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Messages - Urist Da Vinci

Pages: 1 ... 16 17 [18] 19 20 ... 169
256
DF Dwarf Mode Discussion / Re: Dwarven "Special" Forces
« on: May 30, 2014, 02:55:30 pm »
Anyone happen to know where crutches are found in the raws?  I'm looking for the contact area and size, but I can't find the entry.

I think they are treated like any misc. object which is to say they are basically considered to be cubes of what ever material they are made from, thus I think they use the cube root of their total volume to determine their contact area...? I haven't done any of the science myself but I've read this elsewhere by those who have. I think it was Urist Da Vinci that did some work with this if I remember correctly. I wish I could remember which thread this was in.

I made a post on this topic on PAGE 2 of THIS thread.

http://www.bay12forums.com/smf/index.php?topic=135129.msg4885247#msg4885247

War hammers are generally superior to crutches. War hammers have a velocity bonus which increases the momentum of the hit. Platinum crutches are so heavy that they will slow down your dwarves, decreasing combat speed.


257
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: May 30, 2014, 08:56:22 am »
...
Thank you. I will do some tests today and let you know how it goes. :)

Quote
Note this won't add the creature to the wagon, pack, mount, minion, or exotic lists - just as a pet.
Wagon, Pack and Mount is clear to me. But Minion and Exotic? I assume that Minion = For example trolls in goblin sieges. And Exotic is just exotic pets, which atm does not mean a big difference.

Is it impossible to add pack or mount or wagon animals for traders, or just something that this specific script cant do, but potentially could be written?

I presume there could be something written such as "if this creature has the appropriate wagon/pack/mount tokens, also add it to those lists". See also https://github.com/angavrilov/df-structures/blob/master/df.entities.xml#L324

258
DF Dwarf Mode Discussion / Re: I'm curious about fire snake
« on: May 30, 2014, 01:42:23 am »
I think there was talk about a defensive system that used under-floor heating. I think it had 2-deep water (only 1 deep evaporates, right?) covering a hallway, and under the floor was 7/7 magma.  maybe behind the walls and over the roof was magma too, not sure.

Anyway, it was claimed to melt gobbos, but I'm not sure.  Ambient heat should not be enough to harm living creatures, according to the wiki, and I dont think water actually increases thermal conductivity in the game like it does IRL.

...

The "bug" that allowed that defensive system to work was fixed by Toady in version 0.31.04 or 0.31.05 due to a similar problem with rain. The water contaminants that cover creatures (getting them wet) greatly accelerate heat transfer. However tiles above magma and default weather are no longer lethal.

259
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: May 30, 2014, 01:27:55 am »
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.

Code: [Select]
--comment


local function insertPet(alpha,beta,gamma)
local exists=false
for k,v in pairs(df.global.world.entities.all) do
--ENTITY TYPES
--Civilization 0
--SiteGovernment 1
--VesselCrew 2
--MigratingGroup 3
--NomadicGroup 4
--Religion 5
--MilitaryUnit 6
--Outcast 7
if v.type==0 and v.entity_raw.code==alpha then --exclude bandits
--print(k)
--printall(v.resources.animals)
for kk,vv in pairs(v.resources.animals.pet_races) do
--print(kk,vv,v.resources.animals.pet_castes[kk])
local checkrace = df.creature_raw.find(vv)
local checkcaste = checkrace.caste[v.resources.animals.pet_castes[kk]]
--print(checkrace.creature_id, checkcaste.caste_id)
if checkrace.creature_id == beta and checkcaste.caste_id == gamma then exists=true end
end
if exists==true then
print("ERROR- civilization ",alpha," has creature ", beta, gamma)
else
--the civ doesn't have the creature as a pet
--add the creature as a pet
local racenum=-1
local castenum=-1
for kk,vv in pairs(df.global.world.raws.creatures.all) do
--print(vv.creature_id)
if vv.creature_id==beta then
racenum=kk
--print(kk)
--printall(vv.caste)
for kkk,vvv in pairs(vv.caste) do
--print(vvv.caste_id)
if vvv.caste_id==gamma then castenum=kkk end
end
break
end
end
if racenum > -1 and castenum > -1 then
--print("success!!")
--print(v)
v.resources.animals.pet_races:insert('#',racenum)
v.resources.animals.pet_castes:insert('#',castenum)
print("Inserted ", beta, gamma, " in civ ",k, alpha)
else
print(beta, gamma, " not found in raws")
end
end
end
exists=false
end
end




--for example add CREATURE:DOG to ENTITY:PLAINS and CREATURE:HORSE to ENTITY:FOREST?
--As in: Humans have dogs and elves have horses

insertPet("PLAINS","DOG","MALE")
insertPet("PLAINS","DOG","FEMALE")
insertPet("FOREST","HORSE","MALE")
insertPet("FOREST","HORSE","FEMALE")
insertPet("MOUNTAIN","DRAGON","MALE")
insertPet("MOUNTAIN","DRAGON","FEMALE")

260
DF Modding / Re: Creature Size
« on: May 25, 2014, 11:23:44 am »
Did some serious research into wrestling and related areas:

- An unskilled creature can barely wrestle another unskilled creature of the exact same size (random creature size differences disabled)
- A grand master wrestler (with other skills at grand master level if that matters) can easily wrestle unskilled creatures of the same size, but starts having serious difficulty with creatures about 1.3x larger.
- Conversely, even with no wrestling skill you can beat creatures that are 0.75x your size.

- Ability to dodge a charge is a combination of the dodge, observer, and fighter skills, but you are required to jump out of the way of the incoming attack, and that may not happen: http://www.bay12games.com/dwarves/mantisbt/view.php?id=3778
- Notably a creature that fails the observer check "looks surprised by the ferocity of Your onslaught!"
- Once the game has determined that two creatures will collide in a charge, a WRESTLING skill check is performed to determine who will fall over. As above, size matters a huge amount.
- Part of the equation is "number = size/100 + strength/100". So a strength of 5000 is roughly equivalent to an increase in size of 1.6x over 1000 strength. Note that sizes in the code are 1/10 of that in the raws, so humans are 7000 base. The equation uses the "current" size rather than the base size, so FAT and MUSCLE sizes both help. I saw a dwarf in a test fort who was effectively 1.3x larger due to being corpulent and very strong.
- The enemy AI is aware of the above and appears to gleefully charge you a lot once it realizes it has the advantage. This should be a warning sign. In adventure mode, you can test the potential success of wrestling moves by attempting to charge the creature - if you can't knock it over, don't bother wrestling.

261
DF Modding / Re: Creature Size
« on: May 22, 2014, 08:00:29 pm »
Short answer: Yes, it is very important to combat.

Long answer: There is complex behind-the-scenes math involving creature size and combat. In particular damage resistance, charging, and attack momentum all benefit from being larger. Look at this thread, especially the combat.lua DFHack script that I wrote: http://www.bay12forums.com/smf/index.php?topic=131995.msg5220442#msg5220442

Elephant kick momentum: ~4713
Human kick momentum: ~81

EDIT: I will add that for charging, being even 1.2x as large as your opponent seems to make a huge difference, such that human adventurers can almost always win charges and knock down goblins, elves, or dwarves. (this is anecdotal and not based on serious research)

262
DF Dwarf Mode Discussion / Re: What is your defensive method?
« on: May 21, 2014, 07:57:30 pm »
I'm a big fan of cave-in dust from various types of repeaters as nothing is immune to it. Knocks enemies off catwalks or against walls/ in the air. Animal watchtowers for intel.
Wait -- you can have repeating cave-in-dust traps? Instead of the ones that either have to be rebuilt (floors held up by a support) or have to be designated each time you want them fired (build a wall "supported" by only a bridge)? If so, I am unaware of how to do that and would love to know.

It is probably a contraption that mixes water and magma in midair.

263
DF General Discussion / Re: Future of the Fortress
« on: May 21, 2014, 07:43:10 pm »
It's a continuing process as usual. more climbing tweaks, culminating with the new debug button to place all of the dwarves in the fortress up in the tree tops and see if they can make their way down. That all seemed to work, so hopefully there won't be too much stranding upon the release.
...


Why did the dwarves make their way down from the treetops? Did any fail their climb checks and fall down to the ground, if that happens?

Under what non-combat situations will units climb?

Will dwarves stuck in holes try to climb out now?

264
I've toyed with a fort where I have one squad of dedicated, highly trained, armored melee troops as well as many squads of marksdwarves set up as follows:

- Not a miner or woodcutter (due to uniform conflicts)
- 10 dwarves per squad, OK to include armorers and other valuables (it's not like I will field deploy them!)
- Assigned just a crossbow to wear with regular clothing
- Given only combat metal bolts
- Never assigned training or patrol, only activated in emergencies where I need more dakka

Funniest moment ever was when a goblin ran into the great hall and almost everyone shot at him (as opposed to uselessly running away).

265
DF Gameplay Questions / Re: Ballista Arrows, Prone Targets
« on: May 17, 2014, 04:57:08 pm »
Regardless of modding, ballista arrows are currently bugged in that they are not sharp - they strike as blunt objects.

266
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: May 16, 2014, 10:59:16 pm »
FYI: http://www.bay12forums.com/smf/index.php?topic=138609.msg5286137#msg5286137

I have a lua script there that somewhat debugs a unit which should be receiving water/food, but isn't.

misc_trait_type 0 should be called GiveWaterCooldown
misc_trait_type 1 should be called GiveFoodCooldown

FAKEEDIT: https://github.com/angavrilov/df-structures/blob/master/df.units.xml#L1182
Wow, I didn't realize some people already knew about this.
I updated the bug report here: http://www.bay12games.com/dwarves/mantisbt/view.php?id=2606

267
This DFHack lua script appears to "debug" a unit that needs feeding/watering. Appears to work on prisoners (chained OR caged), patients, and loose babies.

Code: [Select]
unit=dfhack.gui.getSelectedUnit()
if unit==nil then
print ("No unit under cursor!  Aborting!")
return
end

print(unit)
print(unit.counters2.thirst_timer)

for k,v in pairs(unit.status.misc_traits) do
print(k, v.id, v.value, df.misc_trait_type[v.id])
if v.id == 0 then v.value=0 end --GiveWater cooldown set to zero
if v.id == 1 then v.value=0 end --GiveFood cooldown set to zero
end


The game has cooldowns for how often a creature can be fed/watered, and sometimes these cooldowns get stuck or reset to a large number without the unit actually being fed/watered.

268
Got my criminal, testing has commenced.

269
I just embarked with a modded expedition leader who makes mandates - when those mandates expire, I should get some criminals.

270
You could just ignore mandates and make sure none of your dwarves have "feed/water prisoners" enabled.

The bug is that they will sometimes (all the time?) not do this even when that labor is enabled.

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