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.

Messages - xordae

Pages: [1] 2 3 ... 16
1
If you could lay out your steps so that I can try it, that'd be awesome.

2
DF Dwarf Mode Discussion / Re: Stress & Psyche 47.05
« on: February 28, 2021, 07:20:24 am »
In my case it was just using remove-stress -all once in a while, which puts dwarves at maximum happiness but leaves needs and the general workings of the stress system alone.

3
I ran it a bunch and only got job cancellations.

But if anyone is up for doing a more indepth instrument fix then by all means. ;)
I think just narrowing the type to "instruments" would also be enough to make the script harmless for all intents and purposes.

4
DF Dwarf Mode Discussion / Re: Dwarves not caring about anything anymore
« on: February 28, 2021, 04:05:46 am »
I think the stress system in 0.47.05 is the best it's been in a while. Definitely doesn't need to be tuned for more stress. In my super luxurious fort, I get the occasional stress breakdown and it usually can't be fixed, no matter how often they scream at the mayor or how drunk they get. Even with the whole fortress tuned to the max there will be problem cases, and that's okay with me.

5
Maybe this is a backwards way to look at it, but just make a mothly job item for X buckets. And if he also forbids export, hold a yearly bucket atom smasher celebration.

Or kill the mayor until one gets appointed who demands useful things.

The justice system is cool, and now it's got interrogations, counter intelligence and all that fun stuff. I would be sad to play without it.

6
DF Dwarf Mode Discussion / Re: Stress & Psyche 47.05
« on: February 28, 2021, 03:54:42 am »
I noticed after importing an older fort and playing with it for a while that stress levels gravitated towards and stay at exactly 0 for most of my dwarves. I had previously used a DFHack cheat, so everybody was ecstatic going in, but after a few years the stress curve of my dwarves looks like 0/0/4/101/7/9/42.

7
Spoiler (click to show/hide)
After what PatrikLundell said in another thread maybe this is a DF bug after all.

I also stole some dude's script and adapted it to untag all in_job flagged objects, fixing instruments that are stuck with TSK after aborted performances. Maybe someone finds this useful.

fixjobs.lua
Code: [Select]
for i, item in ipairs (df.global.world.items.all) do
    if item.flags.in_job then
     item.flags.in_job = false
        dfhack.println ("Job Flags Unset!")
     end
  end

8
Cheers feelotraveller, I'll probably throw a "nuke" at the problem and create floors, then walls on all z-levels from the bottom up and see if that sticks.

..Well, that unfortunately did not work.

Oddly, constructing floors does not work either. I'm starting to think this is a DF bug and has nothing to do with tiletypes.

9
So far, the 47.05 beta is working well.

Earlier, I fucked up the walls behind my archery targets and re-painted them with tiletypes. There is a 1 z-level drop behind the targets, and bolts are properly recovered down there. Now that I expanded my fortress, exactly below the bolt drop there are new rooms. Now the bolts drop through the existing floor tiles at z-level 1 and land at z-level 2 down in those rooms. I assume this is because I recreated solid stone there with tiletypes. How can I use tiletypes to completely regenerate a z-level wall? Only doing Paint: STONE WALL INORGANIC:GRANITE CLUSTER is apparently not enough to regenerate the proper ceiling and floor parts.

Painting floors on the same level as the archery targets makes bolts break as they're supposed to.

10
DF General Discussion / Re: Candy is Overrated
« on: August 07, 2020, 02:35:48 pm »
Cheers Bumber. Ok, so that's still very lightweight. It's not going to be better vs. blunt and force by any appreciable amount.

11
DF General Discussion / Re: Candy is Overrated
« on: August 07, 2020, 02:45:45 am »
It seems to me that the ideal loadout for all decently skilled dwarves goes like this:

Adamantine Mail Shirt
Steel Everything Else
Leather Cloak, Hood, Robe (I'm more of a minimalist, again Adamantine is no good here vs. bludgeon and force)

Adamantine Axe, Sword or Spear
Steel or Silver Hammer or Mace
Bone or Steel Crossbow
Wooden or Steel Shield (if they can handle the extra weight)

Yes, I can confirm that force damage to joints happens a lot with Adamantine gear. We already know it's like wearing stuff made of paper, but with recent versions that has become an actual downside due to these better physics simulations.

recon1o6: I would say it's the other way around. Adamantine for lower-skilled dwarves as they profit a lot from the lighter weight. Masterwork Steel for higher-skilled dwarves as their Armor skill will exceed the weight penalty and they'll be way better protected against bludgeoning and weapon force. That's what my tests showed, anyway. I haven't determined the cutoff point where one becomes better than the other but would guess it'd be somewhere in the late middle around level 8-12.

therahedwig: Probably. Dodging and Shield are massively important. I left those out and even discouraged wrestling moves because I didn't want to muddle the results. I was simply after armor material properties, and the results were pretty telling. It's possible that Adamantine gear proves an upside when Dodging is taken into account, but afaik armor weight does not influence this; only how fast dwarves can walk/run.

Leonidas: I don't think so. Divine Metal has different properties. I can't find it in the RAWs, but I'm pretty sure it is an in-between of Adamantine and Steel. Its weight should be proportional to how well it does vs. blunt and force.

12
DF General Discussion / Re: Candy is Overrated
« on: July 27, 2020, 04:58:33 am »
I'll cite a small but important piece from the wiki:

"If the test is passed, attack momentum is decreased by some 5% and the layer is considered punctured/severed, and the process continues to the next layer, including working through layers of the defender's body. If the test is failed, the attack becomes blunt for this layer."

All attacks are blunt attacks!
Candy [...] is essentially useless!
Well, oversimplified, but you get the idea.

Interesting point on the sieges, I haven't had one of those before.

13
DF General Discussion / Re: *We need your help to save the noobs!*
« on: July 27, 2020, 02:38:12 am »
A couple of things come to mind off the bat:

- Aquifers are dumb. I never play on aquifer embarks and don't see the appeal in them either. This is a diggy-fortress-buildy game. Having your new digout flooded right away is obstacle #1 and will result in "what the hell?" moments. Consider making aquifers a default-off option in worldgen.

- Evil biomes and undead generation is unreasonably, weirdly overpowered and I think their current mechanics are more or less an oversight because it was deemed "an error funny enough to leave in".

- The interface. At this point it's a meme and a trope and we all love to hate it, but having this monolith of key combos around is obstacle #2. It isn't so much that it's not efficient, because it can be quite efficient once you get muscle memory. The problem is that weird, fringe, sub-menu options are not evident even for seasoned players, like the various sub-sub-menus of the (o)rder menu for example. Or the arcane intricacies of the (N) and (h) menus. Also it would be a big help if the main (Tab) overview was sorted into functional groups, rather than having all the shortcuts in one pile.

- Unnecessary complexity in parts. This is not so much a newbie obstacle but it is a massive obstacle to players in general. Why are there endless pages of various leathers and bones littering the selection screens for military uniforms and other things? Condensing these down to meta groups of just 'shell', 'bone', 'leather', 'wood' etc. would not hurt, because I have not seen a single instance where I thought "Boy, I'm feeling literal and would really like to get some Aardvark leather armors made. There better not be any Yeti leather armors in this pile or I'm gonna throw a tantrum!" Similar to this: Browsing for building materials is a chore. Why not a meta group selection beforehand, letting you decide between 'stone', 'wood', 'metal', 'etc' before the player is thrown into more endless pages of lists? Why not make the lists and sublists alphabetized?


Don't agree that managers / bookkeepers are essential for the survival of a fort. I do quite well on mine and never rush these jobs.

14
DF General Discussion / Candy is Overrated
« on: July 27, 2020, 12:32:50 am »
After having outfit my military with high quality all-candy gear, I observed more injuries than usual. I dug through combat logs and some old forum posts and came to the conclusion that candy being so light, it really does jack to protect against the weight of weapons. Yes, everything gets deflected, but wearing cork armor means that the impact of these weapons creates way more damage to the body underneath compared to heavier shaped armor, such as steel.

I did a couple of arena tests to confirm this:

First 1v1 test:
Silver Warhammers for each, as well as highest level Armor, Weapon, Discipline, Fighter skills.
Dwarf one, in full candy armor, died 14 times.
Dwarf two, in full steel armor, died 6 times.

Second 1v1 test:
Iron Short Swords for each, as well as highest level Armor, Weapon, Discipline, Fighter skills.
Dwarf one, in full candy armor, died the first 10 times.
Dwarf two, in full steel armor, after having won 10 times, was declared a clear and early winner.

Worthy to note is that at low skill levels, the test result was inverted:

Second 1v1 test, repeat:
Iron Short Swords for each, as well as 'skilled' Armor, Weapon, Discipline, Fighter skills.
Dwarf two, in full steel armor, died the first 10 times.
Dwarf one, in full candy armor, managed a flawless victory.

Also note that I left shields out, as well as the skills governing shields, dodging and the various unarmed techniques.
It is possible that the dodging skill benefits from less armor weight. Maybe I'll append this.


My reasoning and conclusion:
In both tests, I saw a fair number of deaths by strangulation. This means the dwarves dealt blunt damage to each other until one was down, then the other finished the job. In the first test, we see Dwarf two scoring some kills. Silver warhammers are heavy enough that no armor is impervious and steel won't fully protect you, but it did better than candy.
In the second test, I gave the dwarves iron short swords to simulate the kind of combat scenario you see a lot in sieges. Gobbos bring copper and iron gear. The swords weren't able to get through either armor, but the weight of the weapon dealt sufficient blunt damage to the dwarf in candy gear, while the steel gear was heavy enough that it didn't result in any appreciable damage.
The third test highlights the importance of armor weight and exhaustion in relation to armor skill.

This means that yes, candy armor is overrated and may even be 100% inferior to steel for all combat cases. Except for particularly bad luck with a FB composed of weapons-grade metal, the enemies don't have steel or candy. For an end-game militia with high-grade steel gear, sieges usually result in injuries when the dwarves get overwhelmed, surprised, blunt damage'd or by the odd chance of bad luck with non-blunt weapons. FB and other beasts trouble the dwarves mostly through syndromes and special attacks. As soon as you reach steel tier defense, basically getting your armor penetrated becomes a non-issue. Only in armor weight and dwarf speed does candy show a clear benefit.

TL;DR: Keep your steel armor on. Consider candy mail shirts to save some weight and leave it at that. Consider candy armor also for recruits and low-skill militia. The better your dwarves' armor skill is, the less you gain from using adamantine over steel. Steel has more well-rounded material characteristics because weight matters for protection vs. force injuries.

15
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 25, 2020, 05:16:11 am »
A drunken off-duty military dorf got brawly and punched several people, including the king. To death. RIP. I had him do martial practice so he wouldn't fall victim to goblins, but a legendary puncher was a tall order.

Pages: [1] 2 3 ... 16