Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Pirate Bob

Pages: 1 ... 3 4 [5] 6 7 ... 31
61
Based on my (fairly extensive) arena testing, the damage done by firing bolts/arrows should be essentially the same against humanoids as in 34.11, assuming they penetrate armor.  Even the "nerfed" arrows pack more than enough momentum to penetrate all body tissue.  Also, metal bolts/arrows will penetrate armor less than steel 100% of the time.  I have never seen an enemy with steel or better armor in adventure mode, so this should be pretty much irrelevant (except possibly in vaults).

Toady's notes claim that he "Adjusted firing rate for projectiles again to make them more like the older versions" (persumably 34.11).  I have not tested this, but I assume he knows what he is doing.  Being able to fire one shot against a creature at maximum range and having them be on you before you can fire again sounds about right.

All this is to say, ranged weapons are exactly as bad as they were in 34.11, which makes them not that useful for an adventurer (unless you sneak).  They were briefly much more powerful (up to 40.11) when their firing rate was much faster.  Trust me, whenever enemies actually start attacking you again (has they happened yet?), you do NOT want them firing much faster than they did in 34.11.  Anyone who played 34.11 should recall that the #1 complaint about adventure mode was there being no defense against attacks by archers, and a single hit being either instantly fatal or incapacitating you due to pain.

It would be REALLY great if it was possible to fire once and then not reload, and that type of thing is something Toady said he might do with the combat speed rewrite, but which seems to have been lost.  Also, I'm not sure I agree the firing rate is that far off from reality.  According to Wikipedia, firing rate for English longbowmen was about 6 rounds per minute (10 sec per shot).  One tile in DF is about 2 meters, and 3 meters/sec (6.75 mph) is a fairly modest running speed for a human.  At this speed, an enemy would be able to cover 15 tiles in the 10 secs it takes to shoot 1 arrow, which is pretty consistent with the game.  Maybe an archer could fire a bit faster than this, but a crossbow would almost definitely be slower.  Currently they are identical, so a compromise needed to be made.

I'm sure Toady plans to eventually improve archery, but for now its really not that bad, and making it better would take a lot of effort.  I have to assume he didn't add in the ability to fire without reloading because something about the coding made it too difficult, because I know its something he wanted for this version.  In the long term, for archery to be more realistic, we would need this, along with the ability to aim shots at specific body parts (or at least areas), and the ability to shoot farther (which is currently probably restricted because it would make the game run slower).  I'd really like to see a system where you could aim at a specific body part, with your chance of hitting based on its size, your skill, and the same kind of opportunity modifiers used for melee.  Then if you miss you would still have a chance to hit nearby body parts based on their proximity and size.  In other words, shooting at center of mass gives you the highest chance to hit your target, but if you are legendary you can go for headshots.

Furthermore, it would be relatively easy to add in modeling each body part as a sphere, and calculating the angle of incidence between the arrow and the (armored) surface of the body part.  Then the momentum used for armor penetration (DF already calculates armor penetration based in momentum of the blow) could be only the component perpendicular to the armor.  Meaning that direct hits would penetrate armor much better, but a glancing hit could be deflected even by poor armor. 

Anyhow, that's already more derailment than I intended.  If people are interested in my crazy ideas for improving projectiles, I can give a lot more details about them (maybe somewhere else).

TL:DR - the current archery system is not great, but making it better would take a lot of work, and just making bows shoot faster would be bad.  Very bad.  For you.

62
Were most of the jail cells empty, leaving you to search through hundreds of empty cells to find the few children, or were they relatively easy to find?  The few times I tried to do this the fortress seemed to be pretty much empty - no goblins or prisoners to be found.  I may not have looked hard enough though, as my computer is slow and the lag was pretty unbearable.

One time I did manage to find my way down to the lower levels, and there were a lot of goblin civilians down there (non-hostile with civilian professions and no armor) but I didn't see soldiers or trolls.  In none of my attempts did I find anyone in the prison levels.  This was probably around 40.09, so things may have changed (I'm hoping that the now-fixed issues with invasions leaving towns deserted are the same thing which caused all the goblin sites to be deserted?)

63
Did you have to take a few tries to get the evil areas aligned with Russia and Texas (257x129), or did your RNG just have a good sense of humor?

64
DF Adventure Mode Discussion / Re: Are you moral?
« on: December 01, 2014, 01:30:44 pm »
I usually play as a lawful type and try to accomplish quests and such.  Or at least I did in 34.11 - I haven't really gotten into the new quest system yet.  However I do rather enjoy modding dragons to be used as adventurers, and then laying waste to everything in my path.  This is even more fun now that elf sites exist, and are quite flammable...

65
DF Adventure Mode Discussion / Re: Is it fixed yet!?
« on: December 01, 2014, 12:40:48 pm »
I agree that this would be a great idea.  Not only for this reason of making it less tedious to look around, but also it is quite useful to know which direction your enemy is facing even if you are not trying to sneak, so that you can try to hit them from behind, etc.  Maybe you could post something along these lines to the suggestions?  If you don't want to, I can give it a go. 

In the short term, maybe Toady could enable the stealth vision arcs for enemies even when you are not sneaking, or maybe have a config flag to do this if some people don't like the screen clutter?  I also agree that the ideal would be to have a different, smaller marker when not sneaking that identifies an enemy and the direction they are facing (perhaps just 2-3 red/purple tiles making a line?)

One potential problem - does anyone know if sneaking through a densely populated area causes the game to run slower?  It can already get pretty bad (for me at least) moving through a market, etc.  Having the game need to draw the stealth markers even when not sneaking could potentially slow it down even more, but I'm not sure.

66
DF Adventure Mode Discussion / Re: Alt + Y Confirm Dialogue
« on: November 26, 2014, 01:44:34 pm »
This problem has nothing to do with animals.  The game will ask you to confirm to attack *ANY* creature (including i.e. a goblin) that is unconscious and not already at "no quarter" combat status (or is considered to have yielded for any other reason), because an attack on a creature which has yielded will escalate combat to "no quarter".  I just tried this with an elf adventurer, and it didn't ask me for any confirmation to attack a weasel after I strangled it until it passed out, as the strangling already escalated combat to "no quarter".

Two important points:

1) You should be asked to confirm combat at most 2 times for any given opponent.  Once to attack something which is not hostile (which is most animals) and once to attack after your opponent has yielded.  If you are being asked to confirm more often than this (it is unclear to me from the posts if this might be the issue), something is wrong with your game.  I suggest generating a new world, and if this doesn't work downloading a fresh copy.  You also might want to consider submitting your save to the bug tracker.

2) If pressing alt-y is annoying, you can easily map this to another key.  Press esc, select "key bindings"->"Adventurer", then find "Adventure: Attack, Confirm".  You can even add "enter" as the binding for attack-confirm if you want (just confirmed this works).  I always have to do this, as the alt key doesn't work in DF on Linux, so I may "Attack, Confirm" to ctrl-y.  Note that the dialog will still tell you to press "alt-y", but the key you have mapped it to will work.


67
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: November 26, 2014, 01:20:27 pm »
Too bad , so i guess they're just useless.
I wonder how are elves not utterly annihilated in every worlds and can sometime win battles, as they only use such weaponry.

Doesn't the battle thing only take skills into account and not the weapon and arnor material? Not sure how it works.

Given how they're immortal but have normal breeding rates, they can build up population, so they probably use zerg rush as a common tactic. That and elves are supposed to be supreme archers.
Yes, the abstract battles that occur during world gen definitely don't take into account the crappiness of elves armor and weapons.

... And elvish archers kick ass. YOUR ass, most of the time.
Only if you don't have armor.  Arrows were reduced in velocity compared to 34.11, so that now any metal armor will block wooden arrows.  Metal arrows are only blocked by steel or better armor, so your adventurer should be very careful around archers using those.

I'm not sure if elvish archers that are part of other civs (and hence have metal weapons) get the elven skill bonuses.  I think not, but not sure.

68
I assume you've already tried creating small or medium worlds in the regular world generator?  I usually play with such worlds for adventure mode, and there are quite a lot of sites.  I can easily travel around without companions, as I never have to travel more than half a day to the next site, I so can avoid bogeymen by just sleeping inside.

If you want to generate a really dense population, the perfect world utility mentioned above should be helpful, but I don't know how dense you can actually make it.  Due to wars etc the extra sites may just end up killing eachother off.  If you figure out how to do it I'm sure others would be interested (myself included).

Edit - I had a go at this, and it seems to be pretty easy.  I copied the "small region" preset and set the following params (all others default):
seed - dense
Mineral Scarcity - 1000
Site cap after civ creation - 2000
Max Megabeast Caves - 10
Max Semimegabeast Caves - 20
(Could have also increased Titan Number, but I forgot)
Number of Mountain Caves - 20
Number of Non-Mountain Caves - 30
Make Caves Visible - Yes
Number of Civs - 25

I then ran worldgen for 152 years (I meant to stop at 150, but there was some lag after I pressed ESC).  I also ran one with same parameters and seed "DENSE" (all caps) and got more goblins, but only 1 tiny dwarven civ.  Here is the result:
Spoiler (click to show/hide)

This world is jam-packed with sites.  I don't know if you have to walk more than 3 squares between any adjacent sites.  I'm not entirely sure about the biomes, but there definitely appears to be some variety, and the world is small so it shouldn't be hard to visit everything.  Definitely towers, goblins, etc.  It's possible that by running longer you can get even more sites, although at some point many will start to be abandoned.  A quick bit of adventuring already shows this is a problem in my world, as many of the hamlets I visited were abandoned.  Not sure if there is a way around this.

Also, to answer your original question, if you select "Design new world with advanced parameters" from the main menu, then select the size you want and press "e" to Enter advanced parameters, then you can set "End Year" (the default is 1050, so I don't think you had done advanced world gen before). 

If you want to do regular worldgen just set the history to change the length of world gen.  I think medium is 250 years, and not sure about the others.  You can always set "Very Long" and just press ESC to stop whenever you want.  Maybe you chose "Very Short" before?  Running on a small world with medium history, number of civs, sites and beasts set to "Very High", savagery "high" and mineral occurance "frequent" results in a world even more jam-packed with sites than the one above, although I suspect even more of them are abandoned (didn't check).

It is possible that by messing around with some of the other advanced parameters you can get less abandoned sites (maybe by adjusting population caps?) but I have no idea.  Asking in the worldgen cookbook thread is a good idea.


69
DF Adventure Mode Discussion / Re: Non-dwarves joining Dwarf Fortress?
« on: November 26, 2014, 01:02:11 pm »
If you retire with companions who are also dwarves, will they become part of the fortress as well?  If so, you could recruit your military as followers, take them out for some "intensive training", and then very quickly train up a whole army of super-dwarves.

Not sure how worthwhile this is given that there are many other exploits which allow you to quickly train your military, but this still sounds kind of fun.  It would be cool if you could lead your military to take out the neighboring goblin settlement or whatever and then return them to the fort when you are done.

70
DF Adventure Mode Discussion / Re: Swimming movement preference
« on: November 21, 2014, 01:51:33 pm »
I looked at this again, and I think I was mis-remembering how this works.  Sorry about that. 

If you look at the swimming page from the wiki, you will see that creatures can swim in water from depth 4/7 to 7/7, but it is only required if the depth is at least 1 full tile of 7/7.  Therefore if you set "when necessary", you adventurer should only swim if water depth is 7/7 or more.  If you set "when possible" then they should swim in water 4/7 or more.  I haven't actually confirmed that this is what happens, and this is unfortunately rather hard to test, as I don't know where you can find water of intermediate depth in adventure mode without creating and retiring a fort specifically to create pools of the desired depths.

I also think I vaguely remember that if you are a night creature that doesn't need to breathe, setting "when necessary" will make you walk on the bottom of water, but I could be mistaken.

71
DF Adventure Mode Discussion / Re: Swimming movement preference
« on: November 20, 2014, 11:47:31 am »
I am pretty sure that disabling automatic swimming makes you just walk on the bottom of water.  This will obviously cause you to drown pretty fast, so it's not recommended.  I could be mistaken though - it's been a while since I tried it.

72

Dear rest of the hauler corps,

Stop gathering all those plum and cherry pits and apple seeds. They cannot be planted anyway; they are just a waste of bags. The titan silk farm is not for making infinite bags.

Yours, the overseer of Sprycanyon.

I'm at the point where I'm selling my bags of pits and treeseeds to the merchants, and buying empty bags in their place. It's very annoying. I wonder if I can forbid the pits and move the bags? Would that work? {wanders off to find out}

Maybe just try to use apples, cherries, and other fruits producing useless seeds for cooking, and forbid brewing so they don't produce any seeds?  Unless your nobles have a strong need for the associated booze, I'm guessing you have more than enough variety of booze in your fort without brewing apples and cherries.  Any unless dwarves for some reason really like raw apples/cherries, they don't tend to eat raw food if prepared meals are available.

Actually, as I was writing this an even simpler idea occurred to me - can't you just enable cooking of all the useless seeds?  I haven't actually played a fort in the new version yet, but by default cooking of all seeds is disabled, but can be enabled in the kitchen menu.  Then you can turn all those useless apple seeds into tasty apple seed roasts.

Edit - based on the raws, it looks like apple seeds and cherry pits aren't edible, so that won't work.  Oh well.  I think you could make the annoying seeds go away by just removing [GROWTH_HAS_SEED] under [GROWTH:FRUIT] for the offending plants.  I haven't tried this, so I don't know if it would actually work or cause any other problems.  Or just don't brew them, as described above.  Or you could add [EDIBLE_RAW] and/or [EDIBLE_COOKED] to the seeds.  Or it would be probably be pretty easy to add a reaction to process them into oil, like with rock nuts.

73
DF Adventure Mode Discussion / Re: Vampire guide
« on: November 19, 2014, 03:59:42 pm »
So I found what I believe to be a slade spire. Being the smart person I am I didn't check to see if it was made of slade though.
Huge tower, circular, widest building I've ever seen. Filled to the brim of trolls which were friendly towards me and mauling on the goblins dwelling inside. Exploring it's fucking labyrinth of troll-gore-rooms I found nothing but troll-gore and a single Goblin Lady who attacked me.

Anyways, killed her, went as high as I could, explored every room, no way down.
This is consistent with what I have seen.  Some of the slade spires (and this is definitely what you found) have no way down.  Not sure if this is a bug or its meant to be this way.

74
DF Adventure Mode Discussion / Re: Non-dwarves joining Dwarf Fortress?
« on: November 19, 2014, 01:30:15 pm »
I recommend building a small fort, retiring it, moving there with your dorf adventurer (who I am assuming will be some kind of supersoldier or something), then starting back up.

That should work, right?
That will sort of work.  Most creatures that are inside the fort site when you start will be friendly to your dwarves, but not under your control.  Your supersoldier (and any of his followers) would fight any attackers who happen to come near him, but you'd have to make clever use of cage traps or something to move them where you want (or just place your fortress entrace near them).  They will never need to eat or sleep, so they could be pretty useful.  However you won't be able to provide them with medical care or upgrade their equipment.  Than again, I haven't actually tried this with a dwarf, so I'm not 100% sure that you won't get the adventurer as a member of your fort, but I don't think so.

I don't know if it's possible for a dwarf who is already at your site to "immigrate" to your site, but I suspect not.  If you want your adventurer to immigrate to your fort I think you need to retire him at another site in your civ, and hope that he comes in with the other migrants.

75
You want to look for a tile that has a "fortress entrance".  It will be marked as Ω on the zoomed out map, and in the intermediate zoom map is looks like a bunch of lines and circles.  The entrance itself will be a huge building with a trade depot inside and (at least usually) a large spiral staircase going down. 

You don't have to go poking around for a down arrow like a cave.  Fortress entrances are huge things that are impossible to miss.  Try visiting different dwarven sites (make by the Ω) until you find one.

Also, if the fortress entrance is on an underground road (a road marked on the map which doesn't appear on the surface) then you can take the spiral staircase down until you find a road (5-6 tile wide smoothed walkway, just like on the surface).  You can then use the road to fast-travel underground to other sites, like that mountain hall you were trying to get into.  You may have to manually travel on the road until you are out of the fortress site - I can't remember.

In other words, if you really want to visit a particular (undergound) mountain hall, look for a fortress entrance site that is connected to it by an underground road.

Pages: 1 ... 3 4 [5] 6 7 ... 31