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Michaellaneous posted:I am sure that the dwarves running from a few bones and dead mice in the refusepool is not intended. For the record, only bodies, whole skeletons and random body parts can cause horror. I have a refuse stockpile holding bones, skulls, hooves, etc. for my crafter five tiles away from the main stairwell and no one has ever reacted to it in any way. Similarly, the outside refuse stockpile for vermin remains and dead invaders only sends dwarves screaming when actual corpses are in there, no one is terrified of a dead cockroach or mice as far as I can tell.
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# ? Aug 5, 2014 12:53 |
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# ? May 25, 2024 15:38 |
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Mygna posted:For the record, only bodies, whole skeletons and random body parts can cause horror. I have a refuse stockpile holding bones, skulls, hooves, etc. for my crafter five tiles away from the main stairwell and no one has ever reacted to it in any way. Similarly, the outside refuse stockpile for vermin remains and dead invaders only sends dwarves screaming when actual corpses are in there, no one is terrified of a dead cockroach or mice as far as I can tell. And it all slowly builds up discipline, which is also the real key thing missing. Right now, pretty much everyone in the world is a special snowflake greenhorn. Military training buffs that up fast, but I haven't tested to see if that effects off-duty soldiers civilian-ing it up.
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# ? Aug 5, 2014 12:58 |
It definitely builds up discipline. I had a decomposing wereiguana lying about near my main entrance for a good while, and while everyone was running away screaming at first, with time they got used to it being there.
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# ? Aug 5, 2014 13:21 |
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The Gemclod corpse road would now actually be useful!
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# ? Aug 5, 2014 13:46 |
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Adrenaline/stress/fight-or-flight overrides in a crisis situation actually sound like a pretty great thing for Toady to look at, even if it adds yet another layer of behind-the-scenes complexity. I'd love to see him model hysterical strength, causing unarmed mortally afraid dwarven parents to see invaders approaching their children, fly into a desperate frenzy, and start clawing eyes and wrestling away weapons and strangling trolls and poo poo in a last-ditch attempt to protect them. The old berserk/trance system is neat but it seems fairly simplistic, and having it play a more thorough and significant role would be really interesting.
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# ? Aug 5, 2014 13:49 |
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Angry Diplomat posted:Adrenaline/stress/fight-or-flight overrides in a crisis situation actually sound like a pretty great thing for Toady to look at, even if it adds yet another layer of behind-the-scenes complexity. I'd love to see him model hysterical strength, causing unarmed mortally afraid dwarven parents to see invaders approaching their children, fly into a desperate frenzy, and start clawing eyes and wrestling away weapons and strangling trolls and poo poo in a last-ditch attempt to protect them. The old berserk/trance system is neat but it seems fairly simplistic, and having it play a more thorough and significant role would be really interesting. Why would it need to be behind the scenes tho? Just add another job - herbalist - that gathers plants that increase adrenaline for example. And each squad can just take a few of those things with them. And in battle they will just use it automatically to boost their strength, etc. e: Or make it an action in the squad menu Michaellaneous fucked around with this message at 14:09 on Aug 5, 2014 |
# ? Aug 5, 2014 14:06 |
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Angry Diplomat posted:Adrenaline/stress/fight-or-flight overrides in a crisis situation actually sound like a pretty great thing for Toady to look at, even if it adds yet another layer of behind-the-scenes complexity. I'd love to see him model hysterical strength, causing unarmed mortally afraid dwarven parents to see invaders approaching their children, fly into a desperate frenzy, and start clawing eyes and wrestling away weapons and strangling trolls and poo poo in a last-ditch attempt to protect them. The old berserk/trance system is neat but it seems fairly simplistic, and having it play a more thorough and significant role would be really interesting. I'd like that to check on a dwarf's attributes and personality for things like "poo poo! Urist McBerserk finally went over the edge! He is weak, I am mighty. I don't like helping others but I always hated that prick. oh poo poo adrenaline just kicked in. gently caress it." And Urist McBystander clotheslines the insane dwarf as he runs by screaming murder. Urist McBystander is content lately. He stopped an axe murderer recently.
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# ? Aug 5, 2014 14:09 |
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A minilog for 40.07-in-progress got missed yesterday!Toady the Great posted:Some more bugs were fixed as we begin the short road to 0.40.07.
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# ? Aug 5, 2014 14:18 |
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Michaellaneous posted:Why would it need to be behind the scenes tho? Just add another job - herbalist - that gathers plants that increase adrenaline for example. And each squad can just take a few of those things with them. And in battle they will just use it automatically to boost their strength, etc. While I don't think it would make sense as a substitute for panic reactions and natural adrenaline surges, I love the concept of dwarven combat drugs. Maybe that could be what golden salve does. Literally Kermit posted:I'd like that to check on a dwarf's attributes and personality for things like "poo poo! Urist McBerserk finally went over the edge! He is weak, I am mighty. I don't like helping others but I always hated that prick. oh poo poo adrenaline just kicked in. gently caress it." And Urist McBystander clotheslines the insane dwarf as he runs by screaming murder. I hope Toady gets around to more advanced contextual thoughts regarding combat and crises. I'd like to see, "Cog Relaxedbrewer has been happy lately. He recently seized victory in battle against all odds," after Cog Relaxedbrewer miraculously manages to strike down that rampaging goblin hammerlord with a one-in-a-million adrenaline-fueled haymaker to the throat.
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# ? Aug 5, 2014 14:24 |
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Angry Diplomat posted:While I don't think it would make sense as a substitute for panic reactions and natural adrenaline surges, I love the concept of dwarven combat drugs. Maybe that could be what golden salve does. I don't mean it should be used a substitute, but a plant that incrases the output of adrenaline in a combat simulation would be a added bonus to the normal output already.
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# ? Aug 5, 2014 14:37 |
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Angry Diplomat posted:While I don't think it would make sense as a substitute for panic reactions and natural adrenaline surges, I love the concept of dwarven combat drugs. Maybe that could be what golden salve does. He dreams of killing 100 goblins and this dream was realized! Actually if we're going whole hog, have soldiers get strange moods that involve killing instead of crafting. Like, a fey mooded hammerdwarf bashing heads in time to jaunty music! If not a body count, making a goblin explode in an impressive way. Failure to satisfy this bloodlust is very costly, so capture live goblins and make sure to get your gladiator industry up and running as soon as you can.
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# ? Aug 5, 2014 14:46 |
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All this is making me think I need to mod in a custom reaction that lets me build a road out of skulls.
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# ? Aug 5, 2014 15:56 |
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Literally Kermit posted:He dreams of killing 100 goblins and this dream was realized! Yeah, that would be amazing. You should suggest it somewhere! I wonder if there's any way to hack that into the current dreams system so they dream of killing certain things, or if that's all internalised. And I adore the idea of a dwarven drugs factory with dwarves chugging a few carefully brewed serums before battle or training. What could possibly go wrong?! (answer: entire fort massacred because someone drunk the 100% proof murder vial)
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# ? Aug 5, 2014 16:00 |
Gus Hobbleton posted:All this is making me think I need to mod in a custom reaction that lets me build a road out of skulls. As long as you can convince the game to let you make blocks from skulls, why not?
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# ? Aug 5, 2014 16:11 |
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Gus Hobbleton posted:All this is making me think I need to mod in a custom reaction that lets me build a road out of skulls. I'm pretty sure Masterwork has a workshop dedicated to making poo poo out of bones, so you could have a road made entirely from skull blocks if you wanted.
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# ? Aug 5, 2014 16:34 |
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Build your roads out of skulls and your walls from meat and sinew and skin. Meat fortress
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# ? Aug 5, 2014 16:45 |
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Generate an entire planet out of meat https://www.youtube.com/watch?v=ZP7K9SycELA
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# ? Aug 5, 2014 17:18 |
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Gus Hobbleton posted:Generate an entire planet out of meat Pro loving Click.
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# ? Aug 5, 2014 17:26 |
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Playing a vampire in adventure mode is pretty fun, even if it is weird that my warhamher merely breaks bones while my punches cause things to explode into gore.
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# ? Aug 5, 2014 19:23 |
If you could probe your character's physical state right now, you'd see that you're about the size of a Tank and also punch like one. Strength modification has that effect on people.
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# ? Aug 5, 2014 19:24 |
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I just reclaimed an abandoned volcano fort (to hopefully fix the murderous militia issues) and it decided to overflow the crater, flooding my fortress and burning the reclamation party alive. The lava flow shows no signs of stopping. This is the best goddamn game.
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# ? Aug 5, 2014 19:40 |
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scamtank posted:If you could probe your character's physical state right now, you'd see that you're about the size of a Tank and also punch like one. so by extension, are you saying my danger-room-trained dwarves are basically The Hulk in size and strength? ...You wouldn't like Urist when he's angry
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# ? Aug 5, 2014 22:04 |
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So what does the non-graphical FPS rate affect? If I set it higher, does time progress more quickly?
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# ? Aug 5, 2014 22:04 |
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Subjunctive posted:So what does the non-graphical FPS rate affect? If I set it higher, does time progress more quickly? Yes it does. captain duck got a new computer and set his really high and everyone was moving/digging really loving fast. I think he built a huge wall (with wood) in a minute or two?
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# ? Aug 5, 2014 22:12 |
Excelzior posted:so by extension, are you saying my danger-room-trained dwarves are basically The Hulk in size and strength? I dunno, actually. I don't know if natural limits go that far. You know how the human median value for a stat is 1000 and the dwarven bracket for "superhuman beefcake" is at 2250, right? Vampirism straight up doubles that number. The Tank comparison is a little off mark, though, since I thought vampires had the same PHYS_ATT_CHANGE syndrome as the undead for a moment. That one is triple strength + 1000 on top. Ridiculous.
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# ? Aug 5, 2014 22:38 |
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I just had a fortress that was completely annihilated by an ambush of four necromancers. I didn't realize that all the Kea my hunters had been killing were too small to butcher, so the initial zombie spawn was about 30 of those. I didn't really have a military set up so it was a total bloodbath. The only survivor was a werelizard I had walled in 100 z-levels underground in a 3x3 room with nothing but a bed, which he destroyed, and a level that does nothing. At least he gets to be mayor of zombie mountain!
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# ? Aug 5, 2014 23:52 |
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The Moon Monster posted:I just had a fortress that was completely annihilated by an ambush of four necromancers. I didn't realize that all the Kea my hunters had been killing were too small to butcher, so the initial zombie spawn was about 30 of those. I didn't really have a military set up so it was a total bloodbath. The only survivor was a werelizard I had walled in 100 z-levels underground in a 3x3 room with nothing but a bed, which he destroyed, and a level that does nothing. At least he gets to be mayor of zombie mountain! Heh, right now I'm bulding a town by the sea and forgot that I was in a sinister area. loving whales man.
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# ? Aug 6, 2014 00:13 |
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I was looking through my Legends.
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# ? Aug 6, 2014 00:16 |
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scamtank posted:I dunno, actually. I don't know if natural limits go that far. i dream of a day where weapon velocity is more closely tied to strength
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# ? Aug 6, 2014 00:23 |
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Boing posted:I was looking through my Legends. A real go-getter, that Ramet.
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# ? Aug 6, 2014 01:31 |
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NuminaXLT posted:A real go-getter, that Ramet. I dunno man, it took him 24 years to do the one thing that the Sect of Dying is all about.
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# ? Aug 6, 2014 02:07 |
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Dungeon Ecology posted:I dunno man, it took him 24 years to do the one thing that the Sect of Dying is all about. It's like Scientology, takes a while to work your way up.
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# ? Aug 6, 2014 02:12 |
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Is there a way to collect peaches, etc. that is lying on the ground from the new trees?
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# ? Aug 6, 2014 06:06 |
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GODDAMN FOOL posted:Is there a way to collect peaches, etc. that is lying on the ground from the new trees? Not yet unfortunately. Also I started an adventurer in a fort I retired. Items don't scatter like on a reclaim. The stockpiles themselves are not there but all the items are still stacked where they were when I retired the fort. Makes it easy to go to the armory and load up for an adventure.
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# ? Aug 6, 2014 06:14 |
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GODDAMN FOOL posted:Is there a way to collect peaches, etc. that is lying on the ground from the new trees? Only elves know the secret of picking fruit.
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# ? Aug 6, 2014 06:17 |
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Angela Christine posted:Only elves know the secret of picking fruit. If I cage and enslave a elf, can I bind it through torture to train my dwarves how to pick up fruit off of the ground?
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# ? Aug 6, 2014 06:28 |
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Dwarves don't eat fruit.
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# ? Aug 6, 2014 06:30 |
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You can ferment fruit
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# ? Aug 6, 2014 06:35 |
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GODDAMN FOOL posted:If I cage and enslave a elf, can I bind it through torture to train my dwarves how to pick up fruit off of the ground? Windfall fruit is all soft and wormy, it's no wonder no one will pick it up. If you want good fruit you have to pick it while it is still on the tree. No decent dwarf wants to climb trees.
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# ? Aug 6, 2014 06:36 |
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# ? May 25, 2024 15:38 |
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Is it a mushroom? YES -> EAT IT NO -> IT IS TERRIFYING That's basically all the dwarf AI, by the way.
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# ? Aug 6, 2014 06:36 |