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Messages - RadHazard

Pages: 1 2 [3] 4 5 ... 9
31
DF Adventure Mode Discussion / Re: Fat and Speed - A question.
« on: April 02, 2012, 11:37:50 pm »
That's odd.  I'm using 0.34.07

I went back and checked it, and the game definitely says 0.34.07 at the bottom.  I also know that the save I have was definitely generated in the same version, since I haven't copied any of my pre-0.34.07 saves into my 0.34.07 folder yet.

I do use Ironhand's graphics pack, and I do have some minor mods, but I don't think either of these things should affect that.

32
DF Adventure Mode Discussion / Re: Fat and Speed - A question.
« on: April 02, 2012, 09:08:43 pm »
If you want to report it, feel free.  You already have a mantis account and plenty of practice with the bug tracker :P

33
DF Adventure Mode Discussion / Re: Fat and Speed - A question.
« on: April 02, 2012, 02:56:45 pm »
Hmm, it turns out that the speed increase may not be caused by the fat after all.

I save-scummed my adventurer and repeated the waiting, but this time leaving my food on the ground, only picking up 1 unit to eat it immediately.  I noticed a zero speed increase this time.  Further testing shows that the speed increase did come from the weight of the food.  It seems that your adventurer's speed is not recalculated when you eat a piece of food from a stack.  It only gets recalculated when you either drop and pick up the stack, eat the very last item in the stack (thus removing it completely), or sleeping/waiting/fast traveling.  Dropping and picking up a different item doesn't seem to recalculate it properly either.

However, I would like to mention that there is still a possibility that fat has an effect on speed. The save I loaded was half-way through the waiting period, since I didn't have an older save.  The adventurer already had "very little fat" at that point in the waiting, so it will need to be tested with a fresh adventurer to confirm or disprove it.

As a side note, it is rather interesting that adventurer speed isn't recalculated after eating an item in a stack.  Perhaps this should be reported as a bug?

34
DF Adventure Mode Discussion / Fat and Speed - A question.
« on: April 02, 2012, 09:59:32 am »
Has anyone done any science on the effects of your adventurer's body weight on their speed?

I ask this because I have an adventurer who's speed appears to be gradually going up as his fat goes down.
To elaborate, I was waiting in a town until the full moon so that I can have some ‼Fun‼ with the local werecreatures.  Because I've been sleeping in eight-hour stretches and then eating, it appears my guy appears to be losing weight, as his description now reads "He has a thin body with very little fat".  At the same time, his speed appears to be increasing, despite not doing anything more strenuous than walking to the well and back.  He's not even sneaking to the well, so I don't think it can be from attribute gains at all.

I can't say for sure that this has to do with his weight at all, but it's the most likely explanation I can think of.  I'm almost certain the speed increase is not due to the lessening weight of his food supplies, as the speed increase always happens after the waiting/sleeping periods.  It's also about 3-4 points per wait/eat cycle, which is more than what a single piece of meat should weigh you down, I think.

35
DF Dwarf Mode Discussion / Re: What's the deal with were-beasts?
« on: April 01, 2012, 10:58:00 pm »
Here's what I know about were-beasts so far:

  • The only way to get infected is to be bitten.  You can be scratched to a bloody pulp without ending up howling at the moon.
  • Bites must break the skin.  If it's a bruise, even a serious one, the infection isn't passed on.  Tearing the skin by shaking doesn't count.
  • Severed limbs won't transform.  However, if the limb is reanimated, it CAN transform, or it used to be able to, at least.  This has caused a single werebeast to multiply into a werebeast-zombie army.

I've tested point one and two in the arena and in adventure mode.  I'm assuming the same rules apply in dwarf mode.  The third point I haven't tested out myself, but I've seen stories on the forums.

36
Yeah, you have to be careful anywhere near waterfalls.  The water at the edge is only 2/7 or 3/7, so it's not considered dangerous terrain and you don't have to Alt-Move there.  You'll walk right down into the riverbed and fall to your death that way if you're not careful.

I lost a pretty good adventurer wearing what may have been the only human-sized set of iron armor in existence that way :(

37
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: March 30, 2012, 03:57:24 pm »
To make magma-proof, set melting/boiling temperature higher than 12000. To make magma proof, set magma to be brewable.

Sigging this.

38
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: March 28, 2012, 11:04:40 am »
Is there any way to have a reaction require a skull as a reagent?  I can get them to use skulls, but it also allows other kinds of bone items to be used.

The reason I want to know is that I wanted to mod in a reaction that requires the adventurer to kill a certain number of animals, and skulls are the easiest way to accurately count kills.  If there's not a way to use skulls, I'll just fall back on using prepared hearts, which are almost as good. (Not as good, because some smaller creatures don't drop hearts when you butcher them)

EDIT: I suppose I could use corpses too.  Is it possible to require a corpse as a reagent without allowing severed bodyparts in the reaction? (i.e. allow Foo Corpse and Foo Mutilated Corpse, but not Foo Left Leg)

39
I almost always make a demigod.  I like get an early start on eliminating every major power in the world.
(That, and I know I'd just end up knapping-throwing and swim/sneak/crutch-walking grind myself to legendary if I was a peasant anyway :P)

40
As far as I know, it's impossible to become a zombie and still be able to control yourself.  Although necromancers will happily resurrect your body after you die :P.  Other than that, I don't think you missed anything.

41
DF Modding / Re: A Thought: Gradual Transformations?
« on: March 26, 2012, 12:27:01 am »
Indeed, number one would work fine. Just use something like this in the syndromes to get it to work:
Code: [Select]
[CE_BODY_TRANSFORMATION:START:0:END:100]
[CE:CREATURE:THRALL_STAGE_1:DEFAULT]
[CE_BODY_TRANSFORMATION:START:101:END:200]
[CE:CREATURE:THRALL_STAGE_2:DEFAULT]
[CE_BODY_TRANSFORMATION:START:201] // No end tag on the last one to make it permanent
[CE:CREATURE:THRALL_FINAL:DEFAULT]

The consumable superpowers + explosions would be possible.  The only difficulty would be getting the dwarves to explode, but that can be handled by transforming them into a creature that naturally explodes when it's created.

42
DF Modding / Re: Modding headless creatures.
« on: March 26, 2012, 12:05:25 am »
One thing worth noting is that liquids in DF can be carried around just like solid objects.  In fact, I've heard tales of vomit being used quite successfully as a projectile.  This is a fundamental limitation of the engine.

However, you could try [BOILING_POINT:10001] instead of [MELTING_POINT:10001], which should (in theory, I haven't tested it) cause body parts to vaporize when severed.  With [FIXED_TEMP:10000], the creature should be a solid when alive.

43
Mod Releases / Re: Secure, Contain, Protect. Version SCP-001
« on: March 25, 2012, 11:55:24 pm »
I swear, it's like you're modding straight from my list of favorite places on the internet :P
Keep up the good work!

44
That was fast! I love your new avatar, by the way :)

45
DF Dwarf Mode Discussion / Re: !!SCIENCE!! Thread: Operation FPS Bomb
« on: March 22, 2012, 08:23:36 am »
I'm not sure as I haven't really played with it, but I believe the unit.dat files only store non-local historical figures.  If they're missing, when the game tries to load a historic figure (such as a migrant or trader) from one of the missing files it will give you the infamous "Nemesis Unit Load Error".

I have had one of those errors in 0.34.XX.  I accidentally opened up a second Dwarf Fortress with the same executable in the same game.  I believe the problem was that the second copy of DF cleared out the "current" folder, which stores any unit.dat files that have changed since you started that game.  The game ran fine at first, but after I fast traveled to a town that I had visited previously, it crashed with that error.  I'm assuming the same principle applies to fort mode.

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