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Messages - Kaos

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676
I checked in my game, the body part is a "badger sow right ear" that got chopped off when my militia killed a badger that was annoying my workers, the "badger sow mutilated corpse" got butchered and made into masterful roasts, yet the ear is still lying on my refuse stockpile.


Interestingly, that was several seasons ago, and the ear doesn't say "rotten".

677
DF Gameplay Questions / Re: Hospital - Treating Babies?
« on: March 07, 2012, 09:53:19 am »
You can try burrowing the mother in the hospital. If she and the baby sleep on a bed, maybe the child will get attention.
might try this, maybe assigning a hospital bed (by creating a room using one of the hospital beds) to the dwarf mother?

678
DF Gameplay Questions / Re: Sand Bag Troubles
« on: March 07, 2012, 09:50:46 am »
you can also disable the materials...


a furniture stockpile with only "'u': sand bag" and the core and total quality enabled gets filled with only sand bags.

679
As for giant versions, eyeing the raws I remember seeing that some giant animals usually remove and add a few tags to the regular version, and modify the grazer to a smaller number...

for the hare, giant hare and hare man, seem to be [GRAZER:17143], since they don't get changed for some reason... check the panda and capybara they do get changed in their giant versions...

As for the pasture size, read this thread
That's the grazing self-sufficiency thread people are talking about here, the SCIENCE!! was made there, I even came up with a table for the recommended pasture sizes that so far has worked pretty well.
I did notice that in DF2012 the grazer numbers were increased, so we can get away with smaller pastures now...


The math is quite clear now, but based on empirical data, basically a forum member, Jurph, started experimenting with a small grazer, goats to be exact, and made several pastures of different sizes, starting from 1x1 and going up, 1x2, 1x3, 2x2, 1x5, 3x2...


Placed the goats there and waited to see if they would deplete the pasture and go hungry, if they did the size was too small, and keep experimenting with bigger pastures until finding the sweet spot.


I reproduced the experiment and arrived at the same conclusion, that a goat (grazer:1200) needs 16 tiles of grass to survive.


From that number I then extrapolated the data for the other grazers. It seems to pay of to keep the pastures as close to a square as possible, to avoid weird pathing behaviour.


I also came up with another math, based on steps, time units, pathing behaviour but didn't get very far since the grass growth was a needed but unknown variable... I still have the spreadsheet with the table and calculations if you're interested.

680
DF Dwarf Mode Discussion / Re: dwarves see the future!
« on: March 07, 2012, 07:32:22 am »
I got something similar, a recursive artifact, a throne with an image of itself...  :o


Must be like those eternal mirror in front of another mirror, the image has a throne with a smaller image of itself, and so on until is physically impossible to engrave such a small image on a image on a image on a image... you get the idea...


And fits the engravings from the future issue too, how could he engrave an image of an artifact that wasn't really done yet? I mean he was building it, how can he know how it will end up looking when finished in order to engrave the image? paradox?  :o

681
Damn you for necroing this, i was reading the posts and thought necro had been unmuted :/

+1 :(

Plus, I still prefer flooding merchants off a cliff. I only want the weapons dammit! Keep yer damn clothes!
Getting those +steel breastplate+ and +steel helm+ from the caravan guards, sure is helpful ;)


And stealing the +pig tail loincloth+ or the +cave spider thong+ sure is hilarious!! XD

682
DF Modding / Re: Weapon Damage Properties
« on: March 06, 2012, 04:00:24 pm »
I know weapon behavior has definitely changed, if not massively.

Additionally, weapon attack types no longer exist, but that has been true for awhile.
In short, I no longer believe the studies done in the linked table are applicable to a modern dwarven world.
what do you mean by weapon attack types? this data is from the 31.25 raws, if something changed was in DF2012 update.

683
DF Gameplay Questions / Re: Hospital - Treating Babies?
« on: March 06, 2012, 03:57:17 pm »
Dwarfs don't walk to the hospital, if they can walk, they're healthy enough to go! Instead they have to be unconscious before a Dwarf comes to haul them to the hospital. That baby is pretty much dead if the mother decided to hang on to the baby for shits and giggles.
Quote from: Urist McMother
Baby made a great meatshield today! Who's a great meatshield! You're a great meatshield!
I disagree, one of my dwarves was left on the field with a broken foot and ankle for almost a season (my hospital was full, half the beds used by resting dwarves, the other half by nappers)


After my medics ended with all the injured and beds got freed, some dwarf hauled the injured to my hospital, he wasn't resting, he began to rest when he arrived at the hospital.


I've also seen dwarves with broken hands or cuts in the upper body walk by themselves to the hospital and rest, no need for someone to haul them. These seem to be able to rest on the floor if there are no beds available, but the ones that can't walk won't be rescued until beds are available.


The baby has been injured for a season now, in extreme pain, yet seems fine, just the broken leg, no passing out or falling unconscious...

684
DF Gameplay Questions / Hospital - Treating Babies?
« on: March 06, 2012, 03:26:42 pm »
As the tin says, one mother carrying a baby fought on my last siege, she used the baby as meat shield, she went unscratched but the baby has a broken limb, requires diagnosis and ironically a crutch (like he wasn't clinging on her mother for movement, go figure  ::) )

Is there a way for the baby to be treated at the Hospital? or do I have to wait for him to become a child and then he would immediately fall because not being able to walk and be brought to rest in the hospital as usual?

I'm thinking forcing a separation... not sure how to set it up, I usually get them separated by flushing accidents with my pumps...  :P

In the other end of the spectrum, I had mothers getting injured themselves and the babies going unscratched, the dwarves rescued the mother, leaving the baby alone behind in the middle of the field, brought her to rest at the hospital, meanwhile the baby would crawl (or maybe roll or drag?) himself to the meeting zone, when the mother leaves the hospital, immediately gets a "seeking infant" job, and they get happily reunited in the meeting zone...

685
.34 fixed a bug that was present all through .31. Creatures were listed in the raws as having multiples of a certain body part, but these never showed up in .31. This is most noticeable with teeth. In .31 humanoids only had six teeth because the part of the raws that said 'there are six upper front teeth, and also here is what they're called' didn't work properly. Now it does, which is what causes the showers of teeth.
I also noticed this, they seem to lose a whole section of teeth in one blow, like upper/lower front/back teeth, I guess there's only those 4 combinations, why do you say 6?


It's just me or before you could use the teeth for crafting? maybe I'm miss-remembering...


also noticed that certain mutilated body-parts now aren't butcher-able, like when a dog looses a limb to an enemy, they don't butcher it, or when my military killed a wild badger and cut off it's tail, they would butcher the corpse but not the tail...

686
DF Modding / Re: Weapon Damage Properties
« on: March 06, 2012, 03:01:39 pm »
Hmm, I like your table but it seems to over look a few important things. Like how blunt attacks tend to only be fatal to living things if they hit the head or upper parts of the spine that prevent breathing when damaged; but since they are also good at overwhelming things with pain from broken bones this may or may not be an issue. Or how slashing weapons are good at disabling things and causing massive bleeding by severing limbs; while piercing weapons are great for hitting organs which can cause debilitating nausea, pain, massive bleeding or breathing troubles. Some enemies can be vulnerable, resistant or out right immune to some of those factors. Also I read in a different thread that the strength and size of a creature determines how effectively they can use a heavy weapon, which can greatly effect the usefulness of blunt weaponry in particular; unfortunately I can't seem to find the thread I read it from. Will continue looking.
Yes, those are mostly external variables, what the table can tell you is which weapon is better at piercing (edge), slashing (edge) or smacking (blunt).

Which creature uses it, against which creature, and what body part hits, it's a bit random.

Strength of the wielder is a multiplier that directly affects the "force" in my table, so the stronger the better.
The same with the weapon's Material, a direct multiplier on the "force", the higher the better.
Enemy size, is one of the things I'm not sure how does it work exactly as I explained in a post above.
Where it hits... I think this is completely random...?
What it does, is the attack "mode": Edged Pierce, Edged Slash or Blunt Slash, if you prefer one effect or the other for certain enemy or another, you can see which weapon does best at those particular "modes".
Armour or the material that receives the blow... not sure, haven't done SCIENCE!! on that and how it relates to the "power" in my table.


Does anybody know if the weapon's stats changed on the newer version's raws? haven't checked myself (yet) and if so maybe the top best list I provided above might have also changed.

687
DF Modding / Re: Weapon Damage Properties
« on: March 06, 2012, 02:47:56 pm »
From your (brilliant) table, it appears that training spears are actually several times more powerful than metal spears. Is this true? Should we be arming all our speardwarves with training spears?
Heck no! All weapons have a primary attack and some have one or more secondary attacks, in the case of spears "stab" (edge) is the primary and shaft bash (blunt) is the secondary, notice how the training spears have the same attacks but the "stab" is no longer an edge attack but a blunt attack instead.

The table is colour coded gray for blunt attacks and cyan for edge attacks.

The stab attack of the Spear is 800 more than 5x the penetrating power of a bolt, and if it fails to penetrate it does 20,000 blunt attack, close to a Maul.

In the other hand a Training Spear stab attack is blunt so it won't penetrate or cut and is only 2,000, 1/10th of the Spear's stab when it becomes a blunt attack and 1/3rd weaker than a Short Sword's pommel strike...

So a Spear will cut and pierce and failing that can even break bones, instead a Training Spear at best will probably only bruise.

Do weapon traps use any of the secondary attacks or only and exclusively the primary? if only the primary, then training swords are the safest to put in a danger room, if the use all then training spears.

Also the "material multiplier" of metal is much higher than wood, I did the calculations using a multiplier of 1, as you can see on orange at the bottom of the table along with the "Wielder Strength" that also varies from creature to creature and among individual creatures.

The "material" columns on the right, are the availability of the weapons for the dwarves, it's also colour coded, red are combinations of weapons-material that can only be done by strange moods, orange are foreign made, and green can be made by your dwarves on command.
By "obsidian" I mean "obsidian and other stones" the only exception are obsidian short swords that need obsidian and wood, and a short sword made with other stone would need a mood.

The "used by" columns indicate which entities are able to make the weapons.

The weapons name that are highlighted on cyan or gray mean the best possible weapons edge and blunt weapons, there are some ties and I also highlighted the top best of its kind and the top best that can be made by dwarves:
The best Slash weapon: the Halberd (foreign) and the Battle Axe (dwarf made)
The best Pierce weapon: the Halberd (foreign) and the Pick (dwarf made)
The best Blunt weapon: the Scourge (foreign) and a tie between the Mace and War Hammer (dwarf made)

The things highlighted in yellow are assumptions by me, I didn't find the data so I assumed those values. If the velocity is correct for the projectiles the best are:
The best Pierce projectile: the blowdart (foreign)
The best Blunt projectile: a tie between the dart (dwarf made) and the arrow (foreign)

Since I'm not really sure I didn't highlighted them... I also made up the name of the attacks, but that's just cosmetic...

The same goes for the trap components, assuming a velocity of 1 they outperform many weapons if it's higher...  :o  the massacre....

688
I read through this and had a thought.  It seems that maybe it doesn't hurt your trade relations.  If it doesn't I have a theory as to why.  If you take the clothes off, then trade them back to the caravan, then the clothes will still be in the items that go off map.  So when checking the value of their goods, the numbers match.
That was the thing I wasn't reselling them their own goods, I like to decorate all foreign goods to make them count as mine   before selling them.

689
DF Dwarf Mode Discussion / Re: vampire frequency
« on: March 06, 2012, 01:58:11 pm »
Just as follow up, I got a confirmed vampire, no sleep, no eat, fake group affiliations (I checked on legends), and even saw him attack another dwarf and get the long teeth.


In the legends he was one of the 25 that was NOT settled in one of my parent's civ sites. His last settlement was in another dwarven civ's mountain halls.

690
I'm necroing this to confirm that this "feature" still works in 34.02, happy shrewd commerce practices!

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