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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1241946 times)

Medicine Man

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2790 on: August 28, 2010, 08:14:39 am »

I just have another question, do all things get enraged when attacked? (you know the "Enraged at all enemies!" status.)
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2791 on: August 28, 2010, 08:17:35 am »

Testing the new weapons with adventurer...

orc adventurer, bronze mace.
first hit, fracture cheetah paw, it faints. Bah.
48 hits total to kill it, but one hit to render it unconscious.....
ambush, you are in dry pond, you can't do anything. (T)ravel only.

giant lion. Self has one broken rib and upper body torn open, Extreme Pain. But it's only one rib and skin torn (bit through bronze lamellar armor).

Two giant lions, in dry pond ambush. 550u is one giant lion corpse.
Need more bleeding! Or much better mace.

A Cougar. one hit, and it has extreme pain in ribs. 42 hits total to kill.

Wah two NOPAIN alligators, big trouble! a fractured skull is nothing to a gator. (and thanks to DF, ten fractured bones in no way slow you down)
one gator shakes adv by leg. nerves-severed leg is not for standing! crawl a few miles with gator chasing. bash it and an eagle to death. crawl to the nearest village and become a Potash Maker.


Start keeper pikeman adv. rose gold pike and bronze mail. wrought leggings and bronze helm. bronze low boots and rose gold gauntlets, nice.
Three jackals splat flying.
dragon raptor. a few hits and tear its heart.
Splat many jackals.
attack camel herd in ruined town. camel breaks adv's spine. Retire in Tame-swelter town.

Start keeper cavalier adv. wrought longsword.
Spoiler (click to show/hide)

Little testing like this makes me fine-tune my worlds, like gator remove crazygood NOPAIN, and boost mace by A LOT -- if it can't kill soft deer/leopard quickly, what use can it be versus armored goblins?
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2792 on: August 28, 2010, 08:19:25 am »

I just have another question, do all things get enraged when attacked? (you know the "Enraged at all enemies!" status.)

Technically that should depend on personality, with a high ANGER attribute leading to a better chance of getting enraged. So it'd depend on the implementation.
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2793 on: August 28, 2010, 08:25:13 am »

Quote
if it can't kill soft deer/leopard quickly, what use can it be versus armored goblins?
Maces can kill people when you hit them in the head or jam bones through internal organs. Otherwise they are to break their bones and make them either unconscious due to pain or unable to move.

How else do you imagine maces? That's what they are for. It's the exact thing I aimed for during my long tests. Please think about that again before telling me that it's wrong :P.

P.S. As an example, there was a torture in medieval times. An executioner broke all joints of a victim with a huge hammer. The victim was alive during the whole process, and later he was hanged on metal hooks by his ribcage while still alive. So it's real and working as intended.

P.P.S. Before the plague when there was enough of food in the Europe most of the combats between nobles were fought with blunt weapons like hammers and maces, because it was better to capture your opponent and sell him for a ransom rather than to kill him. Low castes were using slashing/piercing weapons though because there was no reason to spare them.
« Last Edit: August 28, 2010, 08:30:35 am by Deon »
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2794 on: August 28, 2010, 09:11:20 am »

Since there is no targeted attacks, maces are indeed crap, you hit target's finger = you missed despite your good skills. And 6-8 legged creatures have heavy protection from limb-count.

I was looking for more "ten mace hits to upperbody or lowerbody, with superorc strength, target dies". Because bruising isn't damage at all in DF methinks, except when it accumulates to breaking point.
Really, one Average Citizen, would take how many mace hits to kill a deer, 100?

Anyways I tune my worlds separately from yours :´)
maybe bone-pain down 20% and guts-stomach-kidney-lung pain up.

More adventurer...
Spoiler (click to show/hide)
« Last Edit: August 28, 2010, 09:14:35 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Z1000000m

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2795 on: August 28, 2010, 09:17:22 am »

Deon, could you update the first post? The info there is outdated in some places.
There is no crucible steel, only black steel (I assume its just a name change, since it needs the same reagents)
The new red steel is not listed either, same goes for the manual.

Also, why is hematite worth 24 bucks and magnetite is worth the same amount as goethite(18)??
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2796 on: August 28, 2010, 09:27:45 am »

Yep, thank you. You have to remind me about that sometimes because I can be lost with all the changes I do myself :P.

The manual IS outdated. I will make a metalworking article on wiki soon, and then put it in the manual.

I will revise all metal and ore prices when I'm done with the metalworking manual. It's really hard to balance things while looking in raws only, but when it's in a table you can immediately observe it's much easier to compare prices and values.

Quote
Since there is no targeted attacks, maces are indeed crap, you hit target's finger = you missed despite your good skills. And 6-8 legged creatures have heavy protection from limb-count.
That's what relsizes are for. And if my target blocked my strike with its leg then it deserved it :P.
I think Toady One said something about revisind the targeting system so it's a temporary problem.

P.S. I've just tested and it took 16 blows to debilitate a deer (it fell uncoscious due to pain) and 10 more to kill it (it suffocated because 12th blow pierced its lung with its rib). It was a weak peasant. The deer landed a hit only once, I dodged all other blows.
« Last Edit: August 28, 2010, 09:33:54 am by Deon »
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Nabobalis

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2797 on: August 28, 2010, 12:07:18 pm »

I can't seem to resize the window, any suggestions?
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Still Standing

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2798 on: August 28, 2010, 12:28:06 pm »

I can't seem to resize the window, any suggestions?

I noticed that when I installed the new version of this mod.  Just go in to the init.ini and change it.
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2799 on: August 28, 2010, 12:54:49 pm »

Felt like running one arena test, here is
30 male stone dwarves, no skills, wrought dagger -vs- 30 female stone dwarves, no skills, wrought spear.

Ten spear-females survived.
magically they have dabbling armor user but no armor. best lass got to novice spear and novice fighter.
quite a bit of parrying. (males are 1-30 numbers.)

31 head hits
7 heart artery opened
3x left testicle
3x right testicle
3x in phallus tearing it
4x in left breast tearing it
4x in right breast tearing it
2 F-crotch hits.
3x spear to throat
3x dagger to throat
1x left hand thumb bone shattered by spear
"Dwarf 26 kicks Dwarf 42    in the right eye with his left foot    bruising it!"

Spreadsheet, XLS Excel 97 format
http://dl.dropbox.com/u/8967397/Genesis311__30dagg-vs-30spear_analysis.xls
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Nabobalis

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2800 on: August 28, 2010, 01:10:40 pm »

I can't seem to resize the window, any suggestions?

I noticed that when I installed the new version of this mod.  Just go in to the init.ini and change it.

But what setting do I change?
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2801 on: August 28, 2010, 01:16:18 pm »

[RESIZABLE:NO] to [RESIZABLE:YES]. I was playing with resolution tests and forgot to change it back.

Quote from: TomiTapio
magically they have dabbling armor user but no armor
Huh, weird. Is it some DF bug in combat sparring or something else? Maybe parrying with weapons increases 'armor user' instead of appropriate weapon skills?
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Still Standing

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2802 on: August 28, 2010, 02:38:26 pm »

Don't clothes count as armour?  At least I have seen in adventure mode weapon strikes glancing off clothes.  Perhaps enough of those will increase your skill in armour use.
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2803 on: August 28, 2010, 02:39:54 pm »

Don't clothes count as armour?  At least I have seen in adventure mode weapon strikes glancing off clothes.  Perhaps enough of those will increase your skill in armour use.
The arena combatants were naked. Vanilla elf wooden weapons do get negated by clothes, so a vanilla elf siege is quite a joke.

Right, more happenings in Tailpage: (the horror of the 60 FPS) (and this is Genesis 2.9 or 3.0, old weapons)
Spoiler (click to show/hide)
« Last Edit: August 28, 2010, 02:50:45 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2804 on: August 28, 2010, 03:01:54 pm »

Okay, I've just got my hands on a SKIDROW: Elemental, so expect more inspiration and probably new critters soon :P.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository
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