Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Of Questionable DF physics.  (Read 2589 times)

Tibbles

  • Bay Watcher
  • Kobold Mechanic
    • View Profile
Of Questionable DF physics.
« on: October 03, 2008, 02:30:42 am »

A SPEED[1] creature essentially goes faster than the speed of sound, and can make nearly one thousand attacks for every single attack of a champion. However, due to the Champion's weapon training, his chance to parry and counterattack is not affected by your high speed, so when a SPEED[1] creature attacks a Champion, or I guess, any other thing trained high enough in weapon skills, the SPEED[1] creature actually forces it's enemy react faster than it could under normal circumstances.
Logged
GODAMMIT KOBOLDS

KaelGotDwarves

  • Bay Watcher
  • [CREATURE:FIRE_ELF]
    • View Profile
Re: Of Questionable DF physics.
« Reply #1 on: October 03, 2008, 03:18:23 am »

But you might have noticed a cool thing about using an adventurer with SPEED:0...

If you take a SLASH damage weapon and start cutting someone up, the limbs will hang in midair until you finish killing them and start moving away, at which point the body parts will start flying in all directions. Your adventurer is moving faster than the limbs EXPLODING off the poor sod.

THIS IS AWESOME.

Tibbles

  • Bay Watcher
  • Kobold Mechanic
    • View Profile
Re: Of Questionable DF physics.
« Reply #2 on: October 03, 2008, 05:21:25 am »

But you might have noticed a cool thing about using an adventurer with SPEED:0...

If you take a SLASH damage weapon and start cutting someone up, the limbs will hang in midair until you finish killing them and start moving away, at which point the body parts will start flying in all directions. Your adventurer is moving faster than the limbs EXPLODING off the poor sod.

THIS IS AWESOME.

Well, there is a reason for that.

The way in which in-game speed is mearsured is in 'turns'. The number of turns required to take an action= x/100, where x is equal to the SPEED tag in the creature file. So, really, giving it SPEED:[0] means that the creature moves outside the constraints of time, as 0/100=0.

Actually, the fact that the limbs fly away makes less sense than you think. Technically, time shouldn't be going forward when your creature moves or does something. So, while you could chop up people into little peices, and they would die, nothing would actually happen, as all time is effectivley stopped.

Which makes it even more confusing when applied to my previous statement. All of time is stopped while you take actions, but somehow, adequatley trained creatures can counterattack, even when you have pretty much stopped time for your creature.

...

SCIENCE.
Logged
GODAMMIT KOBOLDS

Glacies

  • Bay Watcher
    • View Profile
Re: Of Questionable DF physics.
« Reply #3 on: October 03, 2008, 06:22:06 am »

But you might have noticed a cool thing about using an adventurer with SPEED:0...

If you take a SLASH damage weapon and start cutting someone up, the limbs will hang in midair until you finish killing them and start moving away, at which point the body parts will start flying in all directions. Your adventurer is moving faster than the limbs EXPLODING off the poor sod.

THIS IS AWESOME.

Well, there is a reason for that.

The way in which in-game speed is mearsured is in 'turns'. The number of turns required to take an action= x/100, where x is equal to the SPEED tag in the creature file. So, really, giving it SPEED:[0] means that the creature moves outside the constraints of time, as 0/100=0.

Actually, the fact that the limbs fly away makes less sense than you think. Technically, time shouldn't be going forward when your creature moves or does something. So, while you could chop up people into little peices, and they would die, nothing would actually happen, as all time is effectivley stopped.

Which makes it even more confusing when applied to my previous statement. All of time is stopped while you take actions, but somehow, adequatley trained creatures can counterattack, even when you have pretty much stopped time for your creature.

...

SCIENCE.

Okay, tell us what you did with Tibbles!

Duke 2.0

  • Bay Watcher
  • [CONQUISTADOR:BIRD]
    • View Profile
Re: Of Questionable DF physics.
« Reply #4 on: October 03, 2008, 06:38:49 am »


 Every year or so, Tibbles goes through a strange transformation. This event is known as the Greymarch. His realm starts being assaulted by strange forces of order, working to sway this chaotic person. If not stopped, Tibbles turns into Jyggalag, and rules with order, punctuation, and a lack of caps and hilarity. After a few weeks of this, he reverts back into his state of madness and resumes what we all know and love.

 I wonder at what speed you would be faster than time.

 But anyway, it is known that with enough shields and that speed you could attack him enough times to make him exhausted. So what people in normal time see is a champion suddenly becoming very tired and flailing his arms around, collapsing onto the ground.

 
Logged
Buck up friendo, we're all on the level here.
I would bet money Andrew has edited things retroactively, except I can't prove anything because it was edited retroactively.
MIERDO MILLAS DE VIBORAS FURIOSAS PARA ESTRANGULARTE MUERTO

Tibbles

  • Bay Watcher
  • Kobold Mechanic
    • View Profile
Re: Of Questionable DF physics.
« Reply #5 on: October 03, 2008, 07:12:47 am »


 Every year or so, Tibbles goes through a strange transformation. This event is known as the Greymarch. His realm starts being assaulted by strange forces of order, working to sway this chaotic person. If not stopped, Tibbles turns into Jyggalag, and rules with order, punctuation, and a lack of caps and hilarity. After a few weeks of this, he reverts back into his state of madness and resumes what we all know and love.

 I wonder at what speed you would be faster than time.

 But anyway, it is known that with enough shields and that speed you could attack him enough times to make him exhausted. So what people in normal time see is a champion suddenly becoming very tired and flailing his arms around, collapsing onto the ground.

 
A much more accurate description of what happens when a SPEED:[0] creature attacks a Champion would be a breif flurry of activity, likened to a fly's wings. Then, the air next to the champion turns into a vaugley expoded pile of flesh and bone, and the Champion collapses from exhaustion. Also, the Champion's arms come off.
Logged
GODAMMIT KOBOLDS

Granite26

  • Bay Watcher
    • View Profile
Re: Of Questionable DF physics.
« Reply #6 on: October 03, 2008, 01:57:12 pm »

Well, the shortish version is that if my sword is sticking at your face, it takes X time to line it up and arrange a stab to get through your defenses.  However, if you rear back to take a swing at me and I remain lined up, there's a brief opportunity when their defenses were down that you can just stab forward and get an attack, WITHOUT letting down your own defenses.  (it's a nigh instantanious reaction.)

Most times I get killed in the game, it's from 6 attacks/counterattacks exhausting me.

Earthquake Damage

  • Bay Watcher
    • View Profile
Re: Of Questionable DF physics.
« Reply #7 on: October 03, 2008, 03:24:20 pm »

SPEED:0 -> infinitely fast

Eh, not quite.  Consecutive actions always have a full turn between them.  SPEED/100 is the number of additional turns you must wait between actions.  A fractional result is the percent chance that you will wait an additional turn (e.g. SPEED:250 would have 3 turns between actions, plus a 4th turn 50% of the time).  Agility decreases SPEED (by up to half).  Also, 900 is the default if SPEED is unspecified.

Status abnormalities (e.g. carrying a heavy rock, lying down, stunning, nausea, hunger, thirst, drowsiness, exhaustion, etc) seem to add constant amounts to your SPEED, with the possible exception of sneaking, which may be a multiplier AFAIK.  So SPEED:0 with a bunch of penalties is not dramatically faster than SPEED:900 with the same penalties.  Agility cuts all status modifiers just as it does your base SPEED (again, by up to half).

So when unimpeded by abnormal conditions, SPEED:0 will make you precisely 10 times as fast as a standard (SPEED:900) creature with no agility.
Logged

Astus Ater

  • Bay Watcher
    • View Profile
Re: Of Questionable DF physics.
« Reply #8 on: October 03, 2008, 09:31:46 pm »

Hmm, what happens if your character has 900 speed, but tries moving near an npc that has 0 speed? Would the game freak out as it calculates all the actions the faster character took, or would you not notice anything?
Logged
Legendary Liar:  "I just stabbed you and you died.  Sorry."
Victim:  "Well, if you say so." *thud*

Vaftrudner

  • Bay Watcher
    • View Profile
Re: Of Questionable DF physics.
« Reply #9 on: October 04, 2008, 05:02:40 am »


 Every year or so, Tibbles goes through a strange transformation. This event is known as the Greymarch. His realm starts being assaulted by strange forces of order, working to sway this chaotic person. If not stopped, Tibbles turns into Jyggalag, and rules with order, punctuation, and a lack of caps and hilarity. After a few weeks of this, he reverts back into his state of madness and resumes what we all know and love.

 I wonder at what speed you would be faster than time.

 But anyway, it is known that with enough shields and that speed you could attack him enough times to make him exhausted. So what people in normal time see is a champion suddenly becoming very tired and flailing his arms around, collapsing onto the ground.

 
Oh my god, you just found the cause for epilepsy!

Earthquake Damage

  • Bay Watcher
    • View Profile
Re: Of Questionable DF physics.
« Reply #10 on: October 04, 2008, 02:25:09 pm »

Hmm, what happens if your character has 900 speed, but tries moving near an npc that has 0 speed? Would the game freak out as it calculates all the actions the faster character took, or would you not notice anything?

It already does make NPCs move multiple times if they're faster than you.  Try visiting a crowded town and wandering around.  Now lie down and keep wandering.  As you'll notice, there's more lag between your moves while lying down.  That's because you move much more slowly on the ground than you do on your feet, so the NPCs all move more often between your steps.
Logged

E-mouse

  • Bay Watcher
    • View Profile
Re: Of Questionable DF physics.
« Reply #11 on: October 05, 2008, 01:16:17 am »

Wait a second.

When I played around with adventurer mode, I noticed a lot of things affected your speed: agility, standing, thirst, hunger, sneaking... and swimming.

But at Legendary+5 swimming, my overtrained adventurer moved faster in water than on land.

... would a SPEED[0] Legendary+5 swimmer swim backwards in time?

(hahah, no, it's probably percentage, but that would be hilarious)
Logged

Tibbles

  • Bay Watcher
  • Kobold Mechanic
    • View Profile
Re: Of Questionable DF physics.
« Reply #12 on: October 05, 2008, 01:36:39 am »

Wait a second.

When I played around with adventurer mode, I noticed a lot of things affected your speed: agility, standing, thirst, hunger, sneaking... and swimming.

But at Legendary+5 swimming, my overtrained adventurer moved faster in water than on land.

... would a SPEED[0] Legendary+5 swimmer swim backwards in time?

(hahah, no, it's probably percentage, but that would be hilarious)

FUND IT.
Logged
GODAMMIT KOBOLDS

Asehujiko

  • Bay Watcher
    • View Profile
Re: Of Questionable DF physics.
« Reply #13 on: October 05, 2008, 03:33:38 am »

It is possible to perform multiple actions per turn, see counterattacks. Speed 0 effectively allows you to freeze time as long as you are not moving and when you do everything else goes into slowmotion.
Logged
Code: [Select]
Tremble, mortal, and despair! Doom has come to this world!
.....EEEE..E..E.E...EEE.EE.EE.EEE.EE..EE.EE.E.EE.EE.E.EE.
......E..EE.EE.EE.EE..E...EEEE..E..E.E...EEE.EEE...E.EEE.
.☺..EE.E...E.EE.EE...E.EE..E..EE.EE.EE.EE..E...EE.EE..E.E
.....E..E.E.E.E.E.EE.E.E.EE.E...E.EE.EE...E.EE.EE.EEE...E
....E.EE.EEE.EE..EE.EE.E..EEEE..E..E.E...EEE.EEE..E.E..EE

Tibbles

  • Bay Watcher
  • Kobold Mechanic
    • View Profile
Re: Of Questionable DF physics.
« Reply #14 on: October 05, 2008, 06:40:37 am »

It is possible to perform multiple actions per turn, see counterattacks. Speed 0 effectively allows you to freeze time as long as you are not moving and when you do everything else goes into slowmotion.
If you're not moving, time is frozen anyway, SPEED[0] or SPEED[1000]
Logged
GODAMMIT KOBOLDS
Pages: [1] 2