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Messages - Urist Da Vinci

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1531
DF Dwarf Mode Discussion / Re: 34.06 - Elves not bringing wagons?
« on: April 09, 2012, 09:49:54 pm »
Well they also have perfect 5k disease resistance. That doesn't mean they couldn't spread diseases, though...

Nope.
Code: (creature_standard.txt) [Select]
[PHYS_ATT_RANGE:AGILITY:450:950:1150:1250:1350:1550:2250]               +
[PHYS_ATT_RANGE:RECUPERATION:450:950:1150:1250:1350:1550:2250]          +
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:1250:1500:1750:2000:2500:3000:5000]  +++
[MENT_ATT_RANGE:INTUITION:450:950:1150:1250:1350:1550:2250]             +
[MENT_ATT_RANGE:PATIENCE:150:600:800:900:1000:1100:1500]                -
[MENT_ATT_RANGE:MEMORY:5000:5000:5000:5000:5000:5000:5000]              max
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:1250:1500:1750:2000:2500:3000:5000]  +++
[MENT_ATT_RANGE:SPATIAL_SENSE:450:950:1150:1250:1350:1550:2250]         +
[MENT_ATT_RANGE:MUSICALITY:450:950:1150:1250:1350:1550:2250]            +
[MENT_ATT_RANGE:KINESTHETIC_SENSE:700:1200:1400:1500:1600:1800:2500]    ++
[MENT_ATT_RANGE:EMPATHY:450:950:1150:1250:1350:1550:2250]               +
[MENT_ATT_RANGE:SOCIAL_AWARENESS:450:950:1150:1250:1350:1550:2250]      +

1532
I may have a method to start a solitary fort now!  All attempts previously resulted in tantrum of the survivor.

I've been doing this, and it does seem to work well. I found one odd result though. Atomsmashing works for dead dwarf friends or family, but not for animals.

My hermit fort has been happily running along, with the original atomsmashing causing no bad thoughts at all, but then when a war dog got caught under the drawbridge with one of the migrant waves, the hermit suddenly became unhappy at the loss of a pet.

Fortunately by then I had given him a very good bedroom and dining room.

I used atomsmashing to remove some pets, and the owner didn't notice (I should re-verify that!). Perhaps this is a war animal-specific phenomenon? Was it listed as dead, or missing (my pets went missing)?

1533
DF Dwarf Mode Discussion / Re: 34.06 - Elves not bringing wagons?
« on: April 09, 2012, 08:51:47 pm »
Elves have better than average mental attributes and disease resistance. In particular, all elves have 5000 (maxed-out) memory. Their mental health is probably ok. They just have a different worldview.

1534
So because building destroyers won't attack supports or trigger pressure plates, and titans are too heavy for bridges to open under them, you take out a bridge while a titan is standing on it using a lever-activated cave-in?


1535
DF Dwarf Mode Discussion / Re: Holy Crap Minecarts (Devlog Quote)
« on: April 08, 2012, 05:47:14 pm »
.25 they weren't.  I doubt this has changed.  Apparently tantrum destruction causes a sort of very special removal mechanism.  When a dwarf topples a workshop, they're mostly just flipping the single microcline boulder on its side, but when they destroy a workshop or construction, they seem to scream at it so loud that they invoke a black hole - otherwise referred to as a rage hole, wherein the material is ripped apart and plucked into the hole one fleck of dust at a time.
Did it list as a dead creature? I'm imagining that you could put several justice cages in the meeting hall, and then cause a tantrum spiral, leading to several imprisoned dwarves being disappeared.

1536
DF Dwarf Mode Discussion / Re: A suit made of !!SCIENCE!!
« on: April 08, 2012, 05:28:42 pm »
Apparently people have forgotten about thermal conduction. Steel is not very insulating.

Full adamantine gear worked well enough for a magma swimsuit in previous versions. VERY high specific heat.

Tested in arena. Death results quickly, even if the magma is only 1/7.

1537
DF Dwarf Mode Discussion / Re: Holy Crap Minecarts (Devlog Quote)
« on: April 08, 2012, 05:03:50 pm »
I've had tantruming dwarves destroy a ≡Gold Cage≡ with a titan in it.  When the cage was destroyed (not toppled) the titan disappeared.
...

What? Is there some kind of cage hyperspace or something? Creatures aren't released on cage destruction?

1538
DF Dwarf Mode Discussion / Re: A suit made of !!SCIENCE!!
« on: April 08, 2012, 03:35:05 pm »
Apparently people have forgotten about thermal conduction. Steel is not very insulating.

1539
DF Dwarf Mode Discussion / Re: Engraving topic SCIENCE
« on: April 08, 2012, 10:42:30 am »
...
So with a Legendary engraver will engrave history roughly 75% of the time.
...

Yes, my own testing sort of verifies the 75% number. It seems that if your fort/region doesn't have enough history, then by legendary they will be engraving even the rather insignificant events such as "x gave up being a cheesemaker to become a mason" or "human merchants visited the fort in the year x".



Statues:
Code: [Select]
sample size 1000 via reaction, range of quality/creator skill levels

26% expedition leader (selection, likes/dislikes, etc.)
25% region history (hunters vs a single giant dingo)
17% founding of the fort
15% fort history (i.e. deaths of wagon, goblins, kobold. Rise of a ghost, dwarves settling, artifact creation, etc.)
12% deity (just the statue maker's deity)
5% engraver's preferences or random

Statues seem to produce better history since civilization symbols, local symbols, plants, trees, and shapes are all excluded from use. History appears to improve with quality, so at the noob end of statues you get a lot of random creatures, deitys, and the expedition leader.

Potential uses: a zoo with placeholder statues if you don't have a live creature. A temple of a god or the gods. A long hall with all the leaders and mayors of the fort that have ever held the position, sorted by year.

For people who want a hall of their fort's history, statues have the benefit of being placeable and disposable, unlike engravings.

1540
DF Dwarf Mode Discussion / Re: Does missing cause bad thoughts?
« on: April 08, 2012, 12:27:53 am »
It might work up to the point where their ghosts show up and starts spooking people out. At that point word will get out, and unhappy thoughts will be had. Or so I hear; I have not actually done Social Science on this matter and don't plan to any time soon. It might be a failsafe way of disposing of pets, though, since they don't come back as ghosts and are easy to cage.....

After a week you can slab, but even that does not give a bad thought.

Science'd:
http://www.bay12forums.com/smf/index.php?topic=106803.0

1541
DF Dwarf Mode Discussion / Camera follows creature/item
« on: April 07, 2012, 10:14:24 pm »
Quote from: Toady One
You can have the camera follow a unit or item, either as a one time thing or as one of the function hotkeys you set up for it. It'll keep following it until you enter another mode, recenter to an announcement, manually scroll, etc. If the followed item is held by a container or by a unit, the camera will center on that.

I wanted to split this from the minecart thread because it has its own potential.

This would be a handy feature for simply observing dwarves go around, monitoring strange mood dwarves, tracking invaders, etc. Potentially, you could even leave a valuable item outside and set the camera on it to get a "Kobold Cam".

It seems that this feature was implemented so that you could watch minecarts fly in parabolic paths through the air.

1542
DF Dwarf Mode Discussion / Re: Holy Crap Minecarts (Devlog Quote)
« on: April 07, 2012, 10:07:50 pm »
Notice how we could implement segregated forts using minecarts to interchange supplies between them. A carefully timed minecart-bridge-pressureplate system could seperate the halfs, but we could ensure that the satellite group still gets booze shipments from the main fort. The main fort could be deep underground, and the surface group only exists for efficient trading and some defense.

If minecarts work underwater, we could use carefully timed bridges as airlocks and maintain a segregated seafloor colony.

1543
DF Dwarf Mode Discussion / Re: Engraving topic SCIENCE
« on: April 07, 2012, 06:05:53 pm »
It seems to me that the subject of an engraving is entirely dependent on the quality. Low and no quaility engravings ALWAYS (In my experience) produce a generic engraving of a shape, symbol or entity. High quality produce more complex situations (An engraving of a dwarf surrounded by dwarves. The dwarves are laughing.) or portray historical events.

Tested that idea. Embarked with one engraver and 6 miners (no engraving skill). Mined out 2 rooms, and then walled in the engraver with some food and booze into one of the rooms. Had one room smoothed and engraved by the single skilled guy, whereas the other room was smoothed and engraved by a team of 6 noobs. At the end, the engraver was "talented" whereas the miners were only "dabbling" engravers.

Single Talented Engraver:
12% Civilization symbol
10% Local symbol
44% History
27% Engraver's preferences or random shapes/items/creatures/plants/etc.
2% Local historical figure (the expedition leader) surrounded by things he likes or hates
5% Artifacts (necromancer books!)

Team of dabbling engravers:
17% Civilization symbol
18% Local symbol
65% Engraver's preferences or random shapes/items/creatures/plants/etc.

Hmm... Looks like truth. If you want a higher chance of history records, use the most skilled engraver. I don't have access to a legendary engraver to see what that produces.

Its interesting that you don't get "founding of the fort" engravings in the first season of the fort. Perhaps it has to become last year's news before it gets engravable?

1544
DF Dwarf Mode Discussion / Re: Engraving topic SCIENCE
« on: April 07, 2012, 03:08:39 pm »
Excellent science. It fits with my much less scientific observations of engravings. The history lag is interesting. I think many will find the information about the deity engravings useful. If you want a temple with engravings of a certain deity, you burrow a worshiper to engrave there.

Force worshipper of deity of choice to make statues of whatever material. Discard statues of dwarves, cats, etc. and keep statues of deity. Install in temple.

1545
DF Dwarf Mode Discussion / A Modest Proposal (exploit/Toady oversight)
« on: April 07, 2012, 03:01:38 pm »
Quote
Release notes for 0.34.07 (March 30, 2012):

Major bug fixes
...
   (*) Slab to missing allowed, once missing status has been announced (unless from reclaim, then you can always do it)

I built a drawbridge in atom-smasher configuration and linked it to a lever in the meeting hall. I then gave the order to deconstruct a wall so that a child ran out under the smasher. Pull the lever! Since there was no body to be found, the child remained at "missing". After a week, I got the announcement "Uvash Ritholobok, Dwarven Child has been missing for a week". I had a slab engraved and installed for the child, before any ghosts could appear.

The point? Throughout the whole process, I was monitoring the thoughts of the child's friends and family. Nobody noticed that anything was wrong. IMO this is a bug, but it could be used to rid the fort of any undesirables without causing bad thoughts in the remaining dwarves. Don't like dwarves with cheesemaking skill or red hair? Erase them! The only cost is a slab and some floor space.

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