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Messages - Urist Da Vinci

Pages: 1 ... 6 7 [8] 9 10 ... 169
106
DF General Discussion / Re: A long essay about dwarven military vs. RL
« on: August 16, 2014, 03:16:13 am »
DF does feature facing and attacks from the side/behind. Fort mode creatures face their current opponent in melee. A limited amount of flanking strategies are possible. At the very least, you can set up archers on a ledge above to shoot enemies in the back as they fight your axedwarves.

107
DF General Discussion / Re: After a few sieges, and fortresses..
« on: August 16, 2014, 03:06:40 am »
Boozesplosions are definitely a real thing in DF, I've had it happen once when a cat dropped a flaming vermin corpse right in the middle of a 1500-unit booze warehouse I was building up. The 8 or so dwarves who were collecting drinks immediately died from the initial blast, but the real danger was the constant fires afterwards. The whole place just erupts in an inferno which spreads everywhere, making it pretty difficult to use as a weapon without putting your dwarves at serious risk.
What made you think this was anything other than rapidly burning booze? Explosion implies flames and destruction flying out beyond the range of the stockpiled barrels, or up the shaft and into another room, etc. Did you experience anything like that?

DF Alcohol doesn't burn (though the wood barrel might). It gently and harmlessly evaporates into a pleasant booze-scented mist.

108
DF Dwarf Mode Discussion / Re: OMG look whats fixed in the next version!
« on: August 16, 2014, 03:03:19 am »
...
Looks like its fixed in the next version so we can make complicated aquaducts for item collection and intruder management : )

- Toilet traps (flush thy enemy)
- Ice encasement traps
- Overly complex system to wash the surface of corpses and loot

109
DF Modding / Re: WEAPONS BALANCE CHECK
« on: August 16, 2014, 01:37:33 am »
The punching one is OP due to being 10x as fast as a punch, 2x as fast as a whip, and has too small a contact area (use 20-25 for hands). It will chip things like a whip.

The staff blade thing is probably OP due to having a massive speed and short attack/recover times. People will be able to attack rapidly with one of those.


110
Previous 0.34.11 thread: http://www.bay12forums.com/smf/index.php?topic=131995.0
There have been several large changes, and perhaps more to come, so I though I would start with a clean thread.

< INSERT HIGH-LEVEL OVERVIEW HERE - for now you can refer to the linked thread above >

New mechanics: Pulping

Pulping appears to work by evaluating the layers in a body part. If each layer meets any one of the following criteria then the body part is pulped:
a) 100% bruised/burned/frostbite/melt/necrosis/blister/boil/freeze/condense (i.e. 10000+ in layer_effect_fraction)
b) 250% dented (i.e. 25000+ in layer_dent_fraction)
c) 100% cut (i.e. 10000+ in layer_cut_fraction) (cut in this case is synonymous with fracture)

Spines, skulls, and perhaps other body parts have the [PREVENTS_PARENT_COLLAPSE] token which prevents the parent body part (such as the head, upper body, or lower body) from being pulped until the sub-part is broken. It appears that only external body parts can be pulped, not internal organs. You will find that boneless body parts that don't contain a spine/skull part will pulp VERY easily (i.e. eyes/ears).

There does not appear to be any distinctions between the combat text descriptions of the pulping, beyond the messages being appropriate to the weapon used (edged, blunt, or creature body part).

EDIT: Updated Ranged Weapon Mechanics

Projectile_velocity = ( SHOOT_FORCE / Weight ) / 20 , capped at the SHOOT_MAXVEL and rounding down
i.e. for a vanilla iron bolt and crossbow: (1000/1.1775)/20 = 42
silver 31, copper 37, wood 200, adamantine 200

As before, momentum = velocity * weight , so iron, copper, and silver end up with almost identical momentums (49). Wood has about 30% of the momentum of most metal bolts and much less cutting ability. These momentums are now on par with melee weapons and human body part attacks. The 0.34.11 "railgun" bolts/arrows had velocities around 1000 and momentum 1000 to 1600.

Comments and questions are welcome. Next, I will probably try to see if the momentum-based mechanics from 0.34.11 were changed with the combat/move speed update.

111
Utilities and 3rd Party Applications / Re: DFHack 0.40.08-r2
« on: August 16, 2014, 12:34:25 am »
After some testing, I think body_part_status unk19 is the "pulped" flag, and unk20 has a different meaning but is used in the logic somehow.

112
I've seen it happen that once an inactive squad is activated, but with no orders or barracks set to (t)rain, they sometimes will walk out to the position of their last (m)ove or (k)ill order I had given them, even if it had been months since that order had been given/completed.

That's an interesting bug.

IIRC move orders are implemented by altering the "idle" position of the unit.

113
Perhaps disks and balls hit more often because they have 3x more attacks per trigger.

114
DF Dwarf Mode Discussion / Re: Jumping in fear?
« on: August 14, 2014, 08:49:22 pm »
..., and then jumped up a tree.  Poor invader couldn't seem to get down afterwards though, so she was stuck in a tree for 3 seasons.   :P

You can't jump UP. The invader merely climbed.

I had a badass miner jump towards the elf bandits she was ordered to attack. That's enthusiasm right there.

Very interesting. Where was the miner positioned in relation to the bandits?

115
DF Modding / Re: Weapon Balance Check (Need feedback)
« on: August 14, 2014, 08:43:16 pm »
Blunt weapon penetration values are used. The penetration value transfers to the bone shard when jamming parts through other parts.

116
DF Dwarf Mode Discussion / Re: Jumping in fear?
« on: August 14, 2014, 08:59:15 am »
But did you see them jumping?

117
if you want a good chance of sedimentary layers, try a flat forest area.

Nope. Doesn't depend on forests, rivers, or other surface features:

Less than 90 volcanism => The first stone layer under the soil has an 80% chance of being sedimentary, 10% metamorphic, or 10% igneous intrusive. The remaining layers going down have a 50% chance of being metamorphic and 50% chance of being igneous intrusive.

Over 90 volcanism => The first stone layer under the soil is always igneous extrusive. The remaining layers going down have a 33% percent chance each of being extrusive, intrusive, or metamorphic.

Ocean biomes with less than 90 volcanism always use a sedimentary layer from the shallow or deep ocean sets, as appropriate.

http://www.bay12forums.com/smf/index.php?topic=136999.0

118
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 14, 2014, 02:44:41 am »
...
This is acceptable as long as the baby has been decontaminated.
And I'm not worried about zombie babies so much as the 3 Dwarf Elite Wrestler evil dust husks on the surface

Trying to think of some screenshot or image to visualize those guys, but I'm drawing a blank :(

The animated corpses died at least once before, are soulless, and may just be severed hands/heads or the like. You can get someone's animated corpse and their ghost at the same time, in different places. They probably look dead or decaying.

The husks (also sometimes called "thralls" or "zombies" by the RNG) never actually died, contain the souls (so no ghosts from those guys until you kill the husks!), and retain skills/learning/equipment. I think of it a lot more like "the corruption" or mind-controlling blood-draining plant spore parasites. A lot more like the technically-living modern zombies than the classic necromancy. They probably look like normal living dwarves, except for being dust-covered, dehydrated, and pale.

119
DF Dwarf Mode Discussion / Jumping in fear?
« on: August 14, 2014, 01:26:26 am »
I noticed a Jaguar that wandered close to my fort became "Overcome by terror!" when it saw multiple dwarves, and even though it was on flat ground and far away from anyone it decided to jump (become a blue background projectile).

Anyone else seen this on animals or sentients?

120
DF General Discussion / Re: Explodes into gore?
« on: August 12, 2014, 09:37:24 pm »
So is it possible for a weapon to hit someone hard enough to blow apart? Like if they hit a obstacle.

No, but weapon hits can be hard enough to send someone flying, possibly so that they hit an obstacle and explode. This generally requires modding to accomplish.

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