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Messages - vipersting

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DF General Discussion / Giant animal rampage !!Science!!
« on: July 19, 2016, 06:25:20 pm »
While browsing Legends Mode, i've encountered various animal rampages across history, which seemed to have no correlation between events. In a fit of curiosity i decided to study this events with more detail. Groups of Giant Alligators, Giant Wolves and Giant Dingoes were examinated.

During the study, the following characteristics have been found:
-The groups are conformed of specific individuals (normally Historical Figures) instead of random individuals.
-The groups are generated with the attack of one or two individuals.
-Members will join and leave at yearly intervals.
-The group will evolve with the years, growing in size and power at a gradual pace.
-If the group lives enough, the group will evolve to a point in which all of its former integrants have perished/leaved; the group will continue the attacks with a new generation of combatants
-This individuals persist in the "army" until death or abandonment, instead of joining at random intervals.
-The groups will never fragment in squads; the "army" will attack as a unit for the entirety of its history.
-Group rampages are locked in a specific biome, more groups can raid in the same biomes; groups won't travel to other biomes.
-The groups are composed of a specific animal species, this groups can be: Normal, Giant or Animal men variants. There can be more than one groups of the same species.
-The group is not considered by the game as such; it won't have a name nor be affiliated to any civilization.
-The group can attack the same settlement in various occasions.
-Oddly enough, the groups will attack only in summer and spring; during autumn and winter they will remain inactive until the next year.

As an example, here's a recompilation of Rampages of the most prominent group of raiders from a world with 253 years of history. This group had a total of 105 Giant Alligators during its history, which have raided Goblin settlements for 174 years.

Condensed History of the Army:
Spoiler (click to show/hide)

Detailed chronology:
Spoiler (click to show/hide)

Map of Influence:
Spoiler (click to show/hide)

Individual Stats of Every Alligator:
Spoiler (click to show/hide)

Reproduction of the Results:
Adding the [LARGE_PREDATOR] to any animal, will produce this behaviour, if all of the following things occur:
 -Civilization builds settlement in a High Savagery Biome or extremely near to one (Mostly Goblins)
 -There's a population of that animal (Normal, Giant, Animal Man) with the tag in the same biome

As an example, replacing the [LARGE_ROAMER] tag with  [LARGE_PREDATOR] in the elephant raws will create a world were Giant elephants and elephant men start rampaging upon the goblins.  :P

Spoiler (click to show/hide)

Further Investigations:
-Player input might generate a complete stop in activity of this groups. (Fortress Mode)
-Different types of worldgen events might be generated at specific season

Here's the save with the Giant Alligator Rampages if anyone is curious: http://dffd.bay12games.com/file.php?id=12277 [v 0.43.04]

Sorry in advance for any orthographic error.


2
DF Adventure Mode Discussion / Re: Playing as a Lieutenant
« on: May 28, 2016, 09:01:13 pm »
You are right!, just checked legends mode 

3
DF Adventure Mode Discussion / Playing as a Lieutenant
« on: May 28, 2016, 08:19:54 pm »


It seems that you can start playing as a soldier from an existing army  :o

4
DF Dwarf Mode Discussion / Re: Unusual evil biome behavior
« on: April 17, 2016, 11:13:12 am »
When you say 'doesn't fall on a roof', you mean it falls everywhere else?  Like in a perfect square around the roof?

Yep, heres a comparison between both z-levels (3rd time it rains this year):
Spoiler (click to show/hide)

Also there's a weasel corpse that just arrived, it walks fine until it try to attack something, repeating the same behaviour; the other corpses won't have any injuries, they are just doing push ups in the middle of the desert.

5
DF Dwarf Mode Discussion / Unusual evil biome behavior
« on: April 17, 2016, 10:27:58 am »
I don't know if this things could be considered bugs, so im asking here first:

1. Evil rain doesn't fall on a roof

2. Evil cloud spawned on a roof
Spoiler (click to show/hide)

3. Reanimated corpses collapse repeatedly, spamming "falls down / stand up" reports
Spoiler (click to show/hide)

What do you guys think?

6
DF Dwarf Mode Discussion / Re: Smiley vs. Beard Face
« on: April 12, 2016, 09:36:31 pm »
You can change it by pressing F11, the beard faces is for the square tile layout and the smiley face is for the rectangular tile layout

7
DF Dwarf Mode Discussion / Re: The mystery of the Human Bard Thrall
« on: February 26, 2016, 12:44:22 pm »
If this finding is robust, then maybe the trap he's avoiding is the only one he saw in life, before becoming thralled?

Feel like this is probably what happened, how close was he when he got thralled?

He got thralled far away from the fortress, near the map limit. He wasn't near any trap before being thralled

Some findings:
-Just noticed it was female  :P
-These traps were made after she got thralled
-Reconstructing the aformented trap will solve the issue
-There was some old traps in the entrance, after more testings she has evaded those traps too
-I had other cage traps in the surface (One-humped camels are delicious), she was captured in one of them while pursuing a wombat
-Other fort visitors (non relatives to the zombie) witnessing the traps being made won't make them evadeable for the zombie
-One of her daughter was in the fort some years before, at the moment of testing she wasn't on the fort
-The Zombie won't walk to any tavern nearby
-No Diplomats were present during the construction of the traps
-None seems to have the " ___ after being attacked by the dead " thought while fighting the zombie

Some Ideas:
-The old traps on the entrance were seen by the human diplomat before, unlike the ones on the surface, quoting the wiki:

Quote from: DF Wiki
Note that all traps "seen" by the Human diplomat may be ineffective against subsequent Human attackers

Maybe she knew of these old traps thanks to the diplomat (will test this next time he appears)

-Her daughter may have seen the construction of the evaded trap before she left the fort, can't know for sure

Obvious follow-up question: "what happens when you release him in your tavern?"

Here's the result



 :o

Probably the "Opposed to life" tag is responsible for this!
Also, Instruments seems like a nice weapon choice
Spoiler (click to show/hide)

8
DF Dwarf Mode Discussion / Re: The mystery of the Human Bard Thrall
« on: February 25, 2016, 10:00:45 pm »
Nope, after more test, he has been caught by all the traps except the central one from the first row

9
DF Dwarf Mode Discussion / The mystery of the Human Bard Thrall
« on: February 25, 2016, 09:32:22 pm »
It looks like when a visitor has been exposed to thralling fog, the visitor will still be considered a visitor of the fort



Seeing this as a potential !!SCIENCE!! project, i decided to build some cage traps in the entrance of my fort, as shown below:

. . ^^^ . . 2° row    ^: Cage Trap
. . ^^^ . . 1° row    . : Open Space
      Ñ

What i found surprising is that the zombie triggered a cage trap from the second row, walking through the first row without activating them!

. . ^!!^ . .
. . ^^^ . .

All cage traps are loaded and after various tests (savescumming and repeating the process) the zombie has repeated the feat 5 times, in the 6°th attempt he falled in a diferent cage trap.
 
. . ^^^ . .
. . !!^^ . .

How could this be possible? He's not jumping while doing this, any ideas on how is this possible?

10
DF General Discussion / Re: Apocalyptic World Gen Help
« on: February 08, 2016, 09:52:33 am »
This is the world gen i normally use:
Spoiler (click to show/hide)
It will generate a moslty evil island with some parchments of neutral biomes, it will have some rejections during the generation
Here is an example:
Spoiler (click to show/hide)
I hope it helps

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