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Messages - Shinotsa

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646
Pathfinding/temperature/waterflow optimizations. Whips being far more deadly than they have a right to be. Military training as inefficient when in squads larger than 2 or 3.


647
DF Dwarf Mode Discussion / Re: A statue of my dwarf before immigration
« on: March 02, 2012, 09:38:25 am »
... that's really awesome. You have a war vet who's fought against the humans during a siege and survived. I imagine this will  completely change how you view your dwarves... it may actually greatly change how community/succession forts are run now that the dwarves have pre-existing histories and feel more like they're living and breathing. Even if they're a dirty vampire that neither lives nor breathes.

648
DF General Discussion / Re: The ‼Science‼ of 2-handed swords
« on: March 02, 2012, 09:16:31 am »
What kind of results do you get on this test if your humans have 3 or more hands? :)

My god we need dual wielding and worldgen mutations right now. I can imagine the most prominent historical figure in the world being a devout follower of a god who blessed him with an extra set of arms and increased agility.

But that is an interesting question... I think he'd still be able to multigrasp while holding a shield, but knowing DF it might just check to see if one hand is occupied and then have only single grasp available. The only thing that's for sure is that an extra hand would let you measure the height of horses faster...

649
DF General Discussion / Re: Magick in the future
« on: March 02, 2012, 09:08:53 am »
Note: The word magic(k) has been used in so many different spellings under so many different names, most likely due to its roots in fiction and the supernatural, that any spelling is certainly valid for something as informal as an internet forum.

Anyhow, I think that some sort of shamanistic ritual would be great for improving some of the innate things that don't really improve otherwise, like patience, willpower, memory, etc. Pretty much you go to a small, randomly generated fantasy plane with cryptic instructions like "Follow the path of fading life" or "tread on the coals" where you follow a blood trail/burnt area to an eventual goal. If you "die" during the dream you can come out of the experience with reduced attributes or simply have to try again. Perhaps if the RNG is really mean during worldgen you'll occasionally be stalked by the spirit creatures hungry for the soul that was denied to them...

Another thing I'm really excited for is the "apprentice/master" relationship Zach had in once of his recent stories. The primary thing here is that it's hard to establish a relationship with someone right now. I don't think we could ever have joint quests with AI (just look at how badly it works in other games. The words "escort quest" make any RPGer shudder) but I think that having a mentor send you out to collect books, perform research (which will also factor into randomly generated planes of existance and the powers contained therein, something useful to know with other adventurers) and perhaps calm down (read: slaughter) a fearful mob of peasants that are distrustful of the unknown powers you meddle with. Perhaps if wizards are associated with a village you could either help the villagers in their battles or punish your slaves for not working faster or something. Think "YOU ARE WIZARD!" with less abject silliness. Or the same amount knowing Dwarf Fortress. Court wizards could also be incredibly interesting, especially if some of them are evil and influencing their kingdom; you could then change the whole world by killing off this wizard and changing a warlike kingdom into a completely different place.

TLDR: I'm really excited for the possibilities magic(k) will bring into the game. Maybe too excited. I could write ideas for pages, but I'll control myself and wait a bit to see what others think.  :-X

650
DF General Discussion / Re: The ‼Science‼ of 2-handed swords
« on: March 01, 2012, 08:00:00 pm »
3 in 49 dwarves are smaller than 47500 size.

Wait. How.  Is the size range for creatures really that large?


I saw a group of four guys today who were each no shorter than 6'5", then went to class with a friend who's 4'11". It wouldn't surprise me if Dwarf Fortress transfered that kind of variability to the size of dwarves.

651
DF Adventure Mode Discussion / Re: Undead are way too strong.
« on: March 01, 2012, 03:51:42 pm »
Has anyone tried turning off dodging when taking on a necromancer tower? I'm not entirely sure, but it seems the biggest problems I had when trying was that I kept dodging into the middle of a huge group of zombies. So that may make it easier. Or infinitely harder. Who knows.

And yeah they're pretty strong, but when you walk into town cold, pale, and limping with one arm scarred up and missing fingers you REMEMBER that fight. And then you slaughter the town's guards, raise them, and proceed to take over a tower of your own.

I love this game.

652
DF General Discussion / Re: Future of the Fortress
« on: March 01, 2012, 12:50:40 pm »
Oh god the towers... it might be beneficial to turn OFF dodging before you try to break into one. A bruise or even a missing hand is better than deciding to dodge into fifteen hungry undead...
Funny enough my only semi-successful foray into the sewers ended with me and a lasher both prone and pushing each other. I eventually realized I could still throw arrows at him, so I did that until the stack of thirty was used up. We both bled to death a turn apart, I suppose after finally having found our equal.

Man I love this version. Can't wait to see if the dungeon master gets fixed to avoid all this mucking about in the raws every new version. Not like it's much work, but I think having an immigrated noble would finally cause me to make clothes and assign nobles finely dyed silk attire.

653
Complete with self-destruct lever of course. Think along the lines of atlantis. Hell, you could make the whole thing out of green glass if you wanted since you sure have enough sand. Actually... you could technically make a structure of infinite size if you used green glass...

654
DF General Discussion / Re: The ‼Science‼ of 2-handed swords
« on: March 01, 2012, 11:48:39 am »
You can't do it too quickly, but since the aggro range for these guys is so small I can generally cram 10 "samples" at a time into the default arena without any overlap at all. Also, I wouldn't test different types of shield. It's already seen extensive testing and the general idea is that the material only matters for shield bashing, which only matters for people who have high misc-object user or use weapons that get stuck a lot like spears. I changed all of my tests to featherwood shields purely because I noticed that any metal shield would increase the number of survivors on the OPPOSITE side by about 2 due to the added weight.

655
DF General Discussion / Re: The ‼Science‼ of 2-handed swords
« on: February 29, 2012, 08:30:58 pm »
If there were as many variables to consider as there are in real life then I'd understand multiple tests, but when there's an overwhelming result indicating the same thing in an arena test it's usually going to happen all the time. But just to confirm I re-ran 10 more times with similar results with no fewer than 9 and no more than 13 shieldless humans surviving from each 15 on 15 battle.

656
Get a tetanus shot first?

Or drink three pints at lunch. Muscle relaxant.

657
DF Dwarf Mode Discussion / Re: !!Science!! Bridging gaps between continents
« on: February 29, 2012, 06:45:27 pm »
If you could find a gap that was exactly 30 embark tiles long then you could do 2 16x2 embarks while still having one tile on land so that you could embark. Sometimes the game doesn't let you embark right on the coastline though, and the odds of coming across a gap that has even sides that encompass only a small bit of the 16x2 embark are pretty slim, but in theory any gap smaller than 31 embark tiles CAN be bridged if it's in the right place

There was a community fortress based on this kinda idea before the new version came out. Sadly it used fortress defense and only made it half way before it was overtaken. However in this case the gap was only so long, and the results were never seen through. Maybe after release five bridging gaps will actually have an impact on the world, but right now it DOES sound like an awesome project.

658
DF General Discussion / Re: Future of the Fortress
« on: February 29, 2012, 03:45:20 pm »
I can definately see the point of getting release 5 moved up, since that's essentially laying down another layer of depth to the game as big as adventure or fortress mode. Being able to see the changes in the world is a great thing, but it seems like having worldgen continue during play should be put off rather than bumped up seeing as how it really needs most of the things from the caravan arc to be at its full potential. Granted if we got it early I certainly wouldn't complain...

659
DF General Discussion / Re: The ‼Science‼ of 2-handed swords
« on: February 29, 2012, 03:36:13 pm »
Just ran a quick group of tests of 15 on 15. Shields were wooden (mangrove I believe) to reduce speed decrease from weight. Featherwood would have been a better bet, but since there weren't many shield bashes in the logs and the weight is already pretty low I doubt that changing it would have made much of a difference anyway.

First test (No skill humans)
15 humans each with an iron two handed sword vs 15 humans each with an iron two handed sword and a shield.
Result: 12 survivors on the shieldless team.

Second test (Grandmaster fighter, dodger, swordsman and shield user for all combatants)
15 humans each with an iron two handed sword vs 15 humans each with an iron two handed sword and a shield
Result: 11 survivors on the shieldless team.

Even with a shield to block AND the skill to use it, it seems that there is no point to wielding multigrasp weapons with one hand

Edit: Reran the final test with featherwood shields and iron shields. Featherwood showed no change in results, iron ended with 14 shieldless, multigraspers alive.

660
DF Dwarf Mode Discussion / Re: Best. Announcement. Ever.
« on: February 29, 2012, 03:07:23 pm »
So, are werebeasts the new eye teeth?

[ font=sarcasm] Eye teeth? Must be a bug. TO THE FORUMS!!! [ /font]

"Oi bleinded'im!"
"'ow?"
"'e bit me..."

Welp, sigged.

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