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Messages - Urist Da Vinci

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1021
See pre-minecart knockback research here:
http://www.bay12forums.com/smf/index.php?topic=107575.0

I found while investigating knockback in 0.34.07 (just before the minecart release) that crossbows appear to launch bolts at constant momentum (i.e. the shoot force is the F and the delta-t is constant in the impulse "F*delta-t" for you engineers). It appeared that heavy and light bolts were imparting the same momentum on impact, measured in terms of knockback distance, but that light bolts just travelled faster (up until the shoot maxvel)(i.e. constant m*delta-v).

The knockback motion has been altered to use parabolic paths and skidding since, so I wouldn't use the same test methods.

Considering that dropped socks from above do too much damage (potentially lethal!), perhaps the bolts are being launched at the correct force and speed, but the damage calc for all projectiles is bugged?

1022
DF Dwarf Mode Discussion / Re: Ideas for unique volcano embark
« on: September 12, 2012, 08:04:17 pm »

1023
DF Dwarf Mode Discussion / Re: Smooth vs. Rough stone
« on: September 11, 2012, 10:46:17 pm »
...
The current lack of alternatives to natural stone leads to some rather annoying situations with people OCDing out with where they mine.

"Careful, careful, keep all the rooms nice neat marble. Nice and pretty and OHGODMICROCLINE!"
Fortress Abandoned

In my current fort under a glacier, I have 9 z-levels of blank stone just above the first cavern. No gems, ores, or minerals. It's PERFECT.

1024
Challenge:
- Play with modded dwarves that become adults at 1 year old.
- Disable the popcap and babycap or set them to large numbers.
- Encourage dwarves to be social so they marry and breed a lot.
- Determine how high population you can go before you crash the game or stop time.

I'd recommend embarking on a site with several soil layers and a water source so that you can implement massive farming projects and have a backup to booze. To conserve FPS for dwarves, I'd recommend killing all pet and stray animals. I don't know if anyone has stress-tested the game like this before by trying to simulate hundreds of dwarves.

Bonus challenge: use a loyalty cascade to kill off 99% of the massive population, and compare FPS from the start of the game to the peak FPS and ending FPS.

1025
DF Dwarf Mode Discussion / Re: Massive *SPOILER* (and awesomeness)
« on: September 09, 2012, 11:38:54 pm »
φÑ

1026
DF Dwarf Mode Discussion / Re: Dwarf Mega-Constructs
« on: September 09, 2012, 09:22:45 pm »
...
If you dam a river, would it affect the world map?

If you started at the dam and walked downstream, yes.
If you started at the ocean and walked upstream, nope.

If you start at the dam and walk downstream, and then turn around once the dam's area has been unloaded from memory, perhaps the water will have reappeared in the previously dry river. It depends on how Toady programmed the game. It's worthy of an experiment though.

1027
Looking at the excel data, I can verify that 3.2% of survivors die per volley for volleys 1-5 in the blunt damage cases. In the piercing/tearing damage cases, an additional percentage (1.8%?) die 2 volleys after they are hit in the heart/throat and bleed out. Also in both cases an additional percentage (1.8% again?) suffocate 5 volleys after a spinal hit.

...
I can compile this information. This might take longer though depending on the level of detail required.
...

I don't think I need the info, since it appears that there is no chance of getting "just a flesh wound" on an important body part.

1028
DF Dwarf Mode Discussion / Re: Holy Moly husks
« on: September 09, 2012, 03:07:38 pm »
Perhaps it's different with different husk types? Remember, they're procedurally generated.

Nope, I just generated a pocket world with 200 evil cloud types and no other procedural creatures, and [COMPRESSED_SAVES:NO]. Extracting the raws from world.sav revealed that those tokens are all the same, but the name of the husk/thrall/zombie is procedurally generated.

1029
DF Dwarf Mode Discussion / Re: Holy Moly husks
« on: September 09, 2012, 02:58:28 pm »
Husks are opposed to all life, but don't count as dead. They do seem to prioritize non-husks they see, though...
Technically they are [CRAZED], which makes them hostile to just about everything , living or dead. I believe they are at peace with other husks of their same type (similar to transformed werebeasts), but elsewise they are hostile to everything.

No, husks are [NOT_LIVING] and [OPPOSED_TO_LIFE]. They don't have [CRAZED].

Code: [Select]
[SYNDROME]
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0]
[CE_DISPLAY_NAME:NAME:husk:husks:husk]
[CE_SPEED_CHANGE:SPEED_PERC:60:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:STERILE:EXTRAVISION:NOEXERT:
NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:
PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:
NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0]
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:LIKES_FIGHTING:MISCHIEVOUS:START:0]

EDIT: See also my thread http://www.bay12forums.com/smf/index.php?topic=115854.0

1030
I'm wondering what else we can squeeze out of the existing data.

For one type of bolt and one type of armor, what percentage chance is there of each damage description? To simplify, choose one piercing case (Steel bolts vs Copper armor) and one blunt case (Copper bolts vs Steel armor).

I'm trying to determine how likely each individual bolt is to cause a certain type of damage (i.e. brain tear instant death (i.e. BOOM HEADSHOT) is about 0.0528*0.60=0.032 or 3.2% probability). Or even more detailed - for all steel bolts which penetrated copper greaves on the right upper leg, did they all cause the same damage or was there randomness? We can at least detect the presence or absence of extra variables using existing data.

Again, I'm not asking for a new experiment, but to look at the data collected differently.

1031
DF Dwarf Mode Discussion / Re: The Most dangerous creatures?
« on: September 09, 2012, 10:41:25 am »
http://www.bay12forums.com/smf/index.php?topic=104962.0

Bronze creatures are at least killable with magma. Fire breathing steel titans won't melt unless you have dragon fire, and they are also decapitation-resistant. They can also actually happen, whereas spoiler material titans/fbs don't.

1032
...
Here's the interesting part: Take a look at a slice of the AofB part describing how well different bolts do against iron armor:

Spoiler (click to show/hide)

There is a slight depression in the iron vs iron value as compared to the surrounding metals, right? If You remember the Chips and Jams plot, the combination of bolt and metal of the same type gave rise to "jams", a form of injury where the bolt... pushes the bone it hits/breaks into another bone or organ. Like the heart.
...

The image is that of iron bolts vs various armor types, unless you were firing leather bolts.

...
So jams (or should I have been calling them jammings?), these strange injuries which only occur in a narrow sweet spot of conditions, can contribute to the death toll due to bleed out due to bones being jammed into the heart occasionally. It follows that metal armors are slightly less effective against bolts made of the same metal. Still, the difference isn't all that great as to change Your dwarfs equipment.
...

A possible explanation for jamming:
-Regardless of damage type, some body parts have a chance of being around another body part (see [BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS] for an example). The skull is 100% around the brain.
-So you bash around unarmored targets in the arena a lot and get messages like this on occasion: "You bash Dwarf 1 in the upper body with your platinum war hammer, bruising the muscle, jamming the right false ribs through the liver and tearing the liver"
-You then stab unarmored targets in the arena a lot and get messages like this on occasion: "You stab Dwarf 5 in the upper body with your steel short sword, tearing apart the muscle, shattering the right false ribs and tearing apart the liver!"
-I guess that bolts which impact a stronger ("better") armor convert to blunt damage, but some of the energy is absorbed and spread out over a larger contact area. Bolts which completely penetrate armor with lots of energy/momentum to spare will tear and shatter the underlying tissue themselves. However, bolts which just barely penetrate armor (the case where the materials are equal) will deliver focused blunt damage to underlying tissue, and the armor isn't absorbing/spreading any blunt energy.

1033
...
It is certain for now that only light bolts (wood, bone, candy) appear to deflect at all. An interesting question is whether a heavy metal (e.g. iron) bolt could be made to deflect of armor without modifying the bolts weight, only, say, the armors density, or some other parameter.
...

Yes, arena testing reveals that slade armor is required to "deflect" iron bolts. Less heavy/dense armors don't seem to deflect the blunt damage. Implications unknown at this time.

1034
.... An interesting question is whether a heavy metal (e.g. iron) bolt could be made to deflect of armor without modifying the bolts weight, only, say, the armors density, or some other parameter.
...

...
Hit zones
Finally, I compiled and calculated the percentages of a particular body part being hit. Reminder: this data is true for Proficient Archers and Marksdwarfs shooting from two tiles away through a fortification at enemies who can;t dodge:

Hit zones
Spoiler (click to show/hide)
...

a) I'll see if I can make unedited iron bolts deflect off edited armor.

b) I looked at [BODY_DETAIL_PLAN:HUMANOID_RELSIZES] in b_detail_plan_default.txt.
Each body part has a relative size. If you divide the body part's size by the sum of sizes for all external body parts, you get percentages that are very similar to the Vitruvian dwarf (1-5% error for most main body parts, so I get 18.12% for the upper body etc.). This doesn't hold for heads, hands, and feet, but I probably made a calculation mistake when including the fingers, toes, nose, etc.

I would conclude that the chance of a body part being hit is proportional to the size of the body part relative to the sum of all body part sizes.

This also implies that dwarves don't deliberately aim for headshots when using crossbows.
A quick test in arena mode reveals that dwarves don't get free headshots when firing a crossbow at an adjacent unconscious enemy, instead using the typical random shots.

1035
DF General Discussion / Re: Future of the Fortress
« on: September 08, 2012, 09:34:26 am »
Goblin sites continue. Right now I'm stopping certain tunnels to the main tower from forcing you to go through open areas filled with dozens of goblins and otherwise arranging things more carefully to balance function and playability.

Goblin sites are well underway. The typical setup we're going for, with variations, is a central tower with a series of tunnels and pits underground that connect to the first underground layer, with some trenches, tunnel entrances and watch towers up above on the surface. The central tower's dungeons can reach well below the first layer. The larger pits will be where the industries are centered, so that debris can convenient be tossed down into the natural caverns. The human keep+dungeon infrastructure is coming in handy here, though the final result will look very different. The tunnel systems are sprawling but sparse, so you can't get lost as easily and you don't generally meet a zillion gobs at a time.

It appears that one does simply walk into goblin towers, because some gates are deliberately underguarded.

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