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Messages - peasant cretin

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241
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: September 27, 2017, 06:53:12 pm »
Bim went wild boar hunting to prepare for the mountain climb. Boar when butchered yields 9 units of meat (18r weight) and 11 units of innards (11r weight). These 20 odd units were converted into 20 salted meat weighing 12r, a 17r drop.

In order to cook at the peak, he brought 3 gabbro rocks to make a firepit. A firepit weighs 14r, but the 3 rocks that comprise it weigh 5r a piece. Carrying a fully assembled firepit anywhere is like taking a fully decorated plastic Christmas tree out of a box. Narratively Bim opted to carry the 3 rocks in a blue peafowl leather bag.

Bim was also lugging 4 units of firewood at 1r per unit. He was still at 1.000 walking speed due to that old bug where there needs to be an offload, then a reload back into local travel, to correct encumbrance (in this case down) to what it should be (probably closer to 0.800).

The ascent to the summit of the Lone Peaks was gradual and the weather was initially hot. Bim removed his wool clothing from underneath the yak/horse/reindeer leather which he uses as a shell. He hasn't worn armor in a good while. The only critters about were kingsnakes and peregrine falcons. Were it not for the boar meat, he'd be stuck eating snake.

The sun was about to go down as he reached the top and the temperature grew cool.
Spoiler (click to show/hide)
He capped the day off by eating a meal of 2 units boiled meat, 1 unit llama cheese, and 1 unit of fermented tea. He milled about for a bit before becoming drowsy.

From here, he'll move northeast, heading for any elven civ with goblin civ overlap, looking for Äïmeiyathi, "Cherishbasins", a forest retreat. That's where he'll find Os Hexlies the Plague of Thieves, the purple monster. There, arrow volleys should bring this this run to its conclusion. If there was more time before the artifact release, I'd probably want to get Bim cursed by a mummy, and have him either fall to the curse's RNG roll, or death by starvation. Either seem to be suitable deaths for an explorer/archer-ranger character.

Retiring to a settlement of some sort doesn't make sense for an inveterate wanderer.

242
DF Modding / Re: What's going on in your modding?
« on: September 25, 2017, 11:55:15 pm »
Fine-tuned the above MATERIAL_TEMPLATE:FEATHER_TEMPLATE to get the right noun/adj setup:
Code: [Select]
[MATERIAL_TEMPLATE:FEATHER_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:feathers]
[STATE_ADJ:ALL_SOLID:feather]

Removed the name from the tool as it'll end up after the material's adjective:
Code: [Select]
[ITEM_TOOL:ITEM_TOOL_FEATHER]
NAME:quills:quills <-------- removed this
[VALUE:10]
[SOFT_MAT]

Finally the raven's entry in creature_birds_new.txt:
Code: [Select]
[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:GIZZARD]
[EBO_ITEM:TOOL:ITEM_TOOL_FEATHER:LOCAL_CREATURE_MAT:FEATHER]

Better result:

Inventory item (b) is the generic butchered item. There are 4 because MATERIAL_TEMPLATE:FEATHER_TEMPLATE has the bone token.
Inventory item (d) is from the EBO_ITEM.
Other than that, once they go through the bowyering reaction, the product from either will produce 10 giant raven feather fletchings.

243
DF Modding / Re: What's going on in your modding?
« on: September 25, 2017, 05:47:45 pm »
Went ahead and did the fletchings from feathers workaround as the yen for being able to make use of all the random unbutcherable birds (keas!) outweighed other concerns (like fear of entering the rabbit hole of my own modding ignorance).
Code: [Select]
[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:GIZZARD] <--- left as is, as there was always a BP category error
[EBO_ITEM:TOOL:ITEM_TOOL_FEATHER:INORGANIC:FEATHER_SMALL] <--- forehead up against the limit of item tokens
[EBO_SHAPE:FEATHERS] <--- EDIT: noticed this line is unnecessary >_>
It was ugly and heavyhanded with both MATERIAL_TEMPLATE:FEATHER_TEMPLATE and INORGANIC:FEATHER_SMALL getting REACTION_CLASS:FLETCHING which opened up an infinite reagent exploit.

Also had to use a strange naming sequence as FEATHER_SMALL's name was "feather" for both noun and adj, and because this was the material type, it became the adjective to the name of the tool, which (at this moment at least) was "quills" and to the name of the bowyering product "fletching."

So anytime a hunter/ranger kills a small bird of at least 1700 size, besides 2 units of meat/fat, 1 unit of skin, they'll also get feather quills.

Presuming non-use of the reaction class exploit, each small bird can make 10 (material type) fletchings = 10 arrows or 10 bolts.

Probably the best way to have an Adv Mode character scratch the groundskeeper/gameskeeper/huntsperson itch.

244
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: September 21, 2017, 09:40:39 pm »
A quick look at the world_sites_and_pops.txt reveals:
Code: [Select]
137: Ushavsothbod, "Bladeblockade", vault
Owner: The Dimpled Unions,
25 Zalis's Guardians
50 Death Workers
1 Zalis's Catastrophe
The Deathworkers are the lvl 4 quadrupeds, the Zalis's Guardians are the bipedal weapon users of either lvl 6 mook or lvl 11 weaponmaster variety, while Zalis's Catastrophe is the monstrous archangel.

Bim's best defensive stat is lvl 11 great dodger, and his best offensive stat is a lvl 5 proficient knife user.
Spoiler (click to show/hide)
His dodger is at parity with a weaponmaster skill stat, before factoring in that his rolls-to-dodge will be buffed by Focused! and by running a dual-wield quick attack + dodge away combat to also get the buff for an active manual defense. His poor weapon skill means fights would run long. Poor skill and long fights don't matter if defense is high enough (read 2 lvls higher than the attacker's skill). Bim's defense isn't. He also doesn't know their material type (metal = death). What's also interesting is the unknown size of the guardians. At high strength, Bim could run Kisat Dur's wrestling-oriented disarms if they are the same size as he is. If their clothing is large then the potential to get killed begins to spike, since it's doubtful he could succeed at dagger stabbing to disarm. So these are all the negatives.

Bladeblockade is nestled in a mountainous region...
Spoiler (click to show/hide)
…and the initial scout reveals the vault is half-surrounded by multiple z-levels. This can aid in visual stealth and speedy escapes. Zalis the Dented Flight is the dwarven goddess of death, fortresses and war. Usually the thing to say to a death god when you're not ready is "Not today," but since we're pretty close to the artifact arc rollout, Bim decides to pit his 3.4 sprint and the environment's multiple z-levels advantage versus the denizens of the vault. It's definitely stupid given all his disadvantages, but almost every run needs one reckless act to standout from all the hopefully more well-considered ones.

Bim peeks inside.
Spoiler (click to show/hide)
The Zalis's bipeds (lvl 6-11) themselves are dwarf sized feathery flesh and the EXTRAVISION Catastrophe is made of ash. I wonder if Bim's luck has run out, but as the archangel gives chase, it's clear Bim's sprint is more than enough, combined with the z-level changes. Bim zips eastward and then around the white wall, steering northwest into several z-level changes. When any NPC has no clear pathing option to your character, they return to their point of origin. The Catastrophe, having come out alone and being made of ash, could have been slain running a quick attack + dodge away combat, but it was more rangery to evade and escape.

Happy with the result. In Bim's case, I think tagging any vault denizens in his kill list would have made the run, pretty much an any adventure mode run. It's in keeping with being an explorer-ranger than he continues north toward his 2nd mountain peak.

245
DF Modding / Re: What's going on in your modding?
« on: September 20, 2017, 07:42:18 pm »
Did a little more testing. Lowest size to qualify for consistent butchering is around 1700. A corpse of this sort weighs 2r.

The butchering yield from that size is exceedingly low, meaning smaller, butcherable birds like ducks, for example, will never yield feathers without some sort of fairly heavy handed workaround.

The loss is fletchings likely remain as they are (made of plant growth), but the gain is the average duck/drake will now yield 2 meat, 2 fat, and 1 skin. Much silliness, but duck leather boots are now a viable option.


246
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: September 20, 2017, 12:31:36 am »
I didn't start local traveling until I hit the dwarven road, and I felt that the journey was wasted if I wasn't 'in the environment' for it. Axegirl got her foot clawed off shortly after we emerged from that, so in order to take advantage of her crutches to train her agility and endurance, I continued local travel. Other than to navigate cities, I've run in local ever since.

For some reason I thought you had local/slow traveled most of the run. Definitely slows down the rate at which a character does anything.

247
DF Modding / Re: What's going on in your modding?
« on: September 20, 2017, 12:15:50 am »
Trying to work in better archer-ranger goodness with more sensible Adv Mode missile crafting.

In order to give fletchings accurate detail (a shift from the current use of any plant growth), I made feathers BUTCHER_SPECIAL:GLOB:NONE and added a doppelganger template for smaller feathers. Any procedural out of the .exe will likely pull from the glob-version MATERIAL_TEMPLATE:FEATHER_TEMPLATE. Both were given REACTION_CLASS:FLETCHINGS, so the fletching reaction can use either as reagent.

All birds have had NOT_BUTCHERABLE and SMALL_REMAINS tags removed, but they also need to be increased in body size for this to work—for example ducks have neither tag, but have low body size and don't show up as being butcherable.

Outside of rocs, titans, FBs which all pull from the GLOB version (meaning each single item stack can be used 150 times), other feathered creatures will pull from FEATHER_SMALL_TEMPLATE.

This means birds are worth 10 fletchings = 10 arrows/bolts per. There will finally be a reason to hunt fliers. This manages missile creation so it's not quite as seemingly infinite as before.

The hope is to make missile foraging a bit more interesting than before.

EDIT: Will have to revisit the bird listing again. I vaguely remember some previous adventurer capturing a bird and keeping it as a pet. I suppose any bird that was originally vermin-like will retain the NOT_BUTCHERABLE and SMALL_REMAINS tags.


248
@Random_Dragon: Was thinking about upping max edge on stone and bone. I noticed you've got stone at 5k. Have you felt that was a good cut value versus unarmored? Was 10k too much?

249
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: September 19, 2017, 06:13:03 pm »
How are you dropping fat% for your character?
I explained that above; run everywhere in local travel and offload the map only after taking in food content.

Here's some supporting details: http://dwarffortresswiki.org/index.php/User:Uzu_Bash#Food.2C_energy.2C_fat

Not sure which post you referenced as above, though going back it looked like this was the first mention. The !!science!! you've collected on the DF wiki is great :)

An imprecise non-DFHack comparison: Bim's Adv Mode run has been all local travel with some site offloads to clear the non-historicals causing town/wilderness lag. For the most part he's been doing something similar. He ambush-runs everywhere in local travel while under 1st stage hunger, and he has a circadian rhythm that gets him to 2nd stage hunger and 1st stage drowsiness before consuming 4 units of food. Sleep for 8hrs/til dawn is the offload. Each day is rinse/repeat.

It would seem that your character's food unit consumption is differently allotted.

Hard to tell fat % w/o DFHack, but Bim's description contained a build indicator and up until recently, he's had a build that has almost no fat on it, before the change to stout and very muscular. He started with above avg STR/above avg AGI.

Next run's character will likely be plain avg STR/above avg AGI just to skew away from the higher strength cap and extra meat.

250
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: September 18, 2017, 09:27:56 pm »
EDIT: I found that after bringing stored fat down to 0, mass continues to decrease and speed increase. I'm not losing any physical stats or relative sizes of any layers, so it must be coming off of total mass, which would proportionately reduce all layers (including bone.) What I'm doing could be construed as an exploit, but the same thing could be achieved with bulimia.


This is no doubt sacrificing wrestling and charging advantage, but someone who wanted to take this to a greater extreme could reduce mass to elven size, and at the rate I'm gaining speed, would probably be faster than an elf of equal size. That's assuming this doesn't kill you.

How are you dropping fat% for your character?

251
DF Modding / Re: Globs in Adventure Mode
« on: September 18, 2017, 07:01:08 pm »
This isn't a GLOB problem, it's a stacking problem.

A reaction's reading/handling of stacks from a single inventory entry is buggy.

The workarounds you've noted are the ones that can be used: exact amount single item stacks (150 separate globs of fat), or having the reaction pull from from multiple quantity stacks (fat [150] + fat [50] + fat [75]).

Pulling from from multiple quantity stacks requires a surplus, in order for the reaction to process that line before being able to move onto the next.

Just DF weirdness.

252
DF Modding / Re: What's going on in your modding?
« on: September 14, 2017, 06:57:49 pm »
Sort of at a loss for which token controls filling tavern barrels. If it indeed is outdoor/indoor farming/gardens in the entity.txt, then I guess there's no way to get animal milk alcohol into taverns.

Edit: Bah! Found AceSV's thread. Not interested as of now in making a plant for this.

253
@Mathel, much thanks for the catch!

09.14.2017 - Quality of Life Update 0.3.3d
09.14.2017 - Swapped out LIQUID_MISC for GLOB in smelting reaction. The flavor of molten metal as an intermediate state, which I still like, was outweighed by ease of use as some or many may wish to smelt in the rain.
09.14.2017 - Bugfix to forging furniture reaction. It'll now ask for the blast furnace.

No world regen necessary.

254
That's working as intended. All liquids and powders (LIQUID_MISC, POWDER_MISC) get washed away by rain.

Your iron chain leggings when smelted, become "a molten iron" (LIQUID_MISC) and will in 1 tick, become "a iron" (GLOB). But because it's raining, it gets washed away.

You need to smelt in either good weather or indoors.

255
Thank you. Just 1 thing. I am Mathel the dwarven steelclad (If anyone plays Wesnoth). Not Mattel the Barbie maker.

Apologies, Mathel.

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