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Messages - RysanMarquise

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16
DF Modding / Re: Any way to have "good" interactions?
« on: March 01, 2012, 12:09:34 pm »
You can buff people, but you cannot heal without healing completely.

Just increase the stat alterations of syndromes above 100%.

17
DF Modding / Re: The Spellbook - Community Interaction Repository
« on: February 29, 2012, 05:49:15 am »
If those places are fortressess of darkness, dwarf forts, or forest retreats then you are out of luck.

18
DF Modding / Re: The Spellbook - Community Interaction Repository
« on: February 27, 2012, 04:20:30 am »
Fantastic discovery. It achieves the goal I was hoping for of requiring some form of reagent.

I look forward to your potential discoveries of other tags.


Right now I have been messing around with the ANIMATE ability, as everyone requires one to ever build towers.

I have discovered that transformations immediately after it can be a bit glitchy, but that it is very easy to make temporary corpses just by leaving some of the natural vulnerabilities in them. Super-fast super-deadly corpses that will bleed to death makes for an interesting effect. Likewise, it might be possible to make them one-use through the targeting and manipulation of has-blood tags.

I am looking forward to a variety of spell-casters, many of which only incidentally have animation abilities and some of which effectively do not at all.

19
DF Modding / Re: The Spellbook - Community Interaction Repository
« on: February 27, 2012, 02:45:04 am »
For what its worth, it does very slightly decrease the temperature in an area. It becomes much more lethal in already cold locations.

Increasing that effect has proven hard at best. Tests have yet to even double frostbite rates in controlled instances.

20
DF Modding / Re: The Spellbook - Community Interaction Repository
« on: February 27, 2012, 02:33:02 am »
It immediately chain vaporizes. Webbing only occurs in the first instant. That said, it does succeed in having a bit of a delay making it vastly safer for applying syndromes than traditional directed gasses.

21
DF Modding / Re: The Spellbook - Community Interaction Repository
« on: February 26, 2012, 11:01:20 am »
Gasses fail at heat transference. It needs to be full environment or more personal.

Anyone know if it is possible to make Interactions require a consumable? This is pretty important for what I am working on.

22
DF Modding / Re: Weapon Damage Properties
« on: February 26, 2012, 04:06:27 am »
Are you sure?

I am almost entirely certain that it rewrites everything but the source of the leather.

23
DF Modding / Re: Weapon Damage Properties
« on: February 25, 2012, 10:27:36 pm »
Spoiler: What I have so far (click to show/hide)
You get the idea.

24
DF Modding / Re: Weapon Damage Properties
« on: February 25, 2012, 09:49:56 pm »
Alright, I can more properly simulate variety of strikes in weapons by granting them a few attacks, some of which are almost strictly better than others. Attack ability to penetrate armor on lucky blows is insufficient right now, that helps open up the range a bit.

Increasing nearly all weapon weights to 5x has close to the desired effects on combat. For two-handed weapons, which would become even harder to use, a small but significant 20% increase in velocity helps counter-act the problems caused by more extreme weight.

This all has the side-effect of making adamantine weapons for more deadly, but I suppose that is fine.

How does this seem so far to people?

25
DF Modding / Re: Weapon Damage Properties
« on: February 25, 2012, 09:07:26 pm »
If leather was armor crafted from Skin, it would be much easier to make it have variable properties. Honestly, I think it would be interesting if that happened.

Wood is indeed much lower in weight, but this means that items made with wood tend to be larger than metal equivalents, often many times as large in total - compared to an object entirely metal.

Additionally, metal items should be already bumping into speed caps. Metal is quite heavy and hard to accelerate. Likewise metal objects are actually heavily encumbering to use. Anyone who has worn chain mail with a  metal sword knows that they are far slower than if they were just wielding a quarter-staff.

Balance points can be tweaked such that this becomes more workable with more clear differences. If you want I suppose I could gradually be working on this.

26
Travel mode covers time at a pretty extreme rate, if you increase the steps 1000 fold does this effect still occur?

27
DF Modding / Re: [Ideas] Other secrets of immortality
« on: February 25, 2012, 08:20:28 pm »
Will they build towers if the secret technically includes animation?

What determines their frequency? Is a man driven to immortality going to choose the one closest to his sphere, or will it be more likely that one will be driven to find immortality if there are many options?

The necromancer population is already rather low in many worlds, to have secret-seekers fighting over it might be a problem.

28
DF Modding / Re: Weapon Damage Properties
« on: February 25, 2012, 08:17:32 pm »
There is some complication from the fact that with most weapons you are calculating only the size of the metal section (for an axe, it is the size of the axe-blade, not the whole axe), but for wooden weapons you must properly determine the entire weapon.

At size 5000, a wooden weapon might only weight 2 pounds, while a metal weapon could barely be wielded.

Wood ranges from a density of 400-750, while Iron starts with a density of 7850.

While relationships like this might technically be true, the difference between the weight of an axe and a wooden club don't generally have this level of difference.

29
DF Modding / Re: [Ideas] Other secrets of immortality
« on: February 25, 2012, 08:10:35 pm »
Has anyone gotten secrets to properly propagate in world gen yet?

Does anyone know the traits required to make them more likely to be transferred or written?

30
DF Modding / Re: Weapon Damage Properties
« on: February 25, 2012, 07:47:31 pm »
Ultimate Wooden Club:

Size: 5000 (wood is very light, it could still be several times as heavy without issue but it was getting a bit silly)

Contact Area: 20 (you requested breaking not chipping)
Penetration: doesn't matter
Speed: Larger is better. At 20 contact area you can function at about 3000 speed in this example with clothing. About 5000 for basic armor.

Every factor of 4 you increase size/contact area by, halve velocity.

The way the game is designed, wood weapons are a job if not taken to comical extremes. This could likely be fixed by substantially increasing all weapon sizes and accepting that people will be far too slow to wield them ideally. Honestly, that is probably a good balance idea in most cases.

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