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Messages - rico6822

Pages: 1 2 [3] 4 5 ... 39
31
DF Suggestions / Re: Suggestions to NPC-behaviour, mostly adv mode
« on: September 08, 2022, 04:22:02 am »
+1 I guess.

32
DF Suggestions / Re: Terrible Suggestions Thread
« on: September 08, 2022, 04:19:40 am »
Since elves consider products made out of already deceased trees fine they should consider wearing armor made of coal.

33
DF Suggestions / Re: Terrible Suggestions Thread
« on: September 07, 2022, 12:13:32 pm »
Boats are supposted to be spacious for amy tiles, making movement stuff super hard for a game Dwarf Fortress is. Let's just copy and paste Minecraft boats for safety reasons.

34
DF General Discussion / Re: What annoys you the most in DF?
« on: September 07, 2022, 08:41:32 am »
No fast travel in underworld despite terrain potentially having similair traversity difficulties to surface world. Basically underworld exploration takes so long. Openess 100 and 0 density caverns do not enable fast travel.

At least fast travel could be restricted to not occur between caverns due to different depths between 1 and 3.

35
DF Suggestions / Re: Terrible Suggestions Thread
« on: September 07, 2022, 07:17:48 am »
Instead of using ships or boats dwarfs would simply demand for cryomancers to exist so they can forcefully freeze water for merchants, diplomats or armies to cross and other stuff. Makes development much easier. Just like some dwarfs become necros to be immortal some would be given orders to ask god of some sort for water crossing. What Im' trying to say here is that ships would have no use as everyone would just have some cryomancers.

In the first place real life humans use ships because magical cryomancy doesn't exist.

It's also going to be overpowered, since freezing water automatically instakills even goblin circus owners.

36
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?

37
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.

38
DF Bug Reports / Re: Strange bridge bug
« on: September 03, 2022, 04:13:28 am »
Lol.

39
DF Suggestions / Re: Vampires May Decide to Live Marine Life
« on: September 03, 2022, 03:27:03 am »
A drawback is just that in adv mode, it kinda sucks if all the monsters live underwater where you can't get to them. Then you're also forced to play as a char that can breathe underwater, but like a dwarf wouldn't cut it.

Maybe if is added something to make anybody able to breathe underwater, like a spell or a magic har or whatever? Then a dwarf could still rid the world of nightcreatures, despite them having gone marine :)

Some evil oceans directly feature sea monsters already. Dwarfs may still try training to legendary swimmers for vampire hunting. If lair is not deep enough then there is a chance for actually succeeding in this task without sacrificial drowning. Yeah, sea monsters aren't sapient so they just charge in and water breathing spell would be super good.

40
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?

41
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.

42
DF Suggestions / Re: Terrible Suggestions Thread
« on: June 20, 2022, 10:21:04 am »
Make Wayne June narrate fortress mode. There may not be enough budget for adventure mode anyway.

43
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.

44
DF Adventure Mode Discussion / Re: Eat your Mushrooms
« on: June 19, 2022, 12:17:32 pm »
Given all the truffle people have gone to, the yeast you could do would be to tell us what the morel of the story is…

ENRAPTURED

45
DF Suggestions / Re: Terrible Suggestions Thread
« on: June 19, 2022, 05:43:53 am »
Angels and clowns are now brown note beings
They go insane because they shit their pants?

In lovecraftian horror (considering that Armok completely destroys realities and any consciousness, even afterlife ones) sapient beings can stumble across aliens who are so strange in look due to bizzare violations of reality as we know that their sanity gets completely twisted. Same aliens or whatever know the reality around them better than humans do or other sapients like us in general.

Let's assume you would swap a body with a dog. You would still have memories of your life as a human but your dog brain cannot comprehend abstracts which humans can do and so you are going to remain insane because you cannot understand your own memories. Your new brain would not have a slot for them. This is something 230 IQ cannot overcome, not even 9999 of it.

Lovecraftian horror beasts are so bizzare that merely looking at them causes sanity slippage regardless of your willpower. Your mind is just inferior to them. They know things about physics which humans cannot grasp no matter how they would try to explain them to us mortals. Since their bodies are composed of those physical rules... well.

My suggestion is terrible because it would feel like a lovecraftian horror formula rip-off one more step and clowns would be too powerful, encouraging cheese mechanics even more and giving no chance to "blind playthrough" players.

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