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Topics - rico6822

Pages: [1] 2 3 ... 10
1
I can't even set my adventurer's skills on character creation no matter how many times I press "+". I'm trying to play as an elf who wants to wrestle with random animals to become ridiculously powerful. Does making all tiles in the world good and having no savagery at all prevent wildlife spawning in this version of the game?

Also: Why do guards wake up when I wrestle them if in later versions of the game this isn't the case?

2
I'm talking here about training more than one skill at once with it (aside of fighter) and punching goblins hard enough to end up splattered at the edge of the map. Is there anything else I should know about this version? Is that version even real?

3
DF Modding / Does Anybody Know Why I Can't Play As My Modded Character?
« on: December 03, 2022, 08:55:34 am »
It's overpowered on purpose and yes, I took account for putting it into it's own entity. Maybe some values are too high?
Spoiler (click to show/hide)
Spoiler (click to show/hide)

4
I started as adequate swimmer vampire and decided to ONLY ENTER water while spamming skipping time on keyboard. Turns out YOU ONLY NEED TO BE IN WATER FOR YOUR SWIMMER SKILL TO LEVEL UP!!! Moving around or beaten distance doesn't matter. I checked this in object testing arena. You may thing moving around is helpful but beating single tile in water with underleveled swimmer takes more time than 10 ticks.

So you know, next time you make an adventurer don't just give him adequate skill and start as novice, even not a swimmer if you can be vampire. A small murky pool in warm/hot area should keep you levelling swimmer long enough before freezing water if it ever would. YOU DON'T HAVE TO MOVE AROUND!!!

The water I was in while testing was a giant pool, not running water.

5
I basically created a human vampire character with absurdly huge dodge which took weeks to grind with cave blob. I cut of limbs of Bronze Colossus at shrine, entered it's tile and spammed "5" with autoclicker and holding 2 different "5" keys on keyboard already. My adventurer for 2 days already had no need to dodge into other tile and so I had to take a blood drink. My striker got ridiclulously high at once.

Laying here, I realize you were
Just like me havin average strength.
But who's to strike a flesh of bronze.
When our guard is down I think we'll both get struck.
That grind breeds grind.
But in the end it was inevitable.
I've curved my blood shrine, you've followed your smell;
But maybe we're both historical figures.
The world has turned, and so many atom smashed.
But fun is to blame.
It's tearing across this barren rain forest.
I feel new Urist could be born beneath
The slade stained sock.

Original: It Has to Be This Way by Jamie Christopherson

6
Does it take having every single civilized tile being at war with at least 1 nation at least? Does it mean simply spawning in world where every country is at war can instantly saturate this dream? Does declaring war against a single site saturate it? Can you actually even achieve it by killing tons of people or by changing opinions of tons of people in debates? How many?

7
This post is overly long for the sake of not making title it's description.

Understanding that in order to have a world with necromancers I also need dwarven civs for that I was messing with amount of water in caverns necessary for a dwarven civ to spawn. After all I cannot disable forgotten beasts and at least 1 layer of caverns is mandatory. Even if I killed everyone who would threaten my immortality I still had to deal with dangers of underworld. My world permits 1 dwarven fortress and 1 hillrock to exist. So far in the game forgotten beasts can only destroy fortresses but cannot traverse to hillrocks. I did this in case if I wanted to embark into caverns anyway without having water slow me down too much. I could just camp forever at hillrock in classic and only worry about lowest savagery wildlife.

I like to imagine that my "immortal" adventurer would simply stop training swimming, get skill rusted and die to water somewhere randomly because of fighting.

While I understand that worldgen in classic version of the game pretty much does not include drowning deaths I still think that Steam version may have more advanced worldgen stuff like resuming worldgen generation after it is complete to simply fast-forward history after player made radical changes to it, such as killing every single dwarf to be a lonely human unfazed by aging. Makes me wander if forgotten beasts would traverse surface world between sites after a fortress falls.

Ah, and outsiders are always a risk to account for. You can make as many humans as you like even if they never existed so we are inclined to be huge travelers. Technically future versions could include us coming from outside worlds to make violent missions.

Overall future versions are confirmed to include a slider which decides how crapsack and fantastical a world could be. Technically the concepts of death, suffering or negative emotions could not exist.

8
Basically you can already set in advanced worldgen how many embark points your fortress already starts with up to 10000.

Makes me wander if players could set a percentage number in advanced worldgen, which has a default amount of 100 responsible for amount of equipment and pet points adventurers start with. It could max at 10000 just like embark points. Makes me wander if another value as percentage multiplier of skillpoints could exist.

Dunno, maybe making accomplishments as adventurer could enable player to have more equipment and skill points when making a new adventurer.

Maybe enough skillpoints would allow as outsider to start with specific necromancy secret or vampire or certain werebeast?

9
Please read until end.

I did not dissect this game's source code at all but I read somewhere that grand master skill in armor usage halves encumberance of armor.

My subjective formula is if I were to be programmer: 7.5n/(m+1) where "n" is encumberance of armor and "m" is armor user skill.

This calculation assumes that armor user can no matter what never terminate encumberance of worn armor for parabolical reasons. Encumberance is actually multiplied by 7.5 and so is potentially treshold of penalties to counter this. It also doesn't take account for strength attribute. If strength isn't taken account for in calculation then it may simply act as treshold multiplier for penalties to be registered but that's not enough since small difference in encumberance would otherwise apply severe slowness in comparison. Simply if current encumberance level is above current encumberance treshold then penalties are applied. Basically encumberance of player's armor is divided by treshold. That number serves as divider for player's movement speed. Having double more encumberance than player can carry halves player's movement but I wasn't testing that at all. It may actually as well be multiplied by 1.5 and in fact reduce speed by about 66% but it all needs to be checked. You know what I'm talking about.


It makes sense in context. This however creates a huge problem. Simply getting novice level of armor user should already halve massive encumberance multiplier. I cannot really justify this formula so I have to snatch another one:

Creature's size is it's encumberance treshold and it can't be changed. Encumberance level is simply armor's encumberance but it's subtracted by (armor user skill multiplied by (strength attribute divided by 100) and also very likely multiplied by a strict number as well). Final value probably cannot go below 0. After all the code probably only checks for penalties if certain treshold is crossed. The reason it makes sense is because original poster of "about 50% reduction at grand master level" who I don't remember is the only instance of this report and could had simply worn armor which gave a sense of 50% encumberance reduction at grand master level. He didn't state strength of his test subject. Somebody could check that out.

10
Once you get into underworld via spire, going far enough to unload chunk hosting door will result in doors disappearing. What if this happens even if you are above underworld, like surface zone?

11
DF Suggestions / Vampires May Decide to Live Marine Life
« on: June 27, 2022, 11:55:44 am »
Since they cannot suffocate at all they may decide to hunt for prey in oceans or seas safe from various governments. They have an additional random chance to do it if they got caught but escaped. Some of them may decide to ocassionally return on land or quit living in oceans.

Every single vampire doing this has a legendary skill in swimmer. Also only [SWIMS_LEARNED] vampires can have this skill to avoid bugs.

I like to imagine that in adventure mode you can establish your own underwater base and just seal yourself away in there with harmless fish for breeding and living eternally.

12
I set temperature everywhere in advanced worldgen to 1000. Every single time I started in dwarven fortress a boulder prevented me from going outside.

Extremely cold worlds never caused same effect.

13
DF Gameplay Questions / Wildlife Spawning Questions
« on: June 17, 2022, 02:02:03 pm »
Does wildlife have lower chance of spawning in larger biomes? Is it proportional to their population as well?

I already know there is some sort of a cap for their maximum amount per loaded map.

How does spawning of vermin work? Can vermin spawn in evil biomes where plants are dead? Do all necromancers have [DEATH] sphere that kills wildlife?

Has anyone ever got actually random encounters with hostile wildlife while traversing 0 savagery areas (we ignore here worldgen quests)?

14
Wiki states that inability to get emotionally attached to others is just not enough to resist all negative emotions upon killing a sapient.

From what I know playing as character with [NOFEAR] or being transformed into werebeast cancels out this emotion completely but still I want to know what personality traits can protect from it. Having maxed out [BRAVERY], [VIOLENT] and [CRUELTY] with no [ALTRUISM] doesn't seem to help. I don't want to have a need to cause trouble. Is it otherwise the only way?

15
It literally says in name they aren't breathing. You can become a vampire who don't need to breathe but still have body parts meant for it.

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