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Messages - Sver

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241
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 03, 2018, 07:24:26 am »
When you say "imports, do you actually have a way of trading with the other dwarf civ? Or are we talking about the other kind of imports ;)

Raiding a civ establishes contact with them much in the same way the initial human-elven-goblin civs do with the player. If you later make peace with them and/or make them your tributary, they will remain on your civilizations screen and trade as normal.

242
This will at least give Grimlocke and Sver a chance to catch up.

Heheh, yeah, well, I still got plenty of stuff to do for the next update: decided to rewrite the weapon sets and extrapolate on that elven weapons idea for a new optional (varied army compositions for humans and goblins). And that's before I start to merge the new Revised files in and organize some new folders to pack away old clothing, although, these two things should be fairly quick to do. So, I'll probably linger till the 2.0.2 (?) update, if there's something that deals with the b_detail_plan_default, body_default, c_variation_default or material_template_default.

Btw, I'd like to report that there don't seem to be any problems with the removal of melting points for organic materials as of previous version. Creatures on arena seem to burn just fine, even though it takes a bit more time for them to receive damage this way. I didn't want to bring back the fat bleeding, so they don't die as fast as in vanilla, though.

243
Code: [Select]
[ETHIC:THEFT: PUNISH_SERIOUS]
Are you sure the problem isn't the tab/space in the middle of the tag here?
For PUNISH_REPRIMAND, there is probably a similar occurrence somewhere in your file.

AFAIK, nothing got changed about the ethics for a long, long time, and I don't get any errors with custom civs using these tokens.

244
Mod Releases / Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
« on: November 30, 2018, 05:57:37 am »
Revised - that's something from the 2.0.0. Probably some description tag is missing.

245
Mod Releases / Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
« on: November 29, 2018, 06:45:20 am »
[EDIT] I just noticed a couple threads about enemies in adventure mode being really passive at times and to test it out I did a vampire mission and they just ran from me. That necromancer tower I dismantled, too, I noticed that the necromancers were more interested in raising chopped off bits of themselves and comrades than directly attacking me. Would that skill buff to enemies affect adventure mode behavior and, if so, I assume I'd have to make a new world right?

Yep, that should help, at least, until your adventurer reaches a really high weapon skill level. It appears that the creature hostility in Adventure Mode is seriously impacted by their relative skill level - if they are much weaker than you, the enemies would rather flee.

And yes, applying these changes would require generating a new world.

246
Mod Releases / Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
« on: November 29, 2018, 06:38:44 am »
Yeah, the way the economy works in DF is rather bizarre for now (for instance, a sword's base price is solely tied to its weight), so I'm just ignoring it. Modded shields can easily be the prime export, although, they probably still cannot beat the infamous ☼quarry bush roast[64]☼.

247
Mod Releases / Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
« on: November 28, 2018, 02:42:15 pm »
Hey I've been playing this for the last couple days and it's been good. A few questions though: some weapons like a horned axe I have, have multiple types of attacks that seem to be the same thing (eg hack, cleave, cleanly slash), is that the case or are there differences I don't know about?

Yes, there are some: 'hack' attacks are better at piercing armor, 'cleave' attacks go in deeper (good against huge creatures), 'slash' attacks have the highest combined contact and penetration (very good against huge creatures) and 'cleanly slash' attacks are shallow, but almost never get stuck in the opponent. In case of the horned axe, though, the 'slash' works more like the 'cleanly slash' does.

Then, I'm not sure if this is normal but I ended up defeating a necromancer tower using my horned axe mainly, and have like ~80 kills on it, though I don't seem to have increased my greatarms skill (1/3 gain from competent) or axeman skill (at all)?

The weapon skill for horned axe is set correctly in the raws, as I've checked, so the reason is most likely an in-game one. For instance, the skill rises with each successful hit - not the kills, if i recall correctly, so, if you've dealt each zombie in with a tiny amount of strikes, that might be the culprit of the small gain here.

Also for the moment I've been using this as my general armor setup for my adventurers, I think Im doing everything correctly?

Yep, quite a legit uniform, at least, for when you cannot find plate garment of good metal. If you happen across a decent 'plate armor' or 'breastplate', they are generally lighter and more protective than a lamellar armor over two mail coats; even more so for arm and leg protection (gauntlets, greaves and such), because those parts are more vulnerable to blunt trauma.

cave spider silk padded coif/armor
1 chain coif, helm (heaven found full helm to see if it layers)

A full helm wont layer over both the padded coif and mail coif - if you happen to find a full helm, then choose one.

For all of this I just generally go with the highest quality material I can use which I assume is tempered/dwarven steel though I've read that it's useful to have copper as an under layer to defend against striking blows?

Dwarven steel is absolute best for armor, tempered steel and (regular) steel closely follow. But yes, copper chainmail garments underneath the steel ones can strengthen this uniform against the heavier blunt strikes somewhat.

248
Mod Releases / Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
« on: November 28, 2018, 01:59:51 pm »
Sure, here you go.

249
Mod Releases / Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
« on: November 28, 2018, 11:11:45 am »
I gotta say I just don't like the thought of my dwarves not wearing pants, and I think it makes the armour coverage/layering system even more confusing and unintuitive than it already was (what covers the legs now?

It is, indeed, confusing, but mostly because the initial solution (as in v1.4) is half-baked. With the simplified clothing it should get pretty straightforward. For now the 'clothes' item is what you want to make sure your dwarves have pants - it's set to FORCED by default, so it should always be available for crafting. The dwarven need to wear legwear is satisfied by the 'belt' item - which is also set to FORCED.
For armor, legs are to be covered with footwear usually: greaves, chain chausses and padded chausses; but only one type of garment, because the AI can't comprehend putting greaves over chausses, for some reason.
And then 'padded armor' also covers the legs fully. The reason why other padded bodywears (gambeson, doublet) do not is a complex one: padded garments are more vulnerable at limbs that at the torso, so I've gave them varied coverage to allow the player to create cleverly layered uniforms: say, a 'gambeson' over a 'padded armor' will not suffer any damage from strikes to the limbs, so the torso will still be somewhat protected even after the 'padded armor' breaks completely; and at the same time, 'gambeson' will take damage from strikes to the torso, delaying the disintegration of 'padded armor'.

Also, don't breastplates have LBSTEP:0? They shouldn't be protecting loincloths in the first place, right?

[LBSTEP:0] bodywear still covers the lower body. In the combat log, it will even say "the attack is deflected by breastplate", yet the loincloth will suffer damage. The same thing will happen no matter how high the LBSTEP value is. As I said, it's weird all around.

250
DF Gameplay Questions / Re: Lack of hostility or agression in the game
« on: November 28, 2018, 07:44:46 am »
For fort mode hostility, the only solution is to generate the worlds with larger civilized populations and then piss off all of the other civs through raiding. Some people managed to get a siege every season this way.

For adventure mode, it's pretty gimmicky and there is no end-to-it-all solutuion for now, but I would recommend this thread.

You can slow down the military training by adding [SKILL_LEARN_RATE:skill token:percentage] to the dwarven raws (creature_standard.txt > [CREATURE:DWARF]) for each and every combat skill. Set the percentage to your liking: say, a value of 50 will make military training two times slower.
I would also recommend buffing your potential invaders a little, because their default skills are so low they can never compare with even a half-decent militia. I personally use these values (again, in creature_standard.txt):
Spoiler (click to show/hide)

251
Mod Releases / Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
« on: November 27, 2018, 08:58:17 pm »
I was thinking more along the lines of what Revised does in the new version, where everything that's removed from the files is actually just commented out. But as long as I can restore clothing to how it's in the vanilla game, I'll be happy. I quite like the flavour the clothing variety in the base game brings (eg. in my desert fort I had all my dwarves dress up in togas), and really don't care about the bug associated with legwear because my dwarves practically never wear armour on top of regular clothing anyway (do people even do this? I just find it confusing to layer clothes and armour pieces as the mechanics behind it are very opaque in fortress mode, so I avoid it as best I can).

The issue stemmed from the padded leggings, really. I figured that people who conserve metal (and thus, don't forge mail skirts or lower plates if the lower body is already covered by torso armor) would get annoyed by padded pants getting damaged through breastplates as much as I am. Also, invaders always mix clothing with armor - and I know a lot of people don't even read the combat logs, but I do and I hate it when their loincloth gets torn despite being supposedly covered by armor! :P

May try the comment thing, though. I'm a little hesistant because of how much clutter it will create in the entity files, but we'll see.


252
Mod Releases / Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
« on: November 27, 2018, 12:45:11 pm »
As it goes by now, there'll be three types of clothing per each bodypart: a light one, a regular one and a warm one; with the exception for legwear, where it's either a belt or a skirt, as the pants are simulated by bodywear. However, most civs will probably get only one type per bodypart, because they share the same layer. So, an average dwarf or goblin will wear a total of 7 items (including headwear and gloves, and counting each glove/boot separately), instead of the vanilla 13-15, effectively reducing the amount of clothing management and post-siege hauling required.

253
Mod Releases / Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
« on: November 27, 2018, 10:43:17 am »
Armor in the mod gets revamped so often that I kinda gave up on that concept - it's just too much extra work with each update. I may return to it once I slow down with reworking the armor, but that might not be soon, as I plan on writing (at least, contemporary) weapon descriptions first.

For now, it's better to refer to the full list of armor and measure the layers and bodypart coverage yourself, especially if you want your troops to really be safe. Other than that, you can just put together a full mail + helmet uniform using this:

    mail coat  (5 bars)  or  mail shirt  (2 bars)
    full helm  (5 bars)  or  mail coif  (1 bar) + any helmet
    chain mittens  (1 bar)
    chain chausses  (2 bars)
    belt  (1 bar)
    padded armor x3  (3 cloth)
    padded coif  (1 cloth)

254
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 26, 2018, 01:17:04 pm »
So lately I've made a point of never sealing off the fort with bridges. I also keep caverns open (I rely on locked doors and squads of soldiers guarding them). The result - second amazing(tm) fortress lost to a web-spitting FB (both times FB killed 2 squads of my well-trained, steel-clad, almost-all-legendary dwarves). I've never had to deal with FB much before (since I loved to turtle), but now they became real trouble. Are webbing FBs totally invincible? Should I train more archers?

Web-spitting creatures are notoriously strong, but they usually have some cooldown, so one possible way is to lure it into a place where you can attack it from both sides. Preferably with marksdwarves, initially, but, once it spits the webs, you can send some melee too - from the side which is not currently covered in webs.

Also, full steel will not do much against a forgottent beast, since most of its strikes probably ignore the armor (force transfer) due to the sheer size of the creature. A breastplate + helm + shield for defense may save some stamina.

255
Mod Releases / Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
« on: November 26, 2018, 09:25:56 am »
Incompatible with 2.0.0 for now. I'm currently working on the update.

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