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Messages - albatross

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121
DF Dwarf Mode Discussion / Re: 40d:Skill called Tracker
« on: June 19, 2010, 10:51:44 pm »
Yeah, well, doesn't explain why no other dwarf has the skill, or why it isn't even listed in Magmawiki, or mentioned anywhere for that matter. Well... I did find a mention of it in String Dump section of Magmawiki. But that's all. Maybe it's just an unimplemented skill that's there due to an oversight or even a bug?

122
DF Dwarf Mode Discussion / Re: Pull the lever. PULL THE LEVER
« on: June 19, 2010, 10:37:48 am »
I once forbade the trade depot when I was forbidding an area filled with items. Little did I know that buildings could be tagged with "forbidden". Soon came along a caravan and lo and behold, I got the message that said "traders need a trade depot"... Took a good 20 minutes to figure out what the hell was wrong. <.<

123
DF Dwarf Mode Discussion / Re: Using stone in garbage dump
« on: June 19, 2010, 10:28:02 am »
Yeah, dwarven stupidity at work. I think the first stone they fetch can be pretty far away but the ones after that, those should be really close to the work site.

ALSO, I believe (not 100% sure) that the concept of "Nearest stone" to a dwarf ignores the actual path to the rock in question and the distance is measured purely in a straight line. Therefore, if there's a stone directly one z-level above or below, the dwarf will attempt to get that first, even it takes him 1000 steps to get there, as opposed to a pile that's merely 50 steps away in the same z-level.

124
DF Dwarf Mode Discussion / Re: Design: Dwarven Deadman's Switch
« on: June 19, 2010, 10:20:19 am »
I suppose in theory this design could be used as a defense mechanism near the entrance of the fort to flush away intruders. Or, say, a magma man. Not that I have anything more specific in mind. Though it could be tricky to implement this... deaddwarf's switch. Oh, try to get a dwarf engrave "4, 8, 15, 16, 23, & 42" somewhere near the lever <.<

125
DF Dwarf Mode Discussion / Re: Post your dwarfy insults here!
« on: June 19, 2010, 09:56:20 am »
- Why don't go smith yourself a bunch of razorblades and see if you can make them sharp enough to cut that thin beard of yours.
- Aye, his skull is thicker than granite. Might as well try to teach a stone golem to swim.
- Smoothchin.
- Urist! Oweryadoin', ye old koboldlover!
- Son, that's not a proper way to hold a chisel! Here, hold it like this. I swear, if I wasn't here to show you things you'd end up a carpenter like that McUrist lass. And no son of mine is a woodhumper! That's a job for the elves.
- Her mind is as empty as an ale barrel after harvest.
- Ugh! Urist, you reek worse than an old goblin! What in the nine hells have you been doing, sleeping on a pile of logs like an elf?
- She's cheaper than a green glass gem. One sip of that lousy whip wine and she's ready warm up any dwarf's bed. Even that beardless woodcutter McUrist!

McUrist Jr: "Daddy, what's an elf like?"
Daddy McUrist: "Elf? Hmmmm. Remember what that dead cave spider smelled like? Well, elves smell -worse-. And they're dumber than that goblin I chased to the river. The one that got eaten by a carp. Elves tell everyone how "They're one with nature" and how they can "Listen and understand the animals" and all that crap, but in reality they smell so awful that no animal will eat them! Also, elves make -everything- out of wood. Even their axes. Makes you wonder how they cut down a tree in the first place. Oh and, there's one more thing about elves, not sure if you'll believe me, son, but..."
McUrist Jr: "What! What is it! Tell me! Tell me!"
Daddy McUrist: "Elves have NO BEARDS! Their cheeks are as smooth as the obsidian wall in the dining hall. They couldn't grow a beard even if they wanted to!"
McUrist Jr: "Ahahahaha!"
Daddy McUrist: "Hahaha!"

126
DF Dwarf Mode Discussion / 40d:Skill called Tracker
« on: June 19, 2010, 08:33:25 am »
So the king arrived to my fortress. I looked at his list of skills just for the heck of it and apparently he's Great Tracker, among other things. I tried to dig up information about this skill but the results mostly point to bug tracker, nothing about the skill. What's going on? What is the function of this skill? Playing 40d version here.
http://img96.imageshack.us/img96/7790/king01.gif

127
If you DO regen
all changes are applied. original 7 get new specs, new creatures get new specs, etc.

Ok, in theory anyway. But like the guy said, he didn't see the alcohol dependency go away even after world regen. And no one can actually observe the changes made in attribute or skill decay/gain rates. That's the issue that eventually brought me here. It's on the bug tracker, too. Well, sort of. Not the exact same issue but closely related.

http://www.bay12games.com/dwarves/mantisbt/view.php?id=803
(requires log-in)

My own testing solely consisted of experimenting with the original seven dwarves after making changes to the raws (plus the world regens). So that's why I wondered if the original 7 get potentially hard-coded values...

So.. this is just great. First I wanted to run a one dwarf fortress in DF2010. Then I discover that attributes and skills decay over time, after which I immediately attempt to alter this behavior, with no result. So, after a dozen failed attempts I try out the 40d version, which tasted pretty sweet after sucking on the sour DF2010. Urist McChosenOne organizes an unfortunate accident for the other six of his team and gets to work. Several years pass and he kills dozens of creatures while defending his fort. Then one day he notices that he's rather good with his crossbow, and decides he's actually so good that he doesn't have to work anymore. And that's when I learn about the hero status, and that they essentially can't be ordered to work, once a weapon skill has reached a certain level. And all I ever wanted to see was one battle-hardened know-it-all superdwarf. Switching weapons is not a permanent solution either. It -would- be if the skill and attribute gain/decay control worked properly, but alas... It all comes together in oh so wonderfully frustrating way :/

128
Once a dwarf's caste, personality, etc. are generated, they cannot be changed by raw editing.

But... the guy did a world regen. Are you saying that any changes to raws regarding dwarves don't matter, even after doing a world regen? That the changes apply ONLY to children and future migrants? That it is impossible to affect the original seven dwarves that start the fortress?

129
DF Modding / Re: Removing "Champions"
« on: May 26, 2010, 08:36:05 pm »
Editing raws has no effect for sure. At least with DF2010. Saw it myself. In DF2010 I couldn't make a visible difference no matter what changes I made in the raws regarding PHYS_ATT, MENT_ATT or SKILL_RATES tokens (always created a new world afterwards). Believe me, I've read the wiki and read about editing those files. The SPEED:1 cheat, on the other hand, works just fine! It's the skill and attribute gain/decay rates that are immune to raw-file editing. Also, I might still have the save that has all the original 7 dwarves (and a German shephard named Snow White), and in that game the dorfs' stats have gone down the drain over time, even after I supposedly had eliminated stat decay. Other than that, my testing mostly comprised of mining the same size area over and over again after fiddling with the raws and doing a world regen. Never saw any difference regarding attributes or the mining skill.

Military training (individual combat drills anyway) do train strength, agility, and endurance.

Oh hey that's nice. At least the att gains are not 100% broken.

130
DF Dwarf Mode Discussion / Re: Fort Layouts
« on: May 26, 2010, 10:18:52 am »
I prefer a small 3x3 or 5x5 meager looking house on the topside with a locked floor hatch in the middle of the room (under an imaginary carpet) that leads to a massive network of underground dwarven caverns...
Then I place Urist McRetiredWoodcutter with his dog to live in that house to keep an eye out for thieves or other surface threats.
Essentially all my fortresses start out by digging 5-10 levels straight into the soil.

131
DF Modding / Re: Removing "Champions"
« on: May 26, 2010, 10:04:22 am »
Whoa. I didn't realise 40d was released such a long time ago. I figured the things said in this thread applied to, like, 5 versions back. And I reeeally don't want to touch DF2010 anymore. Dorfs don't gain attributes over time. At all. They just lose them. Not to mention, the cheats to correct this behavior don't work either. It's also essentially broken for skill gains, too. Otherwise (tweaking the rate of) skill decay would've solved this problem. I don't feel too comfortable attempting memory editing either. Looks like I'm f-cked for now (unless reverting to an earlier save and avoiding fights altogether).

132
DF Modding / Re: Removing "Champions"
« on: May 25, 2010, 12:00:11 pm »
Blatant thread necromancy!
Does all this still apply for 40d or later?
I would like to stop my dwarves ever reaching hero or champion status or whatever. It kinda ruins my Urist McHermit fortress when the only inhabitant thinks he's too awesome to work...

I would welcome:
- a trick for moving or removing the limit where the dwarf hits the hero status
- a hack or something that reverts the dwarf back to a normal working-class dwarf while retaining the weapons skills

Less-than-welcome solutions:
- [SLOW_LEARNER] or similar skill speed edits that affect ALL skills
- switching to another weapon, which just postpones the inevitable

133
DF Modding / Re: Tinkering with the Dwarven Soul - A Cheat Thread
« on: May 14, 2010, 10:58:33 pm »
Except none of those skill and attribute related cheats actually work.

I've tested this on multiple worlds (regen'd after changes were made).
Skills - They go up and come down just as quickly as before. Doesn't matter what numbers are used, including NONE.
Attributes - They never go up. Your dwarves will only get worse over time, no matter what jobs you assign them, no matter what numbers are used.

134
I would personally love to be able to smith a number of quality weapons and sell them at a village, a village that would at a later point attack the neighboring village using those said weapons. And after enough villages were taken over with those same weapons, I'd start dabbling in Armorsmithing and eventually start producing quality bodyarmor for the rest of the world.

Or maybe there could be random farms scattered between bigger towns, farms that would receive regular attacks from bandits or other wildlife. I would immediately smith some breastplates for those poor folks, so that food supplies from those bigger towns wouldn't run out. OR if I was feeling especially evil, I'd raid the farms myself. And people would start starving. And that would incite chaos as people would rise up to arms and start marching towards the nearest neighboring town (the one that HAS food). (I suppose it's possible the boring thing would happen and they'd just start hunting food themselves).

Hell, I just might smith a bunch of swords and drop them near a bandit camp or something. And later check what kind of chaos they have caused.

Another thing I dream about is starting a career as a chef and make piles of money with my famous meals. Word would get out and people.. well, characters, from all over the world would come to taste my worldfamous -**((Roasted warthog innards))**-. I would then make an effort to spot any particularly rich individuals, write down their names and find out where they live, and I would then proceed to raid their homes or even castles. Cuz more money.

DF Fortress Mode has many many skills that should be made available and usable in Adventurer Mode.

135
True: the stat gain bug kind of depresses me too. What I did in my own game is add the cheat from the wiki to eliminate stat gain, which looks like this:

     [MENT_ATT_RATES:SOCIAL_AWARENESS:200:NONE:NONE:NONE]

Did you mean "eliminate stat decay"? Anyway, none of those MENT_ATT (and PHYS_ATT) lines work when added to creature_standard.txt. Your dwarves will still lose stats (and skills) all the same, it doesn't matter what numbers you put there. Even after world regen. Write down (or memorize) a single dwarf's stats from the profile, let a year or two pass in the game and do a comparison. You'll see the difference. The dwarf's worse than ever.

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