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Messages - seht

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1
DF General Discussion / Re: State of Optimization (Returning Player)
« on: February 25, 2021, 01:57:59 pm »


But, yes, Toady may choose to give up the incredible development plan and make a fortress defence clone to rake in some cash. A shame, but understandable. It's a tough works. Hopefully Steam sales will make up for the loss of those who donate to support the vision of the project.
[/quote]

What do you think the Steam money is going to do to change the way the game advances? This post is about performance, which has been an issue, in some peoples' opinion, for far longer than the announcement of the Steam release. Do you think improving it is even possible?

2
The last time that someone did decent research on this topic, or any topic like it (and note the date):

I want to isolate the attributes that are used in dodging.

HYPOTHESIS
The attributes that are trained by practicing Dodging (Agility, Toughness, Endurance, Willpower, Spatial Sense, Kinesthetic Sense) are the attributes that contribute to success in dodging.

METHOD
The Object Testing Arena does not appear to allow you to modify attributes, so I elected to do the following:
1. Generate a pocket world with exactly one type of bogeyman so as to reduce randomness in my foe.
2. Create a Human Hero Adventurer with Average attributes except for one Superior Attribute and dump the Skill points into Dodging solely.
3. I slept all day (to avoid Drowsy) and then waited all night for bogeyman attacks. If nobody attacked before my Hunger/Thirst became two levels deep (about 16-ish hours?) then I simply restarted.
4. I moved to let approximately one bogeyman attack me per round. I did not attack, to conserve energy.
5. I ended the test when a speed-affecting status ailment occurred (nausea, stunned, winded, etc.).*
* I had to modify this approach when I realized that superior Toughness or Willpower will mean you can be so hurt as to be no longer dodging effectively but still at normal speed. I wound up trying to get about 50-100 attempted attacks in per test. Interestingly, with a superior Toughness or Willpower you can endure about 4 times as many attempted attacks from a bogeyman than otherwise.
6. I then parse the gamelog using a previously posted !!science!! perl script, modified for my purposes.

RESULTS
The Strength results were my control. With my methodology, there is some noise in the data. I do not have hundreds of blows, I do sometimes get bounced from one bogeyman to another, and there's normal human variation in my attributes.

The hit rate of the initial bogeyman test was (1.0 = every blow lands):

Strength.77
Agility.58
Toughness.84
Endurance.75
Willpower.50
Spatial Sense.81
Kinesthetic Sense.76

I then attempted to do some testing based on Human Hero Adventurers with below average attributes in order to get multiple Superior attributes. I quickly discovered, though, that a low Intuition and Focus will cause severe impairment in your ability to dodge (you live such a short time that I have no decent data). I believe this is a function of rolls modified by the Observer skill made to detect incoming blows.

Further experiments with Human Demigod Adventurers showed that adding significant levels of Intuition & Focus attributes did not materially affect the dodging outcomes (.60 hit rate). However, increasing Observer skill a great deal did have some modest effect on dodging outcome (.38 hit rate with Superior Willpower, Focus, and Intuition).

Skill level in dodging remains the single largest effect on dodging chance, of course.

CONCLUSION
Willpower and Agility are the key attributes for making successful dodge rolls. Other attributes don't materially improve the odds (at least in isolation, the only thing I am attempting to study), but subpar Intuition and Focus attributes will definitely harm your dodge rolls. Other subpar attributes may harm your dodge rolls, as well.

NEXT STEPS
It's probably smarter to mod the raw files to mutate the Average Human Male and pit him against a sufficiently skilled dwarf to test attributes. The results would be far more repeatable and it would be less effort to generate more depth of data.

I am now curious how much Observer/Focus & Intuition & Spatial Sense is required to dodge multiple incoming projectiles. I am very likely to test this.

I am also curious how body size, length, and broadness affect the dodging chance. My limited tests seem to show that Adventurers have a 1/36 chance of being extra fast (super thin and short) which may have some impact on miss chance. I'm not sure if I care or not. It is sufficient for my purposes to know that the elven agility boost is important when attempting to dodge.

I think there is also some wound severity stuff going on here. My highly skilled Observer test did not incur any medium/heavy wounds. I may attempt to decipher this.

I feel like there might be some difference between moving and waiting, but as one is generally never waiting for an incoming blow in .34 I don't think I care.

There is probably a minimum set of attributes which must be at least average to successfully dodge a few dozen blows in a single fight. I don't think I care.

The real answer is that nobody knows anymore, not even, perhaps especially, Toady.

3
DF Dwarf Mode Discussion / Re: Silver vs Steel Warhammer Test
« on: January 30, 2020, 07:53:08 pm »
stuff

I would just like to say: tyvm for this science.

I would request tests on the relevance of body size in contests between armed, highly-skilled sentient opponents.

4
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: September 10, 2019, 04:53:43 pm »
When running Meph+Vordak graphics, some of the walls are displaying as other things such as a cactus on sand
That's mostly happening in adv-mode, it's constructed walls adjacent to so-far unrevealed constructed walls. I did fix that in my own release, the Meph tileset version in the LNP is severly outdated.

So, to be clear, your pack is now fully functional in adventure mode, even when using your tileset and twbt? Or am I misunderstanding?
twbt doesn't work well with adv mode. no matter which pack.
it's a problem of twbt, not the pack.

I know, I just don't understand what else he could have meant by saying that.

5
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: September 07, 2019, 09:04:28 am »
When running Meph+Vordak graphics, some of the walls are displaying as other things such as a cactus on sand
That's mostly happening in adv-mode, it's constructed walls adjacent to so-far unrevealed constructed walls. I did fix that in my own release, the Meph tileset version in the LNP is severly outdated.

So, to be clear, your pack is now fully functional in adventure mode, even when using your tileset and twbt? Or am I misunderstanding?

6
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: August 22, 2019, 04:51:57 pm »
When running Meph+Vordak graphics, some of the walls are displaying as other things such as a cactus on sand

This is a consequence of TWBT, I believe, which those graphics require to run. From what I gather, it will never be fixed, either due to lack of interest or impossibility.

7
DF General Discussion / Re: Future of the Fortress
« on: August 18, 2019, 09:06:17 pm »
What's the current difference between world generation and world activation? As in, what stops with the former?

Will vampires and necromancers automatically be villains, or is villainy something that follows from personality traits?


Edit: Ty Helmet Man, my global dark userstyle greys all text, I never had a clue about the color coding lol...


8
DF Dwarf Mode Discussion / Re: Some more military xXScienceXx
« on: August 17, 2019, 12:31:33 am »
If the mood takes you...know that any more work of this kind would be dearly loved by some. Comparisons to common foreign weapons, for instance. This is definitely good stuff either way, and a lot of work I'm guessing. I tested body size's influence on highly skilled and equipped matchups, and it was a huge pain in the ass to try to control for everything.

9
Can your adventurer go insane from bad thought stress from killings after they retire? Also, if you make a bunch of masterwork bone jewelry, what happens if you just leave it in an abandoned camp and retire somewhere far away? Could it get stolen, and drive your adv berserk? Nakedness, too...do their clothes decay over time, leaving a small or large adventurer naked and raving due to lack of armor?

10
DF Adventure Mode Discussion / Re: weapon Variations
« on: March 14, 2019, 12:02:34 am »
As for the "curved" modifier: "Since they retain the properties of their base items, these weapons should be as usable as a standard weapon of the base type."

http://dwarffortresswiki.org/index.php/DF2014:Weapon#Special_variations

Basically, I think it's a regular maul.   :P

As for modeling an item with the dimensions and substance of a tree trunk, I can't even come close to helping. For a taste of how complicated it might be, refer to the wiki's page on material science,  and the bottom part of that weapon page I linked above.

11
When they retire at a settlement, they automatically gain citizenship. If you have have a seat of power in another site then your adventurer will migrate back there. Otherwise it's random, and probably based on obvious personality factors, whether or not they'll stay or go wandering again.

Well, that would suggest that citizenship is easy enough, assuming that genned civs work by the same rules as player forts. Whether non-dwarven adventurer migration can occur is something else entirely.

Note that I don't think hearthperson is a title dwarves use. If so you probably joined a human civ. Dwarves use "Sheriff", "Guard" and "Militia-dwarf".

As a sidenote, I have two retired adventurers on my current game. First one is free, and appears to have been culled in some capacity ; location unknown, gave her title as a lady and so on. Second one is militia-man in one of my (human) fort and stays in game. It appears as the game stores your character away from the board if you retire them without joining a town either as a guard or a performer

You're totally right about titles...and it occurs to me that I've never joined a dwarven civ as military in adventurer mode, so I'm only assuming it's possible lol...I know performer is. Basically, though, if you only retire without a position, your adventurer won't have interactions? I guess if you wanted them safe, that's good, but they don't develop any, so less fun.

12
I think actual migrant waves are still limited to dwarves for some reason.

*sigh* That sucks if so. I know other people have claimed to have retired adventurers migrate spontaneously, but I guess they might have been dwarves. Even then I don't know if being a hearthperson or performer or whatever in a dwarven civ is the same as being of that civ, to allow even a foreign dwarf to migrate like this.

13
so this person wants to Create a separate Timeline but in adventure mode, then try to retire them into a Fort that probably does not exist in the adv timeline.

instead of just retiring the fort, I guess they could just retire the adventurer first then start a new fort in the same civ and hope the adventurer pops up in the migrant wave.

Here's a question that I've been wondering: if you start a foreign adventurer, and then join the dwarven civ (as a hearthperson) that your fort has or will issue from, and probably retire in a city of said dwarven civ, could said adventurer immigrate to your fort like one who had just been from the dwarven civ originally?

14
At least vampires and weres alive from world gen continue to exist (until slain) and they can infect new ones in fortress mode at least (I haven't looked at dates for Legends entries to see if they also continue to spread the curses outside of the fortress, although attempts to infect prisoners and release them to try to bring down invaders as they turn when back home haven't been successful). NEW vampire and were curses in the world isn't much of an issue, as the rate at which that happens is so low that it probably wouldn't happen during the existence of a normal fortress anyway (or the world would be overrun by them).

The forum has had reports of curse generation in fortress mode, so it can be assumed to work, with the tricky part being to get access to a suitable god (i.e. one that dispenses curses).

I thought a little more about this while I played, and now I'm wondering: are all vamps and weres historical figures? I've seen what I thought was a vampire as an asterisk on the world map, chasing me and then running away, and werebeasts can be encountered, but do they generate as random encounters, without respect to history or populations?

15
I wonder if it might be fixed naturally with the next release? If being in charge of another group is breaking the system, adventurer parties might not be able to retire in fortresses at all. So there's a chance some code might be updated to deal with that, being a major feature of the game.

Possibly. When you found a fort, you actually create a sort of faction, and anyone that isn't hometowning from it is in that weird catatonic hostile state at best, or so I interpreted Spriggans' findings on this subject; said findings are a couple years old but I think they apply, from what I saw. If anyone currently on the embark tiles was automatically switched to the fortress faction, it'd work perfectly. I guess there'd have to be a limit, like not being hostile to the civ the fort is issuing from. Again, correct me if all of this is wrong, lol

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