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.

Messages - Melting Sky

Pages: [1] 2 3 ... 86
1
DF Dwarf Mode Discussion / Re: Silver vs Steel Warhammer Test
« on: February 11, 2020, 07:51:18 am »
Bronze pickaxe vs iron pickaxe wouldn't be a bad test. Just for those really early fights, so you know which one is better to bring along for your initial tools.

Pick Axes are one of if not the most powerful native dwarf weapon on average or at least they were last time I checked. Back in the day I did a load of weapons testing and I remember some of the standouts being pickaxes and morning stars. It also really comes down to what you are fighting, but a legendary miner with a steel pick is one of the worst dwarves you can ever have go berserk. You can easily lose even highly skilled military dwarves in full gear to them.

Iron pickaxes are better than bronze if I remember correctly, but the difference is slight. Pickaxes are odd in that they use mining skill instead of weapon skill for combat calculations and although they are edged weapons their tiny contact area and high force multiplier make even picks made of soft metals somewhat effective against armored foes. Generally slashing weapons need to be made of harder metals and bludgeon weapons do better with denser ones. This still holds true with pickaxes, but its less of an issue due to their small contact area and heavy impact. 

I don't have any old testing logs around anymore but there were a lot of interesting results. For instance I remember testing a bunch of equally highly skilled dwarves in full addy with battle axes against an equal number of naked dwarves with bronze or copper morning stars and the naked dwarves would win.

What prompted my testing originally was I witnessed a berserk legendary miner with a steel pick and civilian clothes kill like a dozen other dwarves including several of my fully geared military stand outs. That along with some other quirky observations such as just how lethal whip and morning star wielding goblins seemed to be compared to all the other gob trash made me decide to do a load of controlled tests in the arena.

Some general observations from back then were small contact areas on bludgeons and stabbing weapons are paramount. The above example in this thread really illustrates this well where we see the hammer actually performing similarly the mace which has almost twice the mass and should otherwise beat it hands down.

On slashing weapons it depends on the foe but generally your slashing weapons are there to remove heads and limbs so you want a large enough surface area and penetration to be able to cut through the targeted body parts.  Against armored foes slashing weapons with large surface areas must absolutely be made with a harder metal than the opponent's armor.

Weapon weight and velocity multiplier are important stats that should not be ignored and penetration is extremely important on stabbing weapons vs large foes. A stabbing weapon is garbage if it can't reach deep enough to hit internal organs. Similarly stabbing weapons are trash vs anything that either lacks or doesn't need its internal organs like undead. The one exception to this rule is morning stars which are technically edged stabbing weapons with terrible penetration, but in practice most of the morning star's damage is done by the impact force like a blunt weapon. Although I haven't tested anything recently, what made morning stars lethal to dwarves and other armored foes was they are essentially heavier war hammers that do additional slashing damage so they cause all the same sorts of blunt trauma injuries as the hammer but they also open up arteries and sever nerves on top of it.

2
Being green or gray. Would make you easy target for discrimination.

This. I mean look at the messed up crap our species has done just because some of us have slightly darker skin pigmentation than the others. Murder, slavery, oppression etc. Now imagine what they would do to another sapient life form that wasn't even human and which was by our standards ugly and foul on top of that. There would be lessons in how to torture your goblin slave properly taught in kindergarten. Dwarves and Elves are the only ones that are human looking enough that they might not be completely wiped out by the all consuming evil that is human bigotry and self-centeredness.

3
DF General Discussion / Re: OH NO! We are missing a coal type!
« on: May 31, 2017, 07:23:07 am »
Shhhh! Don't give Toady any ideas. The poor guy is easily distracted by tangents and I could see him spending the next year and a half building some sort of complex climate modeling algorithm to simulate things like dwarven driven climate change. As neat as that would be, it would reduce our CPU's to ash and prevent important stuff from getting done.

4
DF General Discussion / Re: Pulping in Real Life
« on: May 31, 2017, 07:12:39 am »
Smashing a body part up so badly it doesn't work any more is entirely possible. Exploding from blunt force isn't a thing that happens irl, as far as i know, but like Shonai_Dweller said DF is more of a fantasy simulator than a real life one.

A body basically exploding from blunt force certainly is possible but the sort of energy and velocity involved are tremendous and not the sort of thing that would occur in hand to hand combat. We are talking about getting hit by a meteor sort of situation. If exploding into gore just indicates complete shattering of the bones and having bone shards from the impact breach the skin resulting in a hopelessly mashed, gory limb then that certainly can and does happen under much more reasonable circumstances. I've seen something that would fit this description occur myself and its a true horror show.

5
DF General Discussion / Re: Show all sites during worldgen
« on: May 24, 2017, 05:58:13 pm »
The only vanilla option I am aware of is the ability to makes caves visible in the advanced world generation settings. This is far from being a complete solution for what you seek, but caves generally do end up as lairs to various creatures so if you are just looking to have a point of interest in your embark with some fun occupants then this might suit your needs.

6
I think multi-tiled trees are a huge part of the puzzle with the various pathing, missing units and phantom siege bugs that currently plague the game. This is a very nice work around.

7
DF Dwarf Mode Discussion / Re: Giant Mosquitoes, how to use it?
« on: May 19, 2017, 12:40:19 pm »
It's a shame it crashed. You can enable seasonal saves so that if you forget to do it manually you can lose at most one season worth of play.

8
Large predator behavior has been very buggy for a while now. I had healthy giant jaguars that were fleeing in terror from ordinary civilian dwarves and even fortress cats. I was using the DFhack exterminate script to execute wave after wave of animals trying to get some of the rarer things in the biome to spawn just to test out if some of the creatures I had never seen due to rarity could even spawn or not. Anyway, I didn't even have a fort going, just 7 dwarves and some of their pets milling around by the cart on the surface and I wiped out wave after wave of the usual ravens and such using exterminate to force new creatures to spawn. Anyway, to cut to the chase when I would get something interesting like the giant jaguars they were completely non-aggressive and wouldn't even defend themselves. These are creatures with large predator tags that are four times the size of a grizzly bear. They just ran off at the sight of an unarmed dwarf or even one of the cats. My guess is your cave crocodile might have been suffering similiar issues.

9
DF Dwarf Mode Discussion / Re: My Miner is a total murderer.
« on: May 17, 2017, 06:42:30 am »
Pickaxe is the second most ridiculously lethal weapon in the game, and it uses mining as its combat skill.

Mining as it's combat skill you say?*removes mining designations*

Exactly. They are amazing combatants. I always "retire" my legendary miners into an elite military squad.

Nothing is more terrifying than a legendary miner losing their mind deep in the bowls of your fortress. Back in the day when dwarves were a much more sensitive lot it was often the beginning of the end of a fortress when one of the legendary miners goes stark raving mad because it generally resulted in massive loss of life setting into motion an old school tantrum spiral.

I did all my arena testing way back in version .34 but back then the pick was one of the top weapons a dwarf could wield in the game. They outperformed even whips in most cases. I mean otherwise nude squads of legendary miners with steel picks completely wrecked same sized squads of legendary steel axe dwarves in full iron armor. I haven't properly tested out the combat engine in years and have been meaning to but never get around to it, but I doubt the pick isn't still one of the better weapons in the game.

10
Grates are useful when placed in your plumbing pipes periodically. They are a good way to keep unwanted guests from crawling up through your wells, water works, forges etc. Just make sure the grates you use for magma plumbing have a higher melting point than the temperature of the magma. Building destroyers can still get through them eventually but they make a good added precaution that removes a good number of possible threats. Even if you get a FB crawling up through the plumbing the time it takes to rip out the grates in your pipes will buy you enough time to prepare a proper welcome for it. If the gates are masterwork then you can use them as see-through walls that will inspire happy thoughts in those that pass by them. Just be aware that projectiles can be fired through them both ways. If you do the whole crossbow militia thing then building grates at choke points in the your fortress that can be raised when needed via a lever provides a good way to cordon off areas that end up with unexpected breaches or guests roaming around that you can still fire through.

11
Impressive research.

12
Two of your requests are a bit at odds with each other. Deserts require low rainfall and rivers are fed by rainfall.

13
DF Gameplay Questions / Re: Dwarf made foreign weapon
« on: May 02, 2017, 04:41:26 pm »
A steel long sword is actually a very nice artifact to have.

14
DF Dwarf Mode Discussion / Re: Elemental Beasts been buffed?
« on: April 27, 2017, 11:45:10 pm »
The nerf to projectile weapons has been around for ages now. This appears to be newer behavior. Toady recently dove into the combat damage and armor mechanics so my guess is that this new apparent toughness for big elemental critters is most likely related to something he did there.

Some other notable impacts of this tinkering have been falls being way less dangerous, particularly for armored foes, creatures falling unconscious from bone chips happens less, torsion forces and damage are now transmitted to joints which is now one of the primary means by which heavy blunt weapons inflict serious wounds. I haven't had a chance to test it myself but there seem to be some reports of edged weapons interacting with armor a little bit differently. Depending on what Toady altered to make these changes they could be what's behind soft inorganic creatures being tougher or he may have intentionally buffed them directly since I doubt he ever intended for the hulking eldritch horrors that crawl up from beneath bones of the world to be taken out by one of the fortress's wandering kittens.

15
I recommend using dense varieties of wood to make the ballista projectiles.

Pages: [1] 2 3 ... 86