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Author Topic: Remove the physical stat cap  (Read 1065 times)

Robosaur

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Remove the physical stat cap
« on: July 22, 2014, 07:25:00 pm »

Right now, the most strength you can give a creature is, like, 5000. I know that by that point you are definitely getting into supernatural levels of physical prowess, probably quite a while ago too, but hey maybe I want to make a human-sized creature so strong she can punch through adamantium plate? Or maybe you want to make a regular sized bunny, albeit a voracious and carnivorous one capable of wiping out an entire legion of dwarves? Either way, I feel like 5000 is definately too restrictive a cap, especially when you also consider syndromes.
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DarthBoogalo

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Re: Remove the physical stat cap
« Reply #1 on: July 22, 2014, 10:10:27 pm »

+1, for great science! :D
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neblime

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Re: Remove the physical stat cap
« Reply #2 on: July 22, 2014, 11:08:41 pm »

is there any particular reason that cap exists in the first place? 
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Orange Wizard

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Re: Remove the physical stat cap
« Reply #3 on: July 22, 2014, 11:15:10 pm »

To stop things getting out of hand in procedurally generated creatures, I think.

A solid slade FB with eight million strength is not something anyone can handle.
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GavJ

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Re: Remove the physical stat cap
« Reply #4 on: July 22, 2014, 11:23:53 pm »

Quote
A solid slade FB with eight million strength is not something anyone can handle.
Unless by "anyone" you include "a single falling featherwood floor tile" in which case no problem.
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neblime

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Re: Remove the physical stat cap
« Reply #5 on: July 22, 2014, 11:31:31 pm »

fair enough but surely the FB generation can be written in such a way that it has its own limit? 
Anyway I see no reason why people shouldn't be able to mod in whatever crazy overpowered creatures they want
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Orange Wizard

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Re: Remove the physical stat cap
« Reply #6 on: July 22, 2014, 11:49:31 pm »

Yeah, that's certainly very reasonable. Toady may change the cap in the future, but for now it doesn't look like something urgent.
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Scruiser

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Re: Remove the physical stat cap
« Reply #7 on: July 22, 2014, 11:49:53 pm »

It seems like adding explicitly supernatural effects would better model what you want.  The physical parameters are used in a variety of calculations, and allowing the values to go higher than 5000 could break the existing models and formulas.  Right now, jacking up the attack speed and movement speed comes close to what you want, maybe some kind of supernatural force multiplier would cover the rest of the cases? (similar to how were-creatures have special weaknesses)
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GavJ

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Re: Remove the physical stat cap
« Reply #8 on: July 23, 2014, 01:06:34 am »

What would it "break?" I would hope that most abstract math for physics already uses floats, not integers, etc. And the game seems quite robust already to very extreme physics, such as carts going faster than 1 tile per tick.

Sure, they might teleport through a wall as a result, but the game doesn't crash. *shrug*
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Sergarr

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Re: Remove the physical stat cap
« Reply #9 on: July 23, 2014, 07:36:45 am »

I'd note that interactions can increase the stats higher than that arbitrarily cap.
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Scruiser

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Re: Remove the physical stat cap
« Reply #10 on: July 23, 2014, 07:41:45 am »

It wouldn't literally cause a crash, but you would get really weird/impossible cases, sorta like what the RNG spits out occasionally already, but all the time.  So like the over strength creature would cause things to burst into gore every time it attacked, or would move too quickly and collide into walls.  Though actually that is kind of what Robosaur wants isn't it?  Over the top exaggerated effects? Hmm... let me think on it.  I might still be able to come up with a case where the calculation becomes nonsensical.

I'd note that interactions can increase the stats higher than that arbitrarily cap.
They can?  Then I guess Robosaur already has what he wants.  He can just add a interaction that triggers automatically to boost the stats.
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Robosaur

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Re: Remove the physical stat cap
« Reply #11 on: July 23, 2014, 08:25:56 am »

I'd note that interactions can increase the stats higher than that arbitrarily cap.
They can?  Then I guess Robosaur already has what he wants.  He can just add a interaction that triggers automatically to boost the stats.

That'd be great, but it doesn't apply during worldgen, and I'm finicky like that. Having a force multiplier for attacks similar to what supernatural creatures have for defense would be great and all, but there's still cases where pure strength is needed, like grappling, hauling, and throwing.
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