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Messages - Xazo-Tak

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241
I think the solution to this all would be to scale experience gain with the difficulty of making a hit and the risk of being hit.
Because hitting an stationary target 100 times is much easier and should net much less experience than going toe-to-toe with a skilled fighter that's actively trying to murder you.

It would also fix the "danger room" exploit. As those rooms are designed around exposing your dorf to large amounts of easy to dodge, low damage attacks.
Oh yeah, that's probably possible.
That would be good.
It should probably include attack power of enemy also, just so Ettins are better than horses for levelling. But this weight shouldn't be too strong.

242
Personally I'm fine with some military training exploits, like Danger Rooms. The method of throwing recruits with wooden weapons at armoured opponents without weapons is dangerous enough and danger rooms murder animals and babies. I find the military hard to train as it is and I don't want restrictions on XP. I once had one of my guys (from a mod, with 300% learning rate for dagger) train to Legendary Knife User and Shield User in one fight and it was funny. Well, less so when he was finally ganked and killed by the rest of enemy squad after they were done with a caravan and I was too cowardly to open the gate and reinforce.

If you want restrictions on XP gain, don't make it lower than 1k per month, excluding strange moods.
Heheh, strange moods for combat skills.
Megabeast attacking your citizens?
Army wiped out entirely?
Bam. One of your citizens is full legendary warrior, and has all the artifact gear of your fallen soldiers.

243
DF Suggestions / Re: Maternity Ward+ supporting furniture and skills
« on: September 14, 2013, 02:19:38 pm »
I don't see a problem. Just google wet nurse. Suckling (or use of breast pump) secretes prolactin, that can start lactation regardless of pregnancy.

It makes sense that wet nursing is a skill, since continuous breast feeding rises prolactin level and keeps it high. Getting rusty is also sensible, I think, since without breastfeeding prolactin level drops. Low skill level would possibly require longer time/multiple attempts, before baby could be fed, or it might fail all together. After giving birth wet nursing skill should get a temporal boost (important!).

(From this it also follows, that good wet nurses are usually mothers themselves, since they've had training.)
Alright then.
How about giving birth to a child instantly gives a couple thousand exp in wet nurse, and taking care of any child slowly gives exp in wet nurse?
And yes, also powerful rust mechanics.

244
DF Suggestions / Re: Peglegs
« on: September 14, 2013, 05:54:06 am »
But it would be hilarious making the Cherubs from Homestuck into a very solitary and sparse race, and finding one with a golden pegleg.

i'm not sure if i've made cherubs yet...
Do so.
And don't make them Fun.
Make them !!Fun!!

245
DF Suggestions / Re: Maternity Ward+ supporting furniture and skills
« on: September 14, 2013, 05:53:16 am »
Here's the problem with wet-nurses though:



Not that I have any idea how lactating works, aside from the obvious temporal post-birth.

246
I think an easy fix to this and other related issues would be to implement some sort of cap or restriction on the amount of exp you can gain in a skill in a given time. It just doesn't make sense for anyone to become a legendary whatever in a matter of weeks/months that goes by when special circumstances such as this occur. In my opinion a decade at the very least would be suitable for someone to reach the higher skill levels when starting fresh, regardless of skill.

And fighting unconscious/incapacitated targets shouldn't give any exp at all over a certain point. A completely fresh recruit might learn some basics from slashing at the giant sponge for a while, but not much more after that.
attacking unconscious targets is already useless for xp. As for "incapacitated", that's a difficult term in DF to define. As you know, giant sponges are pretty dangerous despite being immobile, and even a limbless BC is still a huge bronze barrel that rolls at will, so definitely a dangerous opponent.
 Maybe exp from attacking a prone target should be cut down a bit, but I'm not sure if it doesn't happen already. Besides, that wouldn't eliminate the exploit, just mitigate it.
Yeah, that's the main problem, prone targets. A dwarf can easily hit one a hundred times before getting hit.
When they do get hit though, they might be interested in http://www.bay12forums.com/smf/index.php?topic=130855

247
DF Modding / Re: How can I make it stronger?
« on: September 14, 2013, 03:11:05 am »
I'm not sure how mixing creature variations will work out for you, since some tags may overwrite each other, but ANIMAL_PERSON will gravitate a creature's size up to 70k, whereas the GIANT variation will double it's size. If it works the way I think it will, the creature's final size will be 140,000.

As for making the creature stronger without toying with attributes and size, you can give it's natural attacks a higher velocity modifier to increase the force going into them. Though this won't affect things changed by strength, such as carry weight and muscle thickness.

The 5000 cap is only for starting stats, creatures can go beyond that under the right conditions, I believe.

You can make the creature increase it's strength faster by using [PHYS_ATT_RATES:STRENGTH:500:3:4:3] The numbers I put in there are the default values. The first, 500, is the "cost to improve" modifier, and a lower number will increase an attribute faster than higher ones. Though 0 and negative numbers will not work.

 The other 3 are for attribute decay caused by not using an attribute over a period of time. Setting them to 0 will stop attribute decay entirely.
I found
[CV_NEW_TAG:CHANGE_BODY_SIZE_PERC:200]
in the Giant variation, but the wiki gives a whole range of size multiplications for giant creatures, Giant Lions are double size, but Giant Sperm Whales are quadruple size and Giant Lynx is roughly 15 times as large. Either there's some complicated interactions going on, the wiki is incorrect, or that's a really complicated mathematical operation of varying contour.
I also found a whole bunch of stuff that was going to mess up what I was going to try and do.

248
DF Modding / How can I make it stronger?
« on: September 13, 2013, 10:11:20 pm »
I've got the generous [PHYS_ATT_RANGE:STRENGTH:2600:3000:3400:3800:4200:4600:5000] and    [PHYS_ATT_CAP_PERC:STRENGTH:500], but what else can I do to make the creature stronger other than increasing size? Also, would it be possible for a member of this species to reach the theoretical cap of 25000 strength attribute, or would it cap at 5000?
And speaking of size:
   [COPY_TAGS_FROM:Modded creature of size 40k]
   [APPLY_CREATURE_VARIATION:ANIMAL_PERSON]
   [APPLY_CREATURE_VARIATION:GIANT]
   [APPLY_CURRENT_CREATURE_VARIATION]
   [GO_TO_END]
What sort of size can I expect to get from that, since both of those variations modify size?

249
DF Suggestions / Re: Peglegs
« on: September 13, 2013, 05:53:39 pm »
how is it trivial?
It does something already performed by crutches in a different manner.
Somewhat trivial.
But it would be hilarious making the Cherubs from Homestuck into a very solitary and sparse race, and finding one with a golden pegleg.

250
Rather than the random array of "!FUN!" items wouldn't it be more plausible if say a dwarf took over a blacksmiths workshop and created weapons or items which occur within other cultures? (I'm sure that this has been suggested a thousand times before). Say he creates a flail and then instantly forgets how to make it after the mood is over. It would give more flavor to your dwarves being possessed (since they don't earn the experience for making the artifact) as it was the spirit (or demon) which possessed him that created the artifact and had the knowledge to do so.
I like this idea, assuming that this is not already possible.
I'm not sure if flails can be created, but I have got an artifact blowgun.
Dartless, obviously.

251
I think this is a suggestion to make dwarves (and everything else) gain combat experience slower.
I completely disagree with it, it is already too hard to train an effective army.
No, it's a suggestion to make experience be gained slower in the situation of hundreds or even thousands of easy hits on a target.
Not sure what rule would work well with this, perhaps less experience for targets that have a lot of wounds inflicted by you.
Of course, the "inflicted by you" part introduces data problems.

252
DF Suggestions / Items that can occur only very rarely in place of artifacts
« on: September 12, 2013, 04:47:52 am »
E.g
Dwarf enters fey mood
Dwarf takes over still
Dwarf collects a whole bunch of items, including 20 barrels.
Dwarf has made...
20 barrels of gunpowder?
Which trigger from heat or mechanisms.
So the next time a dragon comes, make sure they take the route you've strewn explosives all across.
If the blast doesn't kill the dragon, the cave ins causes by the blast will.
Have !!Fun!!

Other artifact only items:

Whambler:
A very powerful ranged weapon that can only fire Fluffy Wamblers.

Mysterious ticking box:
A less predictable and controllable form of !!Fun!!

The infinity mechanism of pain:
Like a serrated disc, but far more sadistic, it has a tendency to cause very slow deaths.

253
Here's one problematic occurence:
The one goblin crossbowman who hasn't died or left the map runs out of ammo.
Does literally a few thousand clubbings on random animals.
Probably reached legendary hammerman and fighter, pretty much unbeatable, and killed like, 30-40 of my dwarves.
To avoid getting one of the most boring and tedious losses possible, I just spawned in some lava.
I guess it's not the most ridiculous power levelling I've seen though.
For some reason my adventurer was once gaining about one fighter level a turn for a few turns.

But the moral of the story is:
Power levelling on animals and semimegabeasts is OP.

254
DF Suggestions / Re: dwarfs drinking blood
« on: September 08, 2013, 01:35:14 am »
I think blood containers should be emptied as a tile based liquid if you designate a pool and give it a "blood" setting.
Just so you can have a moat of pure blood.
Also, infected blood mist.

255
DF Suggestions / Re: "Beware of its Temper"
« on: September 07, 2013, 08:51:12 pm »
I think blobs should have less arms and less throwing power.
They're probably the most powerful body shape already.

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