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Topics - rico6822

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31
...for some reason. Keep in mind that brief descriptions visible from equipping menu in Dark Souls do not feature lore and merely make a brief summary of attributes, some hidden.

Strength- Suffer less encumbrance and physical damage. Movement shenanigans.
Agility- Perform tasks faster.
Toughness- Take less damage without drawbacks.
Endurance- Counter exertion more.
Recuperation- Reduces fat and speeds injury recovery.
Disease resistance- Tragic illnesses less likely.
Analytical ability- Take less time to solve puzzles.
Focus- Needs more beneficient.
Willpower- Lose yourself less.
Creativity- Create new mental tresholds more easily.
Intuition- Cope with less obvious solutions.
Patience- Being passive less annoying.
Memory- Makes it easier to backtrack.
Linguistic ability- Verbal communication more clear.
Spatial sense- Distance is calculated more accurately.
Musicality- Soundtracks more beneficient. Higher quality of composed musical pieces.
Kinesthetic sense- Improve several skills.
Empathy- Read status effects better.
Social awareness- Relationships more obvious. Improve dialogue options efficiency.

32
This is not a mod actually but my personal guide on how to make goblin fortress exploration less annoying while also not making invasions easier or raiding their sites less challenging. You might be interested in making a backup creature raw's copy. I was thinking about making goblins resemble the traits of their original demonic forms to prevent cheesing them.

You can find those creatures in creature_standard.

1. Remove [SLOW_LEARNER] from trolls. This should prevent them from serving goblins as slaves in huge numbers and makes them learn double faster.

2. Remove [COMMON_DOMESTIC] from beak dogs. Goblin civilizations should still be allowed to appear in evil biomes.

3. Remove [SWIMS_LEARNED] and [NOCTURNAL] from goblins.

4. Apply [ALL_ACTIVE] [SWIMS_INNATE] [TRAPAVOID] [NOPAIN] [NOSTUN] [NONAUSEA] [NOFEAR] [NOEXERT] [NO_DIZZINESS] [NO_FEVERS] [NO_SLEEP] [FIREIMMUNE] and [DIFFICULTY:2] to goblins.

5. Modify MENTAL attributes of goblins like this:
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]
[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]
[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]
[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]
[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]
[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]

6. Modify personality of goblins like this:
[PERSONALITY:ANXIETY_PROPENSITY:0:0:0]
[PERSONALITY:DEPRESSION_PROPENSITY:0:0:0]
[PERSONALITY:BASHFUL:0:0:0]
[PERSONALITY:STRESS_VULNERABILITY:0:0:0]
[PERSONALITY:FRIENDLINESS:0:0:0]
[PERSONALITY:ASSERTIVENESS:100:100:100]
[PERSONALITY:DISDAIN_ADVICE:100:100:100]
[PERSONALITY:CHEER_PROPENSITY:0:0:0]
[PERSONALITY:GRATITUDE:0:0:0]
[PERSONALITY:TRUST:0:0:0]
[PERSONALITY:ALTRUISM:0:0:0]
[PERSONALITY:SWAYED_BY_EMOTIONS:0:0:0]
[PERSONALITY:CRUELTY:100:100:100]
[PERSONALITY:PRIDE:100:100:100]
[PERSONALITY:GREED:100:100:100]
Remove any other personality modifiers.

7. Grand goblins the following natural skills:
[NATURAL_SKILL:WRESTLING:3]
[NATURAL_SKILL:BITE:3]
[NATURAL_SKILL:GRASP_STRIKE:3]
[NATURAL_SKILL:STANCE_STRIKE:3]
[NATURAL_SKILL:MELEE_COMBAT:3]
[NATURAL_SKILL:RANGED_COMBAT:3]
[NATURAL_SKILL:DODGING:3]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:3]
8. In entity_default make goblin civilizations have 50 points in martial arts.
9. Set murder and assault ethics of goblin civs in entity_default to JUSTIFIED_IF_GOOD_REASON so they won't murder eachother frequently.

Now those annoying goblins won't run away from you and pose higher threat in combat. If you get any chance to fight them you won't have to search for them because they won't run away. In return exp received from them is doubled to make them make more sense.

You are free to share your own conception with me.

Did you just created new world with trolls and beak dogs already infesting dark fortresses? Simply enter raws of your world and edit them to have [AQUATIC] and [IMMOBILE] tokens. Eventually the lag will stop but you should remove them upon leaving to prevent cheesing further encounters. Also buff goblins the way I advised you to.

No, this is not an error of mine to make them resistant to magma. They are supposted to have high temperature resistant bodies.

33
Now I can play adventure mode without suffering from PTSD as a result of slaying sapients but only in full moon.

Just letting you know.

34
DF Gameplay Questions / Adventurer Became Permanently Slower
« on: July 24, 2021, 12:28:23 am »
I gave him a personality to prevent being alcohol dependant, he is necromancer and a werebeast. When I completed my transformation and returned to human form I was still slower. I don't see any need for alcohol in his needs screen. He killed over 2500 sapients I think.

35
When I finished killing nearly everyone it was DAY and it was no longer lagging. I returned few days or a single week later at night to finish of remaining survivors.

Upon getting close to main tower it lags so hard that I have to wait 30 seconds before moving one tile. I also noticed that the tower randomized it's layout since last visit. Some corpses are in the walls. Do corpses cause lag or did trolls and beak dogs respawned already awoken?

Spoiler (click to show/hide)

Maybe being transformed into weremamooth form lags the tower for some bizzare reason.

36
Angels Deserve Some Rework

If angels are supposted to be superior towards mortal sapients with their natural skills and they eventually could become a playable race upon conquering their vault they should possess natural skill in everything.

Some angels already have level 10 combat skill instead of 6 because of their deity's spheres. Angels of a beauty god could have for example level 10 flatterer skill instead of 6.

I do also believe that personality facets of angels could be affected by spheres too, however having to be very rude should always ensure for example level 10 flatterer anyway because it's a natural skill.

If angels are so overpowered why do they have no paralysis immunity and guaranteed extravision even if they have eyes? That would give them immunity to nearly anything that intelligent undead could throw at them.

There are probably also no trees in heaven so they should have no need to breath.

I was also thinking of that all of them should have wings and a special token that could make them enter the very heaven itself upon reaching huge elevation level.

As far as I had noticed gods do not have infinite power. If they had they would simply spawn new civilizations every time things would get boring and maybe even terminate overpowered adventurers who kill everything.

37
Otherwise logically speaking they should spread their web absolutely everywhere they go outside of combat and become feared by many underground creatures.

Their low cooldown also means that it could be exploited in fortress mode to produce silk on massive scale.

I understand that this current cooldown may exist to encourage the player into using different ways of defeating opponents such as rangered weapon but it does not justify [DIFFICULTY] of 3.

I like to interpretate giant cave spiders as being able to produce web inside of their bodies for few days before making a single shot at a creature moderately smaller than them. Does that mean there should be a token in the game for a random chance of encountering creatures shooting webs to already have them in the state of random cooldown remaining?

The only bugs I forsee would occur in adventure mode where fast travel would trigger cooldowns or completely cancel them if this won't be dealt with.

38
DF Suggestions / [DIFFICULTY] Of Certain Creatures Could Use To Go Up
« on: July 17, 2021, 07:10:27 pm »
It would determine how powerful should be adventurers sended to fight them. It also slightly prevents creatures who [CAN_LEARN] from being put too long in a situation when they are stuck fighting someone harder than them.

Creatures who can learn or improve their attributes could use to increase their [DIFFICULTY].

I do also believe that creatures with [DIFFICULTY] above 10 should be subjected to quests anyway.

Every few increased levels of a skill in specified weapon should increase [DIFFICULTY] by 1. This won't happen if there is already a higher skill level in other specified weapon.

Fighter and archer should take more levels to increase [DIFFICULTY] than other combat skills.

Becoming a necromancer should increase [DIFFICULTY] by the amount equal to how potent are the secrets. A necromancer can animate their own severed body parts and do potentially other stuff on battlefield.

Being a vampire should increase [DIFFICULTY] by 1 if vampire is feed at the moment. Attributes should also be taken for account.

Being a werebeast at the moment of transformation should increase [DIFFICULTY] for a fixed amount depending on transformed creature. Due to attribute changes it may overall lower.

Being cursed with bad luck does not affect [DIFFICULTY].

That being said should potentially serve as a temporarily solution before it could be improved.

Natural skill in combat should be ignored when calculating [DIFFICULTY] bonuses.

39
I have explored every room but there are no more doors I could find. I was rearching the floor too. Are vaults bugged to sometimes have no passages?

40
When you are looking for lair entrance the compass just directly shows you the direction where to go to find it.

I understand that Toady wanted finding cave entrances to be harder which is evidenced by that the game tells you about finding the entrance. However after that the game does not change cave's compass location to it's outside door.

Either a new compass location should be added in case of the entrance upon receiving discovery announcement or the location of the cave on compass should totally update to that entrance.

Alternatively if this solution proves itself to be buggy than cave entrance tiles could have alternate colours for better characteristics or feature doors/hatches.

41
Ardent worshippers I mean. Currently ardent worshippers of death gods become necros.

AGRICULTURE
Performing prayer has a chance depending on performance quality to make nearby vegetation receive randomized bonuses to growth speed and durability. Has a randomized cooldown at pair with rolling a divine dice. Passively prevents worshipper from breaking vegetation if he doesn't have this trait already otherwise chance for growth will always be as high as if speech was masterful.

ANIMALS
[AT_PEACE_WITH_WILDLIFE] as long as you remain ardent worshipper and prayed in the last 12 hours. Creatures already having it will instead tame creatures much more easily.

ART
A deity MAY grant a slab with something of highest quality depending on it's parent sphere. In case of dance those are extremely clear instructions. In case of poetry there is no slab and instead there is a scroll. One gift like that per worshipper and per their entire existence.

BALANCE
Forces all creature's attributes to be above average (peasant), high (hero) or superior (demigod) for creature's standards but cannot be leveled up. Upon lowering faith or losing it attributes will reset to default values before worshipping and before grinding them as if creature started to exist again. Demigods are pretty much supposted to be overpowered.

BEAUTY
Worshipper appears highly attractive regardless of someone's beauty preferences. In some cases they may change someone's preferences to their own image. Makes it easier to gain spouses the higher is their LUST. In adventurer mode you can gain companions more easily this way and people will be more patient. Ardent worshipper must create a masterwork for this effect. One masterwork equals one week of effect. An artifact makes it last 6 months. Durations stack.

BIRTH
Worshipper's spouse or the worshipper become immune to miscarriage and unborned child is basically invincible. The only way to kill child is to murder mother. Worshipper's spouse or worshipper always borns randomly between 2-4 children if at the moment of impregnations one of them were an ardent worshipper. Faithful worshippers still have increased chance for multiple children but can still born just one and do not possess miscarriage immunity.

BLIGHT
Immunizes creature specifically to necrosis and makes vegetation around you forcefully receive poisoning. To prevent it from being overpowered it only happens on full moon. Very quickly becomes enemy of own civ if refuses to leave. Exile is nearly guaranteed. Capital punishment may also be tried to be landed but "convict" may escape. Weakening plants won't work on vegetation blessed by AGRICULTURE deities. Such creatures, if they still worship their deity responsible for it may try to wander around and spread the blight.

BOUNDARIES
Creature becomes capable of leaving outside the world map and may not return. If returns the result is highly random. Controlled adventurer can also have this ability and will forcefully retire upon doing this while either having [AMPHIBIOUS] or [NOBREATHE] or decent swimming skills and also is not in any way in critical condition. If done on land (if you ever get such a world) you won't need those traits. The more powerful, trained and equipped is the higher chance of returning but will never be immediately avaliable again (unless they have barely adventurous personality).

CAVERNS
All creatures who cannot spawn naturally on underground level 0 will be less hostile. Won't make [EVIL] creatures less violent. Now this token on them is no longer useless. You can even make a forgotten beast ignore you. Population members who are at least faithful (one level below ardent) worshippers of cavern deity won't count towards forgotten beast civilization members attack trigger. If forgotten beast attacks it will leave upon having only ardent worshippers left alive so it's cool to keep at least one of them. Yep, beasts still kill faithful worshippers but they have lower priority to be attacked.

CHAOS
If worshipper also has an intense need to cause trouble they will receive a slab with a spell to cause a creature without [NOEMOTION] to be enraged. Creature with 0 ANGER_PROPENSITY will also be immune. Rage will last permanently on creatures already prone to rage. If worshippers happen to accomplish a near-impossible goal of bathing world in chaos they will receive all possible interaction tokens of titans and their respective immunities (does not need intense need for causing trouble).

CHARITY
If bunch of things or a thing is given AT ONCE with high enough value a random positive dice roll effect will occur. Spawned items appear in same tile as worshipper if there is no free grasp or inventory space. Also works with donating animals. Has a cooldown. Will work even after offending a god of charity and being cursed but cooldown is increased to 2 weeks with larger amount of goods necessary for effect.

CHILDREN
All children of a worshipper receive better RNG rolls until adulthood if they go through a procedurally generated ritual. There may be sometimes no need for ritual at all depending on god.

COASTS
Receive much better RNG rolls near coasts while not being in water. Still receive slightly better rolls if you are only a faithful worshipper. Praying to a god near a coast very rarely results in a creature beaching for free food under condition that the god also has at least one sphere that would give summoned clown a specified reason to exist in mortal realm.

CONSOLATION
If worshipper is generally a non-sinful or barely sinful person a deity may directly speak to worshipper encouraging them not to give in which has a powerful stress reducing effect. Worshipper must also had consoled himself succesfully a lot of people, be stressed enough and must not be currently fighting.

COURAGE
A deity may share a recipe on a slab for a procedurally generated potion that temporarily grants [NOFEAR] token for a randomized period of time. Such potion can already be obtained by random experiments without deity intervention but there are always as many potion types as there are bravery deities. Those potions may have side effects.

CRAFTS
Depending on deity's friendly spheres creature will receive a slab with a random artifact
related to one of those friendly spheres. Said artifact will always be an artwork. Why? Because any attempt to recreate it or make a copy of it will result in maker being cursed even if they had no idea about that someone already made it. If that had to be a weapon of specified material that would mean for example that anyone who makes ANY quality adamantine axes would get cursed. This artifact can never be of divine metal or slade.

CREATION
As above but there are different spheres.

Ok, I am now too lazy to figure out more of them. You can make up your own ideas.

42
DF Suggestions / Getting Focused Should Affect Stress
« on: July 06, 2021, 05:11:30 pm »
I believe that focused characters should slowly drop stress over time while also becoming slightly more vulnerable to it as they could be taken off-guard more easily with their needs satisfield. Experiencing a negative emotion should also cause satisfied needs to become unsatisfied more quickly depending on intensity.

43
DF Suggestions / Allow Outsiders To Claim Sites
« on: July 06, 2021, 04:53:37 pm »
I do not understand the current restriciton logic. The base they create may have one member- themselves. That doesn't count towards no longer being outsider. They can always change mind and no longer be outsiders however I believe they should keep their outsider status as long as their base will only have one member- themselves. They should also remain outsiders if they claim a site for themselves they haven't build like night creature's lair or bandit camp under condition that all it's members will either abandon it or will become deceased.

I believe facets determining openess to change should determine whenever a retired outsider will decide to join civs and it would still remain low even on highest levels. Low or lowest levels of those facets should guarantee remaining an outsider.

44
DF Suggestions / Some Sholars Would Try To Propagate Atheism
« on: July 06, 2021, 03:55:35 pm »
In result they would get burned at stake or whatever. They may succeed. One of their arguments would be describing unindentified forces that do not have specified names and are de-facto interpreted as so called prophets say.

45
DF Gameplay Questions / "I've forgotten my bold pronouncement..."
« on: July 06, 2021, 04:21:53 am »
I did everything according to instructions to create a site in adventure mode and than I wanted to claim it for myself. The character refuses with this quote. What to do?

Also while trying to assign carpenter hall my game crashes.

My site is a small wooden house with wooden roof, floor, 3 doors and 3x3 inside entirely occupired by carpenter's workshop. When I try to create a zone dedicated to it my game crashes as stated above.

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