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Messages - Shabdez

Pages: [1]
1
Hello fellow Dwarf Therapist users,

I´ve already started a similar post in DF Gameplay Questions, but got no answer that would clarify my issue. So I try it here, sorry for double post.

Can someone please explain what "XP-Penalty -92% [RAW: 8%]" for all social and almost all non-weapon combat skills is actually meaning?
I´m seeing this with an unmodified creature_standard.txt. However, after adding [SKILL_RATES:100:NONE:NONE:NONE] to the RAW (in order to stopp decay) it changes to:
"XP-Penalty -101% [RAW: -1%]"

The DT Readme has nothing on this and searching the web does not show any information and I´ve really tried it for HOURS now.
Unfortunately, unlike XP from civil tasks combat XP is not fixed so I can´t make a simple test fight with and without the skill decay stopp entry.

Specifially I would like to know:
Does "XP-Penalty -92%" mean a dorf is only getting 8 % of the XP that he would normally gain from executing a task? That would be a quite serious XP cut for a default setting.
Why are only combat and social skills affected? EDIT: I was wrong, also some of the civil labors are affected. But still, why not all skills?
Can I use [SKILL_RATES:100:NONE:NONE:NONE] safely without slowing down XP gain although DT reads it as -101%?

Thanks for your help.

Feeling kind of lost now. Not a single reply. Can someone at least confirm that in their DT session Potash Making does or does NOT look like this (without mods, vanilla raws):
http://imgur.com/a/oKyM0

2
Hello fellow Dwarf Therapist users,

I´ve already started a similar post in DF Gameplay Questions, but got no answer that would clarify my issue. So I try it here, sorry for double post.

Can someone please explain what "XP-Penalty -92% [RAW: 8%]" for all social and almost all non-weapon combat skills is actually meaning?
I´m seeing this with an unmodified creature_standard.txt. However, after adding [SKILL_RATES:100:NONE:NONE:NONE] to the RAW (in order to stopp decay) it changes to:
"XP-Penalty -101% [RAW: -1%]"

The DT Readme has nothing on this and searching the web does not show any information and I´ve really tried it for HOURS now.
Unfortunately, unlike XP from civil tasks combat XP is not fixed so I can´t make a simple test fight with and without the skill decay stopp entry.

Specifially I would like to know:
Does "XP-Penalty -92%" mean a dorf is only getting 8 % of the XP that he would normally gain from executing a task? That would be a quite serious XP cut for a default setting.
Why are only combat and social skills affected? EDIT: I was wrong, also some of the civil labors are affected. But still, why not all skills?
Can I use [SKILL_RATES:100:NONE:NONE:NONE] safely without slowing down XP gain although DT reads it as -101%?

Thanks for your help.

3
DF Gameplay Questions / Re: XP Penalty
« on: July 15, 2017, 05:36:18 am »
I did a search, here in the forum and google. No relevant results.

EDIT:
With a little testing I found that the number after [RAW: is the value of the "unused counter rate" as specified in the creature_standard.txt. Unmodified it would be 8 as the default for SKILL_RATES is 100:8:16:16. That way Therapist reads "XP Penalty: -92% [RAW: 8%]".
However, with the no decay modification in the raw (100:none:none:none) the "none" seems to be handled as -1 by DT and the reading becomes "XP Penalty: -101% [RAW: -1%]"

Still confusing. If lower values for the counters mean faster decay, the -1 from a "none" setting would be worse then an 8 from default, at least in a strictly mathematical sense.

4
DF Gameplay Questions / Re: XP Penalty
« on: July 15, 2017, 05:13:46 am »
I´m using the PyLNP and have dfhacks enabled.
As suggested on the wiki´s cheat section, I added the no decay lines for skills and attributes.
That´s it.

5
OK, I added a skill with gm-editor (alt-i, then * in the skills menu of the gui) and set it to novice level. A litlle later I wonderd, why Dwarf Therapist and dfhack´s manage labors feature would both display this new skill as 0 = dabbling. Going back to the skill menu in gm-editor I found a second entry for that skill with level 0 being added to the list and obviously overriding the one I created earlier. I assume this was added the moment the skill was used by the dwarf for the first time. Why would the game ignore my added skill entry?

6
DF Gameplay Questions / XP Penalty
« on: July 15, 2017, 03:46:20 am »
Dwarf Therapist shows -101 % [RAW -1%] XP Panalty for all social and almost all non-weapon combat skills for every dwarf.
Why is that?

7
I have an x(giant cave spider silk cloak)x owned by a dorf lying on the floor but "cleanowned x" does nothing. "cleanowned scattered x" would address this item, but also a ton of other euqipment without a worn indicator. Did I miss on something? Thought "cleanowned x" would handle all owned items that are worn (worn = bad condition, not a dorf is wearing it).

Can someone please explain the difference between "souls" and "current soul" in the status subsection as shown by gm-editor? Couldn´t find anything with google.

Thanks.

8
OK, thanks for clarification.

9
OK, after reading a lot of information on Animal Training, I´m still confused.
I had my Animal Trainer train all Stray Dogs in the fort to Stray War Dogs without a problem (w/o defining a Training Zone btw).
Will the training continue and make the pack even better War Dogs or is this end of the line?
If they don´t train any further, I could change "select trainer" to "none".

10
Hey DF community,

my first post here, so a friendly "Hello" to everybody - first things first.

Now, I can´t find any explanation on the issue as stated in the titel, and as far as I can tell, both the Hospital and Barracks are fully functional without assigning. Is this maybe a shared interface that only has a real meaning for bed, chair and table?

Thanks and have FUN

Shabdez



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