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Messages - thatkid

Pages: [1] 2 3 ... 192
1
DF Modding / Re: Night Creature
« on: May 14, 2018, 02:34:49 pm »
The night creature tags run counter to being part of a civilization, assuming you mean entities. You're better off using the tags for child thieves and the like to simulate it.

2
Other Games / Re: ArmageddonMUD
« on: June 06, 2017, 02:35:55 pm »
It's basically the codifier for everything that has gone wrong with the RPI community over the years, I really would not recommend it.

3
DF Dwarf Mode Discussion / Re: Can someone explain duels?
« on: March 02, 2017, 08:44:49 pm »

I recall hearing somewhere that world-gen wars are actually done as a series of one-on-one fights between all participants; only when one or two noteworthy historical figures fight does Legends call it a "duel" and record it specially.
It's actually more like...
Both armies each stand in a single line, and the dudes at the front of each line fight each other. When someone dies, they leave the line and the next person in line fights the person at the front of the other line. So it's entirely possible, but incredibly unlikely, for two armies to clash, but only one soldier from the winning army to ever do any actual fighting.

4
DF Adventure Mode Discussion / Re: Outsider musician
« on: January 22, 2017, 08:46:36 pm »
Now that I've got dfhack working right again I'll need to see about using a trick I learned recently, but basically the written_content section includes all the books that have stuff like musical forms, dance styles, and poetry types.

You can do this without dfhack by writing books containing forms you know with one character and reading them with an outsider, incidentally.
If I recall correctly, NPC bards will occasionally write down their forms in worldgen. Is there anything stopping you from just pouring through a library until you learn a few forms?

5
Punching and kicking (and biting!) have an advantage over the war hammer (any weapon actually) versus weapon-using NPCs who have shields.

Your war hammer attack can be defended in 3 ways: parried by the weapon-using NPC, blocked with a shield, or dodged (you miss).

Punches and kicks however can't be parried at all. They can be defended in 2 ways: they can miss (dodge), or the weapon-using NPC can shield block the punch/kick.

Now say your character is large enough and strong enough to grab the NPC and maintain that grip -> they can no longer dodge. Now there's only 1 defense, the shield block.

And if you remove their shield... :D

All your wild, heavy, precise and multi strike attacks become a sure hit?!?

If I grab someone without a shield and issue a multistrike with 10 hits... really?!?
No, because you can still just "miss". Or they can dodge.

6
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: January 09, 2017, 12:59:01 am »
So what exactly does select_symbol:vessel: cover?
What are vessels? What am I naming with that?

7
DF General Discussion / Re: Worldgen Wars: What causes them?
« on: March 17, 2016, 02:02:47 am »
Thx for the answers!

I don't want to add or remove tags, that seems too artificail, but ajusting their ethics, that seems promising. Maybe overpopulation population don't influence on starting wars, but perhaps over populated sites makes battles bigger and more significant.

Alright, I will give it a try.

I would like for toady to elaborate more on how history gen works. How the AI assembles its armies, attack, defense, siege...are those stuff "modble" (hum...modifiable?) or is it hardcoded?
Larger populations are guaranteed to lead to larger armies and larger battles.

I would like it if Toady elaborated on how world gen/world activation decisions like starting wars works as well. Maybe someone will ask the right questions in Future of the Fortress someday. I'm much too lazy and I'm really not sure what questions will make sense and be worth Toady's time to answer.
Unfortunately, the actual decision making process that NPCs go through is hard coded and we cannot mod it. Though we can alter variables that effect the decisions they make, insofar as we understand it, as in the case of Facets/Values/Ethics.

8
DF Adventure Mode Discussion / Re: Who runs human civilizations?
« on: March 15, 2016, 02:26:13 pm »

I like to go around and intimidate local lords to pay tribute to the one I'm a hearthperson for sometimes.
You can do that? Economy isn't even in. How?

9
DF General Discussion / Re: Worldgen Wars: What causes them?
« on: March 14, 2016, 10:51:59 pm »
Just going to link this handy summary of what we the players know about behind-the-scenes war stuff here.

With all that mind, there are a few ways to encourage wars.

If you want wars to be more frequent, but not an always-happening sort of thing, you can set Ethics for each Civ to hold more extreme differences. The df wiki page on Ethics has a helpful chart to compare point values for that.

If you want specific groups of civs (ie. Dwarf + Humans vs Goblins + Elves or something) to go to war with one another more frequently, you can use tags like BABYSNATCHER and/or ITEM_THIEF to prevent friendships along a certain line. These tags work together and separately: Let's say Civs 1-3 have neither BABYSNATCHER or ITEM_THIEF, Civs 2-5 have only BABYSNATCHER and Civ 6 has both BABYSNATCHER and ITEM_THIEF. Civs 1-3 will be hostile (and thus inclined to go to war) with all civs who have either BABYSNATCHER or ITEM_THIEF -- so 1-3 will be hostile to 2-6. Civs 2-5 will be hostile towards anyone who does not have BABYSNATCHER or anyone who does have ITEM_THIEF -- so they are hostile to Civs 1-3 and Civ 6. Civ 6 will be hostile towards anyone who does not have BABYSNATCHER and does not have ITEM_THIEF -- civs 1-5, therefor.

You can alter the VALUES of each Entity and the FACETS of each creature to make them more inclined to violence. This should, hypothetically at least, encourage warmongering. Things like a high POWER level and a low PEACE level would probably do the trick. Tweak it around a bit to try and get whatever works best.

You can use very specific worldgen parameters in conjunction with entity biomes to force everyone to start in more or less the same area, once they hit the world/civ site limits they'll need to fight to expand. I'm not sure if this actually encourages wars, but having everyone close enough to fight will help remove obstacles to warfare. A smaller map helps with this. Other worldgen stuff that can help (and you can further increase some of these in the entity files): Lower site cap, higher pop cap + higher pop/site cap (results in larger battles, larger armies, etc.).

You can combine the above methods, and while that won't guarantee constant warfare it will contribute to it.

If there is a civilization that you want to always be at war with everyone, you can give their creatures the UNINTELLIGIBLE tag. Since they won't be able to communicate, they'll never be able to form peace treaties and any wars they start or have started on them will not end until one side is wiped out. UNINTELLIGIBLE does not create pseudo-factions (true factions/alliances/whatever aren't possible) the same way that BABYSNATCHER and ITEM_THIEF does - UNINTELLIGIBLE kobolds will be hostile to UNINTELLIGIBLE orcs or whathaveyou. CRAZED should accomplish the same goal with the added bonus of being able to talk to the creatures, though I haven't tested it.

10
DF Modding / Re: Multi-Projectile ranged attack?
« on: March 10, 2016, 03:17:03 pm »
Multiple projectiles from a single attack aren't possible.
You could make the ammo blunt instead of edged with a high surface area and velocity, though, and that should might maybe help towards knocking people back. I honestly don't know if it's possible for ranged attacks to knock people around the way, say, hammers do however.

11
DF Adventure Mode Discussion / Re: Goblin Occupation
« on: March 09, 2016, 11:41:51 pm »
Humans have the advantage of size, elves have numbers and speed, goblins have numbers and a demon master, dwarves are strong.
Goblins and Elves also have immortality.
Goblins have better physical stats than anyone else (rather surprisingly). Elves are generally worse off for physical stats, but are a little more agile. Humans are, naturally, middle of the road with dwarves slightly above them in Strength/Toughness but still below Goblins.
Just adding on to that a little. One of the reason Goblins do so well, aside from their numbers, is their immortality and the lack of a need to eat or drink -- so their massive hordes can hypothetically all reach legendary (though I don't think it ever happens in world gen, or at least I have never seen it). If a world is genned for long enough, Goblins will almost always win save in the rare case where they're rapidly exterminated by the other 3 races in the very early years.

12
DF General Discussion / Re: An explanation of the races ethics
« on: March 08, 2016, 10:12:32 pm »
Now, you two, explain how is willingness to go to war / hostility is calculated. Especially how much minus in ethics is required to get that red line, like default goblins have with dwarves (unless that is just hardcoded).
I got a self made minimod with 4 goblin races, that are just renamed copies of the normal ones for now with different siege seasons, how do I make them fight each other?
Goblins and dwarves are automatically at war because of the babysnatcher tag IIRC. Any civilisation with the babysnatcher tag in their ethics will automatically be hostile towards any civ without it and vice versa.
They're hostile to one another, but they aren't at war. It's more of a cold dislike sort of deal where one side is snatching babies and the other is murdering baby snatchers and both are killing anyone who crosses their borders -- but they aren't raising armies just yet. 
 
We don't currently understand how the decision to go to war is made, but it appears to be effected by a number of factors beyond simply Ethics, Values & Facets (two interacting tokens, one found in the Entity file the other in the Creature file). It, for instance, appears to take the specific personality (as it falls within the Value/Facet spectrum given to them by their creature type and entity) of a civilization's MILITARY_STRATEGY and/or MILITARY_GOALS nobles into account to at least some extent, but the exact extent of that and which personality traits in particular are looked at is unknown. 
 
We do know how Ethics values line up against one another, and this information can be found on the relevant wiki page. We also know that BABYSNATCHER and ITEM_THIEF tags will cause hostility, which hypothetically should lead to outright war more frequently (if only because you'll be murdering their snatchers and thieves in fort mode, as they'll come without being at war) and anecdotal evidence says that it does. 
Anecdotal evidence also seems to indicate that two races who are willing to inhabit the same site type and biome may go to war when they expand too close to one another but spheres of influence aren't in yet so as far as I know nobody is quite sure what causes that or if it's actually even happening and we aren't just thinking we see it happen because a civ (generally speaking) won't start a war with a civ they're too far away from.

Asking about the specifics of this in Future of the Fortress would probably be a good idea, I know a lot of modders would find it useful since for the most part even the most experienced of us are sort of in the dark on this and still resorting to relatively failproof but somewhat narratively boring stuff like super evil ethics + itemthief or whatever.

13
DF Modding / Re: [MODDING] 0.42.x QUESTIONS THREAD
« on: February 21, 2016, 11:47:56 am »
Related questions: I've modded mittens and chausses to be made from mail instead of leather or fabric. Will the game know to make them in pairs?
There is, I think, a token in the item itself that allows for that behaviour, so yes.
That's the thing, I can't find any such token in the item files. The token has to be somewhere (if I had to guess it's tied to the fact that these items are of the glove and shoe types), but I don't know where so I guess all I can do is keep my fingers crossed that it's someplace where the game will pick it up now that they're made of mail.
Pretty sure gloves and shoes are just automatically made in pairs, there's no special token needed.

14
DF Modding / Re: Creature questions
« on: February 21, 2016, 09:01:19 am »
1. Have the original creature have an interaction that it uses on its opponent. This interaction grants the opponent the ability to resurrect/animate your original creature and apply an immediate body transformation syndrome into said smoke creature.

You could also maybe give the creature a secretion that acts like evil biome fogs for resurrecting and transforming very specifically that creature's own corpse. So when you cut them down, or whatever, their secretion will infect the corpse, resurrect it and transform it. You could hide it in a secretion that they would already reasonably have, like sweat or blood or tears or something, or you could tie it in to the smoke monster theme by making them just breathe smoke and stuff.
That way, if it works, adventurers (and I assume you're making this for adventure mode because it's Bogeymen) won't be able to cheese it accidentally or intentionally by not using the interaction.

Though do be aware that bogeymen with the associated bogeymen token will not leave a corpse, so if you're using that token then neither of these solutions can work as there won't be anything to resurrect.
You could alternatively not give the commander NOFEAR, and make it so they are likely to flee at some point. Then give them an interaction they only use while fleeing that turns them into a fearless smoke monster. They'd transform before dying, though, and there'd be no guarantee that they'd transform at all.

15
DF Modding / Re: [MODDING] 0.42.x QUESTIONS THREAD
« on: February 21, 2016, 07:46:38 am »
Why is it that the HUMANOID_JOINTS body part isn't enough to allow for wrestlers to break arms through holds and the like? What changes would need to be made for that to take effect?

Also -- how does one figure out what tissue is being called by ARG# in body detail plans?

Can ignore this. I need to learn to read Toady's comments before asking questions.

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