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Author Topic: What should the new skill and attribute (and rot) work at?  (Read 491 times)

malvado

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What should the new skill and attribute (and rot) work at?
« on: April 13, 2011, 07:31:54 am »

After a lot of tinkering with the "dwarven soul" after seeing how my dwarves otherwise would turn into some walking obese food supply for monsters and goblins I finnally figured out how to start gaining attributes at a more normalized rate (40d) however this involves also removing skill and attributes rot so I'd like to have some discussion about what people feel this attributes should gain / decrease at.

Take for example : [PHYS_ATT_RATES:STRENGTH:50:NONE:NONE:NONE] With no loss and with 50 instead of 500 the average dwarf seems to gain some strenght each 1 / 4 of the year depending on the labour done. Now factoring inn rot will probably also change this and that is where I personally come to a stop.

Let's say I want my Legendary miner to start decaying in his attributes and skills after aprox 1/2 year of not using them and losing actually skill levels somewhere between 1 to 2 years of no using them? What should the appropiate values be?

I guess that some of these needs to be modified even more :
[SKILL_RATES:200:NONE:NONE:NONE]
[PHYS_ATT_RATES:STRENGTH:50:NONE:NONE:NONE]
[PHYS_ATT_CAP_PERC:STRENGTH:200:NONE:NONE:NONE]

After some field testing I'm a bit unsure if decay / rot is constantly working even while you are labouring meaning that you have to compensate somehow with faster skill / att gain.
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Sutremaine

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Re: What should the new skill and attribute (and rot) work at?
« Reply #1 on: April 13, 2011, 08:15:28 am »

Quick note, existing skill affects rot. I got one of those migrants with a zillion skills, and after six months the Novice skills are Rusty but the Skilled and Proficient ones aren't. That's with the default settings (100:16:16:32 I believe, it's on the wiki somewhere but I can't find it).

So maybe try 2x rust, [SKILL_RATE:MINING:100:8:8:16]. I don't know how quickly the defaults cause Legendary skills to rust, but with Mining you can afford to have it rust a little more quickly.

I'm pretty sure the clock is always ticking when it comes to rust.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

malvado

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Re: What should the new skill and attribute (and rot) work at?
« Reply #2 on: April 13, 2011, 08:50:32 am »

Does each skill need to be set individually or could the above [SKILL_RATES:200:NONE:NONE:NONE] be modified to something more appropiate?
And does still needs to be done in the Creature_standard file or in some other place?
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