEAPON_HALBERD]
[NAME:halberd:halberds]
[SIZE:1200]
[SKILL:AXE]
[TWO_HANDED:77500]
[MINIMUM_SIZE:62500]
[MATERIAL_SIZE:5]
[ATTACK:EDGE:150:800:slash:slashes:NO_SUB:1125] /1250
[ATTACK_PREPARE_AND_RECOVER:5:5]
[ATTACK:EDGE:20:400:stab:stabs:NO_SUB:800]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK:BLUNT:200:600:bash:bashes:shaft:2250] /1250
[ATTACK_PREPARE_AND_RECOVER:5:5]
[ATTACK:BLUNT:20:10:strike:strikes:shaft:1000]
[ATTACK_PREPARE_AND_RECOVER:5:5]

[ITEM_WEAPON:ITEM_WEAPON_SWORD_2H]
[NAME:two-handed sword:two-handed swords]
[SIZE:900]
[SKILL:SWORD]
[TWO_HANDED:77500]
[MINIMUM_SIZE:62500]
[MATERIAL_SIZE:5]
[ATTACK:EDGE:500:2700:slash:slashes:NO_SUB:3750] /1250
[ATTACK_PREPARE_AND_RECOVER:5:5]
[ATTACK:EDGE:40:2700:stab:stabs:NO_SUB:700]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK:BLUNT:500:800:slap:slaps:flat:3750] /1250
[ATTACK_PREPARE_AND_RECOVER:5:5]
[ATTACK:BLUNT:20:10:strike:strikes:pommel:1000]
[ATTACK_PREPARE_AND_RECOVER:5:5]

[ITEM_WEAPON:ITEM_WEAPON_SWORD_LONG]
[NAME:long sword:long swords]
[SIZE:700]
[SKILL:SWORD]
[TWO_HANDED:57500]
[MINIMUM_SIZE:52500]
[MATERIAL_SIZE:4]
[ATTACK:EDGE:350:2100:slash:slashes:NO_SUB:1750] /1250
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK:EDGE:40:2100:stab:stabs:NO_SUB:600]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:350:700:slap:slaps:flat:1750] /1250
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK:BLUNT:20:10:strike:strikes:pommel:1000]
[ATTACK_PREPARE_AND_RECOVER:4:4]

[ITEM_WEAPON:ITEM_WEAPON_MAUL]
[NAME:maul:mauls]
[SIZE:1300]
[SKILL:HAMMER]
[TWO_HANDED:77500]
[MINIMUM_SIZE:62500]
[MATERIAL_SIZE:5]
[ATTACK:BLUNT:100:600:bash:bashes:NO_SUB:10000] /2000
[ATTACK_PREPARE_AND_RECOVER:10:10]

[ITEM_WEAPON:ITEM_WEAPON_AXE_GREAT]
[NAME:great axe:great axes]
[SIZE:1300]
[SKILL:AXE]
[TWO_HANDED:77500]
[MINIMUM_SIZE:62500]
[MATERIAL_SIZE:5]
[ATTACK:EDGE:250:1300:hack:hacks:NO_SUB:2000] /1250
[ATTACK_PREPARE_AND_RECOVER:5:5]
[ATTACK:BLUNT:250:1300:slap:slaps:flat:2000]
[ATTACK_PREPARE_AND_RECOVER:5:5]
[ATTACK:BLUNT:20:10:strike:strikes:pommel:1000]
[ATTACK_PREPARE_AND_RECOVER:5:5]

[ITEM_WEAPON:ITEM_WEAPON_DAGGER_LARGE]
[NAME:dagger:daggers]
[ADJECTIVE:large]
[SIZE:200]
[SKILL:DAGGER]
[TWO_HANDED:27500]
[MINIMUM_SIZE:5000]
[MATERIAL_SIZE:1]
[ATTACK:EDGE:100:600:slash:slashes:NO_SUB:250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:EDGE:40:600:stab:stabs:NO_SUB:400]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[ATTACK:BLUNT:20:600:strike:strikes:pommel:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]

[ITEM_WEAPON:ITEM_WEAPON_SCOURGE]
[NAME:scourge:scourges]
[SIZE:300]
[SKILL:WHIP]
[TWO_HANDED:27500]
[MINIMUM_SIZE:22500]
[MATERIAL_SIZE:2]
[ATTACK:EDGE:1000:50:lash:lashes:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:5:5]
[ATTACK_FLAG_BAD_MULTIATTACK]

[ITEM_WEAPON:ITEM_WEAPON_FLAIL]
[NAME:flail:flails]
[SIZE:500]
[SKILL:MACE]
[TWO_HANDED:47500]
[MINIMUM_SIZE:42500]
[MATERIAL_SIZE:4]
[ATTACK:BLUNT:20:400:bash:bashes:NO_SUB:3000]
[ATTACK_PREPARE_AND_RECOVER:6:8]

[ITEM_WEAPON:ITEM_WEAPON_MORNINGSTAR]
[NAME:morningstar:morningstars]
[SIZE:500]
[SKILL:MACE]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:10:10:bash:bashes:NO_SUB:1500] /2000
[ATTACK_PREPARE_AND_RECOVER:6:8]
[ATTACK:BLUNT:20:10:strike:strikes:pommel:1000]
[ATTACK_PREPARE_AND_RECOVER:4:4]

[ITEM_WEAPON:ITEM_WEAPON_SCIMITAR]
[NAME:scimitar:scimitars]
[SIZE:300]
[SKILL:SWORD]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:200:900:slash:slashes:NO_SUB:750] /1250
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK:BLUNT:200:100:slap:slaps:flat:500]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK:BLUNT:20:10:strike:strikes:pommel:1000]
[ATTACK_PREPARE_AND_RECOVER:4:4]

[ITEM_WEAPON:ITEM_WEAPON_AXE_TRAINING]
[NAME:training axe:training axes]
[SIZE:800]
[SKILL:AXE]
[TWO_HANDED:47500]
[MINIMUM_SIZE:42500]
[MATERIAL_SIZE:4]
[ATTACK:BLUNT:100:800:hack:hacks:NO_SUB:500]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK:BLUNT:100:800:slap:slaps:flat:500]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK:BLUNT:20:1000:strike:strikes:pommel:1000]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[TRAINING]

[ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]
[NAME:training sword:training swords]
[SIZE:300]
[SKILL:SWORD]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:200:900:slash:slashes:NO_SUB:500] /1250
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK:BLUNT:40:900:stab:stabs:NO_SUB:500]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:200:100:slap:slaps:flat:500]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK:BLUNT:20:10:strike:strikes:pommel:1000]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[TRAINING]

[ITEM_WEAPON:ITEM_WEAPON_SPEAR_TRAINING]
[NAME:training spear:training spears]
[SIZE:400]
[SKILL:SPEAR]
[TWO_HANDED:47500]
[MINIMUM_SIZE:42500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:20:800:stab:stabs:NO_SUB:500]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:200:60:bash:bashes:shaft:2000]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK:BLUNT:20:10:strike:strikes:shaft:1000]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[TRAINING]
Feedback is welcome. If there's any problem with its functionality, please tell me!

Version 3 is out! Changelog:
 - rebalanced the stab attacks on various weapons. The spear is now twice as better at stabbing as the short sword.

3
DF Suggestions / Item descriptions
« on: November 22, 2014, 01:39:38 pm »
Shouldn't items have descriptions, just like creatures do?

EDIT: Also, as Dirst and darknessofthenight pointed out, item PREFSTRINGS would also be very nice to have.

Really, this suggestion seems to be pretty easy to implement, and would allow to have so many nice things (like actually explaining what scimitar is in-game) that there's no reason to not have that already in game.

4
DF Modding / Is there a HoMM mod?
« on: November 14, 2014, 03:41:33 pm »
Does it exist?

5
DF Dwarf Mode Discussion / 40.01 => 40.14 changes?
« on: October 31, 2014, 10:07:53 am »
What changed in-between these versions and what bugs I should be aware of?

6
DF Dwarf Mode Discussion / 10 000 years of history...
« on: July 21, 2014, 01:25:36 pm »
...leads to goblin dominance.

Who knew?

7
Roll To Dodge / Roll to dodge time, Mk. II
« on: July 20, 2014, 01:34:01 pm »
Spoiler (click to show/hide)

In the grim dark future of the far future, there is only war. But the war has changed. It's no longer about nations, ideologies or ethnicity. The very history has become an arena, on which soldiers can die before they were born, help can come from time non-existing, and where humanity has invented 40 additional time clauses to describe what the hell is going on.

YOU are one of the members of the Time Marines, and your motto is "We solve problems before they even arise". Who you will choose to be? What future awaits you? How many questions can there be before somebody retroactively erases them all? Find out... right now!

Spoiler: boring backstory (click to show/hide)


Spoiler: character sheet (click to show/hide)

(overpowered characters will be balanced appropriately)

I dunno how many players I can survive, but let's roll!


Oh, and you all start in a 10x10x10 room with a single door to the north. You have no idea how you have ended here. Time is Z.H.+0 seconds.

Characters currently enlisted into the expedition:
Spoiler (click to show/hide)


8
Roll To Dodge / roll to dodge time
« on: July 10, 2014, 08:02:32 am »
minimalistic style

you all stand in the big room. suddenly a wild time machine appears in the center of the room!

what do you do?

9
Creative Projects / Improved RTS time travel system
« on: June 17, 2014, 10:31:42 am »
Found an exploit in time travel system. It allows you to get units from the future at only the cost of 1 chronoport for a limited amount of time without actually producing them. The only requirements for that seems to be the control of the factory at the departure point and the resources for the chronoport at the point of arrival. Though maybe I can call it a feature, it still isn't very nice.
You should make a thread in Creative Projects where you post all the rules, because I'd totally like to see them. Then we could also help you debug your system.
A lot of ideas were tactically stolen from Achron, currently the best (and only) tactical time travel game. Unfortunately this game have some issues which severely diminish the roles of time mechanics and makes dealing with paradoxes an almost impossible task. So I've tried to think how that system can be improved. This is what I came up with.

The player is a character which exists at T+0 (explanation of wth T+0 is in the rules). The players can change the point of time which they observe at any moment. They can also propagate the events manually by observing them manually. They can change the speed of their observations, so they can fast forward through boring parts and slow down at the important points. The default rate of propagation of events through the time line is 3 seconds per second. This is basically the same as in Achron.


4 rules of time travel:
Spoiler (click to show/hide)

How normal, unparadoxed time travel is resolved:
Spoiler (click to show/hide)

How to make time loops:
Spoiler (click to show/hide)

A failed attempt at cheating the system:
Spoiler (click to show/hide)

Another attempt to cheat the system:
Spoiler (click to show/hide)


And now for paradoxes!

Spoiler (click to show/hide)

As far as I've noticed there's no way to cheat the system to get permanent benefits for no cost. However, there are ways to lose resources without gaining anything (due to incorrect chronoports).


If I've missed anything, tell me!

EDIT: Added a bit about making loops.

EDIT2: This system can also be pretty easily adapted for turn-based strategies, or role-playing games. You can even level up your ability to manipulate time. Like, one skill to control the time range which you can observe and issue command to, second skill to increase the maximum chronoport distance, third skill to control how fast can you fast-forward, and so on.

EDIT3:
Time travel: the classification:
1) Chronoport price : dependent on the time distance - paid in the past
2) Ability price : dependent on the ability used - paid in the future
3) Failure price : unable to pay the price in the future-when-it-becomes-the-past or inability to create a decent stable loop

Note: Failure price should be proportional to the time distance (? may be incorrect ?) and the ability magnitude (definitely). Also amount of previous failures.

In general, failure should not be an optimal option, so punishment should be stronger than the ability effect.

Ugh.

EDIT4: It appears that there are some problems with balancing time travel. Who would have thought.

EDIT4.5: Note: research how to balance chrono bombs done
Note2: research how to balance abilities which do not involve direct time travel.

ex: time heal - heal anyone up to 5 turns/minutes ago.
how do i even begin to balance that shit
 

Pages: [1]