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Messages - Pirate Bob

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46
Found that even building a floor from a supported tile into twigs causes crashes. Somehow one of my furniture uninstallers managed to throw their grate into the tree. Even if dwarves would use stepladders to retrieve it, the trunk of the tree is underwater. Is there a safe way to get that grate, or is it just going to nag at me until I hide it?
Unless this grate is for some odd reason really important to you, I would just forbid it so no dwarf tries to get "clever" and attempt a misguided retrieval.

If you must have it, I think your best bet would be to build up/down staircases up next to (but into any tiles occupied by) the tree branches.  I believe the dwarves will happily run around in the tree branches to retrieve items once they get up there, but I'm not sure.  Be sure to save first if you try this, because as mentioned above, if your construction overlaps the tree the game may crash.

You could obviously just cut down the tree if you drain the water to gain access to the trunk, but I assume this is not what you want to do.

With regard to the stepladders, I have seen dwarves stuck in trees use the stepladders of fruit-pickers to climb down, so it is also possible they would use them to climb up and get the item if you could get them to pick fruit from the tree.  I have no idea if they will do this if you build a floor over the water and designate fruit picking - I suspect not since the trunk isn't accessible.

Since this is dwarf fortress, I am also required to mention that you could burn down the tree using magma or dragonfire  :P.  Magma is the solution to all problems.  Build a mincart magma cannon pointed at the tree.  The tree will burn down, and much of the surrounding water converted to obsidian.  Not responsible for other !!items!!, !!dwarves!! or undesired obsidian.

47
DF Dwarf Mode Discussion / Re: Strange stockpile record
« on: February 26, 2015, 03:31:30 pm »
Will the game let you build magma forges, smelters, etc now (it won't let you build them until magma is discovered)?

48
DF Dwarf Mode Discussion / Re: armor effectiveness
« on: February 24, 2015, 11:09:18 am »
According to the wiki (and consistent with my own experience) the [STRUCTURAL_ELASTICITY_WOVEN_THREAD] only has any effect if the item is made of cloth. So the only meaningful difference between a helm and a mask of the same material is that half of the time attacks will bypass the mask.
I have just verified that this is correct in the arena.  Adamantine clothing (including masks) does in fact protect against attacks very well.  I'm not sure if this has changed since 34.11, or I was just confused, but either way that means that Eldin is correct and clothes which are made out of metal (and presumably leather, although I did not confirm this) will in fact behave as armor and will not be nerfed by the [STRUCTURAL_ELASTICITY_WOVEN_THREAD] token.  Sorry for the confusion.

The one case where [STRUCTURAL_ELASTICITY_WOVEN_THREAD] is definitely relevant is for silk, as this does count as cloth, and therefore does not get the very high SHEAR_YIELD and SHEAR_FRACTURE assigned to silk (based on real-world estimates) but rather is nerfed down.  Toady noticed that silk clothing was blocking a large fraction of attacks that it shouldn't, and created this token to deal with that problem.

49
DF Dwarf Mode Discussion / Re: armor effectiveness
« on: February 23, 2015, 12:40:05 pm »
Some of the goblins got injured heads, but no one I saw (dwarf or goblin) got any face injuries. 90% of the injuries were smashed fingers and smashed foots. The fighting went on for quite a while and there was blood everywhere, and for some reason some of the dwarfs and goblins lost their right or left lower backs? I would be looking around and there would be someone's left lower back lying on the ground. I don't know how that happened. The battle axes shouldn't have been able to pierce addy armor.
The problem you are having is that the AI will always choose an attack with a good chance of hitting.  Since it is always very difficult to hit the (small) facial features, it never targets them.  If you want to do this test, you will need to assume control of a creature in the arena and manually attack the facial features.

However, I can tell you with 100% certainty that masks DO NOT cover the facial features.  Their raws are identical to helms, except they give only 50% coverage (meaning they will provide protection against 50% of attacks, regardless of location on the head) and have the [STRUCTURAL_ELASTICITY_WOVEN_THREAD] tag, meaning they are nearly useless as armor, even if made from metal.

The thing that makes cloaks cover the face is the [UBSTEP:MAX] tag.  Theoretically, you should be able to adjust the [UBSTEP] and [LBSTEP] tags of headwear to make something which covers the face, but due to a bug the [LBSTEP] and [UBSTEP] tags do not behave in a logical way.  I'm pretty sure Urist da Vinci posted a complete explanation of how armor coverage works at some point, but I can't find it.

TL:DR - I am pretty sure the only way to protect facial features is to have body armor with [UBSTEP:MAX].  However I am uncertain what happens if you add [LBSTEP] and [UBSTEP] tags to helms, so you could test this.

50
DF Dwarf Mode Discussion / Re: Animal Husbandry
« on: February 18, 2015, 05:40:04 pm »
I assume you know about Toady's statements about Dwarven Genetics?
Quote from: Toady One
Capntastic:   What are the inheritable traits parents can pass on to their children. Personality, preference for certain attributes, etc. ... a curse perhaps?
Toady:   Currently what we've got are the attributes ... vaguely the attributes to an extent being passed down. It's not like if the parents have two specific numbers it doesn't pick one or the other, but there's a little bit going on there. Then all of the colours, like eye colours, hair colour, I think that uses a dominant/recessive thing now where you pass on two copies and then it picks probably the colour with the lowest index; maybe there's an alphabetic bias right now on which genes are dominant, or it might be the first you listed, it could be the first one you list in the raws that's the dominant gene. I think that's it right now, just attributes and colours, the idea this time around was just to get our feet wet and get something working, and after that really it's easy to add new genes, easy to add all kinds of effects for them. I mean, I have to code it up, it's not something you can just mod in, and of course we'd have to have discussions about this; what's the extent to which personality is passed on versus it being environmental factors and so on, I'm sure we can have all kinds of wonderful arguments on the forums and so on, but right now we're just doing simple things that are pretty cut and dried like colours. Attributes ... it's not quite cut and dried there what passes along and what doesn't and so on, but I think right now that all the attributes pass along, whether or not that's accurate is another question. Also stuff like the shape of the nose and the height modifiers, basically anything called a modifier in the raws - how curly is your hair, how long is your nose, how far apart are your eyes, what colour is your skin/eyes/hair - all those pass along right now, they have genes to pass them along. As far as curses and stuff or whatever ... whatever those end up being we can link it in, but there's nothing right now of course.
In other words, what you are trying should definitely theoretically be possible.  You probably know this, but I did not without looking it up...

51
DF Dwarf Mode Discussion / Re: armor effectiveness
« on: February 18, 2015, 03:49:25 pm »
As has been stated above, you want all the non-mail armor you can get (helm, breastplate, greaves, gauntlets and boots).  Mail armor just converts edged damage to blunt, so your dwarves will still (usually) be injured, but not as badly. 

A mail shirt is worthwhile, but there should be no added benefit to having 3 of them, as once the damage is converted to blunt (which one mail shirt does 100% of the time if it is made of material greater than or equal to the weapon, where addy>steel>iron=bronze>copper>silver), there is no further benefit.  1 Mail shirt would even convert crossbow bolts in 34.11 to blunt, even though they easily penetrated addy plate, so there is no case where you would need more than 1.

A cloak is also a good idea, but I'm not sure about stacking those.  Based on Urist da Vinci's code diving, we know that once a layer is penetrated it only reduces damage by 10% of the damage required to penetrate it.  In other words, 2 cloaks should protect from 1.1 times the damage of 1 cloak, and 5 cloaks 1.4 times damage.  However there may also be some effects due to penetration depth of bite/claw or similar attacks, so I can't say for sure there is no benefit.  Also, cloaks don't weigh very much, so there's not a lot of down side to wearing several.  However, layered cloaks are definitely far less effective than you might think based on real-world physics, and will be useless against actual weapons (i.e. swords, arrows, etc).

Based on arena testing, a full suit of iron/steel (both have about the same weight) armor (meaning breastplate, helm, 1x mail shirt, greaves, gauntlets, and low boots) doesn't slow down a dwarf at all, even with no armor skill and when also carrying an iron axe and a wood shield.  It is quite trivial to create a dwarf in the arena and give him the skills and equipment you want to use and check that he still moves at speed 1.0 when you assume control of him.  However, there is some speed reduction (to 0.859 for copper) if you use the same armor made from bronze or copper (as both are heavier).  Also, your actual dwarves will have a backpack and a waterskin (not available in the arena), but I don't think those are too heavy, and your actual dwarves will have at least some armor user skill which will make armor effectively lighter (as well as increasing damage resistance moderately). 

Most weapons also don't weigh a whole lot (the heaviest dwarven weapons are axes, which weight 6U when made of iron, compared to 22U for greaves).  However, bolts are extremely, unrealisitically heavy, weighing about 1U EACH, so a quiver of 25 bolts weights 25U, and even more if made from copper/bronze/silver.  Therefore it may not be a good idea to outfit your marksdwarves with full plate armor unless they have some armor training, or you don't care if they move a bit slower.  A dwarf in full iron plate mail (as above) with a wood crossbow and 25 copper bolts (weight 33U) moves at 0.669.

As stated above, leather or wood are the best choices for shields as they are just as effective as metal and are lighter.  Do be aware that your dwarves will prefer metal shields (as they have higher value) so you will need to specify that they use wood/leather.

Also, at least in my game high boots don't seem to be creatable in dwarf mode, and are marked as foreign, so you may have to go with low boots (they are inferior, and only cover the feet instead of the feet and lower legs, and have the same weight, however this doesn't matter much if you also have greaves).

Again, test your setup in the arena to see how much it will slow your dwarves.  It should take no more than 10 minutes to do.  Also, you can easily view items in the arena to determine their weight.

One final note - the amount a dwarf can carry is based on their size and strength, which vary somewhat, in both your fortress dwarves and the arena.  However, even a small amount of military training will increase strength and size to above average, so you shouldn't have to worry about this (except possibly in marksdwarves).

52
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: January 20, 2015, 10:25:19 am »
For chain mail, the only relevant parts of the raws are shear_yield and shear_fracture, which are for aluminum (assuming whatever mod you are using which allows aluminum armor didn't mod aluminum raws as well)    [SHEAR_YIELD:20000], [SHEAR_FRACTURE:50000].  If chain mail has shear_yield and/or shear fracture higher than the weapon making an edged attack, then the edged attack will be converted to blunt, which in general significantly reduces injury. 

The worst weapon material in vanilla DF is silver, with    [SHEAR_YIELD:100000], [SHEAR_FRACTURE:170000], so unless your mod has lots of enemies running around with weapons made out of soft metals (nickel, zinc, gold, etc), then aluminum chain mail will be worthless except against wood weapons and unarmed attacks.

Furthermore, your steel breastplate will stop almost anything that hits it, unless there are creatures/weapons with attacks as powerful as the DF2012 crossbows (a.k.a. railguns).  The aluminum chain mail will provide negligible extra protection in the areas covered by the breastplate, so the only places which might get additional protection would be the neck and arms, which as mentioned above will only be against really weak weapons.

TL:DR - don't bother with the aluminum chain mail.

53
DF Dwarf Mode Discussion / Re: fun changes to the raws
« on: December 19, 2014, 01:08:41 pm »
[FLIER] + [CREATURE:DRAGON]
Indeed.  Clearly dragons were meant to fly, as they have wings.

54
DF Dwarf Mode Discussion / Re: Minecart shotgun range
« on: December 19, 2014, 01:07:22 pm »
Based on my understanding of how DF models flying objects, the range almost certainly does increase if the cart is moving faster, and should not depend on the size of the object.  I believe most minecart shotgun designs attempt to get the minecart moving at maximum velocity before hitting the wall and ejecting its contents.  However I haven't actually made a minecart shotgun myself.

The size of the thrown objects definitely does influence how much damage is done to the target, as damage is proportional to momentum, which is proportional to size.  However, the amount of objects that will fit in a minecart is also constrained by their size.  This is why liquids are traditionally used, as the mass of liquid you can get in a minecart is extremely large.  However serrated disks should work well, and are more realistic of course. 

I suggest looking at this post, and using it as a starting point:
http://www.bay12forums.com/smf/index.php?topic=111303.0

Urist da Vinci would be able to answer this definitively.  He has a post where he summarizes most of the relevant physics, and I am basing my predictions on his results: http://www.bay12forums.com/smf/index.php?topic=120502.0

55
DF Adventure Mode Discussion / Re: Opinion on Elves
« on: December 18, 2014, 03:55:38 pm »
I've never had any problems in Dwarf Mode, aside from pissing them off by trying to sell them a wooden table.
I believe their diplomats issuing crazy restrictions on how many trees you can cut down was removed a while back.  It may have been put back in at a more reasonable level recently? 

There is a long and proud history of defying the woodcutting mandates given by the elves and then slaughtering them when they get mad and attack.  Or just killing them for fun.  Or whatever.  Killing them.  I must admit I've never done it myself, but I can remember getting annoying complaints from them in 40d, and possibly DF2010 (not sure).

56
DF Adventure Mode Discussion / Re: Opinion on Elves
« on: December 18, 2014, 01:35:17 pm »
Since they all have perfect memories, you can also dump that stat and still have your adventurer be able to mentally map large areas.
By "perfect memory", you mean that the map of a lair etc. never disappears if you play as an elf?  I may have to ignore my hatred and try playing as one, because I really hate getting lost in mazes...

57
DF Adventure Mode Discussion / Re: What sort of adventurer do you create?
« on: December 18, 2014, 01:32:03 pm »
When I want to have fun, I play as a dragon.  Stats and skills really don't matter in that case.

When I actually want to play I usually do the human swordman thing that seems to be popular (probably because swords and human armor are easy to find).

58
DF Adventure Mode Discussion / Re: A topic about stupid challanges
« on: December 12, 2014, 12:48:43 pm »
As my first modding attempt, I am attempting to create...Chuck Norris. That's a stupid challenge, right?  :D
Just create a human with all tissues replaced with steel, and insanely high values for all physical attributes (strength etc) and maxed innate skills for combat related stuff.

If that's not enough, you could use slade instead of steel.  Then his limbs will be incredibly dense, making his punch/kick attacks extremely deadly.  Yeah, you should probably do that.

Maybe also give him an innate karate chop attack which is edged, so that he can chop off people's heads with his hands?

Of course, this will remove absolutely all challenge from playing the game, but I think you meant that the challenge was in the modding part?  Just FYI, all the things I mentioned are pretty easy to do, but if I told you exactly how then you'd have no challenge at all... ;)
 
If you do this, you need to pit Chuck Norris vs. some crazy enemies in the arena, and post some fun pictures of the results.  Chuck Norris vs. 10 dragons, Chuck Norris vs. 1000 zombies...

59
DF Adventure Mode Discussion / Re: A topic about stupid challanges
« on: December 11, 2014, 03:34:38 pm »
...
Mark all of the enemies you let live. For example, cut off the left ear of every enemy you knock out so that they walk branded to spread your legend. You could also cut off something larger and more crippling, but any universal permanent mark will do.

Geld a Demon.
So, it seems to me there is an obvious choice for how to mark your enemies that you let live.  Even more so because it's rather hard to do, and most of said enemies will die in the attempt...

Some reports say that gelding is possible with blunt attacks, so you might be able to get a decent survival rate by punching/kicking the appropriate area.

Yes, I realize this rules out a decent fraction of enemies lacking the appropriate tags in the raws, but you could let the women go with just a beating, or kill them, depending on just how evil you are.

60
Not all dark fortresses have prisioners, only the capital (where the demon resides) has the prisoners.

Do they also have huge eyes at the top of the spires?
I feel like they're modeled more after Orthanc than Barad-dur, but maybe that's just me. 

Also, thanks for the confirmations that some towers are empty, and even those that are not are mostly empty.  I think at least one of the times I tried this I went to the tower than quests had indicated contained prisoners (presumably the capitol), but I gave up before finding any.  Your 3 hours would probably take me 6 with my slow computer, which quite frankly is just too long for me.

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