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Topics - Ulfarr

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1
DF Modding / Severity effect on syndromes (!!SCIENCE!! thread)
« on: February 24, 2019, 07:16:47 pm »
I have been messing around trying to mod some syndromes the past few days and while the wiki page does explain how to make one, it seems to lack data on how exactly severity alters the syndromes effect. So I did some testing and hopefully other modders will find the results useful.

Disclaimer: I'm inexperienced to both how the testing arena works and DF modding so my test might not be accourate enough.

Acronyms:
io: indirect observer, when you don't control any creature
dc: direct control, when you control a creture like adventure mode


The Test:

The test itself involved a custom creature (basically a copy of a human) with a custom interaction that applied whatever syndrome I was testing. After the interaction has been activated (once, and it had the [ABRUPT] token) I would let time pass (usually without direct control of the test subject) and monitor the results. Due to my reaction times the actuall numbers in some cases might not be accourate but I believe they are still within an acceptable range to draw some conclusions.

Dizzines:
  • SEV range: 0 - 9 899                            No effect was show in either wounds (io) or health (dc) screen.
  • SEV range: 9 900 - 1 000 000               Both io and dc reported the creature as "dizzy". On dc mode, speed dropped from 1.0 to 0.500 whatever that means.

Fever:

Regardless the severity value on io mode, it only reported the creature's status as "Fever". On dc mode however there were more details.
Also, despite what the wiki page on symptoms say, no stunning was observed at these SEV ranges.

  • SEV range: 0 - 9 899                           No Effect.
  • SEV range: 9 900 - 499 899                 Slight Fever.
  • SEV range: 499 900 - 999 899             Moderate Fever.
  • SEV range: 999 900 - 100 000 000       Serious Fever.

Nausea:

Sev value seems to not have any effect on the amount of vomit produced and again cotrary to what is said in the wiki page, no dehydration status was observed even on the highest value after a test duration of ~37 000 phases/ticks.

  • SEV range: 1 000    - 9 899                   No Efect.
  • SEV range: 9 900    - 100 000 000         Nauseus.

Drowsyness:

1. This test relies heavily on the information given on the wiki page on sleep.The 0 SEV  values are taken from the wiki and repressent my baseline. I combined the 50 000 and 54 000 thresholds for sleeping and just used their average (52 000) for simplicity.
2. The phases/tick values on the Drowsy/Very Drowsy statuses might be affected by the fact that the test subject had be forced to stay awake and I used combat for that (set as "horseplay").
3. Despite having the [ABRUPT] token, CE_DROWSINESS won't make the creature fall asleep instantly.
4. Due to the very large SEV values, I will use 1 000 "SEV" as a base unit so 0.001 = 1, 0.5 = 500, 750 = 750 000....
5. The values under Sleep/Drowsy/V.Drowsy are how many ticks it took until the respective symptom showed up. Drowsiness Rate (D.Rate) is how many Drowsinness point on avearge the test subject acquired in each tick.

 
Severity           Sleep      Drowsy      V.Drowsy       D.Rate
  • 0            52 000      57 600       150 000          1
  • 0.001     50 092        N/A           N/A              1.038
  • 0.1         25 125        N/A           N/A              2.0697
  • 0.25        16 848       N/A           N/A              3.0864
  • 0.5           8 515     10 305         N/A              5.8482
  • 1              4 700       6 000         N/A             10.33
  • 2.5           2 026        N/A           N/A             25.66
  • 5              1 000      1 173        3 273            48.98
  • 7.5              684        N/A           N/A             76.02
  • 10               545        N/A           N/A             95.41
  • 100            N/A          66            N/A              872
  • 250            N/A          23             59             2 523
  • 500            N/A          11             29             5 204
  • 750            N/A          8              N/A            7 200
  • 1 000         N/A          5               14             11 117
  • 1 250         N/A          5               12             12 010     (At this point the drowsiness was increasing too much in each tick to properly measure it for the "Drowsy" level)
  • 1 500         N/A          2                9              16 666

From the data above it seems like there is a linear correlation between the severity value and how quickly it reaches the point where it has to sleep. At low SEV values the creature will never reach the drowsy/very drowsy status unless it can not sleep for some reason. At higher levels the creature will jump directly to the coresponding drowsiness status but still it will not fall asleep instantly.




2
Mod Releases / [44.12] Hypans - Primitive civilization mod v0.32[WIP]
« on: February 20, 2019, 04:17:52 pm »
Hypans is a collective term for various human tribes that splintered from their parent civilizations at some point in time. Living in isolation most of them never developed beyond the hunter/gatherer state and have adopted a nomadic lifestyle, relying on bone or even wooden tools for their everyday needs. Some of them however have chosen to form more permanent settlements. These tribes would often establish trade relations with neardby towns resulting in a flow of goods and technological knowledge.

- "On The Human Species", Urist Alestride, Explorer/Cartographer -



0. DISCLAIMER:
This is still in a "work in progress" state and as of 18/10/19 this post needs to be rewritten as it doesn't discribe the latest changes properly...

Any suggestions or feedback is welcomed.

1. About the mod:

The goal of this mod is to provide a higher challenge than vanilla Dwarf Fortress, without altering the gameplay too drastically. To that end, I have chosen to limit what resources are available to the Hypan Civ:

  • Metalworking is limited to a few basic items (maces, battle axes, picks, arrows,) that can only be made out of copper. The forging of metal weapons and smelting of copper ores will take place in two new workshops, the primitive forge and  the primitive smelter respectively.
  • Most of the hypan specific reactions for weapons and tools will be available at the "primitive tools' category in the craftsman's workshop. Wooden and bone arrows can be made in bulk (stacks of 25) at the bowyer's workshop.
  • Wooden spikes, wooden spiked balls and wooden cages are still available as trap components.The rest of the trap components are available through trade.
  • A new item the "Leather Jack" is basicaly the same as the standard Leather Armor but it's worn in the "over" instead of the "armor" layer in order to allow breastplates to be worn over it. Think about it as a gambeson.
  • Farming as a labour has been disabled in order to provide a bigger incentive for hunting, fishing and plant gathering. I don't expect food shortages to be a problem but it should limit the effectiveness of turtling as a defensive tactic. The mason's workshop has been disabled to reduce the incentive to mine out your fortress in stone and (maybe) force the players to choose between weapon production (ie bone arrows) or trade goods (ie bone crafts). Prepared meals and traps can still be exploited...
  • Trading with other civs is far more important as it's now a major source for higher quality equipment/tools. Raids (assuming they work correctly) and sieges should serve as an interesting alternative.
  • Hypans are considered adults as soon as they reach their 6th year but have a shorter lifespan compared to other creatures in hopes of forcing players to replace their workforce/military more frequently. They are also about the same size as humans (same average but should tend to be shorter) meaning that they should have a slight advantage in combat and they can use two handed weapons BUT they can't use regular steel armor since dwarves won't produce armor for their size. For now they can also enter in battle trances and they learne striking, dodging, wrestling and kicking 20% faster.
  • There a few premade embark builds for anyone who might be interested in them.
  • There is now the option to play without any priorly domesticated animals meaning you won't be getting any caravans from your parent civ, you will only get the first two migrant waves and those migrants will not bring any pets with them.I've made a workaround to get more migrants using dfhack but i'm not sure if or how well it works.


2. Installation:

*The mod is intented to be played with DFHack so certain labours can be disabled without having to disable their whole category. Playing without DFHack is possible but players will now have access to farming so try not use it, I guess.*
  • Only use the version that corresponds to the graphics you are using. As of version 0.1 , supported tileset are the vanilla DF's ASCII and Phoebus graphic's set (for now the mod uses the human graphics for the hypans).
  • Place the mod's raw files in their respective folders within your DF folder (raw/objects to raw/objects , raw/graphics to raw/graphics etc). Replace the old ones where necessary. You might want to keep a back up of anyhting that gets replaced.
  • If you don't want to play with already domesticated animals reaplace the entity_hypan.txt inside Dwarf Fortress 0.44.12/raw/objects folder with the one inside the "no trade". This will also mean that you are going to get any caravans from your parent civ or any more migrants after the first two migrant waves that are hardcoded.
3. Credits:
  • Tarn and Zach Adams for creating Dwarf Fortress in the first place.
  • Random_Dragon, his Kobold Kamp mod was an inspiration for me and I often used his work as a template
  • Phoebus and everyone else that has worked/added on "Phoebus's graphics set".
  • Sackhead, for his More Leather Mod

4. Changelog:

Spoiler (click to show/hide)


5. Known issues:


3
1) I did a quick search in the forum but I couldn't find any thread specifically about smartphones, so I thought I'd start one.
2) The "generic computer" thread is on Life advice too so, I guess this is the correct board.
3) I personaly have a specific question, but I think the thread could eventually serve as a generic one.


My phone is an iphone 5s. Yes, it's getting old but it's still fuctional in what I want it for, namely phonecalls, sms, messages in general (viber/facebook) and a bit of browsing. I 'm not playing any games on it and I don't plan to either. Due to the numerous reports about performance issues with iOS11, I had decided against updating it so it's still running iOS 9.3.1, the version it had when I got it (second hand, about a year ago).

Now that iOS12 has been out for a while, the question wheter to update is up in the air again. Looking around in the web, I found some articles that claimed that the new update "breathed new life in their old devices" but pretty much all of them seem to be based on the results of the same test, which compared phones running on iOS 10.3.3/ 11.0/ 11.4.1/ 12.0 GM while focusing mostly on the 11.4.1 vs 12 part so it's not really comperable with my case. Any info/advice you might have will be appreciated.

Edit (30/1/2019): For anyone that might find it useful, I went ahead and did the update last night. The phone works fine so far, there seems to be a very slight lag sometimes but it’s pretty insignificant. Also I haven’t noticed any change regarding the battery life but it still pretty early.

edit (12/2/19): Battery problems are here. It seems like the battery indicator doesn't report the charge level correctly anymore, searching the internet I found two probable causes : 1) battery is failing 2)
                       the software can't "read" the charge level correctly. Seeing how reseting the battery (complete drain -. full charge) hasn't fixed it, it seems like a new battery is in order.

4
DF Gameplay Questions / How to deal with unhappy/depressed dwarves?
« on: February 27, 2018, 08:12:17 am »
Urist McTraumatized is horrified after seeing someone die (x 50).

I guess the constant sieges and the resulting hauling of corpses has started to take a toll on my civilians. Most them are quite ok with it but I have some 6 or 7 koblods ..hmm no they are totaly dwarves,yes... that are extremely unhappy and are either stumbling around oblivious or they are throwing tantrums in the tavern.   

Regardless of species/mods, is there some way to make unhappy dwarves, happy again? In a previous (proper dwarf) fortress in which I had someone depressed, nothing* I tried had any meaningful impact.

*the usual stuff that give happy thoughts (higher quality bedrooms, military training, extra work in the forges, more free time to socialize)

5
DF Gameplay Questions / A curious case of attribute rust (maybe?)
« on: February 03, 2018, 05:31:36 am »
Hello everyone.

For the past couple of days I have been monitoring my military dwarves' skills and atrributes and I have stumbled upon one very qurious behavior. Several of my dwarves would lose some of their attributes even when they were under a training regime that should otherwise improve these very attributes.

For example, one of my dwarves would start with a toughness score of 90 (Dwarf Therapist scale) and after 18 months of (almost) constant training he would , gradualy, drop down to 86 before he would start improving again, meanwhile the rest of his attributes (strength, agility, endurance) would constantly grow. Other dwarves displayed a similar behavior in either of these attributes though not always of the same scale, usually the drops were in the range of 1-2 points. Now, that isn't necessarily a big problem but the fact remains that  attribute rust is supposed to happen only when they don't train them, at least according to DFwiki and one of Toady One posts from when the attribute system was introduced. 

At this point, I'm not sure if it's a bug of the base game, an issue with how DT converts the in game scores to its scale or if it's even working as intended and my dwarves just chose not train up the corresponding  skills during these periods.


 edit: fixed a typo in the title

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