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Messages - Agent_Irons

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196
DF Dwarf Mode Discussion / Re: filtering glazed and unglazed pots
« on: July 25, 2014, 10:43:49 pm »
Hmm. Maybe build a second kiln. A clay stockpile that gives to kiln one (supplementary coal stockpile if you're not using magma), and a pot stockpile that takes from kiln one. Maybe set take from links only so other pots don't end up in it? This pot stockpile and ash/cassiterite stockpile both give to kiln #2, which does the glazing. After that the pots can go anywhere.

197
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 25, 2014, 10:38:36 pm »
Trees collapse now, semirandomly. Nobody is really sure what's going on except maybe Toady One?

As far as dwarves being unconscious, they can be unconscious or start falling for sooo many reasons. Terror or horror or panic or forgetting something causing them to start climbing. Dodging anything. Passing one another on a crowded staircase, climbing to get past, and failing to do so.

This is why I don't do long vertical shafts anymore. They're too dangerous

198
DF Modding / Re: FOR DAHRNOSAUWRS AND DORFS: SAUR FORTRESS
« on: July 25, 2014, 10:27:31 pm »
http://dffd.wimbli.com/file.php?id=9155

BOOM. WIMBLI. I refrained from adding gaits because I don't really have any idea how fast most of these guys could travel. :( So none of them can climb.

Maybe move this over to mod releases? Or repost to mod/releases? Idk how to forums.

199
DF Modding / Re: Body part problems
« on: July 25, 2014, 08:19:04 pm »
Wyll, they are all melting to death. Somehow im not too worried about the melting points being too high.
Anyways, Syvran is supposed to be immune to heat. Completely, utterly, one hundred percent immune.
If you define a melting point of 70 thousand, the game treats it as a melting point of 4465. Which is about five thousand degrees colder than the melting point of water.

Melting point none and heatdam/colddam none will get you what you want(i think)

200
DF Modding / Re: Body part problems
« on: July 25, 2014, 08:04:53 pm »
I mean I am not very good at this, but some of your melting points are impossibly high.

Degrees Urist are stored as a 16-bit, so they theoretically only go up to 65k, and practically they're capped at 60k.  60 thousand and one is a special value, according to the wiki.

Dragonfire, which is 36 thousand degrees hotter than anything else, is only 50k. I would cap all your melting points off at 55k and see what happens.

(the SVYRAN, in particular, worries me. 600k modulo 65535 is just above room temperature.)

201
DF Modding / Re: FOR DAHRNOSAUWRS AND DORFS: SAUR FORTRESS
« on: July 25, 2014, 04:14:12 pm »
NECK_SPINE no longer exists as a bodypart set, so I'm not really sure what to do with that. (edit: delete it, seems to work). The therezinosaurs have their absurd finger talons as per spec. 1HUMP is throwing an error for being a duplicate body part, but also doesn't seem to mind very much.

Allosaurs are fixed now. I need to give them a hatchet-face attack and weaken their bite somehow.

EDIT: PROGRESS. Everything works except there are still duplicate humps(they have two...?), but they seem to still be attached, so whatevs. The 'ceratops don't have horns right now, for ...reasons? I'm working on it.

Double progress. Duplicate humps have been fixed, all the tops have horns. Nothing has a gait or climbing skills at all yet, so no dinosaurs can climb. Puertasaurs are fun to play around with in the Arena, though. Set them up vs like 5 velociraptors? So good. many little r's, flying all around.

202
DF Modding / Re: FOR DAHRNOSAUWRS AND DORFS: SAUR FORTRESS
« on: July 25, 2014, 11:31:51 am »
Spawning one in the arena also crashes DF pretty thoroughly. There's some extra SWIM_SPEED tokens that apparently got replaced by the gait system, so those are going out the window.

I got acheroraptors to exist in the arena, but they have no gaits, just walk. I am so unqualified for this.

203
DF Modding / Re: FOR DAHRNOSAUWRS AND DORFS: SAUR FORTRESS
« on: July 25, 2014, 11:24:03 am »
I think you forgot something in there. There's a crash at about 150 years of worldgen. I think you might have forgotten to put in the lair tag.
Your errorlog is huge! The new neck/throat system is a bit of a doozy, and you misspelled FEATHERED FEATHURED a couple of times.  ;)

I'm patching it up and I'll throw it up on dffd or something if i get it into a happy place. Currently allosaurs have only one gender, and idk for the life of me why that is.

204
DF Dwarf Mode Discussion / Re: The terrible artifact topic.
« on: July 25, 2014, 09:46:33 am »
Adamantine warhammers are fairly useful, actually. I'm giving it to my hammerer to dispense Justice with.

Although it'll give a hit to my dining room wealth, where it used to live.

205
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 25, 2014, 09:44:28 am »
My dwarves party like its 999.  Seriously, the parties never stop in their crappy, chert dining room.  They tend to get raucous too, most parties i see the dwarves just mill about a bit aimlessly, the parties here you got dwarves going EVERYWHERE, practically sprinting laps around the dining room, I can only imagine the crazy things going down in there.

And then the party ends and a horde of dwarves shuffle off back into the fortress still laughing and chuckling.  Meantime, another horde of dwarves shuffles past them to go to the afterparty in the dining room.

It's getting a bit ridiculous in there.  I probably need to drop a couple corpses inside, sober them up a bit.
I have a troll skeleton squarely in the middle of my dining room. Doesn't stop the partying one bit.

206
I always make things out of lead. I have galena, and there's so much of it, and I need the silver, so I smelt loads of it. But then I have all this lead. So I make bins and minecarts out of it, even though it slows down everything.

I should make coffins out of it so they only have to be hauled once. Or statues as practice.

207
Crossbow bolts could pierce plate armor in short ranges, but the resulting damage wouldn't be enough to kill or even incapacitate the victim. Longbows couldn't pierce plate amor either.

Some say that most of the damage caused by arrow/bolts volleys were psychological. Most people wounded by arrows, even in pre-plate armor era, died by infection instead of direct damage by the arrows/bolts.
Currently, with vanilla raws, there is no decrease in lethality by applying any amount of armor. Even wooden bolts penetrate adamantine armor 100% of the time. In the vanilla testing in the great !!SCIENCE!! threads of versions past, with many thousands of marksdwarves firing many many thousands of bolts, a handful of deflections were recorded against armored targets. All of them were deflections off an eyeball, not deflections off armor. The only decrease in lethality observed was using metal bolts against armor of the same metal. In this case, rarely, the bolt would merge with the armor or something and turn it into a hammerblow instead of an bullet, letting it jam hands into wrists and so on. Notably upped the suppressive capability, but lowered the lethality(per shot, not overall. overall lethality was always 100%. Sometimes it took longer, though) by 10% or so.

Nerf your SHOOT_FORCE to 50 and your SHOOT_MAXVEL to 200. Steel turns aside wooden and bone bolts ~100% of the time, adamantine is bulletproof(but doesn't cover your throat and eyes etc) and copper/bronze armor is fairly good but not infallible protection against wood/bone but nearly useless against copper/iron/silver bolts. NB: your wooden bolts will be slightly less effective against unarmored targets, but still deadly. It's up to you whether this counts as a nerf or not. On the one hand, armored opponents will be a little harder to murder and hunting may take two trips. On the other hand, now your adamantine hammerlords need fear nothing.

208
Dwarf Therapist 23.2 OSX - v40.04

And this is the ini. Soul offsets were missing, so I copied them from linux, all the other offset values were the same.

Spoiler: v0.40.04_osx.ini (click to show/hide)

I can verify this works a treat under osx 10.9.4 Mavericks. Thank you, my first serious 40.04 fort was juuuust about to crumble under two dozen fisherdwarves with no way of sorting them out.

209
DF Modding / Re: Broken Arrow - Fixed Archery Balance
« on: July 23, 2014, 02:43:20 pm »
Oh man you guys we're getting better physics in 40.05! I'm so excited! Adamantine bolts will fire at absurd speeds, giving them the armor-penetrating flesh-rending power they always deserved. You'll be able to bump up SHOOT_MAXVEL if you like.

210
DF Dwarf Mode Discussion / Re: Hmmm.. "Pear seeds"
« on: July 23, 2014, 01:53:07 pm »
Feather trees have feathers instead of leaves and have eggs as fruit?

What the hell?

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