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Messages - Alastar

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1
DF General Discussion / Re: Some questions about density and weapons
« on: January 11, 2023, 07:15:28 am »
Density will only make a difference of a few percentage points in momentum, so little it gets lost in the noise as long as it's somewhere between that of iron and platinum.

At the same time, the only other characteristic that matters for blunt weapon is impact yield, and that's in a pass/fail check that dedicated blunt weapons will pass easily in normal situations. It only matters at very specific contact areas larger than that of typical blunt weapons, mostly relevant for nonpenetrating hits of slashing weapons against certain body parts.

2
DF Dwarf Mode Discussion / Re: Density has no effect on blunt weapons
« on: January 09, 2023, 08:26:28 am »
Density just affects momentum, and this scales very degressively. Small advantage for silver (or platinum if you make that happen), so small it's hard to verify in-game.

There's a pass/fail check that involves the weapon's impact yield, armour density, and contact area. Hammers and maces will pass this against any common armour material even when they're made of copper (lowest impact yield of the regular weapon materials). Impact Yield might matter occasionally for flails or nonpenetrating hits of edged weapons, when a weapon with a large contact area hits a small body part.

3
Just shows that you can't please everyone.
In past versions, I disliked Evil stuff for being too intrusive, encouraging me to wall up and practice strict access control.

I love subtle evil and would like to see it expanded... weirding dwarves out is a good start, but a corrupting influence would be better. Hunger for dwarven flesh, tendency towards violence or betrayal, nightmares that show up in art, brainwashing into cult membership, perhaps a physical process: first mental changes, then weird physical symptoms, eventually transformation into something creepy.
A terrifying biome that deserves its name is fun once in a while, but imo understated creepiness makes for more interesting games than splatterpunk.

4
A lot of the input is fairly repetitive and can be commited to muscle memory, if the interface supports it. Digging out rectangular rooms, a stairwell of a size we know in advance, a new hauling route following a common pattern, navigating individual screens and lists.
We need to do a lot of mouse waving now for things where that makes absolutely no sense. It feels like a throwback to times when mouse-driven GUIs were new and exciting, but nobody had a clue how to make them efficient. A good modern interface is laid out for convenient mouse use but entirely controllable by keyboard. Neither is currently the case.

Take the stocks screen for example. One would expect to be able to select individual entries with keyboard or mouse, then hit a hotkey for the usual dump/forbid/etc options. We can't do the former, and the mouse controls are on the far side of the entry.

I appreciate a lot of the interface cleanup and consolidation, and the additional mouse functionality in places where it's helpful. But fundamentally, having almost everything controllable by a series of hotkeys in an interface that laid that out clearly was a better fit.

5
DF Dwarf Mode Discussion / Re: Axe or Sword?
« on: November 11, 2022, 03:26:32 am »
@ Cathar: That's incorrect as far as DF physics is concerned, and has remained constant in rigorous testing as far as the game allows.
Blows are never turned aside, penetration calculations simply care about force:contact area.
A dagger stab in DF doesn't need to find a weak spot, it punches straight through armour.
An axe will struggle against armour compared to all other weapons, and their hits are terrible when deflected as well (far too high contact area to be effective, same unimpressive velocity modifier as most edged weapons).

At adamantine, sword stabs are wasted opportunities. Axe hits with their higher contact areas will penetrate anyway because of the vastly superior material, and creat a much bigger mess, and even have a deper theoretical penetration limit (as far as the blade will go, the wielder's hand is against the victim's body).


Below adamantine, picks imo do a better job of hedging bets than swords despite their single attack type:
If penetration is a possiblity, pick strikes are twice the conctact area of sword stabs with more than twice the momentum (penetrate more easily, cause more grievous wounds).
We may miss sword slashes against unarmoured humanoids but we're good anyway - pick strikes are wide enough to take off limbs.
If penetration is unlikely, picks work well just through blunt force. Same high velocity multiplier as most blunt weapons and a reasonable contact size, basically a one-handed maul (war hammers are something much more concentrated, a dedicated can opener). This is a huge exception, most edged weapons suck when they fail to penetrate. Morningstars are the other outlier, but that's a dedicated can opener anway (very fine stabs, works as a war hammer when they fail to penetrate).

6
DF Dwarf Mode Discussion / Re: Axe or Sword?
« on: September 29, 2022, 03:30:09 am »
Picks are probably the best overall weapon: middling contact area that's small enough to dig through tough things and large enough to take off humanoid limbs, lots of brute force. Picks and morningstars stand out in that they still deliver perfectly good bludgeons on nonpenetrating hits, other edged weapons don't hit with competitive force. As such, even a copper pick is a fine weapon, and a steel pick the best of both worlds.

That said, with a vastly superior weapon material you probably want an edged weapon with a large contact area. Armour penetration is a given, you want to sever body parts rather than poking neat holes. So, axes.

7
Regarding leather above metal: It doesn't do much, but every layer that fails completely lowers momentum a little. I like bone greaves and leather armour on top just because they're light and maintenance-free. If you want to go beyond that, priority seems to be cloaks on top before clothes under armour.
According to the wiki, multiple layers of mail may do less than that: if armour is strong enough to stop a hit but flexible, momentum is unchanged.

Leather alone is not very protective, even bone mostly makes a difference against natural attacks rather than metal weapons. Leather armour and boots is a durable option to keep your dwarves clothed, little more. Bone helm/greaves/gauntlets complete a full lightweight set to let your dwarves train armour user without slowing them down in the meantime. In actual fights, it will matter less than the break points of "has a weapon" and "has full metal coverage". If metal is scarce, a large armed militia can be very effective in the field even if it's barely armoured. A small core of fully equiped soldiers is better at holding choke points though. And then there's considerations of "for quantiy, I could just toss war animals into the fray"... lots of interesting considerations.

8
The most important part is having full metal coverage, which you can get with 5 bars, 1 more for a metal weapon: Helm (1), boots (2x1/2), gauntlets (2*1/2), mail shirt (2).
Metal shields may be worth an additional bar - wooden ones protect just as well, but they break easily if dwarves attack with them.

Greaves (2) and breastplates (3) take a fair bit of metal and are quite heavy - those two items weigh more than the full-coverage uniform above.
However, they have the advantage of stopping hits entirely; flexible armour like mail shirts and leggings just convert edged hits to blunt.
Leggings (1) are mutually exlusive with greaves, and add little if you have a mail shirt and high boots.
I usually arm auxiliaries before I get additional armour layers for my career soldiers.

9
I rarely use them in combat. My experience is that they can be useful after a lot of training, and even then mostly to hold enemies down while armed dwarves deliver the kills; compared to a fully armed military this this translates into a small advantage in already favourable fights and a potential disaster in challenging ones.
Raw recruits become much more useful with a weapon (even without armour), and war animals serve adequately as distractions.

On the other hand, I often use wrestlers for training, especially legendary miners expected to mine goblinite in the future.

10
DF Dwarf Mode Discussion / Re: Opinion for exported weapons.
« on: July 09, 2022, 01:07:45 am »
Whip, morningstar: Better can openers than anything we can make. I will happily import them because material and quality don't matter too much for blunt weapons. A morningstar is still a better hammer if the edged penetration checks fail.

Dagger, tool knives: Interesting half measures. Very fine stabs that get through superior armour, weak cuts that are still faster than stabs/bludgeons against small fleshy things.
Long sword: Decent generalist, both attacks are strong.
If I could produce them out of good materials in high qualities, I'd use them a lot more.

Flail: Should be weaker against armour, better at pulping flesh than other blunt weapons. Not really attractive, but worth considering if reanimating undead are a concern.
The rest don't seem very useful.


11
I want the difficulty to be organic, and I want enemy motivations that make sense.

Lots of tasty dwarves running around? Things that like to eat them may notice; this would greatly depend on surroundings and nearby exotic wildlife.
Lots of trade in expensive items? Some bastards will try to steal, rob, or simply shake us down for a cut.
We look like a growing military threat? Someone may want assurances, treaties... or go to war.

I want the ability to "keep our head down", and preferably alternatives to violence if we don't.

12
On top of which, spears are better in both contact area and penetration depth, which is the essence of piercing combat.

I prefer picks over any other dwarf-made weapon. Contact area is at a sweet spot - large enough to dismember goblin-sized enemies, small enough to do well against armour considering they have twice the velocity of most stabbing attacks, no pronounced weaknesses. They all have their uses though.

Unfortunately, I agree that lead is not a good material for edged weapons - shear fracture is the most important characteristic unless you want to use it as a fancy club. Picks should actually be usable as such: a mini-maul (same contact area) that you can use along with a shield, or something between a flail (large contact area, pulps things nicely) and mace (smaller contact area, better can opener).

For blunt weapons, density is practically the only thing that matters; there is a check that involves the weapon's impact yield but that only seems to matter for slashing attacks that fail to slash (hits can glance off heavy armour for very large contact areas). Even the effect of density is quite subtle and tends to get lost in the noise for the standard materials; lead isn't that much heavier than silver.

If you need to dispatch (armoured?) reanimating undead without creating a mess, but want a slight edge (ha!) over blunt weapons for soft targets... you may be able to convince yourself a lead pick is what you want. As a general purpose weapon, it will be inferior to regular picks.

13
DF Dwarf Mode Discussion / Re: Some musings on armour
« on: April 20, 2022, 06:39:56 pm »
-snip-
I think you underestimate just how crap leather and bone are for protective purposes in-game.
You could have asked instead of making assumptions about my assumptions.

Quote
Leather armor isn't worth making in the slightest IMO, and bone, while it may protect from some weaker and smaller creatures, breaks very easily (even breastplates and greaves). Chain leggings and mail shirts do help definitely (particularly against edged attacks), and iron ones definitely aren't worse than bone stuff of any kind.
Leather armour satisfies citizens' need for modesty, doesn't degrade over time, doesn't require metal, isn't excessively heavy, and can be an additional layer that reduces momentum by a few percentage points (assuming the Material Science entry on the wiki is correct). On its own, I consider it an attractive alternative to civilian clothing, not a replacement for metal armour.
Leather armour over mail shirt should offer the same protection as 2 mail shirts.
Bone greaves should offer the same or better protection than metal leggings when worn over mail shirt and metal boots.
In either case, the advantage over a single metal layer is marginal, and civilian clothing would do just as much.
Leather armour alone would be much weaker than a mail shirt, same for bone vs. metal legwear. That hasn't come up here, probably because it's obvious.

...well-trained soldiers with this sort of "medium" set up can usually overpower armed opponents before they can get a good hit in at their otherwise-exposed legs.

That said if werecreatures make an appearance I'd always recommend leggings get prioritized as a bare minimum addition to that, because even copper chain armor is going to be better than literally anything made of bone or leather at stopping bites from things like that reliably, at which point you're once again making a compromise of trading weight/encumbrance for better protection.
Which exposed legs, though? Mail shirt + high boots leave no gap, and by the mechanics it hardly matters if you wear chain leggings of the same material on top or an elf-made ramie skirt - a layer is a layer.
If the leggings stop an attack that the skirt doesn't, the attack doesn't get through the boots/shirt anyway.
In fact, if the mechanics in the wiki are correct, we have slightly bizarre behaviour that makes leggings and mail shirts especially unsuitable for layering:
Weapon success against a layer reduces the attack momentum by a few percentage points.
Weapon failure against a layer permanently converts edged damage to blunt, but doesn't change momentum for flexible armour (leather by elasticity, metal leggings and mail shirts by token).
Additional strong layers may do less to degrade blunt hits than additional weak layers.

14
DF Dwarf Mode Discussion / Re: Some musings on armour
« on: April 20, 2022, 04:17:44 am »
When evaluating metal leggings - do we take full metal coverage granted (helm, mail shirt, boots, gauntlets already)? My reasoning:

a) if not, I'd rather add pieces that get me on the way to full coverage. Helm, gauntlets, high boots together weigh less than leggings, and don't seem individually worse per metal bar expended.
b) if yes, we're already at 34Γ (more for copper or bronze) and 5 metals bars of body armour, with leggings adding 22Γ more. My concern is that leggings may not be worth their weight just for a second layer. It's much easier to justify the weight for greaves - and if I'm reluctant to expend two metal bars on greaves, spending one on leggings seems worse. Both are a luxury.
Bone greaves and leather armour may be flimsy, but they don't weigh us down, don't cost any metal, and with proper armour below we don't rely on them - it's ok if they break, and replacing them isn't urgent. I get the reluctance about wooden shields - if those break, we lose something that's actually important rather than "nice to throw in". However, I think I'd rather have a metal shield than buckler and lleggings if we're conscious about weight and metal use.

Something I can see if our troops can handle the weight and we have something like abundant iron, limited flux: Iron greaves and breastplate over steel. Full coverage in our best material, rigid and still durable layer on top, using half as much steel as a full set. Lesser metals tend to be less elastic, so in some case they may even be advantageous.

Things get interesting if resources are tight. A few fully armoured and well trained soldiers vs. a large armed militia that represents a similar investment is an interesting comparison - I've been happy with both, depending on what I needed them to do.
I guess my point is: Giving a civilian a metal weapon and a wooden shield makes them a lot more capable in combat for a very low investment. Replacing their civilian clothes with organic armour saves time and resources eventually, because it doesn't wear out. Neither slows them down.
If we go beyond this and consider partial metal armour... how much and what bits?

It seems we agree on metal greaves and breastplate as the last things to complete a full suit.
But does a mail shirt really do more for the metal/weight than helm/gauntlets/boots? I'm not convinced, and quite sure that leggings do less. Headshots are scary, limb armour improves punches and kicks - which still happen in armed combat.
Metal buckler and bone helm, or wooden shield and metal helm? If we have metal body armour already, I'd feel safer with the latter.

15
DF Dwarf Mode Discussion / Re: Some musings on armour
« on: April 19, 2022, 03:23:10 am »
In regards to the thread, for minimum protection, encumbrance, and material savings without using relatively flimsy organic material, one can "settle" for just using mail shirts sans breastplate, metal leggings and bucklers instead of shields.

Leggings seem unattractive and unnecessary - just as heavy as greaves, and markedly inferior because they don't dampen blows.
Mail shirt and high boots cover everything from the torso down, and a set of boots is much lighter than leggings. That combination seems viable for starting armour: Not too heavy and enough to keep dwarves decent, so you can skip interim clothing before you complete the set.
If I understand the mechanics correctly, additional non-rigid layers are equal - on top of iron maill shirt and high boots, iron leggings should be equal to leather leggings and inferior to bone greaves.
Am I missing something?

Likewise, a metal buckler is still quite heavy... is saving 2Γ over a metal shield worth the bother? We could also save more with a wooden shield (seemingly better, especially against projectiles, until it breaks) or a second weapon (possibly attractive in melee).

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