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Messages - Vastin

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1
DF Dwarf Mode Discussion / Dwarven Capital run by Goblins?
« on: December 17, 2015, 09:29:39 pm »
So, the Liaison from the dwarven capital in my game appears to be a goblin.
Likewise when I examine the list of nobles, the General is a goblin, as is one of the Baronesses...

I'm just going to guess that either this is a bug, or the Dwarven capital in my world has been conquered by goblins?


2
DF Adventure Mode Discussion / Re: Funniest Names
« on: December 09, 2012, 05:43:14 pm »
This adventurer's RNG last name was bizarrely wrong to start with, then the nickname kicked in...

Talia Fondlesquirt, the Fair Crypts of Passion

  ???

3
DF Adventure Mode Discussion / Re: Genesis 5 Adventure mode difficulty?
« on: December 09, 2012, 05:36:22 pm »
Yes, I guess I just keep foolishly hoping that the metal helmet I'm wearing might *DO* something, but I guess that's a stretch. ;)

4
DF Adventure Mode Discussion / Genesis 5 Adventure mode difficulty?
« on: December 09, 2012, 01:38:02 am »
Ok, I recall previously being able to get some characters pretty far in adventure mode, but for the last several days I've been trying to play in Genesis 5 and pretty much anything capable of movement is instantly lethal to me. Doesn't matter if I've trained up a multiple legendary wrestler in bronze plate armor, or a starting newb, any wild animal seems quite sufficient to murder me, much less actual bandits, fireball hurling nomads, or what have you.

Seriously, how powerful does a character have to be before wild deer stop one-shotting you in this mod?

5
DF Dwarf Mode Discussion / Re: For the love of Armok! (WTH doctor?!?)
« on: January 10, 2012, 01:52:58 pm »
You may need to install more coffers Coffins in the hospital zone Morgue. Crutches Crippled dwarves take up a lot of room.

There. Fixed that for you.   ;D

6
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: March 16, 2011, 09:49:19 pm »
Dear lord! I have been attacked by...

Spoiler (click to show/hide)


7
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: March 07, 2011, 12:19:04 pm »
Had a nice secure fortress. No trouble to date. No snatchers or anything.

Decided to expand the outer wall to encompass some more pasture space, and mostly did so without risking integrity, except for one phase of the project that was going to last about 1 minute.

Ambush! Vile tree hugging elves and their #$%@ giant war-tigers explode out of no-where.

I then discover moments later that not only are my surface walls compromised with 1/2 my dwarves in the open, but I forgot to affix an emergency hatch on my newly dug second access tunnel. No squads available yet except for the miner militia. Now we're really having fun.

8
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 06, 2011, 01:14:28 am »
The accursed elves have struck my year-old fortress of Lolorlash - and as luck would have it, they came in considerable force (8 or more), and their timing was exquisite, striking during a small window of vulnerability as I was expanding my fortress walls, leaving the fort vulnerable to invasion.

Several of my dwarves were able to seal themselves in the dining hall on the fifth level, and a handful of others in the farm storage chambers on the first. Six others have already been struck down and a few are missing. The vengeance I shall wreak will be horrid indeed...

9
I've been playing DF for quite a while, but for several games now I have been completely unable to lure invasions to my fortress.

What are the minimum pop/wealth levels at which goblin ambushes and invasions occur, and is there any information I can review that would indicate if they are too distant or extinct and will never come?

I like combat heavy games, but it's frustrating to play for 10+ hours only to slowly realize that you'll never be attacked, even though you've embarked in what appeared to be highly hostile areas. :P

Playing in .19 at the moment, so for all I know every goblin on the planet starved to death a century ago.

10
DF Dwarf Mode Discussion / Re: Maximizing FPS?
« on: March 04, 2011, 02:00:47 pm »
If you want to know how often a dwarf updates it's path, watch it chase a goblin.

You will often see the dwarf run 3-5 steps in the wrong direction after the goblin moves.  Alternately, lock a door and see how long it takes to get the job cancelation.

Yeah, that was my impression as well - that paths were recalculated, but only occasionally.

In a highly optimized system, each target object would hold a list of anyone currently pathing TO it, and on moving or changing state it would inform those interested parties, telling them they need to reconsider their path or job.

Once you do this you remove the need for the pathing entity to EVER re-calculate their paths unless they are told to do so, or they hit an unexpected obstruction (another moving enemy, recently locked door, etc). They can also this flag to cancel build/pickup/kill orders the moment they are invalidated instead of having to wait until they get there to figure out there is a problem.

11
DF Dwarf Mode Discussion / Re: Maximizing Limb Loss
« on: March 04, 2011, 01:52:45 pm »
Playing in adventure mode suggests that battle-axes and swords are both pretty good de-limbing tools.

However, surprisingly enough picks turn out to be REALLY good de-limbing weapons, at least against mid-small foes such as goblins. Quite good weapons overall too, as they aren't as easy to mitigate with armor as the axes and swords are. Best yet, your mining skill seems to be used as the primary weapon skill, though I'm not certain to what degree this carries over between adventure mode and dwarf mode.

Bad weapons for de-limbing are any blunt weapon (which includes whips), and most pointy weapons such as spears and pikes - those can sometimes remove very thin extremities such as hands, but not much else.

One weapon with stats suggesting decent de-limbing potential are Scourges - but I've never really had an opportunity to test them, so I can't say with any certainty. I'm not sure if they have enough penetration depth.

12
DF Adventure Mode Discussion / Re: You have discovered a shrine!
« on: March 04, 2011, 01:30:17 pm »
Go down as deep into the caverns as you can, until you find one of the temples with legendary weapons.  These are more than strong enough to kill bronze colossi, but it'll take a good bit of lumberjack work even so.  Just don't stick around after you take the weapon, and remember to have Fun.

Where on earth do you find real caverns in adventure mode?

I've been playing for dozens of hours and have never found anything deeper than the basic lairs, which don't go down at all. I'd love to explore a real cavern in Adventure mode, but have never found such an entrance.

13
DF Adventure Mode Discussion / Re: Favorite fighting style
« on: March 04, 2011, 01:14:47 pm »
Most effective style? Usually to run around callously crippling legs/feet with a pick or whip to immobilize everyone and then taking your time finishing each of them off by strangling them to death to get up to legendary +20 fighting in a few days time.

Most fun style? Probably running around with a battle axe or longsword, charging in like a madman to bowl people over and then lop their heads off in glorious one-shot kills that spray arcs of blood across several meters of battlefield.

14
DF Dwarf Mode Discussion / Re: Maximizing FPS?
« on: March 04, 2011, 12:57:31 pm »
The point here is that paths are recalculated every tile....

Is that really the case? They certainly shouldn't have to!

As long as the target isn't moving/gone and the dwarf doesn't hit an unexpected obstruction in its planned path, there really isn't any reason they can't remember a path once they've searched it - and storing a dwarf's path in memory is way, way less expensive than reserving the memory (not to mention CPU) for them to recalculate every step.

On the plus side, if they ARE doing that it means there is a hella lot of easy optimization that Toady could still do for pathing. <shrug>

15
DF Dwarf Mode Discussion / Re: Maximizing FPS?
« on: March 04, 2011, 12:33:59 pm »
To give you a slightly better sense of the costs involved in an A* search and how they proliferate when spaces are open rather than confined, imagine that you are trying to reach a rock 10 spaces north of your current position, but in three completely different spaces:

1) You are at the end of a 1-space wide, 10-long corridor. At the other end is the item you want. In this case A* will find the object in exactly 10 steps, which is as good as it is ever going to get.

2) You are at a 4-way intersection with the corridors going off 20 spaces in all directions. The item is 10-spaces north. In this case you are going to find the object in about ~40 steps (A* has to search down all 4 corridors at once - it usually doesn't make any assumptions about what direction the object is in!)

3) You are standing on the surface, with nice green grass in all directions. The item is 10 spaces to the north. In this case basic A* is going to find the object in approximately ~400 steps - it has to search the entire square volume around you in concentric fashion before it finds the object! This is why a large starting embark area can have such dire consequences for pathing. Srlsy. 0_o;

Now, there are A* optimizations that can allow for much faster searches in some conditions like the open field, such as favoring steps that move towards the object, and making ones that move away from it more expensive, for example - but those search optimizations are making assumptions that might make other searches much MORE expensive, so there are usually trade-offs for this kind of thing.

There are also multi-layer A* concepts where the entire search space is broken up into large sections of 'geometry' that can be stepped through extremely quickly to get close to where the target is, but these implementations are quite complex and can take up a fair amount of memory to boot, so I have no idea if they are used in DF.

In a game like DF where the paths are frequently convoluted, I suspect that A* makes relatively few assumptions - but you'd have to ask Toady about the details. ;)

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