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Messages - clownwolf

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1
I've had an injured dwarf sleep on my food stockpile. The weird thing is, he got medical attention right there. He was diagnosed, treated, and was given a splint.

On another case, I've had a guy sleep on a hospital bed but receive no treatment. I had to destroy the bed to fix it. He was carried to another empty bed and was treated this time.

2
DF Dwarf Mode Discussion / Re: Dwarf Fortress - now too easy?
« on: August 31, 2014, 03:42:21 pm »
If you want sieges to be a little better, let humans/goblins/elves only use these weapons on their raws:

   [WEAPON:ITEM_WEAPON_HAMMER_WAR]
   [WEAPON:ITEM_WEAPON_MACE]
   [WEAPON:ITEM_WEAPON_MORNINGSTAR]
   [WEAPON:ITEM_WEAPON_DAGGER_LARGE]
   [WEAPON:ITEM_WEAPON_WHIP]
   [WEAPON:ITEM_WEAPON_SCOURGE]

Copper versions of these weapons can kill steel dwarves regularly. All other weapons are useless againt steel dwarves right now. Goblins will pass out trying to pierce a steel-helmed dwarf w/ iron spear, while a copper dagger will pierce it regularly.

3
DF Dwarf Mode Discussion / Re: start location question
« on: August 30, 2014, 12:42:41 am »
No goblins will attack, unless one of the sites near you gets conquered.

The reverse thing happened to me. I had embarked on a site with goblin neighbors. Unfortunately, their sites were conquered very early, so I had no more sieges after they got kicked out of range.

4
Oh I forgot, you have to remove these texts under the EVIL entity entries.

if you want to remove ranged weapons for other civs, they are under:
MOUNTAIN entity = dwarves
FOREST entity = elves
PLAINS = humans
EVIL = goblins
SKULKING = kobolds

5
go to raw>objects>entity_default.txt

remove:

[WEAPON:ITEM_WEAPON_CROSSBOW]
   [AMMO:ITEM_AMMO_BOLTS]
[WEAPON:ITEM_WEAPON_BOW]
   [AMMO:ITEM_AMMO_ARROWS]

6
DF Dwarf Mode Discussion / Re: Balancing cage traps
« on: August 29, 2014, 07:47:08 pm »
I actually now prefer using [GNAWER:gnawed] instead of [TRAPAVOID].

I just think that weapon traps add a lot of fun moments, and its kinda sad having to play without them.

That being said, I am unsure how long it would take a goblin or troll to gnaw out of his cage. Days? Weeks? Months?

7
DF Dwarf Mode Discussion / Re: Balancing cage traps
« on: August 29, 2014, 03:13:37 pm »
Here's another idea:

[GNAWER] makes creatures able to escape from WOOD cages. If you add this token to standard creatures, the goblins and dragons will be able to escape. This means you have to melt all metal cages that you buy from merchants, and only create wooden ones.

8
DF Dwarf Mode Discussion / Re: Balancing cage traps
« on: August 29, 2014, 03:08:41 pm »
add the [TRAPAVOID] token to non-wildlife (standard) creatures. Problem solved (although you can't use any weapon traps as well  >:().

Actually, I'm gonna do this right now.

I also don't use cage traps because of the same reason. I basically remove anything that makes sieges easier. This includes the unbalanced trap components that hit for 3x (serrated disc, spiked ball), and the weapons that cannot damage through steel, when in copper form (short swords, mauls, etc.)

9
DF Gameplay Questions / Re: Dorfs won't haul (Starter Pack 40.10 r1)
« on: August 26, 2014, 01:49:30 am »
I'm 99.9% sure you accidentally set a burrow to restrict your workshops.

Pressing 'w' twice by accident can really screw up some forts. They really need to set that restrict key to something else.

10
Conclusions:
- The tail is not a problem and could be kept, but a boneless tail (perhaps with a cartilage core) would be a good idea
- The "combat reports" give an incomplete story on occasion

The bite attack isn't getting triggered because the raw I posted uses AARDVARK_CHEEK_TEETH (same as regular teeth except no front teeth). If you change it to regular TEETH they will use bite attacks again.

Anyway, you are exactly right. The combat reports are incomplete. Here is the game log on the bugged fight I posted earlier, the fight between AM 34 vs AM 35, with the unreported detail in bold text.

Spoiler (click to show/hide)

I had my bone pain receptors to 12. I think he is passing out because the muscles are being torn apart after every bite, so I think I will reinstate the normal tail.


11
I just realized I was confusing you guys by using the word 'paralysis'. I used no venoms on bite attacks.

So yeah, the tail is too much trouble. I'm just gonna make a new tail with a boneless feature, similar to noses and eyes. This way it will be extremely easy to sever, and avoid this paralysis-like effect. All I did was add the default tail to the body part list, I didn't expect this much trouble over it.

12
I managed to replicate the bug.

Spoiler (click to show/hide)

aardvark man raw:

Spoiler (click to show/hide)


Fun Facts: Aardvark teeth are so far back their jaws that is is probably impossible to be bitten by one. So I removed bite attacks from my Aardvark men, and just replaced it with a tail swipe. They also have gizzard stones, like cave crocodiles. I made them have a gizzard organ, and drop a gizzard stone. Vanilla DF2014 raws still has aardvark bites and no aardvark gizzards though  >:(

EDIT:

Only tails are bugged, so it is not a problem with bite attacks, or with teeth. This pic shows what should happen normally.
Spoiler (click to show/hide)

13
Also, unless you remove the head from your aardvark men, they'll always be targeted for headshots when they're passed out.

Aardvark Man 2 didn't pass out. He was conscious the entire time. The problem only appears when the tail is bitten and latched on. The tail somehow prevents body movement when the humanoid can't break the tooth's grip, which shouldn't happen.

I am also still bothered by the fact that the Aardvark Man 1 in that particular fight managed to 'grab' using his bloody stump. I only added nails to the toes and fingers, so upper legs shouldn't have been used for wrestling grabs.

14
I added a tail to a standard humanoid body, for my Aardvark Men. Everything is fine, they can dig, chop, fight, build and craft. So I have no problems in regards to body functions.

Then I came across this scenario:

I had two of my creatures fighting in the Arena. Every skill is at competent level. Aardvark Man 1 had both arms and one leg chopped off. Aardvark Man 2 is unscathed.

Then it happened. The almost limbless Aardvark Man 1 bites Aardvark Man 2 in the tail. This somehow paralyzed AM#2 and he was treated by the game as though he was passed out. AM#1 got 2 pages worth of hits ALL on the head, eventually smashing it.

What should I change to prevent this? Should I just remove the tail, and just set it up as a joint-like thing such as shoulders and elbows?

Spoiler (click to show/hide)
Spoiler (click to show/hide)

*also note that I realized that I accidentally added extra aardvark attacks on my aardvark man (he bites the head when the mouth should be latched on the tail, he also scratches and grabs w/o arms), I removed the extra attacks already.

EDIT: I just re-read the log above, and it says that AM#1 grabbed AM#2 with his right upper leg. HE GRABBED HIM WITH HIS BLOODY STUMP? Is this an in-game bug or did I just create one by accident? It also said *her instead of him  >:(

EDIT 2: Actually these were aardvark women that were fighting. The arena just calls them by their creature name instead of caste name.

15
DF General Discussion / Re: Why don't dwarves have butts?
« on: August 22, 2014, 07:21:25 pm »
Ok just adding a Butt body part doesn't work because it will never get targeted. This means that you also need to add it to the tissue layers, on the body detail plan default txt.

I'm not sure if it is the case, but I think the bigger the size of the part, the more chances of it getting hit increases as well (as opposed to small sized eyes, or noses).

I am still curious if it can actually be severed. I have never seen the regular 'cheeks' get severed, so there might be a token hidden for this somewhere.

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