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Messages - RadHazard

Pages: 1 [2] 3 4 ... 9
16
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: April 25, 2012, 01:28:49 am »
Any changes to an entity file require a new world to be generated in order to take effect, I believe.

17
DF Dwarf Mode Discussion / Re: !!SCIENCE!! Thread: Operation FPS Bomb
« on: April 18, 2012, 10:40:21 pm »
How much do well-placed traffic designations help alleviate the open space issue? That could be another thing to test when you get around to the open-space testing.

It would be interesting to see if designating traffic zones like below would improve FPS noticeably, with larger rooms, of course.
Code: [Select]
F = Forbidden
H = High Traffic
╔══┼══╗
║FFHFF║
║FFHFF║
┼HHHHH┼
║FFHFF║
║FFHFF║
╚══┼══╝

18
I'm glad to see you're making good progress with this!

I went ahead and added some entity token definitions through the built-in editor.  I also have a few usability suggestions.

First, in the login screen the tools > options menu, when you press tab with the Username field selected, it highlights the Register button, instead of the password field, as expected.  It's a small thing, but changing it would make it even nicer to use :).

Second, when using the token definition editor, if you have an invalid type data entered, such as ITEM:ITEM_WEAPON for an integer, you can't exit out using the cancel button.  Once again, it's a minor thing, but it would make it a little easier to use.

Thanks for all your hard work so far, and keep it up!

19
682 FTW. Building destroyer, trap avoid, no stun, no pain, no eat, no sleep, can learn and basically immortal.

Why are most of these things nigh-immortal? It seems like having a fort besieged by one unstoppable monster after another would get..old, y'know?

For dwarves, nothing is nigh-immortal.  Some things just take more killing :P

20
Huh.  And here I thought it just sort of hung off the side of your head or something.  Silly me :P

21
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: April 04, 2012, 08:08:08 am »
But then, a metal bin needs 3 metal bar. There must be a place where it is indicated, right? I don't get what you say, you mean it is hardcoded?

Yes, these items are hardcoded, rather than in the raws, although if they were the [MATERIAL_SIZE:##] token would control this.  You could make a custom reaction that produced a cage and required whatever items you wanted, but I don't believe there is an easy way to disable the default cage-making reaction.

22
DF Adventure Mode Discussion / Re: Can't become vampire
« on: April 04, 2012, 12:14:51 am »
Yes, blood-borne syndromes can be gotten from licking blood off of things.  I've even had cats turn into werewolves after cleaning themselves when I modded in a werewolf with contagious blood.

As for asking if he could drink blood, it was just to be absolutely certain.  Although, re-reading his post, I can see that he does mention becoming hungry/thirsty after drinking vampire blood, which I must have missed the first time.

23
DF Dwarf Mode Discussion / Re: Have you ever tried to get inside HFS?
« on: April 04, 2012, 12:05:51 am »
I'm going to preempt the inevitable derail into the whole 1 =? 0.999... argument that is likely to follow, and simply state that in this case, "Infinite" clowns simply means the game will never stop spawning them, as it won't bother to ever check how many are left.

24
DF Dwarf Mode Discussion / Re: Have you ever tried to get inside HFS?
« on: April 03, 2012, 11:56:39 pm »
You also functionally cannot kill all the clowns, since there are populations in the millions of each species of clown, and they come trickling in 2 or so at a time.

Actually, there's an infinite number of them, according to the population export.  I imagine this means it's literally impossible to make them extinct, even with ten-thousand years of killing.  Here's a sample from one of my worlds:
Code: [Select]
Underground Animal Populations (Including Undead)
7 magma men
4 magma crabs
11 fire imps
12 fire men
Unnumbered ghosts of flame
Unnumbered green-yellow fiends
Unnumbered haunts of embers
Unnumbered slug fiends
Unnumbered bear monsters
Unnumbered sloth monsters
Unnumbered ceratopsid brutes
Unnumbered eyeless fiends
Unnumbered red demons
Unnumbered tarantula demons
Unnumbered flaming demons
Unnumbered slate gray fiends
Unnumbered eyeless fiends
Unnumbered aquamarine brutes
Unnumbered snail devils
141 fire snakes

25
DF Adventure Mode Discussion / Re: Can't become vampire
« on: April 03, 2012, 11:39:19 pm »
Okay, forgive me, but I have two more questions.  One, was the blood you drank historical-figure tagged?  That is, was it called "human blood" or "Human McVampire's blood"?  This matters, because the vampire curse is only passed on through blood that actually has the vampire's name attached to it.  For my second question, have you tried pressing 'e' next to a sleeping peasant, to see if you can drink their blood?  If you have, and the answer is yes, then you are a vampire (obviously), but if the answer is no, you cannot, then I honestly don't know what's going on.

26
DF Adventure Mode Discussion / Re: Shop Glitch?
« on: April 03, 2012, 11:03:44 pm »
Searching the bug tracker shows that this is indeed a bug, and has been reported.
Issue #5149
Issue #5133
Issue #5611

The problem seems to be that civs tend to have lots and lots of bone and cloth material compared to, say, metal.  This means that bonecarving shops and clothing shops will be well stocked, but metalcrafters, weaponsmiths, and armorers will tend to have little or no stock, and may not even show up at all.

27
DF Adventure Mode Discussion / Re: Can't become vampire
« on: April 03, 2012, 10:40:45 pm »
Is your game modded in any way?  Also, are you a necromancer, husk, or thrall?

28
Nope, those values use completely different units.  Although I'm not exactly sure what units the interaction cooldown periods use.

If you need any help with modding in transformations, the link in my sig has some useful information I've found out so far :)

29
I began construction of what was to be a huge megaproject-style fort.  First, I carved out the grand entrance, along with barracks and fortifications for my future marksdwarf squads.  The civilians temporarily take up residence in the barracks as work continues on the fortifications.

I didn't even get to finish the main gate before a necromancer and zombie horde shows up.


Reclaim one starts off with 7 armor-clad axedwarves clearing the fort of zombies and setting the basic industries back up.  Basic doors are installed as a precaution to future invasions.  Corpses are collected for disposal, once I get around to it.  Migrant wave 1 comes, and we begin working on the stairway down to the main entrance hall.  The basic shape is barely carved out when the zombies return.

Oops.  Next to the front gate is not a good place to store corpses awaiting disposal.  Due to a slow hauler, a single door remains uninstalled, letting the zombie hordes inside once again.  The final dwarf dies from thirst, locked in a room with no way out and no way to repel the zombies.


Three dead-and-zombified adventurers later, I decide to try my hand at reclaiming in dwarf mode again.  Reclaim two starts off badly.  A dwarf is seriously wounded, prompting the designation of a hospital.  On his way to rest, the soldier is ambushed and slaughtered by zombies hiding in the fort.  The rest fare no better.  The 6 dwarves are soon reduced to five, then four.  They charge at the one of the now-friendly necromancers, hoping to stem the zombie tide at it's source.  The first one goes down quickly, giving them false confidence as they charge toward the second one.  As I watch, one, two, then finally three dwarves fall to the terrible boning knife.  But wait! Were there there not four dwarves?  I quickly search for the fourth.  I find him in the meeting hall, with the "unable to fulfill order" job.  Inspecting him, I find his lower spine is broken, forcing him to crawl along the ground.

The stress of losing his friends, his fort, and his mobility prove too much, and he snaps.  He begins babbling nonsense and running about, wildly crawling about in a somewhat-wild fashion.  However, despite his madness and his disability, he still proves an able combatant, striking down any zombie unlucky enough to wander down to the meeting halls.  He finally dies of thirst, under the hungry gaze of the wagon donkey.  His passing marks the end of the final chapter in the story of Zilirurdim, The Eternal Tower.

30
DF Adventure Mode Discussion / Re: Fat and Speed - A question.
« on: April 03, 2012, 12:29:31 am »
Actually, I just downloaded a fresh copy of 0.34.07 SDL from the bay 12 website, genned a new world, and tested it out.  It's definitely happening in this version as well.  I'm not sure why your adventurer didn't experience it.

Here's the save.  The adventurer is sitting in town with a stack of 90 plump helmets in his inventory.

Speed without plump helmets: 1187
Speed before eating: 1118
Speed after eating 3 plump helmets: 1118
Speed after dropping 87 remaining: 1187
Speed after picking up 87 remaining: 1121

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