Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Insert_Gnome_Here

Pages: [1] 2
1
DF Dwarf Mode Discussion / Shotgun physics and velocity
« on: June 26, 2022, 08:02:21 am »
I'm building a minecart shotgun before I go and provoke some nearby civs and I have a couple of questions.

How does minecart velocity translate into weapon strike velocity/momentum? A bolt moves across the screen at 1 tile per tick, same as a 10k velocity minecart and hits with a max weapon velocity of 20. But featherwood bolts travel at the same speed as platinum ones so it can't purely be a question of how fast it moves across the screen. My prior for now is that momentum scales linearly with the velocity of the minecart when it fired. 

There's also the question of how far projectiles move along the ground once fired. Covering a longer area means you have to worry less about aim and timing.

I tried firing shotgunning cloth and thread at some recruits for testing purposes and it did a lot more damage than I was expecting, bruising bones and breaking noses. Is there a safer form of ammunition or do I need to uparmour my guinea pigs? Would bone armour be good enough?

†Metaphorical. No actual guinea pigs were harmed during tese tests although a kitten did wander into the line of fire and get its legs pretty badly damaged.

2
DF Dwarf Mode Discussion / Study into raiding as military training
« on: March 23, 2018, 02:40:32 pm »
This will be an experiment into on-site training vs raiding as a way of training dwarves. 
Two dquads have been randomly set up from low-skill dwarves with no military training. 
Equipment is identical. 
Both squads are set to active/training and given the same barracks. 
One will be sent to kill any animals on the map. The other will be sent on raids.

3
Tilesets and Graphics / CalligrAphSCII
« on: November 29, 2017, 06:56:56 pm »
I'm perfectly happy with ASCII, but the default's a bit ugly, IMHO. 
I'm thinking of making an ASCII tileset in Carolingian Minuscule, as used in the dark ages. 
Would anybody be interested in using such a set? 

Also, how do you make a calligraphic 16*16 sprite look pretty? 
 
EDIT: fixed mistake relating to my xS keyx.

4
DF Adventure Mode Discussion / Goblin Occupation
« on: February 27, 2016, 04:45:05 pm »
I have a world where there is currently a war between goblins and humans being fought. One hamlet I found had goblin towers and trenches dotted around, and was completely depopulated.





I killed the lord and took over his position.

5
DF Dwarf Mode Discussion / Dwarven Minecart Cavalry
« on: February 17, 2016, 04:45:06 pm »
To all you people who have complained about dwarves not having cavalry, I present to you this:



Unfortunately, I'm only trying it out on a fleeing porcupine as I had no other targets. (That's not to say I didn't try to solve both that problem and the excessive number of bards at the same time
Spoiler (click to show/hide)

At the moment, It's just a square track with rollers and an underground start/stop branch, but if the dwarven roundabout is sucessful, I'll extend it to a grid covering the whole embark. Marksdwarves ride it and fire bolts as they go. It still requires work to make it less incredibly temperamental and reach the break-even in terms of damage to enemies:damage to dwarves ratio.

6
DF Dwarf Mode Discussion / Four-Way Minecart Switch
« on: February 14, 2016, 03:18:14 pm »
Does anybody have any ideas for a lever-operated way to switch a minecart from any direction to any direction? (A 3-way system would also be usable.)

It's an important component of the cunning plan I've been working on since November.

7
DF Dwarf Mode Discussion / Undead Siege Mostly Living
« on: February 05, 2016, 02:06:09 pm »
Spoiler (click to show/hide)

Out of the 14 invaders, 10 are living, breathing, not-necrotic goblins. I got the 'The Dead Walk etc.' message, so it is definitely an undead siege. The living gobbos are not necromancers, which is even weirder. They are also just standing around on the edge of the map, doing nothing. My first thought is that a load of live gobbos have wound up connected to a tower or something, or mumble mumble necros in towns mumble no tower built yet mumble mumble take over town mumble?

Any ideas?

8
DF Dwarf Mode Discussion / No Water - Can I Keep Injured Dwarves Alive?
« on: January 29, 2016, 05:51:35 pm »
I'm on an embark where the only water is what might turn up in a muddy pool in a few months. Checked the caverns, nothing there. Are my dwarves in hospital definitely going to die or is there a way to keep them alive?

9
DF Adventure Mode Discussion / Wagons Roaming Around Tower
« on: January 16, 2016, 09:56:00 am »


Pretty self explanatory. Is this a known bug? It could be due to the fortress I retired literally next to the tower then went to in Adv mode.

10
DF Dwarf Mode Discussion / Never any Towers
« on: January 09, 2016, 11:56:51 am »
I have genned several worlds in .42 and have never got any necromancer towers. I ramp secret number up to max but to no avail. Genning large worlds with long histories tends to just crash DF. Perhaps there is a way to edit raws so DEATH sphere is more prevalent, or something. (Sorry if this has been asked a million times before.)

11
DF Dwarf Mode Discussion / Can Minotaurs Become Werebeasts?
« on: November 28, 2015, 09:22:12 am »
Anyone have any idea whether a minotaur bitten by a werebeast can become a werebeast itself? If no-one knows, I will have to find out the fun way. I wonder what a half-bull, quarter dwarf, quarter tortoise would look like.

12
DF Dwarf Mode Discussion / Tarmid-Udar: Dwarven Howitzer
« on: September 20, 2015, 08:15:39 am »
Few travel through the empty desert around Omristuzol village, but those who do see mysterious stone and metal ramps, topped with complex machinery jutting out of the vast flatness of the sands.

I have succeeded in pointing a dwarven shotgun along a parabolic trajectory, in order to rain death upon the likes of goblins, titans & weretortoises.

Code: [Select]
_______R
        \          R:Roller
         \         \:Down Ramp Track
          \        _:Flat Track
           \       W:Wall
...
                 \      W
                  \  W
                   \/

https://mkv25.net/dfma/map-12519-wildoils

The ballista arrows lying about are ammo from the test firing.

Screenshots & tests on live subjects will be posted soon.

13
DF Dwarf Mode Discussion / Cart Ramp Derail Bugginess
« on: September 19, 2015, 05:17:03 pm »
In the course of building an above-ground shotgun, I have run into a problem with carts refusing to follow tracks downwards.
The situation is as thus:
Code: [Select]
___VO     Key:
   OVO     _:Track
    OVO    O:Wall (With track on top)
     OVO   V:Down Ramp
      OVO

The contents of the cart always ends up falling onto the 2nd lowest V.

Can anyone help work out how to keep the cart from derailing.

14
DF Dwarf Mode Discussion / Too Many Idlers
« on: August 10, 2015, 05:24:03 pm »
I have more than enough jobs to carry out (hauling, smelting, construction), Dwarves with the relevant labours enabled, and yet 26 out of 55 dwarves have no job. How is this to be solved?

I can post screenshots if necessary.

15
DF Dwarf Mode Discussion / Hunter/Marksdwarf equipping
« on: May 30, 2015, 01:55:40 pm »
If you put a dwarf with hunting enabled in a squad with armour that does not include a crossbow, does that avoid equipment issues?

EDIT: Nope.

Pages: [1] 2