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Messages - Melting Sky

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61
DF Dwarf Mode Discussion / Re: Removing atheist dwarves?
« on: January 27, 2017, 03:21:53 pm »
It seems very strange that there would be atheists in a world such as Dwarf Fortress where there are literal Gods running around and doing stuff. I mean how can one be an atheist in a world where you can strait up go find and speak with one of the demon lords that were summoned from the underworld by the Gods. In a world where there is actual concrete evidence of Gods you can't really have atheists.

62
DF Dwarf Mode Discussion / Re: A question and my plans for a thing
« on: January 24, 2017, 11:44:43 pm »
It appears my post is a little dated so time to zap it into oblivion.

63
DF Dwarf Mode Discussion / Re: Frozen oceans?
« on: January 24, 2017, 10:30:58 pm »
I think you have the right idea. Just settle somewhere along the sea where it doesn't freeze solid. Unless you have a very odd world most latitudes should meet this criteria. If you want to sea something extra awesome settle next to an evil ocean. Truly fun things happen along these coastlines.

I already modded in flying versions of most sea creatures for evil biomes... Have you ever seen flying zombie great white sharks? I have

Now that's hilariously awesome.

64
DF Dwarf Mode Discussion / Re: Frozen oceans?
« on: January 24, 2017, 09:47:18 pm »
I think you have the right idea. Just settle somewhere along the sea where it doesn't freeze solid. Unless you have a very odd world most latitudes should meet this criteria. If you want to sea something extra awesome settle next to an evil ocean. Truly fun things happen along these coastlines.

65
Although Axes are an all around very solid weapon for dwarves there are several instances where they can end up being quite useless. As mentioned above, reanimating biomes can be a problem for edged weapons since you can end up with severed heads that just won't go down etc. The other place they have a real problem is FB made of strong inorganic materials. If you run into a Steel FB, for instance, steel axes will do absolutely nothing to it.

When DFhack and therapist are up and running on the newer versions of the game where Toady has reworked armor damage mitigation and added mechanics for applying torsion damage to joints I might sit down and try to contribute to this thread with some additional testing. My guess is that blunt weapons will be radically more effective against human sized organic foes compared to before.

66
DF Dwarf Mode Discussion / Re: Does Dual Wielding Work?
« on: January 23, 2017, 11:08:51 pm »
In fortress mode dual wielding doesn't really work. You are FAR better off just giving them one weapon that they preferably have skill in plus a shield. In fortress mode choice weapons include battle axes, picks, and hammers. If you can get a hold of them, trade out hammers for morning stars. If you live somewhere infested with large fleshy threats with vulnerable organs consider spears as well. Edged weapons become much less effective when made of low quality metal and by unskilled hands with the notable exception of the above mentioned morning stars.

67
DF Dwarf Mode Discussion / Re: Am I taverning wrong?
« on: January 18, 2017, 11:42:19 pm »
How well established is your fort and how long has the tavern been up and running? When a tavern first opens you generally only get a few visitors who come to check it out. These visitors will then spread the word about how awesome or terrible your tavern is when they eventually wander off into the world again. This is when more visitors will start showing up based on the tavern's reputation. This takes time.

Some things to check:
Is the tavern properly designated?
Is the tavern set to accept foreigners, not just locals?
Is your embark particularly dangerous and do you have dead visitors on your lawn that were mauled by husked alligators etc?

I am assuming the world you are embarking in is relatively normal. You didn't do something like embark in year 2 or create a world where there are no suitable biomes for the elves and goblins to live in?

68
DF General Discussion / Re: Where on Earth would a fortress thrive?
« on: January 18, 2017, 08:53:14 pm »
Now to figure out where goblins would live.

A dark fortress ruled by a demon that nobody trades with?  Seems like there are a number of possibilities on that one.
Trump Tower?

69
DF Gameplay Questions / Re: Dwarves suddenly opposed to life
« on: January 18, 2017, 01:55:41 pm »
Trippy, this guy isn't undead of any flavor? If not put this up on Mantis. It's a major bug that should help Toady track down some of the seriously broken stuff going on with sentient ethics and behavior at the moment.

70
DF Gameplay Questions / Re: What is relative FPS impact of a waterfall?
« on: January 18, 2017, 01:23:23 pm »
Is there anything else different about the embark? For instance does it have a labyrinth style cavern system, is the embark larger than normal, are there crazy numbers of trees?

The short answer is that waterfalls do hit fps but in my experience they aren't a huge hit. More like the sort of hit you would take from a half dozen dwarves. You should also take note that the river itself causes an fps hit, but unless you are running on a really slow computer it shouldn't be that noticeable.

I generally embark on a pretty big area consisting of 9 to 12 embark squares with some sort of fun FPS killing feature like a volcano or river and I don't really have to make any concessions for it when it comes to designing my fort. As you noted dwarves are probably the single biggest hit to FPS outside of the HFS. Keeping animal populations and item bloat under control is more important over all than limiting your embark to boring regions. Deciduous forests during fall are probably the single biggest natural embark fps hit you can find other than  maybe a big forked river with multiple waterfalls.

71
I also found whips to not nearly be as OP as one reads - though considering they completely ignored all armour, once your military is fully clad in steel or adamantine, I guess they are the only goblin weapons left that pose any sort of threat at all.

Morning Stars are absolutely devastating weapons against dwarves in armor.

72
Just a friendly suggestion. Since your testing was done in order to find the best way to equip your dwarves using gear that can be forged by them, I highly recommend that if you decide to do some more testing you give pick axes a try. Back when I did my testing I found them to be the best all around dwarven weapon.

As you pointed out edged weapons are greatly dependent on material quality and quality of craftsmanship. Where as a poor quality copper battle axe will be absolutely useless against fully armored opponents, a copper hammer will still wreck. Battle axes suffer the most for poor quality and blunt weapons the least. Piercing weapons are in between. Morning Stars despite being considered edged weapons perform primarily as crushing weapons so this rule doesn't apply to them.



73
It's nice to see somebody doing actual science and backing it up with statistics. I've been meaning to do some arena testing to see how the new torsion damage to joints has changed things. Back in .34 my testing uncovered a lot of surprising urban myths people had about the efficacy of various weapons.

One of the big myths I was surprised to uncover was whips were not nearly as OP as people constantly raved about. I expected them to be the absolute best melee weapon by far and although it varies greatly dependent on variables such at materials, opponents, skill of the wielder etc. the whips were never even best in class at what they did best which was to serve as a can opener vs medium sized armored organic creatures with bones and the ability to feel pain. The whip was great against dwarf sized opponents in heavy armor which is likely why people wrongly believed they were the most OP weapon, but even in this application they weren't quite as good as Morning Stars. Against stuff like inorganic FB's the whips were miserable. Anyway, the point is simply it's nice to see somebody doing real testing.

There is an excellent combat calculator I believe was created by Urist da Vinci. It's a good tool for gathering combat damage information. I have no idea if it works with current DF, but the tool was amazing and you should check it out if you get a chance.

One thing to take into account is piercing weapons become much more effective against armor the smaller the contact area becomes and a small enough contact area can allow a stabbing weapon of lower quality material such as copper to punch through a higher quality material such as iron. This is why you will get radically different results for testing out copper daggers and copper spears against opponents in full iron armor. The dagger rips them apart where as the spear are all but completely useless.

As a general rule of thumb slashing weapons and stabbing weapon with larger contact areas are absolutely terrible, bordering on completely useless, against opponents that are clad in armor or made of a material stronger than the weapon is. With the new torsion damage system and rewrite of how creatures deal with pain I imagine all the old blunt damage testing is pretty much completely invalidated. When a starter pack comes out for the new version with torsion damage I will put some time aside and do some arena testing to see how things have changed.

74
Sounds like a pretty decent mayor overall. Doesn't eat, drink or make horrible mandates. I would wall her up in a deluxe prison cell "suite" and leave it at that. If worse comes to worse, when some fortress ending calamity happens she can rise from her tomb and give the fort a second chance at life. Just be sure to give a her a set of high end armor and a nice weapon so her clothes don't wear away. The nice possessions should also help keep her sane and it's a plus in an end of the fort scenario since she will be well armed to clean up afterwards and rebuild.

75
Thank you, Patrick, for your detailed answer. It gave me enough insight to see that world generation is based on multiple seeds, of which each is used to generate pseudo-random numbers and sometimes also modifies the random numbers (or the interpretation of them) coming from some other seed. This should make sure, that if you use all the same seeds, the "randomly" generated worlds should end up the same. This is like using the same seed for world generation in Minecraft will result in two identical worlds being generated. Practically, this is just like a procedural generation.

However, after the world generation, things start to differ, because for every session of gameplay some randomness is introduced for the generation of further events. That's why two players (or two instances of) playing an identical world will get different migration waves, caravans, enemy encounters, etc. Similarly, in Minecraft, the enemies, spawned on acertain location are randomized, even if played in identical worlds.

Yeah, you got it. Random seeds are generated and then used as a basis to procedurally generate the world.

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