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Messages - thegamezbeplayed

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1
DF General Discussion / Weapon Material; Mass and Sharpness
« on: September 13, 2022, 10:08:25 am »
Toady has created a robust system using real world, or as close to real world properties for materials. It has actually inspired me to try my hand at making an action rpg that does not use traditional HP and weapon damage but rather the material decides the outcomes.

However the least realistic property, or atleast numbers used, is sharpness. Sharpness is hard to quantify and i understand why its done that way. The issue is a weapon that weighs half as much as a steel counterpart has half as much force since force = mass * acceleration. Halving the mass does not allow double acceleration, also there is diminishing returns, eventually the weapon is so light that reducing it any further is met with the limitations of the humans reflexes and speed.

I feel this is the situation that candy and mithril get into, Middle-earth has no mithril weapons of note, and candy weapons are only good because the sharpness multiplier.


The issue is, if toady ever implements true sharpness calculations you wont have materials that are 10x sharper. In the modern age tungsten can be made to 1 atom thick, but with a tech cut off of 13-14 century i doubt this will be a thing. You would rely on bevel angles. Knives are around 17-20 degree angles, and most swords are 30 degrees. Steel swords cant be 17 since they wouldn't have the structural integrity to hold up in combat. However mithril and candy are stronger, and thus can be spread thinner and hold up in combat. question is, if a 3 degree angle would be considered 10x sharper than a 30 degree angle, and if its feasible to achieve these angles given the material properties and the tech limitations.


2
DF General Discussion / Re: Holes in Most Dwarven Fantasy
« on: September 13, 2022, 09:06:00 am »
Since toady does not include much radioactive minerals the circus would basically act as the real world heating medium so it could be considered the same.

The caverns are actually what would cause the fortress tempatures to be slightly different than real world examples. If caverns have there own climate like others have said then basically its a toss up of whether its hot or cold deep in a fortress. Once you open the caverns the fortress would find an equilibrium between cavern temp and above ground temp. Rocks would match these temps over time since caverns are very large it wouldnt matter how hot the rocks were originally

3
DF General Discussion / Re: Holes in Most Dwarven Fantasy
« on: August 31, 2022, 09:56:43 am »
I speak purely from a in a real world scenario perspective not a in game one, it would be neat to have some of these things but I gave up modding for a few reasons but one reason, and related to your comment about adding this to the game; alot of things are simply not possible without toady exposing avenues to do so. For example temperature and isolated climates.

You mention air vents, which while used today are probably more common due to ease of construction versus effectiveness. As we are dwarves not only is underground our home, we are masters of the mountain. Our solutions should be permanent, grand, and of great architectural prowess. Since real world miners dont also live bath and sleep underground they wouldn't need an extravagant solution. Time and materials spent to pamper or increase comfort cuts into costs. But again we are dwarves our treasures and crafts are far more precious than iron and gold. One masterwork candy large serrated blade should make up for any setbacks installing dwarven air conditioning, while knocking out a hotbath and steam room while were at it.

I question the effectiveness or practicality of air vents. water has more cooling capacity, and the inlets can be much smaller thus being safer from attack. You would have to push fresh air down somehow which would be a not so subtle operation that takes place on the mountain top. you can have many water pipes and gravity would do most of the work taking the mountain top run off down to the depths below.

I just am uncertain at the moment if the rocks/underground would heat up faster than a system could cool.

4
DF General Discussion / Holes in Most Dwarven Fantasy
« on: August 30, 2022, 09:59:41 am »
In modding I took to researching a good deal of topics. The existence of titanium ores in the world but no way to make titanium led me towards modding a process to produce titanium. In the end i decided its not only far to complicated (4 steps if you extremely simplify it, for context pearlash is 3 and I never seem to have enough pearlash and it requires a non zero amount of micro managing), but it would also go against the desired set time period/ technology constaint of 1400. Basically most metals that dont exist in DF are likely because it requires some gas or another, which requires electricity to produce. Titanium also must be smelted in a vacuum or a place without oxygen, which in modern day we use an argon chamber.

I digress, DF gets alot right that is often missed by other fantasy settings/ authors. World of Warcraft for example has Titanium and Thorium bars, magic and fantasy can only go so far as a crutch (thorium wouldnt even be good for armor and weapons as its only slightly harder than tin and aluminum)

I recently found that the deeper you dig the hotter it gets. I always knew that of course the planets center is hot and molten, but i also knew that it can get cold underground. I always assumed that the crust was cold but after the mantle the tempature rapidly increases (it does actually rapidly increase as far as human biology is concerned).

DF has deep and shallow metals, I would consider shallow under 1 mile deep which is where i discovered most easy pickings for ore were found early in human history, but we now must go far deeper in search of ore. 1 mile deep would be 75 degrees warmer. So for those of you embarking in scorching regions being underground would actually be worse.

Now most big fantasy settlements that come to mind are actually in cold climates - Ironforge, Moria, etc. So digging and living deep would actually be of benefit and likely desired.

For other projects I am working on I am trying to find a way that dwarves would regulate temperatures throughout a fort. I am merely dabbling chemist so I dont know from experience what would actually happen in context but take a typical dwarven strongold its cavernous vast halls and deep reaching extensions and excavation. Heat rises so as you expand deeper adding layers and carving out work areas and dwellings would the heat largely dissapate into the large volume of air and colder rock layers above? Or is the source so strong that the fortress as a whole would get ever warmer?

Across universes most dwarven design is consistent that Dwarves are masters of stone my head cannon is theres such a way to carve stone and extend halls to make caverns a giant heat spreader. Dwarven dwellings would also very easy be able to produce steam rooms and hotspring/baths. Which gave me another idea and the basic cooling solution of great dwarven engineering, the main halls would have simple plumbing of thin or small pipes. As you go deeper the water would heat up and eventually boil and rise. Again I am unsure in practice how much this would actually cool a cavern but if cold water runs through the walls and hot water is forced up, you essentially would be cooling the underground and heating the upper levels. Maybe even producing hot baths as a biproduct. (not to clear yet on how steam would work). This would work best in cold areas/ mountain ranges. Snow from the mountain would enter into grates or porous stones throughout the outer most layer and enter an input pipe system which would then be fed via gravity throughout the cavern walls down. A cistern would collect all the heating water, so boom you have air conditioning and water treatment.


I am going to continue to research how this would work but posted here in case anyone would know how it would work or how to work it out with science (sorry not !!SCIENCE!!)


Oh the other common concept is magma fueled forges. They dont exist in the modern area despite large concern for the environment and ever increasing expense in energy and heating, somehow the dwarves are more eco friendly?!

Wouldn't most heating via magma basically be a crucible suspended above, or maybe submerged in magma. Or is it more complicated than that?

5
DF Modding / Re: Combat Questions
« on: August 26, 2022, 01:21:26 pm »
I have read on the wiki that ATTACK_FLAG_INDEPENDENT_MULTIATTACK  means the creature will use all attacks with this flag at once but that doesnt make sense. Unless it means that the other hand or bodypart can do its own attack.

6
DF Modding / Re: Community Mods and utilities list.
« on: August 26, 2022, 01:17:22 pm »
how are folks performing these massive tests in the object testing arena? I almost think ima be best off testing in fortress mode so i can save a template and then using the save back ups just restart tests.

As it stands now I need to create creature assign all armor and weapons and skills, Its leading to less comprehensive testing than id like. I am aware of macros but i hear thats not always without kinks. Also is there like a log parser? I want a way to have combat logs in a spread sheet with the actions broken down, like all the deflects, parry's, weapon stuck, etc.


A bit about what i am doing i am trying to mod weapons to be more specialized. For example spears should be better than most swords at slaying beasts. Currently I am just tallying how many times a weapon beats a troll with 5 tests, not very scientific but anything else takes far too long. Id like to just have each test with 100 trials but im obviously going to need a addon or tool for this..

7
DF Modding / Combat Questions
« on: August 22, 2022, 10:03:15 am »
Two handed weapons in vanilla are very lackluster. This is due how important shields are. Shields are basically OP and I plan on nerfing them a bit. However I was also wondering what can be done tot he attack types for weapons.

Does anything encourage the ability to parry? ATTACK_PREPARE_AND_RECOVER for example if I am preparing or recovering from an attack does this mean I cannot parry, dodge, or block?

And then there is the flags [ATTACK_FLAG_INDEPENDENT_MULTIATTACK]  and [ATTACK_FLAG_BAD_MULTIATTACK]  does independent mean the enemies attack was interupted? What exactly is bad flag?

Also what dictates if a weapon gets stuck? Is it velocity? or perhaps a combination of other factors like contact area?

I am looking at Sev's combat rework as inspiration and am trying to understand how he was able to reduce the contact areas by almost 90% in some cases. Are weapons just way weaker in general in his rework? Or do the contact areas have a small effect?

Also if there is a combat specific thread someone can point me to thatd be great!


8
Can anyone assist with my post above? I guess it boils down to are furnaces handled differently than custom workshops? I cant get my overrides to actually override

EDIT i resolved the issue i was under the impression that the datatypes were from df itself but theres a full write up and explaination on twbt https://github.com/mifki/df-twbt#tables

I needed to use FURNACE_CUSTOM when using a furnace not workshop_custom. might seem obvious but i didnt know that existed and no one else uses that for overrides.

9
I am trying to map new graphic tilesets to custom furnaces/workshops but its not working. I have tried a number of things, I have changed vanilla furnaces successfully using the same configuration in the overrides, and have changed a custom workshop as well but this furnace (i changed to workshop recently just as a test) is not overriding.

FYI its the blast furnace from masterwork and I am trying to route it to unused vettlingr tiles..
Code: [Select]
[BUILDING_WORKSHOP:BLAST_FURNACE]
[NAME:Blast Furnace]
!NODIMENSION!NAME:Blast Furnace 5x5]
[NAME_COLOR:7:0:1]
[BUILD_LABOR:ARCHITECT]
[BUILD_KEY:CUSTOM_B]
[DIM:5:5]
[WORK_LOCATION:4:3]
[BLOCK:1:0:0:0:0:0]
[BLOCK:2:0:0:0:0:0]
[BLOCK:3:0:1:1:1:0]
[BLOCK:4:0:1:0:0:0]
[BLOCK:5:0:0:0:0:0]
[TILE:0:1:32:92:45:45:47]
[TILE:0:2:32:32:32:32:32]
[TILE:0:3:32:32:61:61:32]
[TILE:0:4:32:32:32:32:32]
[TILE:0:5:32:47:32:32:92]
[COLOR:0:1:0:0:1:0:0:1:0:0:1:0:0:1:0:0:1]
[COLOR:0:2:0:0:1:0:0:1:0:0:1:0:0:1:0:0:1]
[COLOR:0:3:0:0:1:0:0:1:0:0:1:0:0:1:0:0:1]
[COLOR:0:4:0:0:1:0:0:1:0:0:1:0:0:1:0:0:1]
[COLOR:0:5:0:0:1:0:0:1:0:0:1:0:0:1:0:0:1]
[TILE:1:1:32:92:45:45:47]
[TILE:1:2:32:35:32:32:35]
[TILE:1:3:32:32:35:35:32]
[TILE:1:4:225:35:32:32:35]
[TILE:1:5:225:47:32:32:92]
[COLOR:1:1:0:0:1:0:0:1:0:0:1:0:0:1:0:0:1]
[COLOR:1:2:0:0:1:7:0:1:0:0:1:0:0:1:7:0:1]
[COLOR:1:3:0:0:1:0:0:1:7:0:1:7:0:1:0:0:1]
[COLOR:1:4:6:0:0:7:0:1:0:0:1:0:0:1:7:0:1]
[COLOR:1:5:6:0:0:0:0:1:0:0:1:0:0:1:0:0:1]
[TILE:2:1:92:32:45:45:32]
[TILE:2:2:32:177:177:177:177]
[TILE:2:3:32:177:177:177:177]
[TILE:2:4:225:177:177:177:177]
[TILE:2:5:225:32:32:32:32]
[COLOR:2:1:0:0:1:0:0:1:0:0:1:0:0:1:0:0:1]
[COLOR:2:2:0:0:1:7:0:0:7:0:0:7:0:0:7:0:0]
[COLOR:2:3:0:0:1:7:0:0:7:0:0:7:0:0:7:0:0]
[COLOR:2:4:6:0:0:7:0:0:7:0:0:7:0:0:7:0:0]
[COLOR:2:5:6:0:0:0:0:1:0:0:1:0:0:1:0:0:1]
[TILE:3:1:43:43:19:178:178]
[TILE:3:2:43:43:19:178:178]
[TILE:3:3:43:93:79:93:43]
[TILE:3:4:43:221:178:178:178]
[TILE:3:5:43:43:19:178:178]
[COLOR:3:1:7:0:0:7:0:0:7:0:0:0:0:1:0:0:1]
[COLOR:3:2:6:0:0:7:0:0:7:0:0:7:0:0:0:0:1]
[COLOR:3:3:7:0:0:4:0:0:4:0:1:7:4:1:7:0:1]
[COLOR:3:4:6:0:0:7:0:0:7:0:0:7:0:0:0:0:1]
[COLOR:3:5:7:0:0:7:0:0:7:0:0:0:0:1:0:0:1]
[BUILD_ITEM:2:BLOCKS:NONE:NONE:NONE][BUILDMAT][FIRE_BUILD_SAFE][WORTHLESS_STONE_ONLY]
[BUILD_ITEM:5:BAR:NONE:NONE:NONE]
[BUILD_ITEM:2:SKIN_TANNED:NONE:NONE:NONE]

and here is my overrides

Code: [Select]
[TILESET:_Vettlingr_Workshops.png:_Vettlingr_Workshops.png:VettWorkshop1]
[TILESET:_Animation.png:_Animation.png:VettWorkshop2]
[OVERRIDE:219:B:WORKSHOP_CUSTOM:Workshop:OBJECT_FOUNTAIN:VettWorkshop1:134]#works

[OVERRIDE:73:B:WORKSHOP_CUSTOM:Workshop:WATER_SMALL_OFF:VettWorkshop1:236]#works

[OVERRIDE:79:B:WORKSHOP_CUSTOM:Workshop:BLAST_FURNACE:VettWorkshop2:S:6:37:38:39:38:37:38::8]#none of these work
[OVERRIDE:93:B:WORKSHOP_CUSTOM:Workshop:BLAST_FURNACE:VettWorkshop2:121:8]
[OVERRIDE:19:B:WORKSHOP_CUSTOM:Furnace:BLAST_FURNACE:VettWorkshop2:123:8]
[OVERRIDE:221:B:WORKSHOP_CUSTOM:Furnace:BLAST_FURNACE:VettWorkshop1:131:8]

[OVERRIDE:79:B:WORKSHOP_CUSTOM:Workshop:LIGHTS_FIREPLACE_OFF:VettWorkshop2:A:6:37:38:39:38:37:38::8]


I am curious about this
Code: [Select]
# Add an override
# [OVERRIDE:Tile:Kind:Id:Type:Subtype:Tileset:NewTile]
# Tile is the original tile number
# Kind is I for item or B for building
# Id see buildings_other_id.h or items_other_id.h
# Type see building_type.h or item_type.h, may be empty
# Subtype is some numberical value, don't know what values correspond to what
# Tileset is an index of tileset to use
#   0 is the main tileset
#   1 is a text tileset loaded by this plugin
#   2 and so on are tilesets specified above
# NewTile is the new tile number

What is kind? I see B, T, I. Which i assume is building terrain and item?

Take these 2 working examples
Code: [Select]
[OVERRIDE:7:B:FURNACE_SMELTER_MAGMA:Furnace::VettWorkshop2:S:6:0:1:2:3:2:1::8]
[OVERRIDE:8:B:WORKSHOP_MAGMA_FORGE:Workshop::VettWorkshop2:A:3:37:38:39]

Both are referring to a range of tilesets, but ? One uses A and the other S. S:6:n:...::8 i assume is Sequence 6 tiles and 8 ticks?
A:3:37:38:39 is Animation 3 tiles?

I have no errors when I launch the map. Initially it would tell me workshop not found until I changed it to either WORKSHOP_CUSTOM:Workshop:BLAST_FURNACE or WORKSHOP_CUSTOM:Furnace:BLAST_FURNACE.

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