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Author Topic: Getting ready to raid a vault  (Read 14249 times)

TheFlame52

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Re: Getting ready to raid a vault
« Reply #30 on: March 30, 2015, 04:35:15 pm »

No, not the upright adamantine weapons; those were never named nor described in Legends like these are. I believe those still exist in this version, don't they?
Nope, they were removed.

But I'm talking about something completely different. Check your legends; for each vault, the creator placed an item named along the theme of their spheres. For example, Matchshell was created by a demon of luck, games and torture.
Quote
In a time before time, Chancedfortune was stored in Matchshell by the demon Ceyeca Menaceamused the Seducer of Distraction.
That's the slab.

Uzu Bash

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Re: Getting ready to raid a vault
« Reply #31 on: March 30, 2015, 04:40:32 pm »

Ah. So that's what the fuss is all about? I didn't see a slab, but I got some excellent weapons, and what might be better clothes. Except for the turban. I hate turbans.
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Dampe

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Re: Getting ready to raid a vault
« Reply #32 on: March 30, 2015, 08:25:39 pm »

Except for the turban. I hate turbans.

I don't know where that statement falls in the realm of politically correct things.
Actually, I think it probably falls outside the realm.
But turbans suck.
Screw turbans.
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Dampe

Uzu Bash

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Re: Getting ready to raid a vault
« Reply #33 on: March 30, 2015, 08:34:16 pm »

The next vault I'm looking at was created by a demon who was killed in 75 by a giant snail. If these demons are getting killed by giant snails and grizzly bears, what makes them such great companions?
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puke

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Re: Getting ready to raid a vault
« Reply #34 on: March 31, 2015, 01:52:47 am »

megabeasts and demons fare worse in worldgen than they do in adventure mode.

I had a cheated up full legendary / superhuman adventurer in full iron armor.  A demon landed a grazing hit with a fingernail (seriously, it was a nail-scratch attack) and cut me in half at the waist.

They have significant size modifiers.

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Dampe

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Re: Getting ready to raid a vault
« Reply #35 on: April 06, 2015, 07:24:13 pm »

The next vault I'm looking at was created by a demon who was killed in 75 by a giant snail. If these demons are getting killed by giant snails and grizzly bears, what makes them such great companions?

You might want to try looking for a giant snail or a grizzly bear as a companion if they're killing demons.
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Uzu Bash

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Re: Getting ready to raid a vault
« Reply #36 on: April 06, 2015, 09:47:08 pm »

I don't really need a companion to fight my battles for me, but one that doesn't die, knows where everything is, and has an absurd carrying capacity to haul my excess loot would be pretty cool. Or just one that flies, stays out of the way, and doesn't do anything in combat except make smart-ass comments, that would be fine, too.

Can you blackmail demons? Would be interesting to have their empire at your command.
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puke

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Re: Getting ready to raid a vault
« Reply #37 on: April 07, 2015, 02:19:13 am »

That is essentially what the vault slab is for.  Demon blackmail.
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Uzu Bash

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Re: Getting ready to raid a vault
« Reply #38 on: April 08, 2015, 08:06:55 am »

Isn't there some way to delete a map and rebuild it? Or at least purge the object data? I went back to a vault and found it full of the butchered remains and cast-offs I left behind, and the archangel didn't respawn. One out of three walls I deconstructed is rebuilt, but all the slade I removed is still there. I thought the site map was built when first entering the area, but I don't see a data file for it in the save folder. If I'm running with uncompressed saves, how much of that data would still be bound up in world.sav?
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puke

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Re: Getting ready to raid a vault
« Reply #39 on: April 08, 2015, 08:49:02 am »

Archangel does not respawn, only the smaller ones and then not always to the original numbers.

You can regen the world with the same random number seeds, and then you can customize the end year if you want to stop when some particular war is on, or before some particular demon is killed by a giant slug.
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Uzu Bash

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Re: Getting ready to raid a vault
« Reply #40 on: April 08, 2015, 09:38:15 am »

I've only been to 3 vaults, and archangels have respawned in 2 of them. So which is the bug? And I know how to regen a world; this is the third iteration with these world and history seeds, but I don't intend to do it again soon. If I can't repair this one problem then it's not worth it to etch-a-sketch the whole thing prematurely.

So are you saying the map data was genned when the world was? I'm going to visit more vaults, so I can put that to the test easily. Just save about a world tile away before entering, reveal the whole vault, reload that save and enter again. I'm willing to bet money that site data was generated on first visit and the trash is saved after leaving, so it must be possible to delete it as well.
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SaD-82

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Re: Getting ready to raid a vault
« Reply #41 on: April 08, 2015, 10:36:45 am »

I'm willing to bet money that site data was generated on first visit.

And you will win.
You don't even need to map out the vault. Just search a lair, save before entering the tile und on loading the save again you will notice huge variations. Not only the lair itself but also the surrounding area.
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puke

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Re: Getting ready to raid a vault
« Reply #42 on: April 08, 2015, 10:45:50 am »

weird.  I've only done... I don't rember, but somewhere in the 3-5 range and not seen an AA respawn.

Small sample size, but two of them I savescummed about 10 times each, and the AA always stayed dead or absent (or I just could not find it)

But if you had it respawn even once, I'll accept that it should all of the time.  Maybe they're just hard to locate sometimes.

At least the low resolution map data is created at worldgen, you can export pretty detailed maps.  Specific constructions within sites is done on the fly.  SaD-82's annicdote is exactly right, you can savescum before approaching and get different results.

It used to regen towns each time you visited, like you describe.  But now that the world simulation is continuous - and I've noticed the save size seems larger - I'm betting that it stores site data.  For example, you can drop items in a lair and get them back later.  And if you kick down a tomb door, it stays down and you can't loot it twice.

If you can intuit the name conventions in the save folder (grid coord?) You might be able to purge something... I wouldn't bet on it not doing more harm than good.

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Uzu Bash

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Re: Getting ready to raid a vault
« Reply #43 on: April 08, 2015, 11:45:17 am »

I assumed all the angels were immortal and would re-appear, even after making roasts out of their corpses. Even the sentient angels have the same names.

When I visit a vault, only feature.dat appears in the current folder, along with my nemesis file, which always updates every time I leave or enter a site. I have the save folder sorted by most recent modifications, and nothing else comes to the top. There aren't any site files for the vaults, so I assumed their data would be stored in a feature.dat, but deleting that doesn't remove the map or the junk strewn about it.

So these must be saved into world.sav even with file compression off. gm-editor should reveal whatever is in there. I'm still trying to make sense of world_object_data; the records' ids don't correspond with any site or feature, nor are they referenced in their records. I have found the link to the artifact slabs, and all of them have pos coords: -3000/-3000/-3000 except for the one I found and cached in a different site. Also some of these slabs are linked to the wrong location; for example one vault's angels were created by a god of fun and chance but the slab there names a god of wealth and torture. Meanwhile the god of fun and play is named on a slab in a vault I haven't been to yet.
« Last Edit: April 08, 2015, 11:47:38 am by Uzu Bash »
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puke

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Re: Getting ready to raid a vault
« Reply #44 on: April 08, 2015, 12:28:46 pm »

Could always throw a report on Mantis about it.

and it sounds like you should be able to tweak the coords of those misspawning slabs to be in your same stash :)

How did you identify the IDs of objects you have not been able to observe changes from?  Do they follow a common convention that will hold true in other saves?
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