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Messages - ral

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316
Thanks for the help.

Temperature ~ Units are degrees Urist.

This can't be right though, because the parameter defaults to something like 25 to 75 and the full allowed range is -1000 to 1000..... Everything would always be way below absolute zero....

317
DF Dwarf Mode Discussion / Re: DF2010 WorldGen "Cookbook" Thread
« on: March 30, 2011, 08:13:00 pm »
I thought it might be good to mention in this thread that I'm trying to improve the advanced world gen docs on the wiki and I have a bunch of questions about some of the more obscure parameters that I don't understand.

See this thread:

http://www.bay12forums.com/smf/index.php?topic=80995.0

318
Thanks for the info. I guess I may end up having to do some experimentation.

Anyone else know any of the unanswered questions?

319
Being a bit dissatisfied with the lack of complete documentation on advanced world generation, I''ve decided to take it upon myself to improve the docs. See what I have so far here:

http://df.magmawiki.com/index.php/DF2010:Advanced_world_generation

At this point I mostly know what most of the parameters do, and all the questions I can think of have been answered. Thanks!!!

(Note, I have deleted the questions that have been answered already.)

Editing help would still be appreciated If you have some time please look over the docs and fix any errors that you're reasonably sure of.

320
DF Dwarf Mode Discussion / Re: Construction bombing
« on: March 30, 2011, 03:02:36 pm »
Well, I don't remember anything in the changelog about glass....

Anyway, a cave in made of constructed tiles won't cause a normal dirt/stone cave-in that actually blocks off the lower area with dirt. Instead you'll get a bunch of individual stones sitting around. Not sure how that impacts damage though....

321
DF Dwarf Mode Discussion / Re: Random hypothetical situation
« on: March 30, 2011, 02:59:51 pm »
Sounds like a recipe for one big massive continuous tantrum spiral, sort of like a constantly smoldering fire.

322
DF Dwarf Mode Discussion / Re: Very Specific Embark
« on: March 30, 2011, 02:56:59 pm »
You might also try messing with the elevation variance. I doubt that will give you an actual canyon but it tends to create lots of areas with high cliffs, if I remember properly....

323
DF Dwarf Mode Discussion / Re: Construction bombing
« on: March 30, 2011, 02:53:44 pm »
Unless something has changed, glass is a bad thing to make trap components out of because they tend to do zero damage due to uninitialized stats.

324
DF Dwarf Mode Discussion / Re: 2 consecutive megabeasts
« on: March 30, 2011, 02:49:08 pm »
I think calmness/savageness only impacts how nasty the local wildlife is. I don't think it has any impact on megabeasts or goblins.

325
DF Dwarf Mode Discussion / Re: Capybaras, the new terror
« on: March 30, 2011, 02:45:49 pm »
CAMELS.

Are pointlessly violent and send your non-military or non-trained dwarves to the hospital easily.
Try embarking on an evil desert biome. The zombie camels are much more docile. Perhaps their survival instincts are stunted since they're already dead.

326
DF Adventure Mode Discussion / Re: I've just killed my first Titan...
« on: March 30, 2011, 02:38:47 pm »
I just genned a small world and the default in advanced worldgen parameters was only 80. IIRC I think the number for a large world is something like maybe 200.

I always jack this number up, but I don't jack it up too high because of the historical event explosion it causes.

327
DF Dwarf Mode Discussion / Re: 2 consecutive megabeasts
« on: March 29, 2011, 10:40:30 pm »
What did you do? Embark next to a dark fortress or immediately start smelting tons of platinum?

328
DF Adventure Mode Discussion / Re: Never Happened Before...
« on: March 29, 2011, 10:35:23 pm »
I learned the hard way that it's a really bad idea to go to sleep on the tile immediately adjacent to the bandit camp you're about to raid.

329
DF Dwarf Mode Discussion / Re: embark with a cave ... with no cave?
« on: March 29, 2011, 08:59:58 pm »
After embarking in two cave zones and suffering annoying FPS problems and endless  "can't find path" spam I finally decided that embarking on sites with caves is a bad idea. Some of my problem may be that I turned the size of caves way up in the worldgen params, but in any case it seems like there are some real pathing issues with large caves that just aren't worth dealing with.

I mean, when I blocked the dwarves off from the cave the FPS doubled.

So if you have a fake invisible cave dug in the air above ground then consider yourself lucky....

330
DF Dwarf Mode Discussion / Re: Your Stance on Danger Rooms
« on: March 29, 2011, 08:53:52 pm »
I don't see what's wrong with danger rooms conceptually. I mean an automated ninja training room almost seems like a cliche.

If they're an exploit then how would such an exploit be fixed? I mean the fact is that when skills are used they train up. How are you going to fix that? Only thing I can think of is maybe limit the number of training spears to one per tile, or make the training spears more dangerous somehow so dwarves can't get attacked 10 times every 2 seconds with no chance of wounds.

So basically, if danger rooms are an exploit then someone should be able to suggest some way to fix the exploit. Get rid of retractable spikes?

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