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Messages - Scribble

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1
DF Suggestions / Re: Toady, it's time to simplify
« on: June 24, 2010, 03:33:51 am »
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The current materials system doesn't account for things that are actually very important to realistic combat simulation, such as work hardening, displacement/microfracture density, surface energy, the fact that the stated stresses aren't uniform even within the same work. Yield point, elastic modulus, ect are quite sufficient for evaluating static loads, but not for what Toady wants to use them for, which is for dynamic loads and failure mechanics.

This why I strongly advise professional help here. Materials science is a very complex subject, and using the engineering references without knowing how to use them can only end in disaster.

As such, a simplified system can improve realism (or the sense of it) in this case, since you can just tweak the relevant properties to suit your needs, rather than feeling you have to hold to some external set of values "reality" imposes on you.

This

2
I find that when I first start a squad I can give them kill orders, after a while though that doesn't work so I resort to stationing. the trouble is after a year or two, that breaks down too so it is now impossible to get the dwarves to leave their barracks.


3
DF Gameplay Questions / Re: What's your entrance preference?
« on: June 01, 2010, 09:28:06 am »
Initially a 10 wide corridor lined with masterwork statues protected by channels. The entrance room has a Bridge/ moat and portcullis followed by a trap ante room.  The floor is made of clear glass exept two 'walkway/paths' made of gold. underthis depending on my mood its either a binless gold/silver crafts deposit  or a refuse dump for rotting corpses. I like to make the ceiling a least three Z levels highwith the walls alternating between engravings and fortifications. rest of the fort sucks though

4
DF Gameplay Questions / Re: Captured a dragon. Now what?
« on: May 26, 2010, 03:55:31 am »
PLaying 2010 and have never had a dungeon master show up, so far the only things I've been able to tame are moutain goats, even foxes refuse to be domesticated. A common or unique bug?

5
DF Suggestions / Re: Farm types and more farm stuf
« on: May 21, 2010, 05:49:45 am »
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To be honest, all you need is a new zone type "Fields" or "animal farm" which will function as a meeting area, but for animals (and changing the regular meating area to exclude animals).  Would clean alot of things up.


Much better, a simple and good idea. There is an aweful lot that could be done re animals and farming but most is horribly complicated, however a 'livestock' zone as mentioned above would be very nice.

6
DF Dwarf Mode Discussion / Re: Utility of Artifact Armour
« on: May 18, 2010, 07:11:39 am »
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Artifact weapons and armor have a 3x skill multiplier instead of a masterwork's 2x. They are otherwise the same as masterworks except that artifacts are worth much more and cannot be traded. Artifacts in future versions of DF may eventually carry magical effects. I don't know the effects of semi-artifact (named) weapons.

Many thanks, I'd actually hoped it was more than that, I've fond memories from 2d of using artifacts to cut colossi in twain.

7
DF Dwarf Mode Discussion / Utility of Artifact Armour
« on: May 18, 2010, 12:24:01 am »
with the reworked materials in 2010, how usefull are artifact weapons and armours?  Is say a Giant rat artifact shield more protective than a steel masterwork?

8
DF Dwarf Mode Discussion / Re: The Rationale for Bronze and Iron
« on: May 14, 2010, 06:28:27 am »
...Re the historical references I think people often infer too much from an armies success.   The Romans and Mongols where so sucessfull because of thier logistical and strategic exellence, not their weaponry.  if a thousand disaplined soldiers with uniform arms and a good suppy train face a thousand warriors with superior individual combat skill and arms but little cohesion, the soldiers will win almost every time. Battles arn't won through combat prowess, but rather disapline and tactics, wars not through quality of arms, but rather logistic trains and stratagy.

9
DF Modding / Re: --GUIDE-- Shaostoul's Modding Guide --Poll added--
« on: May 13, 2010, 08:55:49 am »
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UPDATE:
Tested Neon's cave tortoises, and they do indeed butcher into shells.  Try generating a new world, if you haven't, I'm not sure if you're allowed to add new materials to an existing creature is made out of, or add body parts without either genning a new world, or waiting for more of those creatures to be born/arrive on your map.

If you're desperate for shells for a mood dwarf, just add the [SHELL] token to the MATERIAL_TEMPLATE_HOOF in material_templates_default.txt, and butcher a cow (existing hooves in your stockpile won't be shells, but new freshly butchered hooves will be).

Many thanks.  I really need to write a to do list before regenning. Though in regards to your last suggestion, neither replacing the [HORN]/[HOOF] token nor simply adding [SHELL] seem to have any effect; in both instances freshly generated horn/hoof remains untouched.

10
DF Modding / Re: --GUIDE-- Shaostoul's Modding Guide --Poll added--
« on: May 13, 2010, 04:23:17 am »
Sorry to derail your thread, but I'm having trouble adding shells to domestic animals, following the wiki guide I changed Cows (and dogs and horses) to the following in both the region save and general raws, but to no effect. Could you tell me what I've done w
Spoiler (click to show/hide)

11
DF Dwarf Mode Discussion / Re: Worst Artifacts ever!
« on: May 10, 2010, 10:11:03 am »
I had four useless artifacts in a row, a shist quernstone (banded with shist), a ropefiber sock (again just one peice of ropefiber), a wooden earing (this had hanging rings of coal!) and a donkey bone flute.

I made the militia kill the culprits.

12
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I find a good volcano to embark on.  With some custom worldgen params, I can even find one with a stream, sand, and flux.  This gives me an exposed magma pipe I can tap safely for all my magma needs.

Sounds sensible, I rolled one of those by acident, then had a green glass titan smash everything to hell before I finished magma traps.

Otherwise, do caravans only go down ramps (not stairs) still?   ...I'd really love a lift/elevator  system. The idea of lowering an elven caravan to the gates of hell in a vast stone and copper cage makes me cackle

13
DF Dwarf Mode Discussion / Re: Missing Smelting options
« on: May 10, 2010, 09:56:40 am »
Awsome, worked like a charm. Thank you very much. :D

14
DF Dwarf Mode Discussion / Re: Mason Problems
« on: May 10, 2010, 09:55:30 am »
I've had the same problem but for all trades, restricting my skill restricts all dwarves, only personal workshops seem to be effective.

15
DF Dwarf Mode Discussion / Re: Missing Smelting options
« on: May 10, 2010, 09:45:27 am »
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You left out a [ on the CREMATE_REMAINS definition.

Thanks! can I add that in or will I have to regen a new world?

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