Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Urist Da Vinci

Pages: 1 ... 17 18 [19] 20 21 ... 169
271
Do you have a 0.34.11 save with a starving/dehydrated prisoner (that you could upload) or at least a quick way of creating criminals that I could have put in jail?

I am trying to tackle an old bug, and this could save me some time.

I suppose having a wounded dwarf in the hospital who is or isn't being fed/watered would be useful too.

UPDATE: See new post below for solution: http://www.bay12forums.com/smf/index.php?topic=138609.msg5286137#msg5286137

UPDATE 2: The relevant bug report: http://www.bay12games.com/dwarves/mantisbt/view.php?id=2606

272
DF Dwarf Mode Discussion / Re: Rivers: Simple Question
« on: May 14, 2014, 07:37:01 pm »
Nope. Any aquifer tile can create or destroy water to maintain a certain water level, but for rivers water is only created at the upstream end at the edge of the map. Water will still flow off map edges as normal.

If you drain water into an aquifer, it may disappear quickly to instantly. If you drain water into a river, you will likely overflow the river bank.

273
DF Dwarf Mode Discussion / Re: Funky materials in this biome
« on: May 14, 2014, 01:04:16 am »
Sounds like a duplicated raws error.

274
DaVinci, happen to have access to any call profiling tools? Might really help the research as well, when combined with your disassembly.

No, but someone else does:
http://www.bay12games.com/dwarves/mantisbt/view.php?id=4207
http://www.bay12games.com/dwarves/mantisbt/view.php?id=5971 <= The title of this bug is funny
angavrilov "ag" appears to use oprofile on the linux version, so his offsets are different from my Win32 v0.34.11 SDL

There was also this huge thread in the past with testing on FPS and lag - perhaps your answer is in there? http://www.bay12forums.com/smf/index.php?topic=104643.msg3407984#msg3407984

275
Dirst, I may have misunderstood this but I'm under the impression that it is 10% chance per turn in the gas  as most gases don't dissipate immediately the chances would be significantly higher.
But then again, I might be wrong.

/Zorbeltuss

Yes. Say a dwarf is standing still in a workshop on a really long job, and a waterfall mist flows by. Each time the code is run, which may be once per turn, there is a 10% chance of the happy thought being granted. I am not knowledgeable in the "thoughts" area, but IIRC thoughts of the same type don't stack or are not created if they would stack. If the mist existed for a while, the overall probability of the thought would be higher. P0=10%. P1=27%. P3=34%. P4=41%. P5=47%. P6=52%. etc. You get to 99% probability of receiving the thought after 40 chances at 10% per chance.

If the dwarf went to get a drink and had to walk through the mist, stepping into a tile that has mist, the randomness would be skipped and the happy waterfall mist thought would be granted.

If you set up your announcements.txt to display the boiling material notices in dwarf mode, you could test your boil-away-material workshops and mining and look for the difference between "bursts" and "clouds".

276
No, the only options for creature attacks are:

Code: [Select]
TRAILING_DUST_FLOW 
TRAILING_VAPOR_FLOW
TRAILING_GAS_FLOW   
SOLID_GLOB 
LIQUID_GLOB
SPATTER_POWDER 
SPATTER_LIQUID 
UNDIRECTED_GAS 
UNDIRECTED_VAPOR   
UNDIRECTED_DUST
WEB_SPRAY   
DRAGONFIRE 
FIREJET
FIREBALL   
WEATHER_CREEPING_GAS   
WEATHER_CREEPING_VAPOR 
WEATHER_CREEPING_DUST   
WEATHER_FALLING_MATERIAL   

Anything else will give you "Unrecognized Breath Attack Token"

277
I did some research on how syndromes are transmitted via gases using DFHack and some disassembly diving. My test syndrome temporarily causes the creature's tile to flash, allowing easy detection of results.

1. Material bursts (but not steam bursts, which are hardcoded).
Quote
The Human 1 is caught in a burst of boiling zinc!
- Applies temperature and contaminants
- However syndromes are NOT applied. (I didn't test contact syndrome dust contaminants, and my boiling zinc burst didn't leave contaminants, so at least INHALED syndromes are not applied here).
- This is not part of the "flows" code, and is related to transferring contaminants and temperatures to buildings, items, and perhaps plants. It happens 100% of the time a unit is visually in a material gas, once every few ticks?
- The [CAUGHT_IN_FLAMES:A_D:UCR_A] announcement data is used.

2. Material clouds.
Quote
Human 7 is caught in a cloud of boiling zinc!
- Applies temperatures, contaminants, and syndromes (notably applies INHALED syndromes)
- Is part of the "flows" code which only targets creatures
- Only happens 10% (ten percent) of the time, OR if the unit flag "check_flows" is true (and that flag is set to true when a creature steps into another tile). There is no other randomness preventing the application of inhaled syndromes.

3. Other flows.
A list of flows:
Code: [Select]
Miasma
Steam
Mist
MaterialDust
MagmaMist
Smoke
Dragonfire
Fire
Web
MaterialGas
MaterialVapor
OceanWave
SeaFoam

If a unit has a shield, dragonfire will never appear in the same tile as it. However without a shield, you only get the "caught in dragonfire" message 10% of the time (if standing still) or if you step into a tile with dragonfire. However apparently dragonfire has multiple routes to causing thermal damage, so you can still burn even if you stand still. Units may die faster if they move around in the breath.

Similarily it appears that miasma and waterfall thoughts would occur 10% of the time unless the unit is moving.

278
DF Modding / Re: Some random modding questions
« on: May 10, 2014, 02:29:08 am »
...

3, yes, with Urist daVincis script he posted in the Suggestions thread for dfhack scripts. You can add pets to specific civs without anyone else having access to them.

I just showed how the lists of items/animals that a civ has access to can be edited after worldgen using a DFHack lua script. For each civ, the game maintains detailed lists of what animals can be used for each purpose. These lists only need to be edited once per world, as they persist across saves or forts. You can also do things like stop civs from bringing barrels of blood in trading caravans.

A note for the OP and readers is that this implies that the mod *must* be used with DFHack, at least to start the first fort after generating the world. I like to use DFHack for testing things, but when I am seriously playing the game I don't like to have it around because I will use it to cheat and then quickly lose interest in that fort.

279
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: May 08, 2014, 08:45:39 pm »
How do I get the name of a sphere based on its id number?

Code: (test.lua) [Select]
print(df.sphere_type[40]) --will print FORTRESSES

280
DF Dwarf Mode Discussion / Re: Point Of Melee?
« on: May 08, 2014, 09:05:49 am »
...
Second the first point. Have never had a problem dispatching undead with crossbows. Actually, it's super easy due to unknown weirdness in the undead's hitpoint system (as opposed to how all other combat works).
...

Not unknown - the momentum of hits is subtracted from the undead hitpoints. It also doesn't matter where on the body you hit the animated corpse.

281
DF Dwarf Mode Discussion / Re: Point Of Melee?
« on: May 07, 2014, 01:04:35 am »
...
(Arrow attacks tend to pass right through.)
...

I have not observed this, so I am skeptical. The immense momentum of vanilla crossbows/bows easily causes animated corpses to collapse.

...
TL;DR: Melee are simpler, often more satisfying, easier to use and often aren't that much worse statistically then ranged units. Their only real disadvantage is lack of range, which can be overcome with enough equipment to survive the enemies first arrow volley.

Ranged weapons are statistically superior to melee weapons (Vanilla crossbows == railguns). However melee weapons are much more useful in close quarters underground, which is where you will want to take the fight if the enemy has ranged units.

Please note that DF does allow flanking (attacks from the side or from behind) which greatly impair the ability of the enemy to dodge/block. Creatures tend to face melee attackers, so melee+ranged or melee+melee can give tactical advantage. This won't work in purely ranged combat.

282
Just tested with a carefully chosen embark spanning a peninsula - caravans, migrants, sieges, etc. will come from any side of the embark, including the the "wrong" side of the peninsula. It is also a valid location for wild animals to originate, despite possibly being a tiny piece of land.

283
Most graphics sets include modified raws so that they can customize the graphics for minerals, plants, and vermin, none of which have any graphics set support.

They often do things like rewrite the languages to remove accented letters, as some of the tiles in vanilla are ONLY used for accented letters in text. This frees up the tiles for being repurposed as Quietust mentions. See http://dwarffortresswiki.org/index.php/DF2012:Tilesets . Also try running Mayday graphics using vanilla raws - you will get ores and plants in the middle of the text.

EDIT: A purely creature graphics set would not need modified raws.

284
DF Modding / Re: Grazer Player-Civ !!Science!!
« on: May 04, 2014, 09:13:06 pm »
I just tested it and grazer adventurers can't eat grass or lose hunger simply by walking across the lawn.

285
...
5) [HOMEOTHERM] tags in creatures appear to give them an active buffer - they create that temperature with some amount of influence, but it can be overwhelmed by external influences. (Is there a way to modify the weight of that influence? As in, homeotherm = 10067, and it REALLY sticks there? Versus it sort of tries to stay there but not very hard? I suspect you may be able to use specific heat of body tissue materials to do this if not some other parameter). Removing HOMEOTHERM from a creature will put it at the mercy of its environment, i.e. make it cold blooded, and it will melt on floors above magma, etc.

In older versions, the ability of a creature with HOMEOTHERM to tolerate surrounding temperatures was based on its LAYERING, but version 0.31 changed that into something else; presumably, it's based on individual tissue properties, but the ones in the stock raws are widely known to be wrong.

I used DFHack to obtain body part temperatures from a variety of creatures in various situations (magma, water, dry land, holding hot object, etc.) and with differing properties, and have the following observations:

a) The [INSULATION:x] token in the creature tissue templates controls the weight of the homeotherm influence. Despite the name, it doesn't appear to play any role in resisting heat transfer. If you have homeotherm but no insulation, you end up about 3 degrees away from ambient temperature. If you have huge insulation, then insulated parts tend to stay at the homeotherm when subject to hot/cold outside dry air conditions (tile temperatures).

b) Water (coverings), magma, hot/cold items and contaminants tend to overwhelm homeotherm. Water will quickly pull the body part to the ambient temperature. Magma pulls the body part temperature to 12000 U.

c) Low SPEC_HEAT results in rapid temperature changes. High SPEC_HEAT slows down temperature change. The amount of heat transferred per tick is due to the temperature difference, not the spec heat. Body parts that are connected to many external body parts tend to change temperature faster.

d) Clothing appears to stay within 3-5 degrees of the body part temperature, except for things like nether-cap clothing with fixed temperatures. This appears to happen regardless of the clothing or armor's material.

e) While in older versions creatures with poor layering and heat could die in the wrong climates (some cave creatures couldn't survive above ground), there does not appear to be a "died in the heat" check in 0.34.11 (or at least the conditions are obscure/rare).

The max values for spec heat or insulation will be 65536 or less.


Pages: 1 ... 17 18 [19] 20 21 ... 169