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Messages - Urist Da Vinci

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226
DF Modding / Re: BODY_SIZE limits
« on: June 15, 2014, 11:44:12 am »
1. This thread (that I made) will probably be helpful to you: http://www.bay12forums.com/smf/index.php?topic=131995.0
Near the end of the thread I have made several posts with a combat calculator. The most recent is http://www.bay12forums.com/smf/index.php?topic=131995.msg5220442#msg5220442 . But, you probably need to read the thread to understand the results provided.

2. Your BODY_SIZE is too large. Please note that size values in game data are 1/10 of that in the raws:
Code: [Select]
100000000 <=actual maximum size due to size cap at RAW-reading time (100,000,000)
2147483648 <= maximum storage capacity of signed memory (2,147,483,648)
20000000 <= average size of the GSW in-game (20,000,000) but it gets its size from CHANGE_BODY_SIZE_PERC
It IS possible (proven via testing) to wrap around your creature size to a negative number using CHANGE_BODY_SIZE_PERC to get a size larger than 2147483648, which gets automatically increased to the minimum size of 1.

227
DF-chains are mind control devices in implementation, so the vampires have restricted AI and may not feed. It would need to be tested for anyone to be certain.

I don't think chained prisoners can accept jobs, but someone could easily test this by building a quern next to a chain.

228
DF Dwarf Mode Discussion / Re: The Necropult
« on: June 14, 2014, 10:08:30 pm »
A minecart shotgun can be built to fire "LIVE" undead. What you need is a double shotgun:

1. Load a cage of animated corpses into the minecart.
2. Fire minecart down track.
3. Minecart hits wall and ejects cage (they appear on the z-level above and travelling in the same direction). Obviously there needs to be an air space above.
4. Cage immediately hits wall and shotguns the undead towards enemy.

Hey, it worked with puppies, and the shotgun range was 112-142 tiles:
http://www.bay12forums.com/smf/index.php?topic=126669.msg4299408#msg4299408

The same trick would work with other war animals. You can also use this trick to dispose of caged prisoners, by launching them into a deep chute at high speed.

229
DF Dwarf Mode Discussion / Re: The Necropult
« on: June 14, 2014, 10:58:50 am »
I tested out the core idea and found that necromancers can't target body parts/corpses that are currently projectiles.

230
Make sure you don't kill him! Provide he's not torn apart by vengeful ghosts, a melancholic vampire can be sealed off from the rest of the fort, making your fort effectively immortal as he counts under your control but can't go berserk and end your settlement.
The only thing better at maintaining dwarvern society than a vampire...
is a crazy vampire

If you manage to have such a dwarf put in a cage (perhaps due to justice) and the cage is walled off, your fort is truly immortal unless you choose to end it. The killer ghost types can't target creatures in cages, and the vampire will never be released.

231
With vampires, there is a reliable method of granting vampirism to soldiers via a contaminated well. You can even avoid the alcohol problems at least once by converting a squad just before the expected deployment.

Infecting soldiers with were-curses is risky (you could fail and lose the soldier or the "source" were-creature). I prefer to use were-creatures as clocks, as their monthly change is announced.

232
Can't you assign him to an off-duty squad that is set to wear armor even when off duty, then set a lever to be pulled only by him, positioned so that he can ONLY stand on the hatch while pulling it, with a door to prevent him from leaving before the hatch opens?

Hatch opens instantly, so he will be left standing on the solid ground under the lever. Can't place levers on the same tile as a hatch. Must be standing on the lever's tile to pull it.

233
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: June 08, 2014, 08:08:10 pm »
Quote
Three questions about this;
1. Does this mean that you can make civs bring along creatures that normally do not appear in the game? (i.e. don't have any BIOME tags).
2. What happens if you use it on creatures without the [PET] token (or any of the other similar tokens)?
3. What happens if you use it on a creature that is INTELLIGENT and a member of another civ? Can you have human sieges bring along squads of elves?
1, Yes, 2, It acts as pet, 3, It should act as pet as well.

I have one issue with it, and thats that the pack/pull animals dont work, they do get added, but the caravans arrive completely empty. So pack/pull has to be done the normal way.

1. Yes
2. Civs will bring those creatures to the map in caravans or as migrant pets, and you can embark with them. Their actual behaviour on-map is governed by the tokens, so they won't act like creatures with the [PET] token AFTER they arrive.
3. Yes, I have brought elves and they show up as "tame elf" that appear in the citizens list (not the pets list). They may have AI bugs due to not being the fort race - Toady really ought to allow multicultural forts.

4. I had elves pulling dwarf caravan wagons; I don't recall it requiring anything special to work.

234
It occurred to me that many people, for either fortress mode or adventurer mode, would find useful something that does the following:

- For the adventurer (1st person) or selected unit (3rd person) output information about their current situation.
- Information is limited by what the unit knows or could be expected to know.
- Information is altered by the unit's perspective.
- Avoids being redundant to the unit's description, inventory list, or health stats except where significantly important.
- Avoids giving spoilers?
- Avoids giving adventurers thoughts, opinions, or feelings that could conflict with a player's own narrative.

i.e. for an adventurer, you would be told if you see people/creatures (and their rough direction/elevation), if you see any companions, enemies, quest targets. Perhaps it would also describe items that you can see lying on the ground. There might be need for adjustable levels of detail here.

For fortress mode, it could use job, personality, and recent thoughts info to add flavour. Perhaps they are grumbling about having to haul heavy items. Perhaps they can see friends or family nearby. "Dishmab staggers past the forge as he slowly hauls a platinum nugget to a stone stockpile. He is looking forward to finishing this task so that he can get a drink."

I considered a repeating script that would follow one dwarf in fortress mode and write a story about them, but don't know if that would be of value. Probably lots of "Dumat is sleeping" and "Dumat is still sleeping".

Has anyone else done or considerer anything like this? What else should be described?

235
DF Modding / Re: Glitches when changing homeotherm
« on: June 06, 2014, 08:07:23 pm »
I had though perhaps I gave something a fixed_temp, but no. All the changes to tissues/materials are done in the dragon raws
Full dragon raws, it's modest mod changes + material changes and homeotherm:
...

Could you post the content of your errorlog.txt? I see several errors in your dragon raws, mostly duplicate tokens.

Please also post the dwarf raws.

236
DF Dwarf Mode Discussion / Re: Necromancer Infestation
« on: June 06, 2014, 08:00:53 pm »
Well, I've never uploaded a file like that. Any idea where I could post it? Also, is it just the world.sav file I would need to upload?

You would need to upload the entire "region#" folder (where # is 1,2,3,etc.)

237
DF General Discussion / Re: New Weapon Idea: Poisoned Water Gun
« on: June 05, 2014, 09:17:48 pm »
Well hey, you test it and tell us how it goes. This is how !!SCIENCE!! happens.

Do you need help with rigging up the minecarts? That's not really my area of expertise, but the wiki is a good place to start.

Test conducted. Created 1x1 pond in the arena. Filled pond with 20 independant great white sharks. Unpaused. Massive blood/tooth spray ensues.

Created human with minecart and sword (grand master of sword and swimming). Dispatched the last, badly wounded shark. Climbed into pond and dropped minecart. Waited. Picked up minecart and left pond. Examined cart - it contains "water laced with great white shark blood [833]".

Previous experience is that water laced with contaminants will transmit syndromes. I suggest taking an established, working "water gun" design and contaminating the feed water pool. Anything's blood will do - we just want a proof of concept of the rapid-fire with contaminants.

238
DF Modding / Re: Glitches when changing homeotherm
« on: June 05, 2014, 08:20:09 pm »
When I changed the dragon homeotherm, I didn't get the same results as you. The corpse was just at room temperature. No frostbite happened.

239
DF Dwarf Mode Discussion / Re: Dwarven Drop Pods Redux
« on: June 05, 2014, 12:24:31 am »
...

Maybe you can pasture a cat in front of the "launch pad" and after the cart hits the cat, the dwarves can be propelled into combat via inertia.  But there may also be a problem with this. The placement, forifications, and deaths. Can carts go through fortifications? They don't need to be if they can't. Also dwarves might hit their heads onto the ground and we all know how thick skulls are.

Carts will hit fortifications if the cart is on the ground or on rails. Once the cart leaves the ground, it is a projectile and will pass through fortifications. A 1x1 hole in front of the fortification is sufficient, provided the cart is going fast enough to jump the gap.

Players commonly crash carts into walls, fortifications, or other carts. Animals are unreliable at staying in one spot where you need them to be.

All I needed was a pasture of cats to get my mason safely down 40z after he sealed up the top of my magma tank. The cedar logs hurt some of the cats but they were several-deep per square. Fallers get off scot-free if they land on a creature - who is not so lucky.

Yeah, if you fall on a creature now, you transfer momentum to it, causing it to slam into the floor.

240
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: June 04, 2014, 10:08:02 pm »
https://github.com/DFHack/dfhack/blob/develop/NEWS
I see a lot of scripts such as what was made by Urist Da Vinci (or forumdwarves or "text will be text") are not included. Will they be compatible?

If the lua scripts used game data which was named "unk_*" or "anon*" or similar, it may have been renamed in r5. This would happen if we had discovered recently what the data does, and gave it a proper name. This would break the script temporarily until the new name was used.

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