Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - peasant cretin

Pages: [1] 2
1
Mod Releases / Character Appearances Mod [47.04]
« on: January 01, 2021, 05:18:03 pm »
Character Appearances Mod reduces the number of visual cues in character descriptions by editing out dermatological conditions (dry/oily/sparse hair), dental issues (crowded/gapped teeth), and various end-range facial features (recessive chins, bulging eyes, etc) from the creature_standard.txt. While potentially more concise, character descriptions for dwarf/elf/human should retain enough appearance variation for the world you've created.

Creature_standard variations gives you several versions of creature_standard.txt, depending on how much you want to deviate from unmodded vanilla Dwarf Fortress:
-creature_standard_a_maple only contains streamlining. This means minimal change. This is still vanilla random with regard to the order of visual cues.
-creature_standard_b_chocolate includes streamlining and also renders humans and elves with hair lengths. Human males may have mustaches and beards. Appearances slightly weighted to hair, eyes, nose.
-creature_standard_c_strawberry is a variation of chocolate. Elf color schemes are more fanciful.
-creature_standard_d_pistachio is a variation of strawberry, replacing dwarf Norse hair styles with flat descriptions for mustache and beards.

Outsider RAW files does what could not be done for any creature_standard file (which controls appearances for world populations). These files "dial in" appearances to achieve a specific look. This is so Adventure Mode players can minimize time spent in character gen, waiting for suitable description rolls:
-creature_standard_e_outsider_pretty is where all outsiders have appearances weighted toward hair, eyes, cheekbones/chin, nose. All have high cheekbones and angular chins. Noses are slightly upturned. Here we also go a bit off-lore and include some "variant humans." Essentially all outsider characters were modeled off my Dwarf Fortress iteration of the D&D aasimar.
Spoiler: file list (click to show/hide)

For example, I made a Revolutionary Girl Utena/Sailor Moon type shoujo-pretty character using the aasimar raw:

Or it could be seen as such.

Compatibility: Works with any 47.04 mod that does not edit creature_standard.txt. If only using outsider files, works with any 47.04 mod.
Download here: https://dffd.bay12games.com/file.php?id=15373
Installation: Drop the creature_standard.txt and/or outsider files into your raw folder; agree to overwrite. You'll need to generate a new world.

All comments, criticisms, and suggestions welcome.

2
Mod Releases / [47.xx] Search Item Stack Addon
« on: May 03, 2020, 01:20:45 pm »
Search Item Stack is a addon for Adventure Mode. It lets you filter through item stacks in town and fortress warehouses. This can be used alone, or with any mod.
Spoiler (click to show/hide)
Download at http://dffd.bay12games.com/file.php?id=15053
Install by dropping the file onto your RAW folder. You'll need to generate a new world to activate the reactions.

3
Some weird equipment buy/sell I noticed during character generation.

Aside from whether you choose peasant/hero/demigod, are from a civ or are an outsider, baseline (E)quipment/(P)et points are determined by (highest defining) weapon skill and shield user (only need novice).

E/P points gained from "reselling" weapon/buckler are determined by the material type: either copper/lowest equivalent metal for those starting in a dwarf-civ/human-civ/outsider; or in the case of anyone starting in an elf-civ, wood.

For the highest E/P total, when on the Skill screen, anyone not-elf-civ can choose Axeman/Pikeman (both same resell value), and anyone elf-civ, Spearman—irrespective of whether you actually want to have those skills.

Then you next page until the Equipment Screen which auto-generates your starting equipment, before scrolling back to the Skill Screen to clear your skill choices and re-select the skills you do want.

Outsiders of any race will also have a large dagger (20 E/P) to resell, while human-civ will have some type of 10 E/P knife to resell.

Yeah, this is min/max-y. Well worth it, especially if you play as outsider who cannot resell clothing. Big difference in peasant outisder's highest E/P total at 171 points, because of copper battle axe/pike resell.

4
Mod Releases / [47.04] SwrdNBcklr for Adventure Mode
« on: April 26, 2020, 05:06:49 pm »
SwrdNBcklr is a minor mod for Adventure Mode. It provides adventurers with single-step crafting reactions drawn from self-contained menus. As a minor mod, it makes few significant changes, preserving the vanilla Dwarf Fortress game experience. All comments, criticisms, and suggestions welcome.

Updated 05/24/2020:
Spoiler (click to show/hide)

Features:
- Brew drink, cook food, use spices
- Craft arms, armor, equipment and wearables
- Encumbrance management for slow travel gameplay
- Ranged weapons appear as weapon sets which can be separated into their constituent parts via the Bowyering menu
(the original idea for weapon sets belongs to Sver's DF Combat Reworked; and is used with permission)
- Roleplay equipment (bedrolls, scabbards for swords, etc)
- Search stacks for specific items

Download at http://dffd.bay12games.com/file.php?id=15038
Install by dropping the files onto your RAW folder (agree to overwrite). You'll need to generate a new world to activate the reactions.

Add-ons:

Other information:
Spoiler: Known, accepted bugs: (click to show/hide)

5
Mod Releases / Adventurer Outsiders with Beards (44.xx)
« on: January 24, 2018, 06:35:43 pm »
Just a little flavor add-on for anyone who wants their male outsider dorf/elf/harman/gobbo adventurer to have facial hair :)

Outsider dwarves and humans have beards/mustaches/sideburns, while outsider elves/goblins have just beards/sideburns.

The recruit title for all 4 has also been changed to wanderer.

Just toss the creature_outsider_advmd.txt into your raw folder before loading the game and rolling a character. No world regen necessary.

Download here.

6
DF Suggestions / A Flavor Suggestion for Taverns
« on: September 08, 2017, 04:26:46 pm »
As of the present release we have barrels filled with booze. After offload/reload the booze is replenished or replaced.

Using what already exists, perhaps taverns could include pots that served units of stew/roasts and bins that held units of cheese? Like barrels, these too would be replenished or replaced after site/map offload/reload.

The only difference between cheese and stew/roasts is cheese wouldn't require a serving vessel, while stew/roasts would require a bowl and an additional cabinet to store these bowls.

NPCs would also finally be seen eating, in the same way they can be seen here in taverns, drinking. A little of this adds a great deal to the world.

7
EDITED: 5/11/2017.
While Toady offered a correction (to a misconception I had) in part of his May 2017 FotF reply, indicating that ambusher (still) "matters in all the visual rolls...", it isn't what primarily determines your character's stealth.
The core component of your character's detectability is their Visual Stealth (w/o skill), which is the result of various visual stealth factors.

There are five visual stealth factors of differing degree (press shift + S to view as you would to change movement speed). The most commonly seen:
1. Light, Low Light, Darkness. Light level is determined by being aboveground or underground, time of day and the visibility of celestial bodies (stars, sun, moon phase).
2. Clear, Fog/Rain/Snow. The absence or presence of weather conditions.
3. Open, By Obstacle. Whether a character is orthogonal to an adjacent column, door, tree, or wall tile.
4. No Suitable Vegetation, In Vegetation. Based on occupying a crop or shrub tile. Can be negated by an extreme in character sizing (elephant person).
5. Average Non-Prone Profile, Very Small Profile or Tiny Profile. This is character size relative to position (whether standing or on the ground). To differentiate, dwarves, elves and goblins of large size, and humans of average size have very small profiles when on the ground. Dwarves, elves and goblins of average or small size, and humans of small size have tiny profiles when on the ground.

Visual Stealth (w/o skill) levels from highest to lowest:
Best Possible
Fantastic
Great
Good
Average
Poor
Awful
Terrible
Worst Possible

Light level and character size have the most influence on visual stealth (w/o skill). While darkness alone can raise visual stealth level up to great (low light can do so as well, albeit more conditionally), isolated usage does not scale well. Lime green or cyan colored visual stealth factors work best in combination. Aboveground nighttime's low light becomes darkness under the right weather conditions. Darkness and small size's tiny profile allow a character to reach best possible. The other sizes in combination with low light or darkness require one or two additional visual stealth factors to reach similar heights. However, a combination without light level management never scales beyond fantastic.

Use of fantastic or best possible level of visual stealth (w/o skill) can confer virtual invisibility provided conscientious interaction with an NPC's view range (whose tile count at night is determined by their low light vision), the nature of their vision arc, the quality of their observer skill, their movement behavior, and in a few cases, whether they happen to be lair hunters.

Full utility for your own character will be limited to their low light vision rating. For playable vanilla Adventure Mode species, only dwarves have the full 25 tile view range in low light or darkness. Humans and elves are limited to 4 tile view range, and goblins to 8 tiles in low light or darkness. Diminished view range in low light or darkness primarily affects dedicated archers versus creatures with EXTRAVISION and to a lesser degree, bandit camp/bandit hamlet scouting. As with anything else, there's always a way to play around a deficiency.

Quite likely there's a bit more to this, having skipped most intelligent animal creatures, but this is it for now.

8
This is just a repost/re-compilation that links to Murphy's Defensive Tick Counts and mentions damage values from Urist Da Vinci's godlike Combat mechanics (pulping) and material/creature properties [0.40.xx] thread.

I haven't ever really tested for tick counts for throws, take-downs, joint locks, chokes, or grip breaks, so if someone has them or runs the test, please add on.

Quote
A combat turn measured in ticks: tick counts for your attack and tick counts for your opponent's defensive reply. Defensive tick counts are compiled here by Murphy.

The raws tell us most weapons and natural attacks (punches, bites, gores, etc.) are ATTACK_PREPARE_AND_RECOVER:3:3 which is to say 6 ticks long in terms of time. Two exceptions to this, kicks and whip attacks, are ATTACK_PREPARE_AND_RECOVER:4:4.

Aimed attacks will add or subtract from the PREPARE_AND_RECOVER.

The types of aimed weapon/natural attacks are:
Quick Attack subtracts 1 tick from both the PREPARE_AND_RECOVER
Standard Attack does not add or subtract anything from PREPARE_AND_RECOVER
Heavy Attack will add 1 tick to both the PREPARE_AND_RECOVER
Precise Attack will add *2* ticks to the PREPARE and 0 ticks to RECOVER
Wild Attack subtracts 1 tick from the PREPARE, but adds *2* ticks to RECOVER

The fastest offensive maneuver (whether Quick Attack or failed Grab) will have a PREPARE_AND_RECOVER of 2:2, while the slowest will be some type of modified kick/whip attack.

Damage/power values from Toady's DF Talk 21: http://www.bay12games.com/media/df_talk_21_transcript.html and Urist Da Vinci's incredibly useful Combat mechanics (pulping) and material/creature properties [0.40.xx] thread http://www.bay12forums.com/smf/index.php?topic=142372.msg5580805#msg5580805 have mostly overlapping info.

Here's Urist Da Vinci's:
Quick Attack subtracts 1 tick from both the PREPARE_AND_RECOVER --> Momentum x0.5
Standard Attack does not add or subtract anything from PREPARE_AND_RECOVER --> Momentum +/-0
Heavy Attack will add 1 tick to both the PREPARE_AND_RECOVER --> Momentum x1.5
***Precise Attack will add ~2~ ticks to the PREPARE and 0 ticks to RECOVER --> Momentum is same as standard
Wild Attack subtracts 1 tick from the PREPARE, but adds *2* ticks to RECOVER  --> Momentum x1.5


***The main area where Toady and Urist Da Vinci differ is over precise attack's damage boost.

Normal weapon use momentum numbers appear in line with 0.34.11, except that there appears to be an additional x2 multiplier on top of everything if the opponent is prone.

9
Mod Releases / Peasant and Forester's Mod for Adv Mode (discontinued)
« on: January 14, 2017, 03:56:12 pm »
Peasant and Forester's Mod

Description:
This is a crafting mod for Adventure Mode that replaces workshop requirements with civilian profession-specific tools and adds intermediate stages into the crafting process. There is an emphasis on general quality of life features where consuming cooked food or soap usage will provide good thoughts, and more specific to slow/local travel game-play, providing methods of managing encumbrance, such as being able to dry meat. The whole of the readme.txt is included at the end of this post. If something is unclear, please ask and I'll do my best to respond. All comments and suggestions welcome.

Credits:
This mod owes much of its general framework to both Deon's DF Wanderer and Random_Dragon's Adventurecraft; its coffee and tea structure to Button's post in her topic Brainstorm: Hard Brewing Mod; its thinking on tick changes for polearm speed to Grimlocke's History & Realism Mods; and its ideas on weapon sets for ranged units to Sver's DF Combat Reworked. Belatedly listed here are some of the off-Bay12 sources that P&F learnt from. Archery (bow/crossbow making) drew from a variety of sources. Cooking peeked into A Boke of Gode Cookery, though much of what I added is anachronistic and culturally eclectic. All things woodcutting and shield-making came from Hurstwic. Mail construction came from MyArmoury's Mail: Unchained and article 10 The manufacture of chain-mail – Arne Jouttijärvi from Erik Schimd's mail article archive.

Feature Highlights:
Better archer-ranger play: detailed bow/crossbow/missile crafting; missile crafting in the wilds with bone, stone, wood and found metal
Beverages including various teas, coffees and hot chocolate
Cooking with grains and flour (porridge and pastries), plants and animals (boil, fry, roast, stew)
— Detailed crafting/repair/resizing reactions for clothing, armor and weapons
— Glass doors and hatches for your camp site
Interchangeable fuels (any wood item, peat, coal)
— Pottery and glazing
— Shop signs
— Soap making (both plant and animal), and more importantly: soap usage
— Stone logs for building
— Tools for bowyers, clothiers, leatherworkers, masons, metalcrafters, woodcutters and carpenters

Changelog:
01.14.2017 - Initial release 0.1.0
12.20.2018 - Armor and Smelt Update 0.6.0 (requires new world regen)
Spoiler (click to show/hide)
01.06.2019 - Bugfixing Minor Update 0.6.1 (does not require new world regen)
01.06.2019 - Farmer reaction fix: make soap from rendered animal fat wasn't recognizing lye.
01.06.2019 - Stonecrafter reaction fix: chip stone into 10 arrowheads had copy/paste error.
01.06.2019 - Removed embers as byproduct of fuel use reactions. didn't benefit simulation as much as it caused issues with liquids.
01.07.2019 - Bugfixing Minor Update 0.6.2 (does not require new world regen)
01.07.2019 - Farmer reaction fix 2nd try: make soap from rendered animal fat wasn't recognizing lye.
01.07.2019 - Cleaning interaction edited to prevent accidental drinking of liquid/powders.
01.11.2019 - Bugfixing Minor Update 0.6.3 (does not require new world regen)
01.11.2019 - Material template edit to innards. Cooking reaction was not recognizing innards as meat. Has been fixed.
01.11.2019 - Weapon set reaction edit. Entry for mauls referred to axes. Has been fixed.
01.11.2019 - Edit to Bonecarver. Bone blowgun entry changed to bows made from horn/antler.
02.16.2019 - Bugfixing Minor Update 0.6.4 (does not require new world regen)
02.16.2019 - Edit to meat-based foodstuffs cooking reaction. Having hunted a small critter in my adventure mode run, I realized the reaction for dried meat (which helps in cutting encumbrance) should ask for 5 units of meat and not 20.
02.16.2019 - Edit to weapon set grouping reaction. Reactions were not recognizing missile weapon.
02.16.2019 - Edit to natural attack tackle. Removed skill associated so it only trains MELEE_COMBAT (fighter skill) once.
02.16.2019 - Included The Easy Start Guide to Arrows/Bolts.txt
03.01.2019 - Weapon Set Cleaning Update 0.7.0 (requires new world regen)
03.01.2019 - Reduced item sprawl and simplified pairings for NPC ranged units. Added ability to un-pair weapon sets. See this post.
03.01.2019 - Whips added back.
03.01.2019 - Flails train mace again.

03.15.2019 - Bugfixing Minor Update Update 0.7.1 (does not require new world regen)
03.15.2019 - Arrows/bolt crafting simplified.
03.15.2019 - The Easy Start Guide to Arrows/Bolts edited to reflect change.

Note: for those who have added files from the Animal Pack and/or the Unusual Critter Pack, be sure to re-add those files to your copied-over objects folder *if the update required no new world gen*.

Download here: http://dffd.bay12games.com/file.php?id=12656
Installation: Drop the objects folder into your raw folder. You'll need to generate a new world to activate the reactions.

Animal Pack for the Peasant and Forester's Mod:
06.24.2018 - Upgraded several animal predator varieties. An interesting addition to the local/slow-travel oriented game. Perhaps less so for the fast-travel game as ambush triggers are based on world map tile. Note: these upgraded animal predators will have a description change forewarning you:
"This one seems different from what you've seen before" = lvl 3-4
"It is terrifying." = lvl 6 giant versions


Download here: http://dffd.bay12games.com/file.php?id=13840
Installation: Drop the 10 txt files into your objects folder. You'll need to generate a new world.

Unusual Critter Pack for the Peasant and Forester's Mod:
12.20.2018 - Added roaming NPC golems (meat, mud, clay, and plant). Noticeable by odor. Melee Skill 3.
12.20.2018 - Added outsider NPC centaurs. Are benign.
12.20.2018 - Added NPC iron bulls. Are megabeasts. Similar to bronze colossus, with no skill levels.
12.20.2018 - Added NPC clockwork seraphs. Are benign. Equivalent to demon in level.

Download here: http://dffd.bay12games.com/file.php?id=14159
Installation: Drop the 7 txt files into your objects folder. You'll need to generate a new world.

Main reactions menu screenshots:
Spoiler (click to show/hide)

Grain-based foodstuff menu screenshots:
Spoiler (click to show/hide)

Plant-based foodstuff menu screenshot:
Spoiler (click to show/hide)

Farmer menu screenshot:
Spoiler (click to show/hide)

Readme.txt
Spoiler (click to show/hide)

10
DF Gameplay Questions / Mannerisms
« on: November 12, 2016, 10:50:32 am »
I was running a handful of tests to see if I could have a dwarf zero mannerisms, just by manipulating personality facets. Only 2 of many turned out to have no odd tics. So are mannerisms randomly generated? This FotF reply seems to imply this.

11
DF Suggestions / Defensive postures: Planting pointy items in the ground
« on: August 25, 2016, 08:14:35 pm »
The one trap in Adventure Mode that doesn't require any mechanism is the giant cave spider (GSC) web. Creatures either path around the tile it's on or over it. If they path over it they get webbed, fall to the ground and take some time to free themselves.

I think you should be able to plant a menacing spike into the ground at a cost of 10 ticks, causing a similar tile hazard as the GSC web. If a creature decides to path over the tile the spike is on: they are either injured by it if they were moving beyond jogging speed; or they can carefully pass over it, dropping from say 1.000 walking speed to about 0.250 walking speed in order to safely pass. Sentients would be more likely to slow down and approach the hazard with care.

The type of NPC likely to haul this sort of item(s) around would be the bowman or the crossbowman, as increasing the tick count for pathing could do great wonders for their survivability. I guess the same behavior used for picking up books could be used here to pick up spikes that had been planted.

A distant cousin to this idea would be a similar tactic for the spear/pike/halberd. The user could have the option of either setting their weapon for 6 ticks versus a same size charging creature, or plant it into the ground (on the same tile you are standing on) for 10 ticks versus a much larger charging creature. If the creature charges onto your tile, there can be the chance they injure themselves, the roll being based on your weapon skill. If they stop their charge, then there isn't any negative outcome and combat goes on normally.

A thing that's missing from combat is use of environment, and I think either of the above could be a fun add-on.

12
DF Suggestions / Revamp XP gain for Tracking: Adventure Mode
« on: August 24, 2016, 03:44:53 am »
Currently, tracking is just an auto-gain XP skill. It goes up whether you want it to or not, and is often the first skill anyone gets to legendary.

I'd like to see a change in regard to how the XP is gained. I think we'd be better served if it was based on actually finding significant tracks, than just auto-on, auto XP gain.

The tracks you'll come across are either a bracket ([), a quote ("), or an exclamation point (!). Your character leaves behind brackets. Quotes don't provide much information other than direction and are most commonly found. Exclamation points are less frequent, but they indicate creature type as well as direction.

I'm proposing that XP gain is linked directly to (l)ooking at the track, exclamation point (!). Your character would only gain XP once from (l)ooking at an exclamation point (!) and the gain from that specific track would only occur once.

This encourages would-be hunters to learn to make use of the in-game skill and sets them on the road to actually learning how to track a creature down. This also allows players who don't really want any tracking skill improvement (ie someone playing bard in a town), to avoid acquiring a skill that breaks their roleplay.

13
DF Suggestions / Elf Adventurer Claims Home Tree: Alternative to Cabin
« on: August 21, 2016, 04:51:47 pm »
An elf should be able to create an adventurer site via (b)uild, but have the options to create a home tree rather than a cabin.

What self-loathing elf cuts down a tree? And to build a house of some sort?

Disclosure: I don't play elves, but for some reason this seems to be a thing that may be needed by those who do, to fit their roleplay.

14
DF Suggestions / Dodge Away Fix: Adventure Mode
« on: July 27, 2016, 05:55:37 pm »
Currently if your character opts to Dodge to another tile, leaving one empty tile between yourself and your opponent, any grab attack landed by the opponent is broken. The only time this doesn't happen is during a multi-attack pairing some sort of aimed attack with dodge.  The opponent's response to your attack may result in a mutual dodge where you and the opponent land side by side and the grip remains.

Somewhat tied in to my earlier suggestion regarding grip breaks it'd make more sense in terms of simulation and gameplay if the success of your dodge away when a grab attack has landed was modified by creature strength and creature size.

For example: If you see a giant grabbing you, you opt to dodge away, and the grab lands as you dodge, the giant's superior strength and greater size should modify the roll and occasionally counter your dodge.

Right now the result is always a grip break which makes Dodge perhaps too powerful since it doesn't factor size or strength.

15
Wrestling has been overpowered for quite a while. Grabs are just too useful.

Specifically, successful grab attacks made by your character, whose purpose *isn't* to advance anywhere beyond the grab itself, serve to clog the NPC's attack menu. This is a huge bonus since it can cost the NPC a few ticks or more during combat, with zero downside to your character. If the NPC chooses to grip break, it either struggles with the grip or breaks free. You get a free action. This works against a creature of any size from humanoid to titan. What's sillier than a titan who needed to break the grip of a little dwarf?

I'm proposing that when a creature is much larger than the size of your character, the grip break should not just result in a grip break. Negative outcome would be determined first by size difference, then modified by level of strength and/or toughness.

1) Your character falls to the ground/is shifted around by one tile as a result of the grip break (if your character is strong enough to limit the effect)
2) Your character falls to the ground/is shifted around by one tile, and is stunned/injured (similar to a throw) as a result of the grip break (your character isn't tough enough to limit the effect)
3) Your character is flung several tiles as a result of the grip break along with the attendant damage (creature is twice your size, your strength and toughness don't matter)

I recognize that the dev page indicates fleshing out wrestling to include relative position, but I believe this might be a helpful addon, or is hopefully useful a standalone suggestion.

Any thoughts?

Pages: [1] 2