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Messages - Igfig

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61
Mod Releases / Re: Modest Mod 2.0 - Now with graphics support!
« on: September 06, 2012, 09:41:49 pm »
Yeah, maybe I should make one of the lower-body articles of clothing act as regular clothing again. Loincloths, maybe? I know I never make loincloths, myself.

Now that I think about it, maybe the default upper-body clothing should be something useless too, like a vest. It must be annoying to have to replace people's cloaks all the time.

Unfortunately there's nothing I can do about having to put people in the military to get them to wear better clothing. That's the trade-off of Eternal Fashion. I can put a more specific warning in the readme, though.

62
DF Gameplay Questions / Re: Daming below waterfall
« on: September 04, 2012, 11:33:38 am »
http://dwarffortresswiki.org/index.php/Dam

Your dam won't cause the river to overflow.

Unless you pump water out of the reservoir and then back in. That might do it.

63
Mod Releases / Re: Modest Mod 2.0 - Now with graphics support!
« on: September 04, 2012, 10:56:29 am »
Toady recently set a specific size for tiles:
Quote from: Quatch
As part of the flying minecart physics, did you decide on a tile size?

Assuming gravity works like real world gravity and you can invent a time unit (obviously not linked to the dwarf mode calendar, which moves too fast for this), then a choice has been made.  It wouldn't make any fewer dragons fit in the tile though.  I think for the purposes of the minecarts it turned out to be 2m x 2m x 3m with 10 clicks / second, but it isn't that important or far-ranging in effect.

2.5 acres is about 1 hectare, which is 100m x 100m. That's a 50x50 square. If cows needed that much space, then even capybaras would be doomed to death by starvation.

Otherworldliness indeed.

64
Mod Releases / Re: Modest Mod 2.0 - Now with graphics support!
« on: September 03, 2012, 11:01:08 am »
Nope, I didn't touch dwarven flammability. Anything that causes more fire can't be a bug.

Large grazers do still need a big area to survive. Elephants, for instance, need a 20x20 square to themselves for sustainable grazing. That might sound like a lot, but in vanilla they needed a 40x40 space and would starve to death even if they ate constantly. Cows used to need 14x14, now they need 8x8. I suppose I could reduce the necessary pasture sizes even further... maybe that'll be my next poll.

And I'm afraid the orphan traders aren't a bug that can be fixed in the raws. DFHack is your best bet.

65
DF Modding / Re: Demons, books, and spheres (worldgen interactions research)
« on: September 03, 2012, 10:41:48 am »
Your orc rampages are probably due more to NIGHT_CREATURE_HUNTER than LARGE_PREDATOR. There are other civilized creatures with LARGE_PREDATOR (namely, many of the subterranean animal folk), but I haven't seen them rampage unless they get it from somewhere else. I have seen civilized creatures with NIGHT_CREATURE_HUNTER go off to live in a lair and rampage from time to time, though.

I'll definitely do some more rigorous research on PRONE_TO_RAGE, CRAZED, LIKES_FIGHTING, OPPOSED_TO_LIFE, VIEWRANGE, etc.

66
DF Modding / Re: Towers but no goblins
« on: September 02, 2012, 07:59:08 pm »
Longer history and larger worlds, perhaps? (What settings do you have for those right now?) Check your legends; when you don't get towers, is it because there aren't any slabs, because people aren't reading the slabs, or because necromancers just aren't building towers?

AutomataKittay is partially correct in that more wars = more necromancers. Necromancers get their zombies by raising bodies they find on old battlefields, and they need fifty zombies (I think it's fifty) to build a tower. If you aren't having enough battles, the necromancers won't be able to get all the corpses they need.

67
DF Modding / Re: Towers but no goblins
« on: September 02, 2012, 03:47:13 pm »
If you want more necromancers, give the human and dwarf entities RELIGION_SPHERE:DEATH and/or SPHERE_ALIGNMENT:DEATH:<some large number>.

Necromancers learn from slabs created by gods of death, and those tags will ensure that each civilization has at least one death god and increase the likelihood of any given deity being a death god, respectively.

68
DF Modding / Re: Demons, books, and spheres
« on: September 02, 2012, 03:40:30 pm »
Some more research.

I created a new secret, gave all the megabeasts the secret's sphere, and generated a pocket world with a long history, lots of megabeasts, and no other secrets.

AND I GOT MEGABEAST SLABS!
Spoiler (click to show/hide)

It appears that once a megabeast is worshipped, it will inevitably create a slab for any secrets that belong to its spheres, provided it lives long enough. Slabs take a while to make, so worldgen might end or the megabeast might die before it can make a slab.



Megabeast worship is actually pretty straightforward. If a site is attacked by a megabeast often enough (about three times, and there may be a time limit of a century or two?), people at that site will start worshipping it. The megabeast's spheres and how many people they kill don't seem to matter. The reason why many people don't see megabeast worship occurring very often is that they tend to use worlds that are too big. The problem is that the bigger the world, the more sites there are; the more sites a megabeast has to choose from, the less likely it is to choose the same one three times.

There's no efficient solution to this, as far as I can tell. If you want megabeast worship in a large world, your best bet is to reduce the number of sites available and increase the number of megabeasts. Generating a longer history could also work in theory—the longer your history, the greater the chance of a megabeast hitting the same place enough times by pure chance—but in practice, most megabeasts are killed within a few centuries anyway. If you have extra-tough custom megabeasts, however, a longer history could work for you.

Incidentally: Regular megabeasts will travel all over the world to attack sites, but it looks like titans stay in the region they settle in--mountain titans stick to a single mountain range, for instance. This might explain why I see titans being worshipped more often than other megabeasts: they have fewer sites to choose from. With that in mind, your best bet for new secrets might be ones belonging to the nature-based spheres favoured by titans.

Also note that megabeasts that take over civilizations won't make slabs, since they won't have time for rampaging while they're ruling a civilization. They'll still write books about secrets if they have INTELLIGENT and SUPERNATURAL, though.

Oh, and from what I've seen, megabeasts won't attack civilizations ruled by other megabeasts. Professional courtesy, I guess. No rampages means no worship, means no slabs. Luckily they don't have this problem if the rulers are semimegas or regular creatures.

One more thing: Megabeasts that take over civilizations (any creatures, really) have a much lower life expectancy than ones who stay in the wild. Wars are dangerous.



The NO_AGING tag, it turns out, carries an enormous amount of weight. A lot of the things that night creatures do in worldgen are derived solely from this one token.

Creatures with NO_AGING:

Don't age, duh.

Can arouse suspicion for appearing not to age. Their response depends on a few factors:
  • If they're the ruler (monarch, law-giver, etc) of their civilization, they impose a series of oppressive edicts upon the population, lifting them some time later.
  • If they have a cult (see below), they'll challenge the ruler of their civilization. The winner becomes the new ruler, and the loser flees.
  • If neither is the case, they'll flee to a different site. This is usually a town or hamlet, but sometimes (if they've already been kicked out of every town in their civ, perhaps?) they'll hole up in the sewers or a lair.
(Note that regular people never do the challenge thing, only unaging ones. Well, that's not quite true. NPC adventurers from enemy civs will occasionally confront unaging and megabeast rulers. I don't know if they go after ordinary rulers too, or just monstrous ones.)

Can start cults. I don't think cult worship is really worship, since I've never seen a named character join a cult or a cult leader create a slab. Cults are probably closer to bandit groups than actual religions. On the other hand, I've also never seen a megabeast ruler start a cult after suffering a 'curse' of unaging. It's possible that this is because they already have worshippers of a sort, through the deity they're impersonating.

Are potentially night creatures! I mentioned earlier that the unaging can sometimes end up in a sewer or a lair; once this happens, they count as night creatures and will go on rampages! As far as I know, this is the only way to get a hostile night creature to live in the sewers. (That said, I still have a lot of research to do on transformation syndromes.) Note that the unaging will lose their cultists if they go this route.

(I'm not certain, but I think subterranean animal people (the kind who live naturally in sewers) are more prone to becoming night creatures this way than regular civilized folk. Perhaps because they aren't really part of their civilizations, so they don't have any towns they can flee to?)



Rampages are kinda interesting. Any night creature (besides bogeymen), mega- or semi-megabeast, or creature with LARGE_PREDATOR is capable of rampaging. (EDIT: Unless they're civilized creatures, in which case only being a night creature will do it.) A basic rampage involves attacking a bunch of people at a site.

If the creature has CARNIVORE, it'll also devour animals and people.

If it has a CURIOUSBEAST_ tag, it'll often steal things instead of attacking.

There may be other tags that affect rampages... I'll let you know if I discover more.



Right, I said I would talk about secrets and curses. Pretty simple, really: they're completely identical except in how they're acquired. A curse with an animate effect will let you build towers just like a necromancer, but you won't be able to take on apprentices or write about it. An interaction that's both a curse and a secret can be acquired either way, and passed on however you like.

A side note: While looking through the string dump, I found an interesting string: "became obsessed with an inscrutable goal". This looks like some kind of default secret goal, but removing the IS_SECRET_GOAL token from an interaction just made the secret not show up. An IS_SECRET_GOAL value of NONE gave an error. Anybody have any idea how I could get that phrase to show up? It's a lot more useful than "became obsessed with his own mortality and sought to extend his life by any means".



That's all for now, but there's more to come. Next, I intend to explore animation and transformation interactions, as well as syndrome transmission via attack and body materials.

Also, if you haven't already, you should check out Spiderking50's Rise of the False Gods, which will be using a lot of the techniques discovered in this thread.

69
Mod Releases / Re: Modest Mod 2.0 - Now with graphics support!
« on: August 30, 2012, 08:55:07 pm »
They're the same sort of castle-fortresses as humans build, although I think there should be more civilians living in dwarf and goblin fortresses.

70
Mod Releases / Re: Modest Mod 2.0 - Now with graphics support!
« on: August 29, 2012, 09:01:52 pm »
Version 2.0 has been uploaded, adding support for the Phoebus and Ironhand graphics packs!

Also, I added a bunch of CHILD tags to most of the creatures with PET_EXOTIC, as requested. I did, however, skip sexless creatures like the fire imp and cave blob, and also giant vermin.

71
DF Suggestions / Re: Skill grinding fix: training montages!
« on: August 28, 2012, 11:19:36 pm »
This is a montage-y thing. You punch a cow and run along the beach. Then it cuts to you doing the same thing a month later, and this time you're better at it. And then that happens a few more times. That's exactly a montage.

I'm not quite sure what you're asking for, really. An animated cutscene of sorts? That's fine and all, but I think it's better to keep the control in the hands of the player. I'm not dead-set on that or anything, that's just my opinion.

72
Tilesets and Graphics / Re: Ironhand's Graphics Set (on Hiatus)
« on: August 28, 2012, 04:50:12 pm »
Oh! Thank you for that link, GoldenShadow. I knew something like that existed somewhere out there, but I could never find it. I've been writing my own scripts to add graphics support to my mods, but this will be so much faster.

73
Just my Modest Mod, and sometimes graphics sets. I'd actually be curious, myself, to see what would and wouldn't be compatible. It looks like the only default file you overwrote was tissue_template_default, so I think you'll be okay with most things.

74
DF Suggestions / Re: Skill grinding fix: training montages!
« on: August 27, 2012, 01:43:52 am »
Pardon?

75
Mod Releases / Re: Modest Mod 1.6 - All the vital bugfixes, nothing else
« on: August 27, 2012, 12:35:43 am »
I cant help you with adv. mode, but I thought the speech.txts would be nice, because they in no way affect balance or gameplay. They simply add more flavor. Should have remembered the title of the thread: bugfixes, and nothing else ;)

Do you consider custom body and body detail plans bugfixes ? Like proper naming of bodyparts, different real-sizes, addition of brainstem and brainparts (to avoid one-hit-kills)

I agree with everything here, but only as optional modules.

All planned for the Easy Flavour mod. Body detail plan changes will be a major part of it. I'll be sure to let you know when I start work on it in earnest.

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