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Messages - Urist Sonuvagimli

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Mine are:



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47.05, Win10.

I raid two towers and a vault. I bring all three slabs back to the mead hall. Put them in the chest in the basement. Then fast travel away and back, took about 3 in-game hours.

Two of the three slabs were gone. Checking the legends mode revealed that the slabs were "stored" back at their original locations. Just "stored", no mention of reclamation, some NPC treasure hunters stealing them etc etc. Slabs just teleported back it seems. Though when I came to the tower and the vault looking, the slabs were nowhere to be found.

How and why does that happen? Is this a bug or a feature? Is it possible to see these artifacts' new xyz location using dfHack?

3
DF Adventure Mode Discussion / Re: About size, strength and muscles
« on: October 03, 2023, 05:48:31 am »
I mostly play adventurer mode, so here are my two cents from that experience:

1. Effective Strength seems to be both VERY dependent on the size difference and independent from it based on what you are trying to do. The tiniest, scrawniest dwarf adventurer can achieve "Superdwarven" strength to easily hold mountains of loot without being slowed down, collapse heads with the punch, lop off giant tiger heads with the axe or spear the brains of the megabeasts with ease. However, even the strongest biggest meanest Superdwarf will never be able to wrestle the smallest horse - all of your attempted joint locks and chokes will fail with the message "You adjust your grip of the horse's throat". The very same weakest horse can easily break said Superdwarf's spine in two if it decides to wrestle back, or trample him to dust if it decides to charge and connects. Same goes for any animal that is the size of or bigger than a cow. Cue the "strongest dwarf vs weakest horse" gigachad meme.

2. Muscle mass mostly means thicker and heavier tissues. It does not affect the strength per se, BUT - every creature with large muscle mass you will encounter in vanilla game will usually be big enough to be the case for point 1 above. Thicker tissues also means slashing/piercing attacks are less effective, and blunt attacks can be outright useless. Go ahead, compare the amount of time it takes to kill a "tall muscular goblin" with a silver warhammer to the guts vs a "frail rhino". Also, charging the said "frail rhino" even as a "tall muscular" rhino man is a bad idea. HOWEVER, biting and shaking will fold that rhino's spine no problem regardless of its size, that is, if you can get a good latch before rhino breaks it (bites are counted as wrestling).

3. Deriving from the previous fact that Muscle mass does not affect the in-game strength per se, being swole in adv. mode can be a boon but has its trade-offs. Muscles have weight. Weight slows any unit carrying it down. So at some point the effective "thrust-to-weight" ratio of that unit will get pretty low. A muscular, tall starting adventurer will not be able to reach the sprint speeds of 4.000 and above, since at some point he will get too swole for it. In the past versions of the game (0.34 to 0.40 something) this "suffering from success" effect could be observed on zombies - prior to 0.44 zombification boosted the creature's strength and muscles TREMENDOUSLY. As in zombie chickens ripping apart giant lions and breaking elephant femurs with their pecks. This, however, also increased the creature's muscle mass so much that it was effectively immobile and anyone could just outwalk it. Zombified cheetah not catching up to a crawling goblin was a sight to behold.

Hence, points to take:

1. Size directly correlates with tissue thickness and affects the creature's wrestling power, charging power/resistance and max sprint speed and tissue thickness. It does NOT directly affect the strength of the weapon swings or unarmed blows.
2. Amount of muscles (""musucular description") does NOT directly affect the strength of the weapon swings or unarmed blows. It, however, correlates directly with Size and tissue thickness - bigger size = more meat on the bones between your blade and the organs. Hence more muscles = Thicker tissues = primarily bigger size relative to avg. = more wrestling power, slashing/piercing/blunt resistance and charging power/resistance
3. Thicker tissues have more weight than thinner tissues. Weight will slow that creature down. usually it is not too significant, but can be noticeable. Neither size nor tissue thickness will save the creature from spine fold from biting and shaking once the biter latches on firmly. Size WILL make breaking the bites from smaller creatures almost guaranteed though.

Rule of the thumb formula for decision making:

Bigger Size = Thicker tissues = More wrestling power, slashing/piercing/blunt resistance and charging power/resistance.

4
Found out that going onto the dark fortresses at night provides a significant boost to the FPS, probably due to most of the occupants sleeping.

Now it is nice and alive 5(5). Unplayable, but still, leagues better than 1(0). Killed about 100 occupants, it made no difference. Looks like it really has to be 1000+ to speed up.

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DF Windows 47.05

Wat. How? Also, weaponizeable? Army of peacocks would be a good replacement for marksdwarves since they can fly and need no food/water

6
DF Adventure Mode Discussion / Absolutely unbearable lag in dark fortresses
« on: September 19, 2023, 06:40:11 am »
Last I played v 44.05 the lag at the dark fortresses was substantial, but bearable. IT was still very much playable, and you could explore it no problem.

Trying out 47.05, and the lag is inhumane. Less than 1 FPS. Takes 30 seconds to make one step. My computer specs are unchanged. Is there any fix for this? Or maybe my settings are off? What changed in 47.05 to create this monstrosity of a slowdown?

7
DF Modding / Fix for the "ghosts of companions" on the character screen?
« on: September 17, 2023, 05:17:44 am »
In Adv. mode, whenever a character recruits a companion, that companion's name is recorded in the player's info screen as "He is traveling with Urist McCompanion". However, if Urist McCompanion dies while in the player's party that description will not update.

After some time player's "traveling with" text can bloat to tens of strings, blotting out other info with the names that only travel "in spirit", a graveyard (and list of shame reminding of the companions you've irresponsibly lost).

Is there a fix? Can DFHack help with this?

8
DF Modding / Re: Can DFHack change my Adventurer's handedness?
« on: September 16, 2023, 12:06:33 am »
Great, it worked! Thanks a lot, though is there anywhere I can look up the "API" of the DFhack gm-editor? I.e. what values do what. Does any documentation on these exist?

9
DF Modding / Can DFHack change my Adventurer's handedness?
« on: September 15, 2023, 09:20:56 pm »
DFhack has an amazing utility command GM-unit/GM-editor that allows editing pretty much any attribute of any unit.

Is it possible to change adventurer's leading hand to right (or left) with GM-editor though?


10
Tilesets and Graphics / Re: Mayday's set for 44.12?
« on: January 25, 2020, 12:22:54 am »
Looks like this issue:

https://github.com/amunozj/QS_DF_Graphic_Set-Tools/issues/1

I'll try to fix it.
Alright, fixed.
Scratch that, didn't actually fix the aardvark. Seems it also happened there. Give me a moment.
Made a new release on github. Tell me if everything works!

Sorry for the github mess, I was a bit too sloppy.

Thanks a lot, you're doing Armok's job! So it was a missing column after all? Weird, but then again, nothing is as it seems when dwarves are involved...

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Tilesets and Graphics / Re: Mayday's set for 44.12?
« on: January 23, 2020, 11:51:13 am »
It seems it's updated to 44.11 on github:

https://github.com/DFgraphics/Mayday/releases

44.12 does not seem to introduce any major changes, so I would try to just use the 44.11 release on 44.12.

For reference, here's the thread:
http://www.bay12forums.com/smf/index.php?topic=137370.0

And Github or the various community starter packs/newb packs are currently probably the best place to check for current tilesets.

 Thanks, I tired that before though, and it seems some critters are displayed incorrectly:

(Object testing arena)
Checked the raws, and the graphics entry for aardvark men seems to be in order. No idea what might have caused this.

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Tilesets and Graphics / Mayday's set for 44.12?
« on: January 23, 2020, 09:23:24 am »
I've always been a fan of Mike Mayday's tileset, as it has an excellent balance between "cartoony" and "grim-realistic". Is there a version compatible with 44.12? Looking through the file depot, all I could find is 44.05

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By default adventurers are asexual but that can be changed using gui/gm-editor in df-hack. So maybe

Do you know what the command is? Or where I can read about it?

14
I've generated a world where humans are extinct. However, outsider humans are playable (probably scattered survivors of wars). Is it possible to recreate human civ by starting with a bunch of male and female adventurers, retiring them in dorf fort, then having those ex-adventurers procreate?

I am aware that adventurer marriage was unimplemented in previous versions (not without dfhack). Is this feature implemented?

15
DF Modding / Mayday's graphics pack for 44.11 ?
« on: December 26, 2018, 12:57:47 pm »
Mayday's set is my go-to graphics pack. Does it support 44.11? Is it possible to tailor it to run on 40.11?

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