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Messages - Urist Da Vinci

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241
DF Dwarf Mode Discussion / Re: Dwarven Drop Pods Redux
« on: June 04, 2014, 10:01:00 pm »
The floor that you land on helps determine the damage taken from the fall.

Falling several Zs onto a featherwood floor is much less hazardous than falling a single Z onto a platinum floor, for instance, since featherwood is much less dense.

I don't believe that items laying on the ground are factored in, but I don't completely know.

Yes, DF models falling damage by beating the fallen creature with a large cube made of the floor's material (constructions like floors or the wall beneath if no floor has been built). Most creatures would rather be beaten with a giant pillow than with a block of dense, hard metal.

Objects laying on the ground don't count/matter, EXCEPT for minecarts. Before anyone asks, no you can't fall "into" a minecart.

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Yes.  If a minecart collides with something at speeds that would cause derailment, it will fling out its contents.  Including dwarfs.
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Any container, including cages, travelling sideways at derailment speeds will eject its contents upon collision.

Just out of curiosity (since someone may have already done this and it will save me the trouble of putting it together)...
What happens when you (for example) make a plug held up by a single floor tile (like you were going to breach an aquifer) over an even larger open area pre-filled with active goblins, hollow it out, make ground floor exits, burrow in the military dwarves, then channel out the last floor tile so the whole thing falls down...

Do the dwarves inside "fall" if the floor under their feet is falling as well?

The tiles of natural ground or cast obsidian compact flat, leaving no air gaps and crushing things inside the "hollow". Anyone standing on the roof is left floating in midair, surrounded by cave-in dust.

242
DF Adventure Mode Discussion / Re: Tips of Fighting Clown Law-givers?
« on: June 03, 2014, 08:44:22 pm »
The weapon's penetration needs to be around 100000 to get through the clothing. This is several times longer than a pike. Or, you could use blunt damage (i.e. whips or war hammers).

243
DF Adventure Mode Discussion / Re: Quick question about curses
« on: June 03, 2014, 08:35:17 pm »
i thought animal transformation curses were passed on by being bit, so i went to a were elephants cave, got bit, but i realized the curse was never transmitted after one of my arms was disabled, what gives?

Was it in were-form or natural (human?) form? The curse is only transformation, and the special attack/defense info is in the creature data for the were-form.

244
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: June 03, 2014, 08:28:16 pm »
Thank you Urist DaVinci, Expwnent and Quietust. I did do some testruns with the pet, minions, puller/packer/wagons that are added by script. It works as advertised and allows many new features. Gnomish steamtanks as wagons, pulled by steamengine creatures... or orc sieges that suddenly bring squads of ogres, cyclops and minotauri along, just like goblins bring trolls. It is all very, very neat. :)

It occurred to me that they would be missing animal products - all your meats, leathers, cheeses, wool, etc. is tracked elsewhere in the entity resources structure (so it doesn't have to be recalculated after worldgen).

245
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There's still the notable difference that for chained or caged dwarfs (and babies), the first give food/water job tends to trigger just fine, but the second never occurs. And i'm quite sure there's no "justice" check - a captured child (caught in the bag of a goblin snatcher who was then nabbed by a cage trap) received food once but then perished from dehydration (the food is proven, because the bag she was in was listed as a "rat weed seed bag"); similarly, a captured berserk elven merchant was fed and watered once, but not a second time. I've never had this happen with a properly acknowledged hospital patient - one of them survived several years of being stuck in a traction bench - , so there _is_ a no-feed bug affecting specifically captured units and babies.

For reference, i forced the survival of a few babies by temporarily adding NO_EAT or NO_DRINK to the dwarven raws whenever the baby got to starving or dehydrated. In those cases, each baby was fed and watered once, but completely ignored thereafter; in one super-exceptional case, a baby got a second dose of water - in the eleven months from becoming an orphan to its first birthday. All other episodes of deep thirst (about ten altogether) and all of hunger (five or six) would have killed it, because it just wasn't getting anything, in spite of decent numbers of idlers with the relevant labours at all times. Patients have always been provided for adequately in that fort.

A very wild guess would be that being permanently "idle" screws up the job manager somehow - babies never take any jobs, and caged units are similarly restricted. Doesn't explain dwarfs on chains getting killed through neglect. Interestingly, job processing seems to be o.k. with patients being permanently in "Rest" state.

Suggested reading:
http://www.bay12forums.com/smf/index.php?topic=138609.msg5286137#msg5286137
http://www.bay12games.com/dwarves/mantisbt/view.php?id=2606

I also used a lua script during testing to monitor the job list/queue in case there were neglected feed/water jobs out there. There never were - only successful feed/water jobs were created, and only when the job was actually being done.

246
DF Modding / Re: Ranged Weapon Fire Rate
« on: June 03, 2014, 08:05:57 pm »
In my experience range and fire rate are highly dependent on the skills of the weapon user - you can see the occasional bizarre shot be taken from more than half the map away while the rest of a squad of archers are relegated to a mere 10 tile range approx. and have a legendary crossbowdwarf fire many times faster than their unskilled peers. Science is required to get precise number values on which skills give what performance increases, and whether or not it's affected by weapon/ammo quality or raw data.

http://dwarffortresswiki.org/index.php/DF2012_Talk:Archery#rate_of_fire_vs_marksdwarf_skill_rank ?

247
DF Dwarf Mode Discussion / Re: Spoilers wanted "Contorted in fear"
« on: June 03, 2014, 08:01:53 pm »
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Weird, but how does it kill? Syndrome? Look-kill?

Some of the ghost types can "scare to death", which simply causes the victim to die instantly. The ghost flies up to the victim, and *poof*. Some of the ghost types can batter your dwarves. This is easier to notice as the victim often survives with missing limbs. Again, it appears to just *cause* the damage. Ghosts don't use syndromes.

248
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Not so sure about that. Caged prisoners (justice system) do get fed and watered as a low priority job. And I don't think DF first checks if the hungry and/or thirsty dwarf is a subject of either the justice or medical system. So a caged mayor ought to be feed and watered as a low priority job.

FYI the problem is not the job "priority", but rather that there is a cooldown on how often they can be fed/watered, and it gets reset whenever the game goes looking for someone to do the job, regardless if anyone is assigned to bring the food/water. If at that instant no one is able to take the job, the prisoner/patient has to wait another 1.5 days or so before they get another chance. The job simply doesn't wait in a job queue like the workshop or construction jobs.

249
I figured out the logic:

- All dead, non ghostly units get checked for burial.
- If the unit is not of the fort's race, then check if it was berserk, an enemy, a merchant/diplomat, or from another civ. If so, not eligible.
- If the unit passes that check, see if it can speak. If it can't speak, and isn't a pet, it isn't eligible.
- If the unit is eligible for burial, and it does not have at least 1 corpse part in a constructed coffin, assign it an available coffin (filtering out coffins that are only for pets)

I think a syndrome that removed CAN_SPEAK from the dwarf corpses would make them not eligible for burial. However the default animated corpse syndrome doesn't do this.

I may be able to binary patch the "unit not of fort race" part to always check for the other statuses. However that would lead to the corpses of dwarf merchants/liaisons or berserk dwarves being treated rather poorly (tossed in the garbage). There may be other similar side effects.

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You may also want to improve the security around the "giant room of body parts close to the main entrance". If just ONE necromancer manages to get in there, you are screwed.

250
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My fort is built around a central stair well, in a sort of vertical arrangement. Feel free to comment on my design oddities if you'd like, I'm sure some people would wonder WTH I'm doing haha.
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Trim the trees to remove potential cover and keep the area open for the marksdwarves. If you want to station marksdwarves behind the fortifications, they may stand up to 3 tiles away from the indicated spot, which may be on the inside of the wall. Careful use of floors/walls can leave them no place to go except next to the fortification.

251
Okay, save is at http://dffd.wimbli.com/file.php?id=8597

Not sure if it matters that I note what's going on, but I will, just in case.

First off, I use Ironhand graphics. There are some raw edits in the game, mainly changes to Adamantine, a new metal Mithril, and an alloy of them called Demonite here. I have also altered dragons, rocs, and hydras to be more dangerous, should they show up.
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I get this message and a crash to desktop when I try to load the save:
Quote
FATAL ERROR

! Missing Inorganic Gloss: Dimantium

252
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When the necros siege with an army of their own fodder, they're bringing non-historical, generated "dwarf peasant" skellies or zombies. Every time one of these die, it automatically wants to assign them a coffin, since they're dwarves and all.
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Would you be able to upload your save file? I am curious to see if this issue can be fixed, but my other option is to play a game near a necro tower for a few (in game) years until a siege arrives.

253
1. It has Grand Master in all combat skills, at least.

2. Its clothing is thicker than the penetration value of your weapons. Edged weapons are generally useless. Whips and war hammers, or other weapons with tiny contact areas and high velocity (crossbow bolts?) would be more effective at dealing blunt damage.

3. It is close to the size of a giant or colossus, so don't bother with wrestling or charging. Luckily, the massive layers of clothing will slow it down.

254
DF Adventure Mode Discussion / Re: Can you aim throws?
« on: May 31, 2014, 02:48:12 pm »
As in, wrestling throws?
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No, wrestling throws are purely random. You can even throw them at yourself!

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On that topic, can you hit enemies with their thrown comrades?

Yes, but it generally doesn't do anything more than stun them.

255
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: May 31, 2014, 02:46:00 pm »
By request, a lua script with function to insert pets if they don't already exist
Note this won't add the creature to the wagon, pack, mount, minion, or exotic lists - just as a pet.
The code is rather unoptimized for CPU usage.

That's a nice script, and with the examples it's clear how to use it, but you really should name your variables better. Among mathematicians it's traditional to make variables meaningless one character symbols, but among programmers it's necessary to make it very clear what things are supposed to be (in case you didn't know, not a passive-aggressive comment).

If you mean the function arguments, I copied that part from a template lua function, and didn't get around to changing it. "Replace with" in notepad can fix that quickly. I tend to make things work first before making them look better. Engineer, not programmer.

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