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Author Topic: What do you guys change in raws to improve gameplay?  (Read 8992 times)

Prudent Viper

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Re: What do you guys change in raws to improve gameplay?
« Reply #30 on: August 19, 2014, 06:28:56 pm »

I actually really like that idea. I do feel that this might weaken blunt weapons by quite a lot, and as such, they'd need something else to keep them viable. If weapon repair was implemented, or if rare metals like gold and platinum could be enchanted, then I'd love for this to be a thing.
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Graknorke

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Re: What do you guys change in raws to improve gameplay?
« Reply #31 on: August 19, 2014, 06:32:25 pm »

I don't think a beaten up hammer would be as ineffective as a beaten up sword.
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Tacomagic

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Re: What do you guys change in raws to improve gameplay?
« Reply #32 on: August 19, 2014, 06:45:05 pm »

I think it's perfectly legit to make any metal so it can be used in weapons (assuming Toady has set up the stats like impact yield et.al properly). If someone really wants to make a pewter sword, they should be able to. It should be a really lousy sword, but if that's what they want, sure. Why shouldn't someone be able to make a platinum hammer? It's definitely possible to forge platinum into the correct shape. 

Fear the might of my Trifle Pewter army!
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clownwolf

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Re: What do you guys change in raws to improve gameplay?
« Reply #33 on: August 19, 2014, 07:07:16 pm »

I decided against making more metal weapons available because it might make goblin sieges weaker if they started using Zinc spears. On this note, I removed silver weapons as well. Copper would be the worst edge weapons now.

On the other hand, I re-added whips and scourges in my raws. FOR ELVES. Elves uses nothing but wooden whips. I hope it still pierces steel.

EDIT: I tested wooden whips. It doesn't pierce steel. Copper whips/scourges still pierce steel like butter though.

I had around 20 steel clad dwarves hitting each other with wooden whips passing out from exhaustion. I finally added a dwarf armed with a trifle pewter large dagger and he killed all 20 of them. It deflected a lot but it occasionally pierced steel helms.
« Last Edit: August 19, 2014, 07:41:47 pm by clownwolf »
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Dunamisdeos

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Re: What do you guys change in raws to improve gameplay?
« Reply #34 on: August 19, 2014, 08:50:25 pm »

Add beards to all dwarves, regardless of caste.

Actually, this is already in the raws. Take a look.

How to fix fish populations? It seems absurd that 40 dwarves can DEPLETE THE OCEAN OF FISH in 2 years flat.

I think that bug is fixed now.

If you are asking on how to manually change their population, just go to the text file where the animal is, creature_large_ocean for example, and edit the population number.

change the cluster number for the range of how many of them can appear when they wander around your fort area: [CLUSTER_NUMBER:2:5]
change the pop number for the range of how many are available in the entire biome before they go extinct: [POPULATION_NUMBER:15:30]

*on a side note, try putting the cluster number and pop number at ~998-999 and see if 1000 animals will actually spawn. Let me know how that goes, I'm afraid to try it.

That is extremely useful information. So, is there a way to make the populations infinite? [POPULATION_NUMBER:0:0]? And, yeah, that is a thing that is happening tonight. I think I'm going to do it with elephants, and make them the only possible land animal.
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clownwolf

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Re: What do you guys change in raws to improve gameplay?
« Reply #35 on: August 19, 2014, 09:26:27 pm »

No, 0:0 doesnt spawn anything.

I went ahead and tried 999:999 on polar bear cluster and population, and my FPS dropped to 4 when they all spawned upon embark.

Also, changing data on existing worlds will not change anything. You need to change the main raw files and create a new world.

EDIT: You actually need to put 0:0 on stuff you dont want to spawn, because just deleting animals from the raws will cause a crash.
« Last Edit: August 19, 2014, 09:29:50 pm by clownwolf »
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TacoSundae84

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Re: What do you guys change in raws to improve gameplay?
« Reply #36 on: August 19, 2014, 11:08:29 pm »

Does the natural discipline tag need to be added before world gen, or was I doing something wrong? I tried adding it to everything in creature_standard on one save, I think I tried 1, 5, and 15. It did nothing, and everything still ran screaming from the sight of me. I added it right under the [CREATURE:X] tag, like this

[CREATURE:DWARF]
   [NATURAL_SKILL:DISCIPLINE:1]

Does position matter? spacing? Or do I just need to generate a new world for it to work?
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IronSI

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Re: What do you guys change in raws to improve gameplay?
« Reply #37 on: August 19, 2014, 11:18:57 pm »

I believe changes like that only apply to /new/ creatures, all the old ones, will be the same as before.
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clownwolf

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Re: What do you guys change in raws to improve gameplay?
« Reply #38 on: August 20, 2014, 01:34:15 am »

After arena-testing the various metals, I reinstated silver as weapons-grade. I instead removed copper.

I also found out that (silver, bronze, iron) Daggers, Maces and War Hammers are the only three reasonably balanced weapons capable of killing a steel armored dwarf.

A goblin spear master can stab an unconscious dwarf 100x in the head w/ an Iron Spear and it will never pulp through the steel helmet. A master hammerer smashing his bronze maul against steel helms will also pass out from exhaustion. So right now steel-armored dwarves can be considered immortal against any goblin not using these three weapons.

Another, and I think is a worthwhile workaround is to allow ALL metals as weapons-grade, and only let Daggers be usable by goblins. Even what I believe is the weakest metal for edged weapons, Lead, can pierce through steel helms at a reasonable rate (which is surprising).
« Last Edit: August 20, 2014, 01:40:17 am by clownwolf »
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NullForceOmega

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Re: What do you guys change in raws to improve gameplay?
« Reply #39 on: August 20, 2014, 02:06:27 am »

I set any soil with 'clay' in the name to give clay, and any soil with 'sand' to give sand.  I also take away several articles of clothes, because I don't want or need any of the extraneous crap.
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GavJ

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Re: What do you guys change in raws to improve gameplay?
« Reply #40 on: August 20, 2014, 03:02:09 am »

From personal experience, silt-laced local clay is nearly impossible to refine using 14th century methodologies and has fairly poor working properties. I've been refining local clays all summer. You really need a pretty pure starting source. OR any amount of sand mixed in. Sand is super easy to remove. Just sayin.
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Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

Melting Sky

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Re: What do you guys change in raws to improve gameplay?
« Reply #41 on: August 20, 2014, 03:22:51 am »

The tortoises were fixed so I no longer need to mess with those. I fix oversized grazer so they don't starve to death despite eating 24/7. Truly Armok has a cruel sense of humor.

I really should go in and fix cartilage and a few other obvious bugs. It's lazy not to.
 
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Getix Kain

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Re: What do you guys change in raws to improve gameplay?
« Reply #42 on: August 20, 2014, 05:25:19 am »

I think it's perfectly legit to make any metal so it can be used in weapons (assuming Toady has set up the stats like impact yield et.al properly). If someone really wants to make a pewter sword, they should be able to. It should be a really lousy sword, but if that's what they want, sure. Why shouldn't someone be able to make a platinum hammer? It's definitely possible to forge platinum into the correct shape. 

On the other hand, Toady should implement wear on weapons, and weapons made of soft metals should wear much faster. Here's what a real lead hammer looks like after being used a bit:
Spoiler (click to show/hide)
That looks like a XXLead HammerXX to me.

A gold hammer should look like that after a battle or two, while a steel hammer would still look pretty much like new.

   Keith

It's lunch time here and.. I read it as LEERDAMMER ...

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Saiko Kila

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Re: What do you guys change in raws to improve gameplay?
« Reply #43 on: August 20, 2014, 05:30:38 am »

No, it won't. Doing this will only improve blunt weapons. Steel and Iron are the 2nd and 3rd best materials for weapons and armour, period (Excluding divine materials). No other metal is anywhere near as good as them, with the exception of blunt weapons.

Nope. Bronze is better than iron also as armour, not only as blunt and ranged weapons. There's no point in making iron warfare items, go straight to steel if you have a source of iron.
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GavJ

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Re: What do you guys change in raws to improve gameplay?
« Reply #44 on: August 20, 2014, 05:42:05 am »

Pewter chainmail just seems like clutter to me. One must consider "why not go ahead and allow soap armor, etc." by the same logic of "all metals," no? Where does it end if not at the border of reasonable actual weapons, and when would you use such options?

(I realize it's just an opinions thread. Will try to reduce curmudgeonly cane waving)
« Last Edit: August 20, 2014, 05:48:58 am by GavJ »
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Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.
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