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Messages - peasant cretin

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61
Mod Releases / Re: [47.04] SwrdNBcklr for Adventure Mode
« on: May 09, 2020, 12:22:47 pm »
So I just downloaded the mod and am loving it so far. I recently just got found a slab thing that said this when I read it "The secrets of summoning creatures from the void" I'm really excited about learning magic and stuff but I looked in my acquired powers and nothing was there. How do I get these abilities

The slab is a vanilla game item. What it can or can't do isn't a function of this mod. SwrdNBcklr only offers crafting for weapons, armor, wearables and fake cooking :'( :D. I havent played much 47, so I've little idea as to what that slab should do.

Eric Blank's Spellcrafts Mod is worth looking into if you're interesting in magic.

62
DF Adventure Mode Discussion / Re: Mountain halls are BORING!
« on: May 08, 2020, 04:36:14 pm »
Ruined mountain halls, from my games, sadly never contain the FB that stomped them into dust.

Mountainhall cabinets, even in 1050 worlds will still have plain, standard quality, non-modifier clothing. I'm in the minority here, but that's a nice thing in vanilla if you run a character given to austerity.

63
Mod Releases / Re: [47.04] SwrdNBcklr for Adventure Mode
« on: May 05, 2020, 08:25:21 am »
Good point re: dagger bow/xbow. Will have to drop size down to 200 for each.

64
Mod Releases / Re: [47.04] SwrdNBcklr for Adventure Mode
« on: May 03, 2020, 03:32:11 pm »
5/2/2020 - 1.0.3 quality of life update.

- You can now filter through stacks for specific items. Useful when searching warehouses.
- Default wood type for unpairing dagger and bow/xbow changed from willow to the second most common tree, maple.
- Metalcrafters can smith doors, grates and hatches
- Just as woodworkers have the axe as their main tool; jewelers have the chisel; and metalworkers, the hammer. Toolsets as a single item proved to be a bit odd. The shorthand here I think works a good deal better.
- Some menus were re-organized.

This requires the generation of a new world.

65
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.

66
Genned a 395 yr medium region.

So, rolled an outsider peasant dwarf: illiterate archer Fikuk Gullychannels the Muddy Toes. Narratively, like every sturdy idiot from various fairy tales, he's tall and strong.
Spoiler (click to show/hide)
Mechanically, I selected a tall build description, so Fikuk would be north of 47500 in size; he'll be able to one-hand weapons with the requirement [TWO_HANDED:47500] without suffering a to-hit-penalty. Sometimes the "thin/short build/average-in-size" dwarf character will end up multigrasping anything 47500 and up. Since behavior and insight into character thoughts and feelings aren't well-reflected yet, I murderhobo'd some of them to end range automaton (no anxiety/stress/fear, etc). While it's preferable to play a nuanced character, I'd rather run an insensible goon rather than a handwringer who will fret and kvetch over the minor inconveniences of the Armok-governed world. Lesser of two evils.

Starting strength at High makes a character much less reliant on weapon material type, weight and contact area in regard to damage, and in relation to encumbrance for slow travel gameplay, a strong character can carry more. It's also the slowest body stat to advance even if a character is engaged in perpetual warfare.
Spoiler (click to show/hide)
Fikuk's starting sprint speed is 2.881, which is in the better range (high 2.88+-mid 2.9) for dwarf with high strength and above-average agility.

He spawns in a hamlet where he finds sheep wool yarn and rope reeds to make two pairs of pants and two shirts; inner layer wool, outer layer rope reed (makes simulation sense). While collecting some tree branches for this clothesmaking, I misjudge Fikuk's z-level and have him jump 3 levels down to the ground where he suffers a variety of bruising damage, and unintentionally gains a bit of armor user XP.
Spoiler (click to show/hide)
By the time he slow travel jogs to the town 1 world map tile SW, I check his description and it seems he's healing nicely. His pancreas has improved from mangled beyond recognition to bruised.

He had 20 equipment points left over after buying IMO the bare minimum archer setup (large dagger-weight 2Γ, maple bow-weight <1Γ and copper axe-weight 7Γ)….
Spoiler (click to show/hide)
and while every peasant might like a dog as a pet, RNG determines what type of dog. In town he hopes to find a large dog, with the word large in its description.
Spoiler (click to show/hide)
Large size, not based on being fat, but skeletal build might be the most useful for NPCs. Like the real world, wrestling is about size. And for a critter whose main attack is bite with [CAN_LATCH], the NPC definitely wants the sizing modifier to either break grips or maintain them.

While looking for a dog, Fikuk picks up a short sword weighing 2Γ. And with that, he has his fighting gear for this run (bow/sword/dagger). He might include a copper mace, but that weighs a hefty 8Γ which would limit other items he might want to carry, especially as this run won't include any fast travel. Unhelpful to have a walking speed under 1.000 if playing only slow travel.

The nice thing about DF Adv Mode, as opposed to the standard rogue-like hit point attrition system, is you can stick with your starting equipment and manage performance through physical strength and if desired, metal type, rather than being railroaded into gear upgrades.

67
Nothing to do with being encased in ice, it has to do with being in stealth - even mundane sneaking and then switching to a different character will cause this to happen.  (All "Vanish" does right now is put the user into stealth mode, which computer-controlled units will not do otherwise.)  Adventure mode doesn't know how to handle stealthed creatures; they will always appear invisible to the player, but computer-controlled units can spot them as normal.
Maybe every solo adventurer should get themselves a cat? Perhaps it can use head bump to probe the invisible world. Though having an AI humanoid companion speak to "who is not quite there" might be funnier.

68
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.
Do not sell the large dagger to any Dwarf in your starting settlement, or every single return will cause crash to desktop!

I just  go for skills and stats too. Peasant needs it all. lol
Anything else can be looted from dead corpses or made through perfect fucus giving smashing 2 stones. :D

 :D daggers are too valuable to exchange, unless it's to the equipment page during character gen.

The generalist peasant archer I rolled yesterday could only resell the whip/dagger/buckler. I didn't bother min-maxing the Equipment points. Roleplay-wise, he just needs bow/dagger/axe and yeah he'd either loot the dead or more preferably pick up his any additional gear (no quality/improvement modifier) from a town warehouse.

69
Wait, how do you sell equipment during char gen? I couldn't find an option for it.
Use the minus (-) key to remove the item:
Spoiler (click to show/hide)
BTW, the above character is an outsider, so hence the metal options.

70
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.

71
Mod Releases / Re: [47.04] SwrdNBcklr for Adventure Mode
« on: May 01, 2020, 08:18:02 am »
There are only 2 cultural impositions SwrdNBcklr makes: battle axes are called axes...
Why you not add "carpenter axe" that is smaller than battle axe?

For the sake of minimalism, I limited SwrdNBcklr to having two types of axe: axe (the ubiquitous standard/norm, meaning it needs no adjective to define itself) and great axe (which has an adjective to distinguish it from the standard/norm).

From my view, Toady put in the "make stone axe reaction" in DF v42.?? because players needed a way to cut trees down to build campsites, particularly in cases where they made a character who did not generate with any item that was SKILL:AXE and where in-game item stashes may have no axe of any type. It was an accessibility issue.

The heaviest and cheapest (vanilla adj modifier: battle) axe (copper) weighs 6Γ, but if made from stone weighs much less, at < 2Γ(?). And the vanilla DF stone axe tool weighs something similar, which is to say no stone axe of any type impacts encumbrance/movement speed.

This made the stone axe tool unnecessary.

72
Mod Releases / Re: [47.04] SwrdNBcklr for Adventure Mode
« on: April 30, 2020, 02:34:08 pm »
I experimented with using CHEESE when working on the old Peasant and Forester's Mod, but didn't quite like the result and went with MEAT + INORGANIC.

If I recalled correctly I might have needed to modify material template with GLOB. Don't think I tried using FISH.

Using PLANT thus far has been serviceable for Adventure Mode. Plants as fake food as workaround stop-gap until Toady fixes the FOOD bug isn't too much of a mechanical issue as the IMPLIES_ANIMAL_KILL token is what governs whether carnivores can consume it.

In the few forts I've run in the interval, I never saw a dwarf with any preference for one of the custom-never-spawn-anywhere plants-fake-food, but lack of evidence, isn't necessarily absence. My concern is that potential conflict.

But we'll see. It's more likely that I move the cooking reactions to being Addons. The base mod itself is mostly for equipment and wearables. There are only 2 cultural impositions SwrdNBcklr makes: battle axes are called axes, and the dagger bow/xbow weapon sets which keeps metal bows from being generated ;) for civ NPCs.

73
Mod Releases / Re: [47.04] SwrdNBcklr for Adventure Mode
« on: April 30, 2020, 06:55:23 am »
Yes, this cause crash, but there are more ways for cooking realization. Whats about make edible item of one ingredient improved by other ingredients?

Well...the 3 possible solid edible item tokens:  FOOD, MEAT, or PLANT.

As mentioned, FOOD does not work in Adv Mode reactions.

MEAT (which requires INORGANIC) and PLANT cannot have GET_MATERIAL_FROM_REAGENT which would allow for a variety of reagent materials to work through a single reaction.

The best you can do to have a "general" reaction is to have a reagent that has a REACTION_CLASS or HAS_MATERIAL_REACTION_PRODUCT so it accepts a variety of types, but then the product needs to be non-specific:
Spoiler (click to show/hide)

If you want specific products that don't have GET_MATERIAL_FROM_REAGENT, you will end up--as I have--with menu sprawl.

Hope that makes sense. Someone with a clear understanding of RAW modding would give a precise explanation, instead of my word salad :'(


74
Mod Releases / Re: [47.04] SwrdNBcklr for Adventure Mode
« on: April 29, 2020, 02:43:33 pm »
4/29/2020 - 1.0.2 have axe will travel update.

Streamlined bowyer and carpenter reactions. Bowyering just needs an axe. Carpentry's furniture reactions require use of carpenter's workshop. Otherwise they won't appear on the menu. Shield/buckler/backpacks/quivers/trainingweapons are exempt from workshop requirement.

Requires no new-world gen.

75
Mod Releases / Re: [47.04] SwrdNBcklr for Adventure Mode
« on: April 28, 2020, 10:53:14 am »
Isn't this mostly prevented by the [SPECIAL] tag? You can also make a template without any of the item or material tags and base the inorganics off that.

Have no idea. Will look into this as it'd be great to minimize Adv/Fort conflicts re:food.

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