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Messages - Shinziril

Pages: 1 2 [3] 4 5 ... 36
31
DF General Discussion / Re: Future of the Fortress
« on: February 04, 2014, 02:31:15 pm »
With all this talk of Jumping over single wide pits and channels, will we get invaders able to jump discovered\known trap tiles now?
I once built a heavily trap lined walk-way spiraling  30Z up a Volcano, expecting invaders to eventually work their way down, while trying not to dodge off the single wide path...
Until the first Gobo died on the first trap, and the lot of them stopped and sat there
Was it the commander? I remember something about goblin squads hanging around near their commander, regardless of whether he's caged or dead or whatever, at least until they break and run. 

32
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: November 29, 2013, 11:12:13 pm »
Yeah. A lot of dust is explosive under the right conditions.

Is that like wheat silo's being flammable because of the high density of chaff/wheat dust in them?
That is exactly what it is like.  Airborne powder has lots of surface area for reacting with oxygen, so it burns a lot faster (as in explosion-level) than a big hunk of whatever.

33
DF General Discussion / Re: Future of the Fortress
« on: November 01, 2013, 01:15:58 pm »
And sometime when the character, with a few followers, enter in a keep located in those towns (and keeps have very few people in them), performance drop a lot more suddenly and the "commands lag" become very noticable.

I remember this happening to me a few times.  At least once, I discovered that the reason for the lag near the keep was that there were literally hundreds of bandits crammed into the catacombs underneath the keep- not really a bug, just heavy use of pathfinding code.  Once my massively-legendary adventurer slaughtered them all, the lag situation got a lot better.  However, due to actual bug, once you leave the area, they respawn.  That bug should hopefully get fixed at some point. 

34
General Discussion / Re: MSPA Homestuck
« on: September 25, 2013, 11:08:53 am »
I'm not even seeing any JPEG artifacts.  What is this madness.

35
General Discussion / Re: Mathematics Help Thread
« on: August 14, 2013, 10:11:59 pm »
You can think of it this way:

For any number n^x, multiplying this number by n produces a number equal to n^(x+1).  Similarly, dividing by n produces n^(x-1).  n^1 has been defined as just n.  n^0 is therefore n/n, which is 1 for any nonzero n.  However, 0/0 does not equal 1, but is instead undefined, therefore 0^0 is also undefined. 

0/0 has to be left undefined because of the way we set up the system of mathematics in the first place (ref).

36
Hah!  I knew he regretted trying to kill Annie.  The hint was in how he never said what he regretted about that day. 

Burn, Hetty, burn!

37
Uh, the chapter is officially over.  Notice the little end-of-chapter symbol in the corner there?

38
DF Adventure Mode Discussion / Re: Why won't my bag work?
« on: May 22, 2013, 09:09:37 pm »
The wiki page on weight also lists volume, and volume capacity.  Items have a certain volume; a single bag can hold 3000 total volume.  A bag also has an individual volume of 100, which is likely what is used to determine whether you can put that bag into another storage item (so a single bag should be able to hold 30 other bags, and a wooden chest 60 bags). 

Amusingly, backpacks apparently have a capacity of 3000, the same as bags, but the adventurer pick-up-item behavior when wearing a backpack seems to override this limit. 

39
Are you sure that this wasn't just a case of eggs not hatching?  I know it's possible for eggs to sometimes just not hatch, even with males on the map.  Repeating the test would help clarify this (savescumming may help); if you do it like five times and the eggs never hatch it would look quite confirmed.

40
DF Dwarf Mode Discussion / Re: A Couple of Waterfall Questions
« on: May 01, 2013, 02:02:01 pm »
Actually, you don't need to wall in a spot to prime the mist generator.  The first dwarf to throw a bucket down will leave 1/7 water on the statue, which doesn't spread, and once the second dwarf throws a bucket down (making it 2/7) it will instantly be picked up by the screw pumps if they're already running.  Screw pumps will pick up water on their intake tile in ~1 tick, which is why the generator works in the first place (the instant the block of water touches the ground, it gets picked up again before it can spread out). 

The 2/7 block of water is enough, but if you want more you can keep toggling the pond zone so 1/7 blobs of water get left on a statue and picked up when they make contact with the primary blob.  For that matter, if you just leave the pond zone up so you end up with 2 or more blocks of water of varying levels, the time it takes for each block to fall down and get picked up by the next screw pump is a bit erratic, so they'll usually merge after a bit.  Just remember to turn the pond zone off before more than 7/7 water ends up in the loop, or it'll start spreading it around. 

41
General Discussion / Re: MSPA Homestuck
« on: April 21, 2013, 11:31:48 am »
Also, I think it's been explained that if the real-self is lethally injured, the injury will bleed over into the dreamself, on a time delay, eventually killing them unless the real-self is either corpsesmooched or Quest Bedded.  I think it was in one of Hussie's Formspring answers. 

42
General Discussion / Re: Private Spaceflight Thread
« on: March 01, 2013, 08:20:04 pm »
It IS rocket science, after all.

43
DF General Discussion / Re: Iron vs Bronze [Arguement thread]
« on: February 22, 2013, 12:59:30 pm »
I tend to grade the armor metals based on broad edged weapon penetration, since that's the most dramatic effect.  A battle axe made of a better metal in DF will slice through armor a decent percentage of the time, while one made of the same or worse will do basically nothing besides maybe causing a few bruises.  Following this logic, and actual testing, bronze and iron are equivalent- a bronze axe cannot penetrate bronze or iron armor, and neither can an iron axe.  A steel battle axe will penetrate both.  There might be some slight differences for other weapons vs armor scenarios, but they're honestly small enough that I don't bother all that much. 

44
General Discussion / Re: MSPA Homestuck
« on: January 10, 2013, 08:58:18 pm »
Probably?

45
DF Adventure Mode Discussion / Re: Psychic Vigilante Justice elaboration
« on: January 08, 2013, 05:21:33 am »
To be more specific:
[INTERACTION:EXAMPLE CURSE]
   [I_TARGET:A:CREATURE]
      [IT_LOCATION:CONTEXT_CREATURE]
      [IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
      [IT_MANUAL_INPUT:victim]
   [I_EFFECT:ADD_SYNDROME]
      [IE_TARGET:A]
      [IE_IMMEDIATE]
      [IE_ARENA_NAME:Cursed]
      [SYNDROME]
         [CE_SKILL_ROLL_ADJUST:PERC:0:PERC_ON:20:START:0]


Taken from the raws.  Net effect seems to be that 20% of the time, instead of whatever your skill roll would have been, you get a 0 (effectively a "curse of unluck").  Oh, and there's no duration listed, so it lasts forever, or at least until you die.  This generally doesn't take long.

Tip for mummy-hunting- if the mummy hasn't spotted you, it won't curse you.  Just be careful, and try to decapitate or bisect it as fast as possible, because if it does spot you, it'll curse you first thing.  You will obviously want Ambusher at Legendary+5 or similar to pull this off successfully.

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