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Messages - peasant cretin

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1021
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: October 28, 2015, 07:22:27 pm »
Thanks BlackFlyme. Another item for the modding wishlist!

1022
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: October 27, 2015, 09:45:46 pm »
Is there a way to have a position filled by a specific profession? Or is this caste only?

1023
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: October 21, 2015, 08:23:08 am »
A thing of interest found while testing out modded-in gnolls. It may have been mentioned before, if so, apologies for the redundancy.

Outsiders initially cannot claim sites, since they are listed as unknown civs(?) or have some sort of tag that renders them incapable. Once they retire somewhere, they gain a civ/are assigned to a civ and then can make a claim.

1024
He didn't remove it completely. Grimlocke has an entry for leather cuir bouilli armor in this mod. It does have a 500 layer size to make it work. I'd wager the guess that the [UBSTEP:0] means it's a cuirass of sorts.

What Grimlocke may have been getting at, was the idea of generic leather referenced by most games/cable series/books, which owe some of their lineage to Gygax's D&D and Tolkien (who may or may not have had the "everything armor is mail" baggage of the Victorians). Gygax didn't have the easy access to information we have now, so Gygax went with what he went with--but then he did that quite a lot with things he wasn't well versed in, which is what we all might do. He'd need Matt Easton to travel back in time...

Leather, in the period referenced, was also used in lamellar/laminar armor. I did notice the lamellar used here is only [METAL], [SCALED], [BARRED], but not leather which makes sense if the layer size is going to be 10. For leather lamellar to "sort of" work, the layer size would have to be rather high and require a separate entry.

----------


One other thing: this is a great mod and this thread has been fantastic :D Much thanks!

1025
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: October 15, 2015, 11:01:14 am »
I never gave much thought to the infinite water trick, until my dwarf found some dwarven ale in a cave...
Spoiler (click to show/hide)

1026
DF Modding / Re: Megabeast Transformations in World Generation
« on: October 12, 2015, 08:05:06 pm »
That is weird. I guess the body size idea is way off, I mean bronze colossus begins at [BODY_SIZE:0:0:20000000]. Also, Urlance, how are you able to resize demons? The all powerful DF Hack? I've never used it, but likely should.

1027
DF Modding / Re: Megabeast Transformations in World Generation
« on: October 12, 2015, 05:32:37 am »
[CAN_LEARN] + [POWER] works as well.

Also interesting, if I'm reading the raws correctly, is megabeast/semimegabeast sizing (BODY_SIZE|<year>|<day>|<average size>) seems to determine world gen battle outcomes. Sometimes dragons and hydras are killed by giants and cyclopses before year 1000/20, because they have no year 1 size that can trump a giant's/cyclops' year 1 size.

This was something I noticed when I was fiddling around with making mega/semimegabeast bears and hippos who didn't have the size at any year greater than their predators. Once they were given the Roc's sizings, entries in legends showed bears and hippos eating everything around them because their average year 1 size was greater than all other creatures.

EDIT: regarding zombie megabeasts, it does seem regional...
Spoiler (click to show/hide)
but there's no indicator of why:
Spoiler (click to show/hide)

1028
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: October 10, 2015, 07:04:05 pm »
Okay, last question. I SWEAR. ...how can I find these megabeasts that are named by people? I keep getting a "the area is inaccessible from here." Message from the same people who claim to be terrorized...

When the area is said to be inaccessible, it's because you are separated by mountain range or large body of water.

1029
DF Adventure Mode Discussion / Re: Adventure mode attribute values?
« on: October 10, 2015, 04:42:01 pm »
This forum thread is just about the raws:
http://www.bay12forums.com/smf/index.php?topic=56524.0

The wiki goes over similar territory and some of what Max mentioned towards the end:
http://dwarffortresswiki.org/index.php/DF2014:Cheating

1030
DF Modding / Re: Generating Tools for Peasants
« on: October 05, 2015, 08:34:33 pm »
I do wish there was a way to control equipment slotting. Generation just wants to fill up slots. It's just weird to see a gem setter generate with a crossbow and a two-handed flail. That causes a bit more dissonance then say the 2+ mail shirt wearing soldier. You can at least think, "well, that's just how DF handles the idea of double mail."

1031
DF Modding / Generating Tools for Peasants
« on: October 05, 2015, 07:29:32 pm »
Generating Tools for Peasants

This has probably been posted before, but I couldn't find any other instance of it.

Anyways, as DF is always about workarounds, I had been wondering how to mod a dwarf peasant to generate with a wooden flail. It seemed hardcoded that (human) peasants generate with either a carving/boning/slicing knife and that if there was a tag for this it wasn't entity file related, it was in the tool raws.

I noticed if you add one of the following tags:

[TOOL_USE:MEAT_CARVING]
[TOOL_USE:MEAT_BONING]
[TOOL_USE:MEAT_SLICING]

you can have peasants generate with any item type, from flails to wooden baskets. It's a clumsy/ugly behind-the-curtains mechanic, but it seems to work nicely if that can be ignored.

Spoiler (click to show/hide)

1032
DF Suggestions / Re: Nerfing Wrestling for Balance
« on: September 23, 2015, 06:28:39 pm »
I probably shouldn't have used the word balance. Sorry for that.

Anyways, for our purposes here from the placeholder Adventure Mode perspective, I'd go with time is combat speed. Combat speed is manipulating ATTACK_PREPARE_AND_RECOVER:x:x.

The raws tell us most weapons and natural attacks (punches, bites, gores, etc.) are ATTACK_PREPARE_AND_RECOVER:3:3. 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 Grab) will have a PREPARE_AND_RECOVER of 2:2, while the slowest will be some type of modified kick/whip attack in Vanilla.

The significance of 2:2 PREPARE_AND_RECOVER when applied to joint locks is your mileage in regard to how you think the game should simulate these things within the spectrum of proficiency.

The game currently has grapplers functioning better than they should for me since time/ticks are at their lowest, yet the skill level may also be at its shallowest, but is still producing good result (ie your peasant with novice/adequate skill kneebarring the local hammerdwarf, so you can help yourself to his steel cap).

1033
DF Suggestions / Nerfing Wrestling for Balance
« on: September 16, 2015, 07:46:50 pm »
Presuming time in combat will always be measured in ticks, a thing that appears to be advancing too quickly is the transition from Grab to Joint Lock.

Grab attack is [ATTACK_PREPARE_AND_RECOVER:2:2]. This is relatively sound. Locking a joint up seems to have a prepare of 2 or maybe even lower. This is odd to say the least.
EDIT 9/18/15 4:09 EST: Didn't test chokes, but everything else is 2:2. It seems like Toady went with 2:2 for all things grappling. Great for throws/take downs, but a bit too quick for joint locks. Also any other edits I've made are in yellow.

A very quick transition from a grab to locking up a joint is either a thing of opportunity or based on a large enough skill disparity. There might not be room or reason to have that distinction in the combat system, so a flat change seems more in keeping with we have now. Slowing down the prepare/recover for the lock up, besides being more realistic, properly balances wrestling versus other aspects of combat.

I suggest locking a joint should be at least [ATTACK_PREPARE_AND_RECOVER:4:4] with a sizable defensive penalty applied to the grappler making them an easier target. This way you/they'll have 2 chances to get free if quick attack.

Where we are now: if some one grabs you and you cannot break the grip because of size/strength, you need to assume next turn is joint lock (it may, it may not be, but this assumption is the most fatalistic and prepares you for that possible downward slide the combat will likely take). You have only two options: destroy the grabbing limb or make a kill shot. Of course, here you only have one swing and often the attack selection will be poor.

1034
DF Adventure Mode Discussion / Re: Showing Mercy
« on: September 16, 2015, 06:40:04 pm »
. . . The fame is there, they just dont reply appropriately, after killing a bandit, and getting "it was inevitable", I was able to get more buddies, and they said, (the next time I came around to talk) that I am a great hero and they are rhappy to see me (or something along those lines)
Hopefully he gets to it in the next bug-fixing phase.
But it seems like a "confirmation" issue, rather then a "real" issue . (it isnt apparent to the player that they have the fame). . .

It's interesting how it works. For my adventurers, while townsfolk may acknowledge the deed and fame has increased, having the lowest possible starting social skill/empathy level pretty much means (without the wait here workaround) recruitment is capped at two companions.

1035
DF Modding / Re: Implimenting chain-maille weave types.
« on: September 15, 2015, 07:34:49 am »
Coverage values don't seem to work correctly either, unless all ITEM_ARMORs have a coif included since there's neck and face protection even at UBSTEP 1 and 2.

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