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Author Topic: [FLIER] Tag research  (Read 1909 times)

They Got Leader

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[FLIER] Tag research
« on: November 02, 2010, 05:41:19 pm »

I posted information about the [FLIER] tag as I have gathered it. Please post any questions or comments either thread and I will answer them to the best of my knowledge.

My research on the [FLIER] tag, thus far.

  • Dwarves do not fly. With the addition of the [FLIER] tag, they path a shorter route, which makes them look like they are leaping or falling.
  • Trader dwarves, however, do fly like any other animal. This completely and utterly prevents you from trading with them. Once a dwarf flies, it loses the animal its pulling and it ends with you getting nothing.
  • Dwarves must have available ground path from point A to point B. As aforementioned, they leap. Instead of walking around the hole, and down the stairs, the dwarf will hop off the edge and land on the ground. This, however, does not mean they can not fall. They do fall, and they can get hurt from it, just any falling that the dwarf initiates does not hurt them.
  • Low FPS (1-2) will cause them to stop leaping. They will revert to regular pathing.
  • Wounded dwarves will still use this as long as they can walk.
  • Military dwarves will use z-levels for dodging. And shooting bolts.
  • Flying dwarves do not cross fortifications. It completely blocks all pathing through. However, if a floor is made above the fortifications, the dwarves will path over.
  • Dwarves will use shortest available route. This means they get stuck on top of buildings. It is hard to explain, but basically if you making (b)-(C) walls, a dwarf will leap over them to get where they are going. BUT! Sometimes they will take to long to get down and this will cause them to get lost. They can not path off the top of the roof because there are no walkways.
  • [FLIER] can be added and removed on will without having to regenerating the world.

Also note: [FLIER] tag allows for ability to fly in Adventure mode using the ( < ) and ( > ) keys.

Points, boiled down:
1) DWARVES MUST HAVE STANDARD WALKING PATH. [FLIER] only makes the path shorter.
2) Traders get screwed up.
3) [FLIER] military dwarves are ridiculous.

If any questions or comments, please feel free to post. I will add more information as I get it.
I will answer any questions you have about the tag. I may have forgotten to say all that needs to be said, so don't be shy!
« Last Edit: November 04, 2010, 01:15:38 am by They Got Leader »
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Sowelu

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Re: [FLIER] Tag research
« Reply #1 on: January 11, 2011, 07:03:46 pm »

Necroing; when your traders lose their mounts, do they get angry at losing their stuff--IE, will it eventually result in a siege?  I'm thinking of making a My Little Pony mod with only half the castes able to fly (and other sentients not flying), but I don't want to wreck it with angry traders.
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LunatictheInvincible

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Re: [FLIER] Tag research
« Reply #2 on: January 11, 2011, 09:48:41 pm »

Sowelu, I did a little research myself on this topic a couple of weeks and never posted it. The Traders do not actually lose their mounts, they just leave them behind as they travel from the edge of the map to your depot. However, the pack animals will still follow the traders, or just go to the depot to, and will leave at the same time as the traders do. Also, the animals will catch up with the traders at the depot, but will not be unpacked by the traders, thus meaning that the traders will be trading and you can sell stuff to them, but that stuff will never leave your depot (and can be reclaimed) and they have nothing to sell to you.
It may be possible to circumvent this issue by providing a very short, flat, obstacle-less path from the edge of the map to your depot, built as close as the game will allow.
Note that my testing was done with dwarves, but there should not be any differences for other entities.
Also, each of your two trader-animal pairs will appear to have a 50% chance (if only the traders can the possibility to fly) as you have a 50/50 chance of having a flying trader in your mod.

In short: No, as the traders never actually lose anything. What comes in, goes back out. (Unless an animal dies)
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Quietust

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Re: [FLIER] Tag research
« Reply #3 on: January 11, 2011, 11:32:48 pm »

What if you permit the pack animals to fly?
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UristMcDwarf

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Re: [FLIER] Tag research
« Reply #4 on: January 12, 2011, 03:54:27 am »

Spoiler (click to show/hide)
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Sowelu

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Re: [FLIER] Tag research
« Reply #5 on: January 12, 2011, 05:47:39 am »

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Some things were made for one thing, for me / that one thing is the sea~
His servers are going to be powered by goat blood and moonlight.
Oh, a biomass/24 hour solar facility. How green!

LunatictheInvincible

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Re: [FLIER] Tag research
« Reply #6 on: January 12, 2011, 08:38:34 am »

Sowelu, I'm not entirely certain. This means that you must now proceed to do some !!Science!!. But keep in mind that you would have to modify ALL of the possible pack animals, which if I'm remembering correctly I've seen dwarves use anywhere from donkeys and mules to one and two hump camels.
Note that flying dwarves now scare me, and really annoy me in fortress mode, as in my experience having flying citizens in fortress mode is just another batch of headaches and does little to provide actual benefits.
Also keep in mind that my dwarves have been extensively modified to have:
Wings (now vestigal)
Horns
Adamantium-like teeth
Steel-statted bones
Prehensile tail
Livers with useless thought abilities and a variety of other bonuses.
Plus a couple of things I've forgotten but should have been useful

Also, good luck with your mod!
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Bohandas

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Re: [FLIER] Tag research
« Reply #7 on: January 12, 2011, 10:25:11 am »

What if you permit the pack animals to fly?

Or you could mod the dwarves' civilization not to use pack animals...
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