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Messages - Urist Da Vinci

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1546
DF Dwarf Mode Discussion / Re: Minecart rollers
« on: April 07, 2012, 01:37:09 pm »
Dwarves appear to use quantum entanglement to link mechanisms to levers and pressure plates: they need to install a pair, and they need to touch both mechanisms in a certain order to link them. There is no communication delay for doors and hatches linked to a lever. Certain things like bridges have their own inherent delay in reacting to the signal.

The only things faster than mechanism signals are cat adoptions, trade negotiations, and loading pack animals/wagons, which can all happen while the game is paused.

1547
DF Dwarf Mode Discussion / Re: Engraving topic SCIENCE
« on: April 07, 2012, 01:15:56 pm »
Testing done on my own 1.5 year old fort in a 250 year old world:

Code: [Select]
shape                                  16%
civ symbol                              10%
local symbol                            8%
artifact                                8%
item                                    7%
plant                                  6%
deity                                  6%
selection of expedition leader          5%
foundation of fort                      5%
my history                              5%
region history                          5%
creature                                5%
dwarves                                4%
tree                                    4%
local historical figure history        2%
appointment of bookkeeper              2%
local historical figure likes bolts    1%

-If the engraver has item, plant, tree, creature preferences they will carve them. This is not labelled as "x is surrounded by the x". (I got weapon racks, turkeys, and lots of square cut gem shapes)
-If the engraver doesn't have a preference, they will carve random things (I got random trees and plants from this guy)
-The engraver appears to carve only their deity
-Artifacts evenly distributed among existing artifacts
-My fort's history includes goblins dying by falling or by a miner's pick, as well as the scuttling of a wagon and the haunting and putting to rest of a ghost (dwarven liason)
-My region's history was only a goblin being killed by a giant dingo
-Local historical figures get mention when they settled or were accepted into the fort. It appears that you have to kill something, get a noble position, or become legendary to become a local historical figure.
-It appears that local historical figures will be associated with their favorite/hated items or creatures.

Reduced complexity percentages:

Code: [Select]
civ symbol                              10%
local symbol                            8%
artifact                                8%
engraver's preferences or random 48%
history                            25%

I didn't get any "rendition of masterpiece" type engravings due to the fort being young.

Remember to filter your engravers to get rid of ones with annoying preferences or deitys!

Next up for testing: likely either statues, or the difference between skilled and unskilled engravers.

1548
DF Dwarf Mode Discussion / Engraving topic SCIENCE
« on: April 07, 2012, 03:02:25 am »
Wanted to see what the distribution of engraving topics was, especially with regards to the number of historical events.

A. Embarked on a world with a 5 year history.
B. Embarked on a world with a 550 year history.
In both cases, embarked with 7 miner/engravers and carved ~500 engravings.

Results:
~10% the symbol of your civilization
~10% the symbol of your group
45-50% historical records
30-35% shapes, creatures, deitys, likes/dislikes, etc.

5 year old worlds engrave with no lag
With 550 year old worlds, there is a lag each time an engraving is created (historical lookup time?)

In the 5 year old world, the historical events were all the same - a dragon made its home in that region in year 1.
In the 550 year old world, each historical event was different (as far as I could remember) - mostly dwarves and humans hunting and being killed by the giant jaguars, giant anacondas, and crocodiles of the region. I don't recall seeing the same name twice.

I didn't see any mayor election spam because the fort was new. Surprisingly, I didn't see any fort founding spam.

What else do we know, not know, or could test for?

1549
DF Dwarf Mode Discussion / Re: Holy Crap Minecarts (Devlog Quote)
« on: April 06, 2012, 11:44:34 pm »
Whilst I'll admit that there will be plenty of fun things we ought to be able to do with rollers, I can't help but think that most people here are ignoring their latent potential.
http://www.youtube.com/watch?v=RCEc_043-Fc

They even had magma pits! Now imagine that with crossbows.

1550
People seem to forget that many dwarves, especially new recruits, aren't actually that strong. A suit of Adamantine armor is very lightweight, allowing wearers to move faster and make more attacks. You tend to notice the penalty to speed if you try wearing armor in adventurer mode.

1551
... and stay out of range of all but really, really good observers. Unless you can corner them, you won't find them ...

Just reconfirmed with arena testing: a noob elephant in stealth can walk in circles around a grand master observer dwarf, as long as the stealthing elephant stays 4 tiles away from the dwarf. The moment I stepped the elephant within the 7x7x7 cube detection area (centered on the observer), it was spotted. So no matter how good your observers are, you need to corner them first.

Anti-necromancer bomb idea: put a skeleton or something on a pressure plate outside, where the plate is surrounded by fortifications or glass windows. The plate is linked to several supports holding up walls, creating a cave-in trap that hits anyone within sight range of the plate. The plate will never be disturbed unless something animates the body. Do this without the plate/supports for an early warning system.

1552
DF Dwarf Mode Discussion / Re: Holy Crap Minecarts (Devlog Quote)
« on: April 06, 2012, 10:36:32 pm »
Quote from: Toady One the Great
... There are powered "rollers" placed in strips that increase the speed of minecarts in a given direction, up to a point (more than enough to get them up a ramp, anyway). I don't have an engineering sense at all, so you can imagine the rollers to be... whatever you like. Perhaps they even make sense. ...

The only real-life use of drive wheels/rollers that I can find is in roller coaster systems. Note that old roller coasters pulled the cart to the highest point using a chain, and then let gravity take over. Drive wheels are a newer technology, and more modern roller coasters use electric linear motors and such. Historically, minecarts were pushed or pulled around by people (yay for child labor!) and ponies (bigger horses wouldn't fit in the mines).

While I'd prefer to see draft animals pulling carts (another type of animal training besides war and hunting?), the addition of powered cart accelerators makes the construction of dwarven railguns easier.

1553
As far as I can tell, the hiding necromancer actually runs away when he spots your dwarves, and turns around a few seconds later when he feels safer. This leads to him staying outside detection range (3 tiles) while staying within the range of his animation ability. I don't know what happens if a hunter necromancer comes to your fort.

1554
DF Dwarf Mode Discussion / Re: Human diplomat = vampire demon deity!?
« on: April 06, 2012, 06:25:26 pm »
Prevent it from leaving/trap it until you figure out what to do!

1555
DF Dwarf Mode Discussion / Re: Most Impressive Combat Reports
« on: April 06, 2012, 06:24:38 pm »
Been playing for a few weeks now...
Nothing worth telling cept this:
Spoiler (click to show/hide)
Its not even a fight!
The FB targeted a milker,rushed and just rammed face-front(or Limbs-front?) into THE MILKERS LEFT LEG and DIED.

The milker left leg got bruised btw.
He had deadly dust, and my milker is probably going to die fast because everything part of his body is rotten.

What happened here is that the FB used its dust ability, which pushed it into a wall or off a cliff, similar to the effects of cave-in dust, causing the falling damage.

1556
DF Dwarf Mode Discussion / Re: One Thrall Killed 249 Dorfs. Help?
« on: April 06, 2012, 06:22:30 pm »
Husks are mobile giant sponges. If you can reduce it to just a torso, than clean it and use it as a training dummy. If it's carrying any weapons,seal it off and never look back.

You can kill husks if you use cutting damage.  Though that's pretty much the only thing that works besides cave-ins and obsidian.

You're right about the cave-ins, but husks can survive bisection and decapitation.

False, bisection and decapitation kill anything currently, and are one of the few ways to end husks. Did you read the rest of this thread?

Giant sponges have only one body part, so you can't cut them in half. Sponge men are pathetic against slashing damage, but can soak blunt damage.

1557
Everyone simply assumes that you can't hurt giant sponges, but you're not thinking outside the box.

Sure, you can't harm them... physically. But have any of you tried a hurtful personal insult? Making fun of its weight, perhaps, playing up its insecurities?

http://www.bay12forums.com/smf/index.php?topic=101243.msg2998984#msg2998984


1558
Restricted traffic designations won't prevent them from going there if they have no options, but will make it unlikely that they'd go there if they could take a different route instead. You still need to make a bridge.

My current fort has a similar waterfall. Despite putting a bridge there for dwarf use, visitors often go over. I've lost a dwarven liason, several goblins, a few unicorns, and other wildlife to that waterfall. I also toss goblin prisoners into it after stripping all their gear. 20 Z-levels of fun.

1560
DF Dwarf Mode Discussion / Re: If Bay Forum were a Mountain Hall...
« on: April 06, 2012, 12:40:59 pm »
How would our community be defended? I'm in favor of trap spamming and a superweapon to use against sieges. We wouldn't want to send anyone out to fight unless they volunteered for it, right?

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