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Messages - peasant cretin

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226
DF Gameplay Questions / Re: Adventure mode writing career?
« on: January 07, 2018, 12:24:37 am »
Not sure what the minimum level is for consistently good output, but presuming you have enough parchment, the RNG will give you enough masterful/great/etc, works.

There's actually too much RNG at work as you can have a character with only reading at novice, linguistic skill as a drop stat, and you can still churn out a great book, sometimes as your first attempt (now you are a dabbling writer!) -_- which is not good. IMO, nothing of high quality should be possible below lvl 5-6 writer skill.

Never sold any books, so dunno about that one. Always wrote then dropped on the same tile.

227
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: January 07, 2018, 12:17:17 am »
Something else that can muck things up, is your world gen settings. When I used to do 550 medium worlds, I'd up the population caps and that would cause less than good things.

For the last 1-2 years, I've been playing 1050 year large worlds without changing pop caps, and largely the lag comes from the expected sources where there are too many units pathing, in either a changing environment (waterway, weather), and/or the site has a library, etc.

228
To #2, that's how it is. Outsiders don't share civ value sets (taken from the entity.txt) so they won't have an issue with bandits and their thievery.

To #7, I'll just repost this old thread where someone asks the same question about what is combat speed.

229
DF Modding / Re: What's going on in your modding?
« on: January 03, 2018, 07:38:57 pm »
Thinking about it, I might borrow the nomad idea and do banditry:100. Never having done this sort of thing, I was thinking about cramming human/gob/dorf/elf into the caste set up. Not sure if that'll work as I'm roughly imagining.

EDIT: Easier to just dupe the 4 main races into nomadic dorf, etc, etc...

230
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: January 03, 2018, 06:22:14 pm »
Depends on the size of the town, I walk around smaller towns (+ sign or the one above, forget which one is it, I think *) - barely do stuff in the larger cities (# sign)

Even on small towns (+) I have this problem. It takes forever to walk a few steps. And I have a beast of a computer.

I often "periscope" back up into fast travel to offload the non-historicals, which does work here and there for sapients, but not so well for the animals.

231
DF Modding / Re: What's going on in your modding?
« on: January 03, 2018, 06:06:18 pm »
    Something Mongol-based that I can't think of right now... I may need ideas...[/li][/list]
    Horse nomads, eh? What if they had 20 different types of bow, and arrow variety too. Blunt arrows for bird-hunting. Lightweight armors only. Fur-lined variants of clothes. Their scholars keen on astronomy and geography. Limit their metal reactions so they have basic iron and bronze.

    Sounds good enough for me! Although I am afraid I cannot make them nomads... Which awfully stinks...

    You could give the nomads both banditry tokens w/BANDITRY:100? This was you get camps and groups "milling about." Somewhat related is bandits never get civ facial hair as they (is true?) fall under being outsiders, but males could have a single facial hair set up if you have hair under caste.

    Recently did the facial hair thing when making both gnome types outsider controllable.

    232
    DF Modding / Re: What's going on in your modding?
    « on: December 31, 2017, 03:45:56 am »
    Maybe you could instead make a reaction that produces preserved/dried meat, which weighs less. When you modify the weight of the material creatures are made out of, youre altering their weight and the effect that has on their performance in combat as well. You could inadvertently be changing the game balance by a lot, especially how creatures made of standard materials compare to those made of inorganics or non-standard materials like bronze collosi and element men. Weight factors in a lot with regards to how easy it is to throw/smack opponents around and how much force is behind their own blows, especially blunt attacks.

    Since cheese isnt a material any creatures are made of changing that wont matter at all, but now i want to make a cheese monster :P

    Ive been toying with a dragon man race on top of balancing spells and syndromes again. I just felt like making magical dragon men with lots of castes vOv

    Agreed. I haven't changed the meat entry in the material_template_default file. I used a salting drying reaction that references an inorganic_food_cured_advmd file which is where I have an entry for dried meat. That's where I dropped solid density to 100.

    But yeah, what you were saying was something I was thinking about when changing sheer values for stone/bone/wood (no big deal) and later drifting towards, then skipping teeth/horns/nails (dwarf child scratches the brain of poor adventurer). Gotta limit the unintentional raw and in-game abominations.

    I'm serious abut the cheese. I guess for me every dwarf is in some ways a hobbit.

    233
    DF Modding / Re: What's going on in your modding?
    « on: December 30, 2017, 09:40:23 pm »
    Tinkering with meat weight. Few months ago during my last adv mode run, I didn't have the P&F mod's weight for meat set up in any way that'd make you wanna carry more of it around. This is from the perspective of a slow travel only sort of run, where the benefits of fast travel's blip teleport don't apply.

    20 units of meat weigh 42r. Shrunk the solid density so 20 meat = 20r. Mainly thinking in terms of when you dry meat like borts --- figure the weight for 20 units would be more like 4r.

    Probably going to do something similar for cheese. Anyone whose adventurer happens to be a cheese hoarder would want lower total r.

    Also finally (via forum search) fixed stone and bone high contact area slash so they actually cut through bare skin by mucking the shear yield/fracture#s to 250K and 150k. Still juggling that. Don't necessarily want high contact area slash going through multiple fabric layers.

    234
    DF Modding / Re: What's going on in your modding?
    « on: December 27, 2017, 10:02:44 pm »
    Slowly going looking through the raws from 43.xx v 44.xx.

    Looking at this thread to see where I left off when I began tinkering with making clockwork seraphs. That was sorta how I figured outsider dorfs could have "beards".

    Milk/milk booze never generated in the tavern barrels, so skipping that; it caused a weird issue with cheese no longer being edible. The feather-fletching thing worked so that's in.

    Might make a reaction for "hot" water and make it give a good feeling when drunk, because heating water in vanilla does nothing but thaw if frozen.

    While I had upgraded wood's sharpness to 5k, upgrading its weight just makes it metal's poorer doppelganger. But I do like the idea of elves hammering folks with heavy wooden lances and causing much upheaval...

    235
    DF Adventure Mode Discussion / Re: Kisat Dur: the Dwarven Martial Art
    « on: December 27, 2017, 01:28:16 am »
    I remember playing really great games with Kisat Dur but with new updates is it still possible to make unarmed character that doesn't relay on size advantage?

    Definitely.

    The size advantage is fun, but as mikekchar mentioned certainly a crutch.

    Just depends on what you want to do.

    236
    DF Modding / Re: What's going on in your modding?
    « on: November 22, 2017, 08:56:19 am »
    Figured out how to give outsider dorfs long beards. Here's the image taken from an arena dorf whose hair styles are the same as an outsider (read no entity stylings):
    *click thumbnail to expand*

    So pretty much whatever you want coming after the extremely long hair, you'd give the APP_MOD_IMPORTANCE a higher value. I gave the "beard" entry a 950.

    I threw in the raw edits after hair type (curly/dense/greasy):
    Code: [Select]
    Here we set the growth rate.  This will change the modifier (LENGTH) by 1 each day up to a maximum of 1000 from the start of the dwarf's life (early beards!) for as long as the dwarf is alive.  The format is (APP_MOD_RATE|<rate>|<scale>|<min>|<max>|<start year>|<start day>|<end year>|<end day>) where the final two tokens can be replaced by NO_END if the growth is to continue indefinitely.

    [APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
    [APP_MOD_DESC_RANGE:10:25:75:125:200:300]

    [TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]
    [APP_MOD_NOUN:hair:SINGULAR]
    [TISSUE_LAYER_APPEARANCE_MODIFIER:GREASY:0:70:90:100:110:130:200]
    [APP_MOD_NOUN:hair:SINGULAR]
    [TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
    [APP_MOD_NOUN:hair:SINGULAR]
    [APP_MOD_DESC_RANGE:55:70:90:110:130:145]
    ********[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:100:200:200:200:200:200:200]
    [APP_MOD_IMPORTANCE:925]
    [APP_MOD_NOUN:sideburns:PLURAL]
    [APP_MOD_DESC_RANGE:55:70:90:110:150:190]
    [TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:100:200:200:200:200:200:200]
    [APP_MOD_IMPORTANCE:925]
    [APP_MOD_NOUN:moustache:SINGULAR]
    [APP_MOD_DESC_RANGE:55:70:90:110:150:190]
    [TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:100:200:200:200:200:200:200]
    [APP_MOD_IMPORTANCE:950]
    [APP_MOD_NOUN:beard:SINGULAR]
    [APP_MOD_DESC_RANGE:55:70:90:110:150:190]********

    I just tinkered with length. Putnam posted the BP_APPEARANCE_MODIFIER strings here. Maybe at a later date I'll work in greasiness and density to outsider dorf beards too. Really wish unkempt was one of the strings.

    EDIT: A pretty important note in all this is you only want these raw edits in when you start a new game to roll your character as I'm sure you'd want the historical dorfs and the non-historicals to be free of these "glue on" descriptions, which will be redundant in their descriptions.

    EDIT2: Realized I could just have the "glue on" description read APP_MOD_NOUN:unkempt beard:SINGULAR. So hobo dorfing is quite possible. No more neatly combed!
    *click thumbnail to expand*

    237
    DF Modding / Re: What's going on in your modding?
    « on: October 18, 2017, 06:57:36 pm »
    Time for some word salad.

    Ever since Toady fixed limb armor in July 2016, archers have been able to wear limb armor with ARMORLEVEL:1. In vanilla all works as it should, but naturally I bumbled things in the P&F Mod. It has chain metal mittens set up similarly to chain metal leggings. So far this sounds fine, until there's a closer look

    In vanilla, leggings come in leather or metal, with leather being assigned ARMORLEVEL:1 and thus metal having ARMORLEVEL:2.

    Leather mittens, however, have an armor level of zero, making METAL_ARMOR_LEVELS assign ARMORLEVEL:1 to chain metal mittens, so archers were genning in a "how do they string their bows with mail mittens sort of way?"

    Finally took a look at it, did a fix and removed leather from gloves to make a shaped, LAYER:COVER, armor classed leather gloves entry---so archers wear leather gloves as their hand armor. As such they don't wear mittens, either.

    Ended up doing the same for shoes too. This way the only metal armor for archer would be head gear and body armor.

    It's all a little more narratively sound now.

    238
    Thanks for responses.

    SO I assume boot camp in fortress mode can help?

    Sadly no.

    Whether you choose to train up companions in Fort or Adventure Mode, you still end up knocking your forehead against the two things that govern NPC/AI behavior: Pathing and Morale Failure.

    Handling any NPC(s) is(are) like herding cats.

    239
    Oddly enough, rumor info also exists somewhat uselessly in the local hivemind.

    Were one of your characters to "ask about the surrounding area" in the vicinity of this savanna titan's shrine, they could be told that "such and such savanna titan was slain by Tuun."

    Yet were your character to ask about this savanna titan, they'd be told "so and so is a dangerous animal" which is a weird disconnect, as that text response indicates that such a creature is still considered alive.

    None of that causes the rumor to spread.

    mikekchar's suggestion to tell the tale about the region is the best way to get the rumor to spread. NPCs who've heard the tale when questioned about this savanna titan will then remark, "so and so is dead."

    240
    Is there a way to keep Adventurers in NPC mode from being chickens? For example, I had one who had killed hundreds or thousands of goblins, trolls, etc. etc., and when I went to recruit him, he still commonly fled from even small numbers of foes, as well as him often not becoming aggressive towards enemies to the point of fleeing, or even standing still and not dodging.

    I tried even recruiting a fairly large group.

    I don't get it.

    No way without modding. The token that controls NPC morale failure is [NOFEAR].

    Even if you roll a character who loves fighting, with no sense of fear (not the same as the abovementioned token) and no sense of stress, and has enough of a kill list to "no longer care about anything anymore", that character once turned over to NPC control can still be made to fail a morale roll.

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