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Messages - Melting Sky

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1081
DF Gameplay Questions / Re: Dragon Fire and Fortifications
« on: May 01, 2014, 02:18:20 pm »
if you feel like it, but putting dragons behind fortifications is a tried and tested defense measure. As mentioned it needs to be next to the fortifications. It needs to see the creatures coming a bit since the fire has a slight 'load time' and a longer reload time. Do not keep anything you want to keep in good repair in front of a dragon. My first attempt had some traps there too, thinking to hit them with everything at once. The dragonfire destroyed everything. With the new training system, keeping dragons did become a bit more dangerous since it can revert to wild and start flaming your own dwarfs. Experiments with some way to block vision after flaming have proven ineffective for me so far - bridges etc melt. Even if the material is een dragon fire proof (nether cap?), the mechanisms usually arn't.

I have a bridge blind set up but as you've pointed out the mechanisms in it aren't dragon proof. The way I have it set up, the dragon is on a chain which should keep it docile if it reverts back to its wild state but then again I'm sure at some point it will end up melting that chain. I basically have my fortress designed with a forked entrance which I open and close with bridges so I can funnel traffic which ever way I feel like. I plan to try and funnel enemies that drop FPS death trash items towards the dragon and the ones that carry decent stuff can go through my normal gauntlet of death and soldiers. I kept the two apart for friendly fire reasons. I'm playing around with the dragon not really because its super effective but rather because its neat and I just happened to have a pet dragon I needed to find a use for.

My next project is trying to figure out a way to put gila monster men to use as a means to poison my weapons but that's likely going to be a little more tricky. I have a handful of cage traps placed around the map at pinch points which have churned out a crazy number of prisoners over the years so I have a big back log of critters to find uses for.

1082
This one actually made my day. I have previously read many topics about colossi being unkillable by archers and up till this moment that proved to be true.
Shot was made by a legendary+11 bowman, from a masterwork bronse bow. He is superior or high in most important attributes, but, as I know, it doesn't affect archery calculations to any visible extent.

Judging from some of the dwarven science threads and my own testing with bronze colossi, all edged weapons that are capable of damaging them are capable of eventually severing their body parts and thus killing these hardy foes but I've never seen it down with an arrow before. Very cool.

1083
There's got to be a way to mod all creatures so they can phase/path strait through stone, soil and constructions. Also, for fun you could make them all trap avoidant and incapable of feeling fear or pain with syndrome causing blood.  :)

If you really want a challenge embark in an evil reanimating biome next to a necromancer tower with the above mods.

1084
Let's not give them any ideas or dwarfkind may actually be in trouble! Lol

Bring them on. Worst case scenario I go underground. Best case, lava.

Quote
The Jasper: fps death defeated Hannibal you mean :p

Also, my brain apparently ;

The day that the goblins become a true threat is the day they learn to dig, disarm traps and destroy bridges.

1085
DF Gameplay Questions / Re: Dragon Fire and Fortifications
« on: May 01, 2014, 03:47:21 am »
 I'll report back once I swap out the imposter. :)

1086
DF Gameplay Questions / Re: Dragon Fire and Fortifications
« on: May 01, 2014, 03:38:50 am »
A note for anyone who wishes to know if dragons will properly use fortifications. They won't. I just tested it.

How far were they from the fortifications?

I've gotten them to fire through when they were directly adjacent to the fortifications.

Now that's interesting because I have mine chained up in a way where the three spaces it can occupy are right next to the fortifications. Trolls wandered right past the dragon and it just paced back and forth on its chain. I will have to test this again to be certain but the way I have it set up the dragon has not attacked the passing trolls.

Edit: Oh this is hilarious, this entire time it was my cave dragon I had chained up down there. No wonder it sat there like it had brain damage.

1087
DF Dwarf Mode Discussion / Re: Real Challenge for you pro Dwarfs
« on: May 01, 2014, 03:34:37 am »
I really want to mod in land whales now.
Identical to Armok-fearing aquatic whales, but with hilariously tiny legs.

Why have land whales when you could have sky whales?  ;)

1088
DF Gameplay Questions / Re: Dragon Fire and Fortifications
« on: May 01, 2014, 01:53:38 am »
A note for anyone who wishes to know if dragons will properly use fortifications. They won't. I just tested it.

1089
I've got insane migrants once. So apparently game doesn't check for anything outside the map.

Now that's a fun one. In this same fort my only other really funny immigrant is a skilled conversationalist who showed up perfectly intact other than his missing tongue.

1090
DF Gameplay Questions / Re: Can you actually train animals?
« on: April 30, 2014, 06:47:32 am »
If you locked a vampire animal trainer in a chamber then flooded it and dropped a blue whale in, would the vampire train underwater?

Somebody must attempt this. War whales would just be too awesome not to try this out.

1091
 
Simple. He did not know that he had only 1 leg until he arrived at your fort.
That's why he could walk all the way.
Yes, DF works like that.

 :o  By Armok's beard, you mean to imply dwarves are some how even dimmer while I'm not watching them?!

1092
I just had an immigrant wave show up with a guy who was already missing a leg. The real question I have isn't how he lost his leg before reaching my kingdom but rather how the hell he walked here to begin with. I've never seen this happen before.  :o

1093
The density of most metal armors will cause wood weapons and some other soft (low IMPACT_YIELD) materials to deflect. However, punches/kicks (which are treated as bone for attack purposes) and metal blunt weapons will get through your gold breastplate with no trouble. The extra weight would slow you down, probably making it hard to dodge. Gold armor would only really be useful against elves or giant sponges.

If you go to the momentum cost equations earlier in this thread, you can see how you want to have high values of IMPACT_FRACTURE and IMPACT_YIELD rather than density.

That's a shame. I figured it would at least deflect punches and kicks decently given how they use the relatively light weight bones in those appendages as the basis for the calculation. I realize that impact yield and impact fracture are the most important values when it comes to determining whether a weapon will pierce armor but I was thinking of using the artifact gold chest plate on top of the steel chain simply for its ability to deflect light weight weapon impacts using poor materials such as bone and wood projectiles along with natural unarmed attacks. I know if the weapon material is poorer than that of the armor it is trying to pierce then the game does a deflection check which is based on the weight of the projectile vs that of the armor it is trying to pierce which is why steel will outperform candy in this regard. Thus I figured there would be some circumstances where gold artifact armor would similarly outperform its lighter masterwork steel counterpart.

Maybe if I paired it with some candy chain on one of my skilled armor users it would be worth it since the candy essentially weighs nothing and is particularly poor at deflecting projectiles so the gold's weight wouldn't be such a burden and it would cover the candy's one weak point. (I'm trying way too hard to find some way to justify the existence of this artifact.)

1094
Gotta love this thread. Thanks for working that out. :)

The increase of effectiveness in armor of higher quality is roughly what I had intuited it to be during my arena trials which is to say that it was not significant enough to trump the material properties. On the other hand, the increased effectiveness of quality edged weapons is considerably greater than what I had been assuming.

As a general rule of thumb I had been equipping my dwarves with low quality iron long swords over masterwork steal short swords and looking at these numbers I no longer think this an exceedingly good idea particularly when taking into account that one of our dwarves most common enemies tends to show up in iron armor occasionally. I guess it would really depend on the foe, but the iron long sword is not the clear winner I thought it was but more like a trade off.

The long sword is over twice the size of the short sword which is a significant advantage particularly when considering that half of a sword's attacks are blunt but its slash attack has a much wider contact area and it's made of an inferior material of inferior quality which means that the steal masterwork short sword's slash will be much better than the iron long sword's against any sort of half decent armor. The stab attack is likely closer to a wash between the two with the iron long sword being able to strike deeper into large enemies with more weight behind it but with the steal masterwork short sword being better at piercing decent armor like goblins in iron. The small contact area of stab attacks helps keep the iron long sword more competitive when it comes to piercing armor than in the case of slashing but I think the short sword probably still comes out slightly ahead overall when it comes to stabbing.

On different note, your brought up how denser armor's protect better against blunt attacks which is something I have always found interesting. Given that denser armor is heavier and thus encumbers the wearer more would it be worth throwing something like a gold artifact chest plate over some masterwork steel chain on a dwarf with decent armor user skill? It seems like it would be good for protecting against blunt attacks but the weight would be brutal.
 



1095
DF Gameplay Questions / Re: How do I kill a zombie whale?
« on: April 29, 2014, 12:29:12 am »
You need to bring a mechanic and all the components to build the Ultimate God Slaying Weapon otherwise known as rickety cage trap made of sticks.

Bring a big box of cats with you as well. While the immortal zombie behemoth flops around the map destroying your cats dig a winding one tile wide path into the earth as fast and furiously as you can. Have your mechanic build the trap somewhere along its length that's around a bend so he is at least out of strait line of sight to ensure the zombie whale doesn't lock eyes with him and send him running while its flopping around destroying the cats outside. Cats are quite agile so it might actually take the monster a good while to kill them all. Keep all your other dwarves cowering at the end of the tunnel praying to the deity of their choice.

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