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Messages - GunnerX

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Masterwork DF / Re: Fundraiser #2 & Mod Megaprojects
« on: May 08, 2014, 12:59:19 am »
GunnerX: You are saying that butchering sentient will result in too many stacks of bones? The amount is the same as before... But I can see how stockpiling and hauling can be a lot more work.

Yeah, pretty much.  At least the kobold separates were able to be binned.  Now that we have ~10x the number of bone stacks we need ~10x the stockpile, and need to do ~10x the number of reactions to use them up.  So some of those reactions could be made to require more stacks.  Things like breastplates and blocks or whatever larger items.  But I don't really understand how bones don't work the same as some other things so if it's not possible then whatever.

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Masterwork DF / Re: [WARLOCK] - Discussion and Suggestions
« on: May 05, 2014, 08:15:01 pm »
That 6pt malachite ore only has a 20% chance of giving you a bar without an ore processor.  Buying the bars for 10pts each is much more cost effective.

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Masterwork DF / Re: Fundraiser #2 & Mod Megaprojects
« on: May 05, 2014, 08:12:03 pm »
Some tweaks to bone usage following up the stack fix might be nice.  My current orc fort is just drowning in them.  It can take a month to atom smash the excess after a siege, and that's just so I can go raid again.  It isn't so bad with dwarves, but between normal sieges and livestock controll it's still a fulltime job offering them to armok.

4
Masterwork DF / Re: [WARLOCK] - Discussion and Suggestions
« on: May 04, 2014, 05:21:58 am »
Problems I've encountered with Warlocks so far:

1st fort:  evil embark == no butchering, also gargoyles make poor prey.
2nd fort, 4 skele and 3 ghouls embark doesn't work. (haven't seen this problem since V4j).
3rd fort: no skeles, tantrum spiral after ghoul coal dust deaths.
4th fort: abandoned on 4j release
5th fort: skeleton miners "lost" to obsidian farming accident.  smelted enough malachite to create 27 slag, 4 copper, and 1 orichalcum bars.  Not enough metal to make a forge and pick, though as an afterthought, if I had forbid 2 copper prior to making an anvil it might have been recoverable.
6th fort: 3 cougars and 5 zombies swept over and waterfall, zombies drowned(?) cougars didn't. cougars got stuck, no more wildlife...
7th fort: zombies/ghouls stuck in endless wrestling match with armadillos (grabs shell, lets go of shell, ad nauseum.)  Note these are the same zombies that had previously shook a bunch of sun bears in half.
8th fort: crashing
9th fort: 1st siege
10th forts: first siege, (damn dwarves and their metal)
11th fort: Murdered by Sasquatch
12th fort: wildlife in the first 3 seasons was limited to drakes, and flying creatures.  I got a total of 1 soul from a passing kestrel before wandering drakes murdered all my necromancers and half my ghouls.  And that was a calm biome XD

General opinion:  Warlocks need some better form of soul/meat/bone farming other than hunting with it's RNG fiat.  Personally, I think a limited selection of always available pets would be helpful.  After a quick look though raws Blood goats, ravens (+nest boxes and something to do with the feathers), grave cats (with vermin hunting enabled) barghests, and maybe terror bird, nightmares and some sort of wool produce would be ideal.

5
Bold me please, though by dwarfen soul requests my chin remain unbald.  Beyond that I care not my fate.

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Masterwork DF / Re: Babycare/nursery labor
« on: May 04, 2014, 04:31:30 am »
You could move baby-carriers to a separate squad and not send them into battle.  As long as the equip they get includes any weapon they will still train weapon skills and the babies might* even gain skill from watching any demonstrations.

*I haven't done or read any !SCIENCE!, but I'm pretty sure it works with children.

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Masterwork DF / Re: Need help finding a cave to embark.
« on: May 04, 2014, 04:23:29 am »
I *think* those white upsidedown u hills are the caves, but it's been a while since i used that tileset so I'm not 100%.  As above otherwise.

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Masterwork DF / Re: Low-tech ranged weapons and forgeign crossbows
« on: November 11, 2013, 03:48:03 pm »
Post interrupted by Forgotten Beast 504, so some of this has been covered already by others, but I'm way too lazy to completely re-type the post.

Actually crossbows can be quite simple.  A bow, a cross piece, and lever on a pivot that holds back the string is all that is needed.  I mean the Chinese have been using them for some two and half millennium (and still do in some police forces).  The problem is with the idea of the cranequinn/windlass based late medieval crossbows.

My suggestion, without any real knowledge of what is possible via raws, would be have a couple different versions like the orcs have with bows.  So a simple wooden (or bone) crossbow would be relatively weak, but easy to use, and fairly quick to reload/fire.  A more advanced crossbow using a composite wood+bone+sinew (Maybe leather in DF?) prod (bow-arms) + a mechanism might be still fairly easy (early?) to make but have better penetration but take a little longer to reload.  Then you've got your repeating crossbows already in.  Lastly you might add the full steel (metal at least) prods, cranked windlass, heavy crossbow for even more late game penetration, at the cost of fire-rate.  Of course I'm not sure how much control you have over fire rate aside from maybe weapon weight so I guess that's a toss-up for balancing.  The complexity of the reaction should work just as well.

I simply have the feeling that most people make crossbows, and ignore all other ranged weapons.
The problem here is that it's a hassle to manage all the different ranged weapons and ammo types.  You need separate squads for each weapon type otherwise they grab the wrong ammo and muck things up.  There just aren't enough dorfs to fill out, or benefits from, outfitting a squad each of javelineers, axe chuckers, and hammer tossers.  At least as compared with the relative simplicity of a combined arms melee squad.  Standardizing equipment simplifies logistics too much to not simply pick the NATO 5.56 bolts.  Unless maybe you're up to your neck in the not-so-dead, then you might standardize around the 20x102mm DU throwing hammer instead.

Maybe, you could strip out those other weapons, and only use one "throwing arm" weapon for all of the axe, javelin, hammer ammo.  Of course that would make the melee attack questionable.  Plus, I'm not sure that I would want to risk military trained throwers losing comrades and embedding ☼Shale Mug☼ in their fellow dorfs in fits of pique.  Of course:  "Urist McOne-lung has been ecstatic lately. Urist McOne-lung was hit by a flying object recentely.  Urist McOne-lung acquired masterfully crafted Shale Mug recently.  Urist McOne-lung was grievously wounded recently.  Urist McOne-lung admired own Masterfully-crafted Shale Mug lately.  Urist McOne-lung is having trouble breathing," does rather epitomize FUN.

!!Anthropology!!  Dwarfs use crossbows.  If you are a 4.5' stunty who likes to run around confined spaces the relatively flat trajectory of a crossbow is ideal.  Trying to swing a sling and hitting a too near wall is not on the wind-up is not.  Trying to use archery with a bow in a 6-7' high mineshaft is likewise not.  Having a natural inclination toward mechanics is bonus.  Guns are good too though ricochets are potentially be problematic.

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Masterwork DF / Re: [DWARF] - Gameplay Questions
« on: November 11, 2013, 07:45:00 am »
No reactions for non-simple mineral ores in the processor.

Any idea why the frost wyrm fighting the chained gnolls in my depot started my kobold fort on fire?  How about Kunia the friendly deity Forest Giant starting a blaze in my moss covered peat farms and pastures without any noticeable combat?  I mean he literally just chilled there for half a season, while I tried desperately to do flood control on an accidentally exposed tear of armok in the lower levels, and the first I hear of it is reports of cragtooths bleeding to death and fire is raging through the z-level, including my military training/Depot overlook area.  Am I just cursed with inopportune secrets of fire or are there some faulty temp calcs somewhere?

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