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Messages - RysanMarquise

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31
Burn them until not even ashe remains.

32
There are a pretty huge number of problems with adventure mode from this mod in the current version.

Many of them I am sure just must be problems in all versions that you don't normally care about.-Hellfire imps(or whatever they are called) burn themselves to death naturally, even without using any powers.

33
DF Adventure Mode Discussion / Doomed Berserker Peasants
« on: February 24, 2012, 12:58:38 am »
Anyone know if Toady is working on the propensity for entire civilizations to charge at you mercilessly at the slightest provocation?

34
DF General Discussion / Re: How do I detect the source of a crash?
« on: February 23, 2012, 11:42:35 pm »
Not getting a print out any new errors. That said, it might be related to the total number of bodies. Am testing.

35
DF General Discussion / How do I detect the source of a crash?
« on: February 23, 2012, 10:35:16 pm »
I made a custom entity, and I crash upon visiting most of their tombs.

Anyone have an idea why this might occur? I am having trouble figuring it out.

36
DF Dwarf Mode Discussion / Re: Slow world generation
« on: February 23, 2012, 03:12:07 am »
I am currently in year 350 with 4 hours of world-gen. My computer is new and relatively high-end.

I cut down were-curses to 6.

Civ's and populations are below base. Currently the total population is under 10k.


I am fine with World Gen taking so long, but I just wish the client was better able to handle the problems. I can't even abandon the process mid-way after year 250, because the client has stopped responding to escape commands.

This is faster than another World I was genning before.

37
DF Modding / Re: Weapon Damage Properties
« on: February 23, 2012, 12:54:42 am »
Edge weapons of penetration size 1 use edged weapon force-transfer rates rather than blunt weapon force-transfer weights causing them to be less effective in certain ways. I would contend that most remaining whip deadliness in my version. is that it is somehow iron-tipped.

38
DF Modding / Re: Weapon Damage Properties
« on: February 23, 2012, 12:41:11 am »
I feel that the whip is accurately modeled by something like this
Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_WHIP]
[NAME:whip:whips]
[SIZE:100]
[SKILL:WHIP]
[TWO_HANDED:27500]
[MINIMUM_SIZE:22500]
[MATERIAL_SIZE:1]
[ATTACK:EDGE:90000:1:lash:lashes:NO_SUB:5000]

The edge causes it to split skin, but little else. It is still probably too lethal, but it is far from the death-dealer that a conventional whip represents.

I am considering going through every weapon to make it function properly.

39
DF Modding / Re: Weapon Damage Properties
« on: February 22, 2012, 11:07:18 pm »
My studies on this seem to be as follows:

As most people know, weapon speed is determined by a base value times weapon multiplier. You can move at a percentage speed based upon how strong you are and how heavy the weapon is.

What most people don't know: You begin hitting weapon strength cap very easily with base dwarves. Only the buffest dwarves can swing even mace-sized weapons at full speed. The additional gains you get for damage are such that it is generally very inefficient to use heavy weapons nowadays. Because damage is based upon energy, this means that lighter blunt weapon materials are almost always better, unless you have strength to spare. Relative material hardness seems to play a factor in the ability for blunt weapons to penetrate armor, but not in their damage output. While edged weapons seem to have their bonus damage based upon a multiple of surface area and penetration, blunt weapons seem to gain damage almost strictly from their ability to penetrate armor and flesh. This means that a high contact area bladed weapon is useful and might easily chop off limbs, but a high-contact area blunt weapon is just a recipie for reduced damage. This is not strictly true, but is a solid rule of thumb.

Edged weapons seem to have a bonus damage step before armor. Blunt weapons seem to have a bonus damage step after armor - a multiple of that base damage which went through. Both will penetrate armor at close to exactly the same point given similar contact areas and velocity. Penetration seems to be the source of derived edge weapon bonus damage, but I can't quite get a grasp on its behavior. An edged weapon with penetration 1 is significantly better in most ways than an equivalent blunt weapon. All blunt weapons in game have a higher velocity multiplier than edged-weapon counterparts to deal with this fact.

Blunt weapon penetration does not seem to have a significant effect. Equivalent blunt weapons with values of 1 and 5000 seem to function very similarly.

Knowing this I can approximate most behaviors, but I still only have a small image of the greater picture.

Ironicly, by my estimates, whips represent the best blunt weapons in the game by a pretty wide margin. I don't have too much experience with testing with them, but does that seem consistent with others? They would probably be better mechanically be represented by edged weapons with a large contact surface and nearly no penetration.



That is all my studies have reached for now. Does anyone have a further body of evidence on the subject to agree or disagree with my initial tests?

40
DF Modding / Re: Weapon Damage Properties
« on: February 22, 2012, 09:43:47 am »
Extreme-case low size has reduced lethality again.

That said, it shouldn't take 200 size for a dwarf to be swining a weapon at full speed.

41
DF Modding / Re: Weapon Damage Properties
« on: February 22, 2012, 09:36:06 am »
Took the Mace item and reduced its item size to 200, from 800.

Lethality of the iron mace dramatically increased, including the ability to consistently damage through armor.

Changed iron mace to lead mace.

Ability to damage through iron armor was lost.

42
DF Modding / Weapon Damage Properties
« on: February 22, 2012, 09:22:21 am »
I have been testing weapon damage properties, and I have noticed an almost strict improvement in damage with lighter weapons -even with blunt weapons.

Can anyone explain this property difference, as it was not the case long ago.

43
DF Modding / Re: Is this possible?
« on: November 19, 2010, 10:05:32 am »
Quote
I would like a material that would burn/vaporise anything it comes into contact with (other than my dwarves of course). Flavour wise, a sword made from a fragment of a star.

Any help would be much appreciated.

Thank you. 

Trivial. Just add MATFIXEDTEMP:20000

44
DF Modding / Re: Things Made From Ice
« on: November 17, 2010, 09:40:02 pm »
What you probably want is a low 'Homeotherm' temp for the cold zone.

45
DF Modding / Re: Adventure mode magic mod- in progress
« on: November 16, 2010, 08:48:21 pm »
I think a necromantic power created from fresh corpses would be quite interesting. Rather than storing their power, which is little better than a very dull quest to kill wild-life, it becomes a combat decision to murder someone and use their power.

Creating interesting choices is the goal of any gameplay enhancement. Unfortunately I discovered that reactions are not only fast, but are entirely instant, so my last example doesn't quite work.

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