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Topics - Melting Sky

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1
For some reason I though this was a bug that got fixed, but on the 43.03 game I was just playing none of the large predators, even the giant ones, would even fight back once attacked let alone initiate an attack on nearby isolated civilian dwarves. It's a bit anti-climatic to say the least to have embarked in a savage wilderness in search of at least some slight challenge from the local giant lions and other monstrous beasts only to find they are not just completely docile and chicken but that they won't even defend themselves once attacked. I'm using a very slightly out of date version of the game. If I update to the newest version is it any better in this regard are is the AI still completely broken for animals?

2
I was asked to make a mod creature by somebody. I made the creature but when I try to post the raw text for the creature here on the forums or in a private message I get the same "the message body was left empy" error. What's going on with this and how do I get around it?

3
I've always wondered why we never see night trolls in fortress mode. They would be a fun and interesting foes to face and you would think that their propensity for snatching dwarves as new spouses would lead them into population centers like fortresses where there are plenty of prospective mates to choose from.

It's just something that has always bugged me given that they are one of the more unique and flavorful creatures in DF.


4
DF Suggestions / Event Alerts, Logs and Reports: We NEED more of them.
« on: October 12, 2016, 03:30:09 am »
There is so much that goes on in DF that simply flies completely under the radar and is never known of simply because we have no way to actually see it happen or find a record that it has. It's a shame to have such opacity in a game so filled with detail. My suggestion is simply that the game generate more comprehensive alerts, reports and logs.

I would love some simple fortress level notices and logs of important or interesting events we currently never hear about such as "A drunken fight broke out in the tavern involving Urist and a Goblin Poet" As it stands right now I don't think we even get combat reports related to bar brawls let alone a report that there was in fact a drunken bar fight and we are left wondering why we have a now toothless Urist running around. I think some important things to include for a general alert log would be any type of fighting and any time a dwarf suffers an injury, preferably with a means to query how said injury was received. Another alert I would love to see would be any time a dwarf has become excessively thirsty, hungry or is suffering from other serious or life threatening status effects.

It would also be nice if we could generate a log of what any given dwarf has been up to recently similiar to what we get when we look at the dwarf thoughts entry but including a wider array of information and activities such as recent jobs and the names of the others involved if the activity included another individual. It would be nice to have some context. For example if you get a thought reported about carrying another unconscious or injured dwarf it would be nice if it provided the name of said dwarf. Or if a dwarf has a thought about making a friend it should include the name of the friend they made.

Even just something like: Went to bar to satisfy social needs, hauled an iron bar, forged a masterwork iron helmet, was upset could not satisfy desire to pray to the 3 Eyed Testicle God, was adopted by a cat named Bob, got into a drunken altercation with Urist, was injured by a fall, had his leg set by Doc. Usen, suffered from thirst, was arrested for failing to make copper puzzle boxes for Mayor Shegum, was terrified by a zombie moose, etc. Just having a list of activities or jobs the dwarf has been doing would be nice and simple details such as who their various interactions were with would do much to provide context to what is going on and why.






5
For those of you who like to tool around the world with a much larger than average chassis, I'm curious what your favorite weapons are. The larger playable species allow us to wield all the extra fun toys that are too big for dwarves. With all these options I am curious what some of the favorites are out there.




6
It does this crusty ol' codger's heart good to see such a long standing and vexing problem finally addressed. 

7
My suggestion is simply to add a new attribute to weapons which is a stat indicating how well designed a given weapon is for parrying/blocking incoming attacks and using it to apply a modifier to the chance of a successful parry/block.

For instance a Whip would obviously have a lower parrying modifier than something like a long sword which which is naturally better for blocking incoming strikes. It would essentially help take into account how ungainly some weapons are in relation to others for intercepting incoming blows. Whips and pick axes come to mind as weapons that are extremely powerful in DF due to their small striking surface areas and high velocities but both weapons would in reality be quite clumsy and difficult to parry with.

8
I've taken far to long a break from this game and I was thinking about getting back into it, but I'm a bit concerned about some problems I remember really bothered me in the early days of DF 2014.

Have the worst of the FPS and pathing problems gotten any better with all the patches?

Do fortresses experience proper sieges now? I remember when the new version came out that instead of the usual stream of powerful goblin sieges I was used to, I never got what I could call a single remotely decent battle. I realize now that since the attacks are drawn from the actual game world populations the sieges aren't ever going to be on the same level they once were, but do neighboring enemies ever send real sieges now?


9
I shamefully wandered off and got distracted by Kindgom of Loathing for a while and I haven't really done much serious playing since the very early days of this new release. At the time there was a vexing problem with attackers not working quite right where even if you were right next a hostile goblin civ you would not necessarily ever get attacked by it etc. I'm curious how well attackers are working at this point?

Are large goblin sieges possible and do they happen with any sort of consistency or frequency?




10
DF Dwarf Mode Discussion / Simultaneous Sieges?
« on: August 14, 2014, 03:47:07 am »
Is it normal to be able to get two sieges at the same exact moment. It's the start of spring of my second year and I have received notice of two sieges within a second of each other. One is goblin and the other is necromancer.

I'm curious about how it will play out. With a little luck they will be hostile to each other since I have only my starting 7 and 2 migrants to fight them with. I just don't think two newbie military dwarves are going to cut it. The merchants haven't shown up yet either so we don't even have the military basics like water skins, backpacks for rations etc.

11
I have seen a lot of puzzled remarks and misunderstandings about the pulping mechanic in this game. From what I understand when a body part "explodes into gore" or is "cloven asunder" etc. this is simply a descriptor that lets us know the affected body part is "pulped."

A pulped body part is simply a body part that has accumulated enough blunt trauma to lose its structural integrity which often doesn't match up particularly well with the descriptors in battle. A hand that "explodes into gore" hasn't actually exploded into a spray of bloody chunks that fly in every direction but rather has simply suffered massive blunt trauma. So when you actually look at the hand its still there and usually has a load of blunt injuries like shattered bones and split open flesh. The part that gets kind of strange is when a pulped body part heals itself. You would think when a body part is completely and utterly smashed to the degree that it has been pulped that the injury would be permanent but due to the nature of blunt damage this often is not the case.

This finally brings me to my suggestion and my point which is that in the case of the extremely severe blunt trauma injuries represented by pulping that there should be a high chance for the sort of permanent  injuries like those seen caused by edged weapons. When bones are completely shattered and flesh turned to pulp you would expect things like torn open arteries, shredded nerves and horribly mangled joints and ligaments etc. but you don't. This is why even the most horrific of blunt trauma can't cause a victim to bleed out even with a pulped throat etc. This is also why utterly mangled pulped hands, feet etc. can heal completely with time.

My suggestion is to add a significant chance for a pulped body part to suffer at least torn open arteries and some sort of permanent impairment due to the bones, joints and soft tissues being so badly damaged that they can never heal properly.

12
DF Dwarf Mode Discussion / Forgotten Beasts > Titans
« on: July 30, 2014, 06:39:51 am »
I had always thought that Titans were identical to Forgotten Beasts except that they appear above ground but after reading through about a hundred descriptions of each type I came to the realization that they are not generated quite the same way and FBs are the more powerful of the two.

Both Titans and FBs are huge, powerful, randomly generated creatures with all sorts of crazy physical body combinations and compositions but where they seem to differ is in their special abilities. Only FBs seem capable of having the more deadly special attacks such as the infamous deadly dust, poisonous vapors, noxious secretions, poisonous gas and deadly blood.

The Titans are limited to generally less lethal abilities such as poison bites, spittle, stings, webs, fire breathing etc. All of these lesser abilities can also be possessed by FBs. Although webs and fire breathing aren't anything to sneeze at they aren't on the same level of horror as deadly dust and some of the other syndrome AOE syndrome attacks the FBs can have.

I'm curious if I'm just way behind the curve and this is relatively well known or not? Even the wiki implies they are the same aside for habitat.




13
I decided to make a new world in .05 and everything seemed to be working as expected until it came time to pick an embark location for my fortress.

I always check my neighboring civilizations when embarking to make sure I have a good selection of fun stuff around but in this version of DF the feature is completely and utterly broken. I can choose an embark location right next to a necro tower and not have a tower listed as my neighbor then move a couple of map squares away from it to find that the tower then pops up as a legitimate neighbor. This isn't isolated. It appears to be happening everywhere. I get very illogical results while checking my neighbors tab on the embark screen. I get towers listed as neighbors when I am well over 10 squares away in some cases and not listed at all in other cases when I am right on them. It also appears that even geographically isolated areas list all of the other races as neighbors even when it doesn't seem logical that they should be able to reach me.

Has anyone else experienced this and has it been reported?

I'm curious if anybody knows if this effects game play or not. In other words is the displayed information just wrong or is there some crazy buggy stuff going on with how civs path to fortress now? I would hate to embark 1 square from a necro tower only to find it really can't siege me or embark in one of those distant spots where a tower is listed as a neighbor and then find out it really isn't will playing.

14
I haven't had enough undead attacks to know for sure, but it seems that zombie sieges are considerably smaller in this version of the game. I'm curious if it's just been dumb luck or not so I would love to hear from people who have had undead sieges. How large have they been?


15
This was brought up in a thread about wrestlers but the problem doesn't seem to be restricted to dwarves who are more skilled in unarmed combat than with a weapon.

I've mostly noticed during my arena combat testing that a dwarven weapon lord, armed with his weapon of choice and with no other combat skills, will still use his axe to attack less than half the time. They are more likely to throw punches, kicks, scratches and bites than to strike with their weapon. This even occurs during no quarter combat so the dwarf should be using the most lethal force they can.

My combat experience in fortress mode has been much more limited in this new version, but when I think back on it, there seemed to be a lot of punching and kicking going on there as well.

My guess is this is likely a bug. Dwarves have always thrown punches and kicks of opportunity but they generally favored their weapons when armed in past versions.

Has anyone else noticed this behavior?

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