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Messages - IndigoFenix

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226
DF Suggestions / Re: Terrible Suggestions Thread
« on: August 06, 2020, 02:00:52 pm »
Dwarf scholars can use bins to create other universes.

Inside these universes, other scientises could use bins to create universes.

Finally, the universe where we play is contained inside a bin.

On rare occasions, a scientist can create a universe in a bin, and in that universe, a scientist could create the first universe in a bin.

227
Mod Releases / Re: Rise of the Mushroom Kingdom: No new update...yet
« on: July 29, 2020, 08:05:32 am »
One small suggestion: A workshop with reactions that consume certain power-up foods and apply their effects to the worker, so we can order certain toads/koopas/shy guys to eat something helpful when it's helpful instead of deciding the one Mega Mushroom in the entire fort would be a good midnight snack and not something to save in case of a megabeast.

Unfortunately, this isn't possible without DFHack.  You can forbid the foods you want to save for later but there's no straightforward way to control this.

228
Is there a way to expand the window?

229
PathoGen

This is a program designed to simulate the progressive spread of multiple interacting "viral conditions" through a large population.

For example, it can model not only the exponential spread of a physical virus, but also the spread of ideas, beliefs and practices that can slow down - or accelerate - the transmission of that virus.

It can also be used to simulate the manipulation and influence of a population on a grand scale through the spread of ideas. You can simulate government actions and observe their impact on the population's behavior and condition.

Originally concieved during the 2020 Novel Coronavirus pandemic, the same mechanics can potentially be applied to a wide variety of societal, political, and epidemiological circumstances.

I probably won't focus too much on this (BoundWorlds is still my main project) but it seemed like a neat thing to make, so I made it.  I might add a few more game-like aspects to it (like resources and win/loss conditions); it's just a simulator right now.

Pathos is designed to be ultra-moddable.  There is no online distribution system right now, but you can create a scenario and download it as a text file, then upload it to run it.

As with all simulators, accurate results require accurate inputs.  Garbage in, garbage out.

This is not, right now, a COVID-19 simulator, since the numbers are wrong.  But if you put in the correct numbers, and correctly account for all complexities, it should model things fairly accurately.  However, if you add too many variables, it can cause slowdown, since every possible combination of symptoms must be tracked independently.

230
It does, unfortunately. New pops just won't appear out of nowhere. If new creatures were to be summoned, however...

Regardless of populations, I think that adding any new object to the raws intrinsically creates problems if done post worldgen. You can modify existing objects but I don't think you can add new ones..

231
DF Suggestions / Re: Terrible Suggestions Thread
« on: July 20, 2020, 03:30:13 am »
A common mythical motif is natural features, or even the world itself, being crafted from the corpse of a dead giant.

Naturally, this means that once the mythgen arc is complete, in a world where this is the case, a necromancer may animate the entire planet as a zombie, destroying civilization.

232
DF doesn't really calculate area all that well.  The only thing that matters is what percentage of the tissue gets damaged as the weapon tries to penetrate it.  If the STRUCTURAL tissue (the bone) gets 100% damaged in an edged attack, the limb gets chopped off.

More contact area = more damage to each tissue layer the weapon passes through.  More penetration depth = better ability to pierce through to deeper tissues without fully damaging shallower ones.

So a sword or axe, which deals a lot of damage to each tissue layer, has a big contact area.  A spear, which deals little damage to each tissue layer but penetrates deep, has a small contact area but a high penetration depth.

To translate this from a real weapon, imagine facing the weapon edge-on.  Here, I'll make a picture:


It is possible that this calculation may not be completely accurate, as less than a centimeter for the spear tip seems a bit small.  It is possible that my guess of 200 units per cm may be off; maybe the contact area of some attacks can be bigger than the weapon itself, since the attacker may be slashing it back and forth.  Or it could be that Toady fudged the numbers on the spear a bit to make the weapons behave more like he intended them to, as larger contact areas tend to chop off limbs and he probably wanted to avoid the spear chopping off limbs.

233
Size of the weapon actually has no impact on combat stats apart from its weight - it represents the total volume of the weapon in cubic centimetres.  Weapons in DF do not technically have any shape; all combat stats are based on the attack stats, specifically contact area and penetration size.

I'm not sure if there's a straightforward formula that gets the physical size and shape of the attack from its stats.  Contact area appears to correspond to the width x height of the part of the weapon that penetrates the target (and therefore the amount of potential damage inflicted on the target, but also the chance of the weapon being stopped before it penetrates to deeper layers), while penetration size is how deep that part tries to go.

DF's large dagger is 200cc in volume.  200cc of steel is about 1.5 kg.  This is a dagger that weighs about 1.5 kg.  The blade is about 40 cm long and 0.1 cm wide.  DF's dagger stab penetration, and slash contact area, are both 1000.  So let's guess that each unit represents about 0.005 square cm.

So that means that DF's short sword, with a contact area of 20000, is about 100 square cm.  A short sword often has a width of around 2 cm, so that means DF's short sword is around 50 cm long, I guess, with a slash that penetrates 20 cm.

While the long sword, with a contact area of 60000, is about 300 square cm.  So it might be anywhere from 75 cm with a thick, 4 cm blade, to 150 cm with a thinner, 2 cm one.  And its slash penetrates about 30 cm deep.

Let's see...pike penetrating 60 cm, spear penetrating 50...

Yeah, so these figures sounds about right-ish.  This is what I will assume is the correct calculation unless someone figures out a better one.

Each unit of contact area represents 0.005 square cm, while each unit of penetration depth represents 0.005 cm deep.

234
Mod Releases / Re: The Endbringers (V0.2)
« on: July 12, 2020, 08:13:50 am »
My Simurgh got killed in world gen... You know, it might be lore accurate to only have 1 of each, but it doesn't really work that well

Worldgen doesn't take creature materials or natural abilities into account, only size, and Simurgh's not that big.  I thought it took natural combat skills into account though, Simurgh is legendary in everything to make up for being smaller, but it's still possible to get killed by a random enemy.

You can make them semimegabeasts if you want a greater chance of encountering one, but given that they are fort killers, I think keeping them rare by default is best.

235
DF Modding / Re: Non-existent caste of existent creature
« on: July 12, 2020, 04:40:33 am »
There is no true way to do this, but you can make the POP_RATIO 1 while making the other caste's POP_RATIO like 1000000.  This will make it so the chances of the "nonexsitent" caste being born naturally is about 1 in a million.

236
I'd say start.  Since we don't even know what causes the bug, extra information wouldn't help, and there's no fun if we're just going to avoid everything new.  If the game does crash, we can then look at Legends after to try and figure out what caused the problem.

237
DF Suggestions / Re: Terrible Suggestions Thread
« on: July 06, 2020, 06:01:35 am »
Implement the economy with a fully-functional stock market system.  Dwarves can now get rich by investment trading.

238
A Chomp or two would come in handy, if we can afford them.

It's unlikely that they are available to our civ, but we should definitely pick up a Tormentor if we ever get the chance.

239
DF Modding / Re: How To Make Humans Out of Adamantine?
« on: July 05, 2020, 02:10:32 am »
I think you can set every tissue to adamantine by using
Code: [Select]
[SELECT_TISSUE_LAYER:ALL:BY_CATEGORY:ALL]
[TISSUE_MATERIAL:INORGANIC:ADAMANTINE]
but I'm not certain if you can select all tissues this way, you might need to select them one at a time.
An easier method would be to remove the [USE_BODY_DETAIL_PLAN:STANDARD_TISSUES] and use
Code: [Select]
[TISSUE:ADAMANTINE]
[TISSUE_NAME:bronze:bronze]
[TISSUE_MATERIAL:INORGANIC:ADAMANTINE]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:ADAMANTINE]
But this will remove the other nuances of individual tissues; they will all just be a single adamantine tissue.

FIREIMMUNE and FIREIMMUNE_SUPER tags do not protect materials from temperature effects, they just prevent you from being automatically ignited by fireballs, firejets, magma, and in the latter case, dragonfire.  Other temperature effects are caused by HEATDAM_POINT, COLDDAM_POINT, MELTING_POINT, BOILING_POINT, and IGNITE_POINT.  You can set these in the creature variation using the same method dragons use (at the end of their raws).  Although if you make them out of adamantine it won't matter, as adamantine is already immune to temperature effects.

NOT_LIVING has nothing to do with blood and will not prevent relationships with dwarves, it just makes zombies not hostile to them, and will also prevent them from being zombified if they die.  To make a creature not have blood, you just remove the [BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID] token.

Creatures that can fly will always fly, I don't think there is a way to stop this.

I don't know what you mean by "best" HOMEOTHERM, it depends on what temperatures the creature's materials can survive.  One notable thing is that if you make it very high or very low, your creature will burn or freeze nearby creatures.  Be careful setting it too low, as it may flash-freeze itself if it steps in water.

SWIMS_INNATE has nothing to do with swim speed, it just means they will never flounder due to low swimming skill.  Swimming gaits are used to control base swimming speed.

You can make humans spit bullets by replacing [CDI:MATERIAL:LOCAL_CREATURE_MAT:SPIT:LIQUID_GLOB] with [CDI:MATERIAL:INORGANIC:STEEL:SOLID_GLOB].  (Or liquid glob, which will cause them to spit molten steel, or whatever material you prefer.)

Dragonfire is found in dragons, just copy and paste the firebreath interaction.

Jumping cannot be modified, apart from disabling it.  Jumping spider men are not actually better at jumping than any other creature.

ATTACK_PREPARE_AND_RECOVER rates are indeed important, they affect the number of ticks it takes to use an attack.  You might not notice because the game "skips" any turns that you can't do anything, but you'll get countered a lot less frequently if your attacks are faster.

You can find an example necromancy ability, and other example abilities, on the wiki.

You can make body size however big you want, it depends on how overpowered you want them to be.  However, there is an upper limit to size, which is not quite known, but if you make creatures bigger than a giant sperm whale you might see attacks behave weirdly.

240
The way I usually find secrets is to look through the Artifacts list for slabs.  This lets you see what the secrets are and who learned them, and where the slab was last stored.
You can find details about that location by looking in the Sites list, which should also show you which civilization they are a part of.
You can then find the civilization and the specific site (which will be within the boundaries of that civilization) on the world map.

If you want to know more about the world politics, you can generally find that in the events list, which will show which sites make war on each other and what races are taking part in those wars.

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