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Messages - Melting Sky

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691
DF Dwarf Mode Discussion / Re: Legendary wrestlers
« on: July 15, 2014, 02:14:30 am »
I noticed this while doing some combat testing in the arena. Dwarves have always occasionally thrown a kick or punch into the mix but from what I've seen, an armed dwarf with a high level of skill in their weapon of choice will attempt to hit their enemy with their weapon under half the time. (I'm just estimating this from looking over the combat logs rather than actually tallying every blow.) Expert weapon users with no fighting or wresting skill appear to be more likely to attack without their weapon than with it which definitely seems buggy.

It's really thrown off my weapons efficacy and divine metal testing. Just to make sure, this has been reported properly to Toady?

692
DF Gameplay Questions / Re: Cannot seem to open console?
« on: July 14, 2014, 08:58:20 pm »
Welcome to DF.  :)

As others have pointed out you should probably get Peridexiserrant's starter pack. Look for the most up to date version of it for Dwarf Fortress 34.11.

The brand new version of Dwarf Fortress will not work with most of the major mods such as stone sense and DFhack for at least a few weeks if not months.

693
DF Gameplay Questions / Re: Giant sponges
« on: July 14, 2014, 08:40:33 pm »
Zombie sponges collapse after a few hits, though.

Now a thrall giant sponge, that is another story.
Ah yes, you're right. It was the thralled version that was super lethal and invulnerable. The regular zombies died due to the hp system they used to have. My mistake.

694
DF Gameplay Questions / Re: Embarking early or late
« on: July 14, 2014, 08:37:18 pm »
Mega beasts will grow ever rarer the longer the world's history becomes. If you plan to run a long history and still wish to see them then crank up their numbers in the advance world settings. From what I have seen you can get away with at least doubling all the nasties in the world without it leading to issues with civilization extinctions. If you are just cranking up one category of monsters such as just the titans or just the mega beasts then you crank them much higher than that.

695
DF Gameplay Questions / Re: Giant sponges
« on: July 14, 2014, 08:29:19 pm »
The real problem was giant zombie sponges. They were nigh immortal and on top it they were aggressive and could function on land.

Still, they paled in comparison to a zombie giant sperm whale.

696
DF Dwarf Mode Discussion / Re: Dwarven Child Care [Reboot]
« on: July 14, 2014, 12:32:55 pm »
How about putting all children in same place and see which ones survive? Just remember give them nice furniture and food. Clothing is optional, corpses aren't...

The problem with that is it is likely to cause the very problem the dwarven daycare is intent on preventing which is moral crashes and tantrum spirals. From what I understand the point of dwarven daycare is to net some sort of gain to the fortress. By putting them all in the same room you cause the additional problem of all the children becoming friends in environment where those friends are going to be constantly getting killed. Generally killing dwarves and severely damaging the moral of the survivors is quite counter productive.

It always seems to me that time spent intentionally maiming and killing ones own dwarves would likely be more productively spent simply installing some doors, misters and a load of masterwork furniture and engravings if you fear a tantrum spiral. My forts generally run for decades and I have never seen a tantrum spiral.

To each their own. I'm always up for a good bit of science particularly since with the new version discipline is a huge thing so any research done into raising that stat will be very productive.

697
Tranquil and serene areas aren't known for having a large amount of wildlife but that isn't the cause of the problem you had. When a group of creatures shows up on the map, which in the case of tranquil embarks often means a single small animal, they fill a slot for the allowable number of packs of creatures in the area. If all the animal slots are filled, it will prevent any new creatures from showing up. In your case all of the slots were filled by a couple of buggy birds.

To get new animals all you need to do is kill or scare away a group of the current ones from your map. In your case, since they were buggy birds, this made it impossible for your hunters to get rid of them naturally and bunged up the whole system.



698
I think you will generally find that in any world with this set up where you get the dwarves to survive that long, they will have killed all their important enemies long ago by the time you start playing. The new version seems more like the real world in that things rarely remain in a state of balance for long. Once one side gains an advantage they tend to lay waste to everything around them.

Perhaps you could turn the secrets of life and death and curses way up that way if the dwarves survive all those centuries and kill off all the mega fauna the undead and lycanthropes will likely be on the rise and provide a new threat for you to deal with. I've found that undead, lycanthropes and civilized races tend to increase with longer histories will mega fauna decrease.

699
DF Dwarf Mode Discussion / Re: Dwarven Child Care [Reboot]
« on: July 14, 2014, 10:56:26 am »
My gut feeling tells me the results will likely not be particularly useful in that for the amount of effort put in, you won't get much back but I could be wrong. That's what science is for.

The big problems I foresee are the risk to the fort caused by the chronically low moral of many of the mentally damaged children and the sever damage to the parents' moral caused by occasionally losing said children to madness or injury. You will also have children that will graduate with poor social skills and who will not do any work while they are busy being locked up in their "childcare" area until adulthood.

The big flags I have noticed for a dwarf going crazy have been attributes such as being prone to negative thoughts, prone to rage, prone to anxiety etc. You can have some dwarves that lose half their family and walk away from it with their mind intact and others that try to tear down your fortress because some goblins you shot, snuck off the map with a few of their masterwork bolts in their leg. I've learned to always keep dwarves that are prone to negative thoughts and fits of rage etc. out of the military. They generally aren't worth the risk and do better in less stressful rolls. They are also far more likely to tantrum and go mad rather than ever reaching the point where they "don't care about much of anything."

I guess it really depends on the type of training system you speak of whether it is likely to succeed or not. There are ways to train children without damaging them such as using misters throughout the fort to raise moral and simultaneously train swimming and its related stats. Generally I have found that maiming, killing or harming dwarves is counter productive and I leave that to the goblins and forgotten beasts rather than going out of my way to do their jobs for them.

700
DF General Discussion / Re: DF Newbie intro
« on: July 14, 2014, 04:12:54 am »
Welcome to DF.

 :)

701
DF General Discussion / Re: Dwarf Fortress Wiki :(
« on: July 14, 2014, 04:10:11 am »
I didn't know the wiki ever had ads.

I guess ignorance can be bliss!
It does but they don't tend to be intrusive enough that I notice them.

702
DF General Discussion / Re: Spoiler weapons
« on: July 14, 2014, 03:45:08 am »
Looking at the raws of these new weapons, it's safe to say that the new materials is what makes them so deadly. If I'm reading this correctly, there is pretty much no difference between a "jagged" pike and a normal one.
Correct.

Toady briefly posted on the subject of the new metals and materials. From what I can gather he has plans to expand on the concept of procedurally generated materials so that they will eventually have varying properties. I think the plan is probably for these new weapon types to also be modeled with varying properties in some future update.


703
DF Dwarf Mode Discussion / Re: 2014: Equal rights
« on: July 13, 2014, 10:22:36 pm »
1. This game doesn't support lysenkoism
2. A small subset of the population not breeding is really no different from how it was before
The third one is the important thing here, as two Dwarves of the same sex will normally at most become friends or grudges, meaning you can allow your Dwarves to freely socialize and expect a new generation of Dwarves to be spored. When there is a risk of same sex marriage you have to micromanage your Dwarves or fully expect a very sizeable portion of your breeding stock to become as worthless as widows. It turns Fortress breeding from a natural process that occurs in all dining halls to a megaproject requiring creches and mandatory socializing cabins.

If its a bug where dwarves are simply failing to take into account the sex of their spouse then this would be true but if its an intentional part of the game then I imagine homosexual dwarves are born that way and no amount of micro managing will change the fact that they will never reproduce during their life time.

If its intentional then it is likely modeled after the real world and it probably doesn't even effect more than 5% of dwarves and really does nothing but add a bit more depth, realism and flavor to the world. I just fail to see how people are getting their panties all up in a bunch over this. It's hardly any sort of real game changer.

It's silly how most of this thread is busy arguing about whether or not this should be included in the game rather than whether or not it already has been. That is the only thing that matters here. If the behavior is intentional or not. If its not then we can expect this behavior to be buggy and disruptive to the game and Toady should be made aware of it. If its an intentional feature then all of this silly debating means absolutely nothing since its already a part of the game. This isn't the suggestions forum.

Anyway, for the small percentage of us who are actually trying to puzzle out if this is a bug or intentional, has anybody found the orientation tag in the raws? I've been looking through the entity raws and its definitely not there. I'm not an avid modder so my skills are rather lacking in this department. If somebody has found the context of where this tag is used would you be so kind as to fill us in? The context should be able to tell us if this is intentional or not.

What we know so far is that in the string dump of the raws there is an "orientation" tag. From what I have gathered, nobody has actually managed to find where this tag is actually used by the game other than a vague suggestion that it involved night creatures. From the observations of those who have seen same sex marriages, it is a relatively rare occurrence. The rarity of it and the existence of the tag both seem to indicate that this may be an intentional feature but without more information its impossible to be certain.

704
DF Suggestions / Re: Increase the Maximum Titan Number
« on: July 13, 2014, 09:36:21 pm »
I think it would be cool if you could have 10000 titans, just like you can have 10000 megabeasts and semimegabeasts.  I wonder why it's set to 1000 rather than 10000.

Even with just a thousand titans you will find that they tend to wipe out all the civilized races in the world. You have to be much more careful with cranking up the mega fauna numbers in the new version of the game.

705
DF Suggestions / Re: Procedurally Generated Metals
« on: July 13, 2014, 09:32:53 pm »
I think that might be the end goal for these metals, maybe for a new release. out of curiosity, what are the metals like now? I heard that they were better than steel.
They are very light weight with generally slightly better stats than steel. Edged weapons made of the new metals will cut through steel armor and are quite nice but the lack of density keeps the metal from being useful for blunt weapons. The new metals are a bit like a step between steel and adamantine. 

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