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Messages - ydaraishy

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61
DF Dwarf Mode Discussion / Re: One Thrall Killed 249 Dorfs. Help?
« on: April 06, 2012, 04:44:13 pm »
Pray for a Lasher Lord.
Worthless.  Whips hurt by chipping bone and causing creatures to give in to pain.  Husks and thralls feel no pain.  10,000 slade whips wielded by 10,000 lasher lords would do nothing.

I was thinking more along the lines of them being lightsabres which can destroy the victim's brain regardless of whether or not it is wearing a helmet. Pain schmain, it needs a brain to be able to hurt you.



That doesn't kill husks.  Husks can only be killed by actually cutting off the head or the body.

62
DF Dwarf Mode Discussion / Re: One Thrall Killed 249 Dorfs. Help?
« on: April 06, 2012, 04:35:27 pm »
Time for !!SCIENCE!!


Im gonna pit a Steel Clad legendary axe-dwarf thrall against 10 legendary Platinum Hammers, Ill tell you results.

I've mentioned the husk arena simulation in the last thread, which I've found is useful for testing them.  I'll repeat it here for anyone who wants to do !!SCIENCE!!.

Spoiler (click to show/hide)

63
DF Dwarf Mode Discussion / Re: One Thrall Killed 249 Dorfs. Help?
« on: April 06, 2012, 04:28:46 pm »
I know that the profane gloom thralls aren't trapavoid because I've been catching wildlife, so what happened there? Are thralled dorfs immune to traps?

Dwarven citisens are trapavoid because they knew where the traps were before they got thralled.  All thralling clouds do is add a syndrome to living things; they don't necessarily have to switch sides completely.

I thought thralls didn't keep the skills of their prior lives, right?

Actually, they do.  And not only that, but they're still capable of learning. That axedwarf was getting stronger for every dwarf he was killing.

To be fair, it really didn't help that he had steel armour on.  Had he been unarmed, he would've been much easier to deal with.

64
DF Dwarf Mode Discussion / Re: Any way to work around this bug?
« on: April 06, 2012, 11:48:55 am »
If any body of water comes in contact with salt or stagnant water, that entire body of water instantly becomes salt and/or stagnant. Known, and very annoying bug.

Even worse might be the fact that rivers that share a wall with a body of stagnant water get contaminated. 

Also, if a river contaminated in one part freezes then unfreezes, all of it is stagnant.

65
DF Dwarf Mode Discussion / Re: Things you just LOVE to see
« on: April 06, 2012, 11:34:26 am »
Zombie unicorns.

66
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 06, 2012, 11:17:51 am »
My woodcutter apparently almost bled to death for no reason, without any wounds on him.  But it's only the second spring and there's no vampire anywhere in the fortress, everyone's getting happy thoughts from eating and drinking. Uh...

EDIT: And now there's a ghost in the fort because one of the merchant guards died in the depot. Again.

EDIT2: I think I know why armed dwarves are randomly bleeding to death now.  It's because I modded in a metal with a fixed temperature and it was melting the dwarves' fat off! I... probably shouldn't have done that.

67
DF Modding / [CE:COUNTER_TRIGGER]
« on: April 03, 2012, 11:43:15 pm »
Has anyone figured out the details on how this tag works?  Searching for it only gave me custom vampire interactions very similar to generated vanilla ones, which isn't where I'm going here.  There seems to be much more to how this tag works.

Looking at the string-dump, I see the following arguments which appear to be associated with it:
Spoiler (click to show/hide)

The only one that appears in vanilla is DRINKING_BLOOD, which is used to lengthen vampire teeth when they're feeding. As for the others, they seem to be related to what their names suggest (e.g. COMBATHARDNESS to amount of trauma suffered), but I cannot find any info on what criteria they refer to.

Also, I'm puzzled about the arguments following that (in vampires it's [CE:COUNTER_TRIGGER:DRINKING_BLOOD:1:NONE:REQUIRED].  I'm guessing that the "1" is either the number of times it's happened, or some kind of time period.  Is there anyway to set it, so that the syndrome that goes with it takes effect before, e.g. DRINKING_BLOOD?

68
Also, if we're going to slow down some civilian skills maybe there are some others in need of speeding up? Swimming and crutch-walking can get really annoying in Adventure Mode.
Crutch-walking buff would probably help in dwarf mode too, so there would be less killing off crippled dwarves.

I'm not sure that the crossbow and archer should go back to 100%, since it's pretty easy to hunt your local creature populations into extinction with more than a couple rangers. Maybe 150%?
Hmm, you might be right, if we're talking about multiple rangers that can overhunt your biome.  I tried 125% and it seems to balance it between the hunting and the training, though not sure if that's a bit too slow.

Finally, what do people think about applying some of these same skill changes to other races? Not the combat skills, but the civilian skills. I just think it'd be weird for, say, humans to learn mining faster than dwarves.
Adventurers would definitely benefit from it, I think, at least from the combat boosts.  IIRC, worldgen soldiers increase their skills just as quickly, so your soldiers companions would be stronger.

69
DF Modding / Re: Modding fun facts
« on: April 03, 2012, 10:23:58 am »
Wouldnt the removal of CAN_SPEAK not also remove their nobles and names ?

They indeed have no names when they're fortress invaders, though in Legends mode historical figures have names.  Not sure about the nobles, I assume they wouldn't be counted in that civ.

70
DF Modding / Re: Modding fun facts
« on: April 03, 2012, 10:03:57 am »
If you remove [CAN_SPEAK] from a civilised creature, it's always hostile and will only send sieges.  Its quite useful if you want reliable non-babysnatching invaders.

71
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: April 03, 2012, 10:01:55 am »
I'm making a hostile civ with a flying caste, but I'm not sure if I should include it.  I know that invaders on flying mounts have pathfinding issues, but does that happen if the invaders themselves fly?

72
I would say mining, stone engraving and farming are the biggest culprits. With just 1 good farmer you can create tons of food, since the stack size of the finished plants depend on the skill.

Also, anything involving carving stone tends to go up very fast, just by the fact that stone is limitless, so I like to reduce those too.  This includes gem-cutting, since you can cut any stone as a cabochon now.

73
DF Dwarf Mode Discussion / Re: Cavern Fish
« on: April 01, 2012, 09:53:13 pm »
For the record, cave lobsters are caught by trapping, not fishing.  Not sure if that matters though, since bug 4505 reports that there's a similar problem with trapping vermin, related to there being not enough vermin in the caverns.

74
I like the idea of adjusting skill rates for balance.  I just tried out the military skill rates in my mod and it improves sparring quite a bit.  I do think that marksdwarves tend to level up a bit too quickly if they're also hunters, since hunting tends to level it up fairly quickly on its own.  I might leave the CROSSBOW skill alone for that reason.

Also, some civilian skillrates might be good for rebalancing too.  Mining especially, which I think goes up too fast in vanilla.

Also also, I've noticed that with the skill rates up, military migrants tend to come with at least Proficient skill in their weapon. 

75
DF Dwarf Mode Discussion / Re: Cavern Fish
« on: April 01, 2012, 07:09:33 pm »
I think this is related to the fact that there's a dearth of cave vermin in general.  When you ex(p)ort world population data from Legends mode, you'll notice there are at most only ~50000 cave fish, while there are millions of above-ground fish.

You could increase the number of cave fish and lobsters, say, by 3 times, then regen a new world. 

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