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Messages - clownwolf

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16
I'm not sure, but I think already created creatures will already have that 50 receptors in their file. I actually thought that the '50' pain receptors might be a typo, since every other tissue part only has 5 pain receptors.

Anyway I found the issue on the bug tracker, and one guy set his bone pain receptors down to 17. I agree since 25 still results in instant faints quite frequently. Bring it down to around 10-20. I personally have mine to 12. Guys usually faint after 1 fracture + 1-3 chips on arena fights.

17
DF General Discussion / Re: Why don't dwarves have butts?
« on: August 22, 2014, 05:43:53 pm »
Yeah its so easy to add it. Just copy the format of 'tail', and add the new body part to the Dwarves.

I'm not entirely sure if it can be severed though. My Aardvark Men seems to only get their tails fractured, never severed.

18
Ok thanks. I like a blend of graphics and ASCII anyway.

Onwards to Adder Men!

19
I modified the ironhand humanoid tileset and created custom Aardvark Men tiles. I have tested it and everything works as intended, except that corpses reverts back to the ASCII 'a' when the aardvark man dies. It should technically use the tile from AARDVARK_MAN 5:3 as the corpse tile right?

here's some relevant stuff:

[CREATURE_GRAPHICS:AARDVARK_MAN]
                    [DEFAULT:AARDVARK_MAN:5:3:ADD_COLOR:DEFAULT]
                    [STANDARD:AARDVARK_MAN:3:3:AS_IS:DEFAULT]
                    [BABY:AARDVARK_MAN:7:8:AS_IS:DEFAULT]
                    [CHILD:AARDVARK_MAN:7:8:AS_IS:DEFAULT]
                    [DRUNK:AARDVARK_MAN:3:3:AS_IS:DEFAULT]
                    [GHOST:AARDVARK_MAN:6:3:AS_IS:GHOST]

*Standard, and all the military tiles works as intended. Its just the corpse tile that never appears.

20
After countless arena fights, I realized that maces, warhammers, and morningstars are almost as bad as whips and scourges when it comes to cheap 1-hit kills. While I am happy that even copper warhammers seems to always break bones against full steel armor on the first hit, this leads to very unsatisfying combat.

Breaking a bone results in an instant kill vs humanoids (pass out + head smash combo) due to overloaded pain receptors on bones. I reduced the pain receptors on bones from 50 to 25, so now it takes a minimum of 2 broken finger bones before a legendary fighter keels over. Its kind of weird that a torn heart still gives less pain than a broken finger. Skin + Fat + Muscle + Heart = 20 pain.

21
After arena-testing the various metals, I reinstated silver as weapons-grade. I instead removed copper.

I also found out that (silver, bronze, iron) Daggers, Maces and War Hammers are the only three reasonably balanced weapons capable of killing a steel armored dwarf.

A goblin spear master can stab an unconscious dwarf 100x in the head w/ an Iron Spear and it will never pulp through the steel helmet. A master hammerer smashing his bronze maul against steel helms will also pass out from exhaustion. So right now steel-armored dwarves can be considered immortal against any goblin not using these three weapons.

Another, and I think is a worthwhile workaround is to allow ALL metals as weapons-grade, and only let Daggers be usable by goblins. Even what I believe is the weakest metal for edged weapons, Lead, can pierce through steel helms at a reasonable rate (which is surprising).

22
No, 0:0 doesnt spawn anything.

I went ahead and tried 999:999 on polar bear cluster and population, and my FPS dropped to 4 when they all spawned upon embark.

Also, changing data on existing worlds will not change anything. You need to change the main raw files and create a new world.

EDIT: You actually need to put 0:0 on stuff you dont want to spawn, because just deleting animals from the raws will cause a crash.

23
I decided against making more metal weapons available because it might make goblin sieges weaker if they started using Zinc spears. On this note, I removed silver weapons as well. Copper would be the worst edge weapons now.

On the other hand, I re-added whips and scourges in my raws. FOR ELVES. Elves uses nothing but wooden whips. I hope it still pierces steel.

EDIT: I tested wooden whips. It doesn't pierce steel. Copper whips/scourges still pierce steel like butter though.

I had around 20 steel clad dwarves hitting each other with wooden whips passing out from exhaustion. I finally added a dwarf armed with a trifle pewter large dagger and he killed all 20 of them. It deflected a lot but it occasionally pierced steel helms.

24
How to fix fish populations? It seems absurd that 40 dwarves can DEPLETE THE OCEAN OF FISH in 2 years flat.

I think that bug is fixed now.

If you are asking on how to manually change their population, just go to the text file where the animal is, creature_large_ocean for example, and edit the population number.

change the cluster number for the range of how many of them can appear when they wander around your fort area: [CLUSTER_NUMBER:2:5]
change the pop number for the range of how many are available in the entire biome before they go extinct: [POPULATION_NUMBER:15:30]

*on a side note, try putting the cluster number and pop number at ~998-999 and see if 1000 animals will actually spawn. Let me know how that goes, I'm afraid to try it.

25
Speaking of weapons, I also forgot to mention that I remove [WEAPON:ITEM_WEAPON_WHIP] and *[WEAPON:ITEM_WEAPON_SCOURGE] from both humans and goblins in the entity raw.

I think you can also just remove them from the weapon raw.

26
To the folks that are removing the [FLIER] tags, I understand that flying creatuers get frozen sometimes pathing through the air and that the original bug report says that this stops sieges from happening... Is that true? Just wanted to confirm thats what you folks are adjusting raws for; so sieges keep happening

No it doesn't stop sieges from happening. Sieges still occur normally. Even Megabeasts will still appear.

The only thing it prevents are other wildlife from entering your map. For example, if you embarked on a savage jungle in an attempt to breed giant war animals, they will not appear if the birds are stuck on the map.

27
Finally, I add [ITEMS_WEAPON] to platinum and gold, for some very heavy hitting warhammers and maces.

Will doing this to all metals lead to overpowered weapons? I really like the idea, but I really want to keep Steel and Iron as the 2nd and 3rd best materials for weapons and armor.

arent animal populations fixed in the current release?  or is that just fishes

I mod animal populations not just for fish, but for everything. I just want biomes and caverns to never run out of Yetis, or Molemarians, and etc. They tend to go extinct really early.

ALSO: What do you guys think should be Giant Creatures' average age should be? Right now it is the same as the regular sized creatures. I plan to change it to be 5x the length of the regular size creatures, but it might be a little too large though.

28
Anything below [GRAZER: 100] is set to 100 to prevent starvation and make pasture sizes more reasonable.

I wonder if there's a way to have them take food off a stockpile (plants). I'm pretty sure the Tigerman I bought from the elves took food from my stockpile when he was hungry.

29
I change four things:

1. Add natural discipline 1, to appropriate creatures (so caravan pack animals don't run away from goblin teeth anymore).
2. Remove flier tags from everything, just until the bug is still active.
3. Add healing rate 1000 to dwarf cartilage and nails, just until the bug is still active.
4. Change animal populations to 950-990, so animals don't get extinct so quickly.

I was wondering what other changes are worthwhile, or are just personal preferences?

I also actually want to remove climbing just to fix the bugged cavern creatures that cannot come down. Unfortunately, removing natural climbing doesnt seem to remove climbing ability. Its not as bad as the flier bug so I think I'll just leave it.

30
When I explored out the third cavern on the 3rd year, I found 50 crundle, 30 bugbat corpses, several troll, ogre, reacher, ant men, and elk bird corpses.

After that I also found three more Forgotten Beast corpses as well.

The culprit was a slightly injured 8-legged alligator forgotten beast, which killed 2 more speardwarves before its massacre finally ended.

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