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Topics - derigo

Pages: [1] 2
1
DF Modding / dwarf therapists, not the ultility ;p
« on: May 15, 2010, 06:57:41 am »
Code: [Select]
[POSITION:THERAPIST]
[NAME:therapist:therapists]
[SITE]
[NUMBER:AS_NEEDED]
[RESPONSIBILITY:MEET_WORKERS]
[RESPONSIBILITY:BUILD_MORALE]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:180]
[REQUIRED_OFFICE:500]
[DUTY_BOUND]
[COLOR:5:0:0]

My leader is always too busy to meet with disgruntled dwarves.  You can add as many therapists as you need to deal with your individual tantrum spiral prevention needs. ;p

Alternatively, you could change the name to

      [NAME:bitch:bitches]

it makes just as much sense.

2
DF Modding / ranged weapon attack speed?
« on: May 12, 2010, 12:44:21 pm »
Am I missing something or is there no way to affect how rapidly a ranged weapon can be fired?  I suppose the same can be said for melee weapons... does anything affect this?  The only thing I can think might is SIZE.  The WEIGHT token is still listed in the wiki, but not present in the raws at all.  Deprecated?  Its still present in the string dump.

3
DF Modding / armor coverage research
« on: May 11, 2010, 01:04:42 am »
This was a report recently posted on the bug tracker by Knight Otu.  I did a lot of testing and I thought you modders might be interested in the results, so I'm posting it here.

Here's the bug tracker link:
http://www.bay12games.com/dwarves/mantisbt/view.php?id=1821

Knight Otu's original report:
Spoiler (click to show/hide)


Toady's comments on the subject: (fairly hard to understand Toady here)
http://www.bay12forums.com/smf/index.php?topic=18536.0

My findings:
Spoiler (click to show/hide)
Conclusions:

-The only way to protect [STANCE], [GRASP], or [HEAD] parts (feet, hands and head) is with armor worn on them specifically.
-[LIMB]s are correctly protected by UBSTEP and LBSTEP
-The ONLY way to protect parts that are not [LIMB],[STANCE],[GRASP],[HEAD] or [UPPER/LOWERBODY] parts (such as facial features, toes, fingers, throat, vestigial wings, any cosmetic custom parts, etc)is by exploiting the bug reported by the OP. You need a robe, or a dress; a body armor with UBSTEP:MAX and LBSTEP:MAX.
-dwarves getting nibbled to death by many foxes is hilarious

4
DF Modding / PERMITTED_JOB:
« on: May 02, 2010, 06:09:24 pm »
It seems like if I remove say, stonecrafting from the enitity of a race I'm editing, that the entire crafting category of jobs in game disappears.  Has anyone else noticed this sort of behavior?  Since editing permitted jobs requires generating new worlds to see results, I haven't tested it very thoroughly, and was just wondering if other had noticed this.

5
DF Modding / PROFESSION_NAME:PEASANT?
« on: April 29, 2010, 08:50:49 pm »
I'm trying to change the name reported by unskilled workers to something other than peasant.  PEASANT seems to be the wrong tag. as something like

[PROFESSION_NAME:PEASANT:hobo:hobos]

has no effect. 

Anyone know the right tag and/or if this is even possible?

6
DF Modding / what does training to 'war' actually do?
« on: April 29, 2010, 07:33:08 pm »
I know hunting creatures gain the ability to ambush, but what precisely does a war creature get?  I read something about it before somewhere but I've looked and looked and can't find the info anywhere.

7
There's lots, a big one I just found is if you have a task that hauls them, like milking, but they were doing a job when someone came up and hauled them off to be milked, they sort of break.  One of the drones was fishing (I 'PLAY NOW!'ed so random labours were chosen), and someone came over and took it off to the workshop to be milked.  It was milked successfully, but then stood there standing where it had been placed performing 'fish', no where near the water.  I tried causing a cave in on its head, but that just pushed him a few tiles where he continued to 'fish'.

I know some ppl have gone farther with this idea than I have, any thoughts?

8
DF Modding / pack animal tag
« on: April 29, 2010, 04:52:49 am »
Note to self:  Do not apply the pack animal tag to playable races.  Every time they attempt to 'haul' something, they pick it up, put it on their backs, and it's gone forever.  It's still there 'hauled' but they won't bring it anywhere, or do anything once they're hauling it.  They just idle around.  :(

9
DF Modding / solution for ineffective bites/claws
« on: April 28, 2010, 05:34:53 am »
I don't know how widely this is known, or if anyone is aware, but I wanted to post this here since it involves editing the raws...or rather raw. 
material_template_default.txt  to be exact.


Quote
I've been rooting around in the raws lately, and I think I might've found the reason for this. If so its a quick fix.

raw quote of pertinent bits:
[MATERIAL_TEMPLATE:STONE_TEMPLATE]
 ...
    Used for blunt-force combat, measured in KPa. Data scattered around the net (used compressive strength). All very spotty.
    [IMPACT_YIELD:120000] used marble
    [IMPACT_FRACTURE:120000]
    [IMPACT_ELASTICITY:100]
...
[MATERIAL_TEMPLATE:METAL_TEMPLATE]
...
    [IMPACT_YIELD:1080000] used average for stainless steel
    [IMPACT_FRACTURE:1080000]
    [IMPACT_ELASTICITY:1000]
...

[MATERIAL_TEMPLATE:SKIN_TEMPLATE]
...
    [IMPACT_YIELD:10000]
    [IMPACT_FRACTURE:10000]
    [IMPACT_ELASTICITY:50000]
...

[MATERIAL_TEMPLATE:TOOTH_TEMPLATE]
...
    [IMPACT_YIELD:10000]
    [IMPACT_FRACTURE:10000]
    [IMPACT_ELASTICITY:100]
...

Now correct me if I'm wrong but doesn't this mean skin is as hard as teeth, but much more flexible? The same numbers are used for all organs, leather, wood, horn, nails, hoof, hair, and other things. But take a look at bone:

[MATERIAL_TEMPLATE:BONE_TEMPLATE]
...
    [IMPACT_YIELD:200000]
    [IMPACT_FRACTURE:200000]
    [IMPACT_ELASTICITY:100]
...

So bone is almost twice as hard than stone and 20 times harder than teeth. Keep in mind this is for blunt force calculations only, sheering and compressive forces account for slashing and stabbing attacks respectively.

The numbers for various metals all get overwritten by the specifc raw entries for each specific metal. But there's no equivalent of that for tissue materials like teeth so WYSIWYG hardness wise unless a creature creates a custom material on the fly in its own raw. I don't recall seeing any creatures do that with skin, teeth, hooves, horns, or muscle.

I'm going to try playing with these numbers a bit in the arena and see what happens.

Quote
It worked! :D

I just copied the impact yeild, impact fracture, and impact elasticity values from bone onto teeth, horn, hoof, and shell, and made up something imbetween stone and bone for nail. Now grizzly bears and dogs can bite through clothing!

It looks like toady (or one of his helpers) spent a considerable amount of time and energy looking up reasonable values for the shear yield etc (tensile strength) for various substances. He left notes throughout the raw about where he got his information from. But it looks like he was copying all the templates from SKIN, and never got around to putting reasonable impact values in for things like teeth, even though those numbers do get used by bite attacks and whatnot. Copying the bone values onto the other materials will make them behave more like they should, but its not accurate to the level of detail present in the rest of the raw.

So, you can make bite attacks 'work' by doing the copy, but until toady puts his numbers in, or someone else finds or makes up really good ones, it's not going to be terribly accurate.

And be warned! Doing this change will make anything that uses natural attacks that much scarier! Elephants, forgotten beasts, demons, anything that bites or claws is all of the sudden going to be very scary.

10
DF Modding / castes..!
« on: April 28, 2010, 05:18:32 am »
 Sorry if I'm a little late to the game, but I just finally sat down and started fiddling with things.  My GOD the caste system is incredibly powerful!  It's absolutely incredible what the caste system is capable of letting you do.  The most complicated thing toady used it for in vanilla is the ant men, and even that was pretty tame compared to the possibilities.  I can't imagine a situation where you would ever need to be able to change all the stuff it lets you change between castes. 

You could make every 100th born dwarf be a acid breathing megabeast with 8 heads that produces magma when you milk it if you wanted to.

Inc anatomically correct male/female naughty bits.

11
DF Dwarf Mode Discussion / exciting times
« on: April 08, 2010, 03:11:51 am »
Man I can not _wait_ for the bugs to get ironed out on this release.  So many of the new features has such incredible potential, but just about nothing is working completely yet. 

The military is pretty badly broken right now is several major ways(not to mention a bunch of minor ones as well).  Which is sad(or maybe appetite whetting?), because from the little you can get it to do now, its easy to tell its going to be incredibly awesome when its working right.  Kill order, and Go here work like a charm, as do pretty much any active orders, really.  But training is about as broken as can be, as is equipment management.  So its not quite there yet.

Healthcare is also pretty badly broken in a few ways, but almost more importantly, its going to need some balancing.  Right now, when a dwarf gets injured, he may be doomed to die from healthcare bugs, regardless of the severity of the injury.  On the other hand, when the healthcare system _does_ work properly, dwarfs are up and about and working with almost no downtime.  And since the Hospitals pretty much take care of themselves once you get them set up properly, it seems like it's going to be tough to find a sweet spot where healthcare isn't too strong or too weak.  We'll see more once the bugs get out of the way and the balance becomes observable.

The new burrow system is going to revolutionize fortress efficiency, once its working right.  You'll be able to have fully functional miniforts anywhere on your location, astounding control over where your civs go, and great defense utility.  It almost works as it is, but it tends to cause lots of unnecessary log spam and pathing issues.

The new HFS is very intriguing.  Lots to see, lots to explore.  I was too cowardly to explore much without a well trained military, and since I couldn't have that, I didn't explore much.  I would've settled for a large well-equipped military, but all my successful forts became unstable after about the second year, and it takes me longer than that to get my smiths experienced enough on the magma forges.

I know modders are going to be having a blast with the new raws. all kinds of fun stuff on the way.  I'm so very excited for the bugs to get ironed out. 

In the meantime all the dwarves are working themselves to death by starvation or dehydration, when they're not melting in the acid rain.  Injured babies can't clean themselves because they're too insane because mother had her toes dented by the dangerous secretions of an Ass Fiend (who also happened to be the diplomat for the human civilization), and then the surgeon came over and sat on her head until she died of thirst.  The military might have helped, but they were all hanging out in the barracks waiting for Urist McBiter to lead a biting demonstration.  Little did they know, Urist McBiter had died previous Spring when the pile of dead roaches outside the fort collapsed on him from the vibrations caused as the three elf traders came by carrying 10 polar bears 326 crutches and a bunch of flasks made out of thin air. A mother mountain goat and her newborn horse foals looked on, unmoved.

12
DF Suggestions / allow designation across z levels
« on: April 06, 2010, 05:19:22 pm »
Now that we're dealing with digging literally hundreds of z-levels down at a time to reach HFS and/or magma, it's become incredibly tedious and finger-dexterity-intense to designate each level for digging. 

If designations were allowed to affect multiple z levels, you could just designate 1 square for updown stairs and then go all the way down for stairs all the way. 

[d][enter][hold shift >][wait][enter]

vs

[d][enter][enter][>][repeat ad nauseum]






13
DF Bug Reports / [0.31.01]forging steel goblets produces iron goblets
« on: April 02, 2010, 02:47:58 pm »
steel bars are consumed, but iron goblets are produced. 

forging steel crafts produces steel crafts, but it seems like you only get 1 craft per bar. (1 steel bar produces 1 steel earring).

I haven't had enough time, or steel, to test this terribly thoroughly.

14
Elf caravan came with standard 3-5 pack mules or so.  On the trade screen, however they were carrying approximately 10+pages of each KIND of item that they brought.  I bought 350 muck root tubers, 200 rat weed, 5 grizzly bears, and about 600 booze before I ran out of stuff to trade(its year 1, gimme a break).  Thats not even scratching the surface of all the stuff they had.

Additionally, since they had so many items to pack onto their poor mules, it took them 2 seasons to finish packing up and leave.

This is standard worldgen, Medium Island world, if that matters.

15
DF Bug Reports / [0.31.01]No dwarf caravan before first winter
« on: April 02, 2010, 04:56:31 am »
Medium sized Island world, standard creation settings (didn't change anything).  There is a dwarf civ present on the civ screen, but no caravan came before winter.  Haven't gotten through the 2nd year yet, so I don't know if they're just not coming, or just didn't come this year.  (and yes I had an accessible Trade Depot.  Since early summer, in fact)

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