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Messages - Jake

Pages: 1 ... 99 100 [101] 102
1501
DF Suggestions / Re: The Pyrotechnics Suggestions Thread
« on: October 20, 2008, 04:35:43 am »
True. However, the option to choose the starting level of technology would be a logical extension to Toady One's plans to offer some more worldgen customisation options, and there's no reason we can't push the cut-off forward a couple of hundred years at the same time; I don't know if enough people want the option to justify him making going to the effort, but I reckon taking a fortress into the Age of Steam could be rather fun. That however is a topic for another thread.

1502
DF Suggestions / Re: The Pyrotechnics Suggestions Thread
« on: October 19, 2008, 07:00:26 pm »
Further to Maggarg's comments, I've got a few ideas for putting together some firearms for those who want them.  All of these should be achievable as soon as a couple more things cease to be hard-coded.

Hand Cannon: Ammunition made with one unit of gunpowder, one stack of bolts or arrows, one unit of cloth (placeholder for parchment) and one unit of thread. Not more than a 33% range and damage bonus over a crossbow for about half the rate of fire and a big accuracy penalty. Compensates by doing more damage in melee than a crossbow, and are the only firearm that can be made out of stone; I could even imagine fashioning one out of a hollowed-out log with reasonable success.
Historically, hand cannons were simply a long metal tube, open at one end with a small hole for a fuse at the other, with various sorts of stock and no sights to speak of. Individual powder bags are a slight anachronism, but the game engine doesn't really allow for powder horns.

Arquebus: Next stage onwards, about equal to a crossbow in melee and maybe another 20% increase in power over a hand cannon for the same reload time and crossbow-level accuracy. However, its ammunition is made by substituting a stack of bullets for arrows or bolts in the above recipe, and bullets can be made in stacks of about a hundred from any metal; the downside is there's no chance whatsoever of recovering spent ammunition.
I use the term 'arquebus' to represent anything using the old matchlock system, which includes a few early muskets; the line between the two isn't hugely clear anyway.

Blunderbuss: Similar to above, only with much-reduced range and accuracy and Gore damage instead of Pierce, maybe a 10% damage bonus over an aquebus. Ammunition made with buckshot, which is made in stacks of 150.

Musket: The last word in DF small arms (bringing in breech-loading and rifling would probably be a bit much). Twice as accurate and powerful as a crossbow, 50% better range, and does Pierce damage in melee. Ammunition needs only bullets, cloth/parchment and powder to make.
Basically, anything with a flintlock or similar action; since there's no way yet to assemble a weapon from several components, we'll just assume they found a stand-in for an actual piece of flint on maps where it doesn't exist. And for the purposes of this exercise, Urist McWeaponsmith cancels Forge plug bayonet; interrupted by realisation he might as well just weld a spearhead on under the muzzle and have done with it.

Shotgun: Flintlock equivalent of the blunderbuss, comparable attributes.

Cannon: The Gunpowder Age's answer to the ballista; same flat trajectory and about as accurate, but much more powerful and longer-ranged. Cannonballs can be made from stone as well as metal, ammunition assembled from one ball, five units of powder and one bag. I think we'll gloss over how they light them before flintlocks come in -tinderboxes, maybe- for the time being.

Howitzer/Mortar: Equivalent to the catapault, only a lot longer-ranged, can place a shot just about anywhere on a medium-sized map. Shoots in a very high arc, dropping its payload from a tremendous height, and not hugely accurate either; if we ever see the day when goblins start bringing their own siege engines, this is the one that will ruin your entire day if you can't fight your way up to it or take it out with counter-battery fire.

1503
DF General Discussion / Re: Glacies does sketches!
« on: October 19, 2008, 04:00:07 pm »
I have a somewhat... elaborate request, for an upcoming scene from my DF fanfic:

The scene is the trade depot of the newly-founded settlement of Ironbends, little more than a couple of hitching posts and a long stone table next to a tunnel. An elven caravan is there, and one of the elves is squaring off to a young dwarven woodworker. The elf is gesticulating angrily at the wooden bins the dwarves have just carried up from the stockpile. The dwarf is holding up a wooden oak-leaf pendant hanging around his neck, gripping a whittling knife in his free hand. Both are shouting at each other in Elvish. The other merchants look on with expressions ranging from amusement to concern to embarrassment, and the expedition leader -who keeps his beard unusually well-trimmed for a dwarf, the mark of a veteran of many a vicious melee- watches with a carefully neutral expression, one hand on the hilt of the battered obsidian shortsword sheathed at his side.

1504
DF Dwarf Mode Discussion / Re: What to do with unstoppable forts?
« on: October 18, 2008, 05:12:48 pm »
Try modding goblins so they can open doors and/or trap-avoid.

1505
DF Dwarf Mode Discussion / Re: To Activate Or Not To Activate?
« on: October 17, 2008, 04:01:20 pm »
*harrumph* Did you guys not read as far as the part where I said, "Not applicable if said kobold is only located after grabbing something you care about losing" in point two? ;) When they're half-way across the map from the fortress when they're spotted, I tend to just let them run; closer to the fortress it's another matter.

1506
DF Suggestions / Re: Dynamite - concrete suggestion
« on: October 17, 2008, 11:39:38 am »
I'd also suggest going with black powder, but leaving open the option of using it in more than one way. Take 25 units of gunpowder and an empty barrel and you have a blasting charge; take one unit of gunpowder, one stack of *Iron Musket Balls* and one unit of paper when the Adams brothers get around to implementing it and you have ammunition.
Speaking of which, I'm going to do a little reading on the subject of early firearms and put together a dedicated post in this thread over the weekend. Watch this space.

1507
DF Dwarf Mode Discussion / To Activate Or Not To Activate?
« on: October 16, 2008, 04:55:25 pm »
1. Given that if you activate a dwarf instructed to carry weapons or armour and the enemy is closer than said items, they'll take on a whole goblin ambush as-is, is it not sometimes more useful to let the dwarf in question leg it home and hopefully draw the ambush towards your carefully-prepared array of traps and marksdwarf posts with overlapping fields of fire?

2. Given that a kobold invariably takes off like a rocket if discovered, is it worth activating the nearest dwarf and gambling against the little sod getting a lucky stab in for a mediocre weapon and a couple of items of clothing that you might conceivably sell to a trader for spare change? (Not applicable if said kobold is only located after grabbing something you care about losing.)

Discuss.

1508
DF Suggestions / Re: If you could have one SMALL thing in DF...
« on: October 16, 2008, 04:20:10 pm »
Toss up between these:
  • Making the Forbid options in the Orders menu significantly clearer -it's not immediately obvious whether 'Claim such and such' indicates that it's already set to claim it or if that's what pressing the button will do, and this is really not something you want to figure out by trial and error- and/or saving said orders in an init file so the user can set the defaults to their liking and have them stay the same for each new fortress.
  • Separate menus for primary and secondary weapons, enabling marksdwarves to carry something a bit more useful in melee combat. (An interim workaround of which I'm quietly proud may be viewed here.)
  • Making reactions possible in the kiln and the Alchemist's lab, with appropriate job description tree alterations, for which there would be uses from pottery crafts to Dwarven Nuclear Weapons.

1509
DF Dwarf Mode Discussion / Re: Humorous learning expieriences?
« on: October 15, 2008, 11:08:58 am »
Though dwarves apparently cannot walk over it, the well does not in fact act as a wall. This is a particularly important consideration when your well is on the same z-level as the reservoir.

1510
DF General Discussion / Re: Digital painting
« on: October 15, 2008, 10:07:58 am »
... alas, the backlight died on the screen, so I have to attach an external monitor if I want to be able to see anything.
If you haven't done so already, and the laptop's not still under warranty, take it down to a repair shop and have them take it apart; you may get lucky and find that the lamp and/or power inverter are separate units instead of built into the screen, and therefore replaceable for somewhat less than what you paid for the machine in the first place.

1511
DF Community Games & Stories / Ironbends, a Dwarf Fortress Fanfiction
« on: October 08, 2008, 03:44:58 am »
Author's note: I have made a conscious decision against absolute fidelity to the dynamics of the game; I'm leaving out the exploits, bugs and other oddities and adding in certain concepts that haven't been implemented yet, but hopefully keeping a DF 'feel' to the story. Think of this as a DF v1.0 fanfic.

Dedicated to the original StarkRavingMad, who did it first and best, and the other survivors of Boatmurdered.

Chapter 1: Breaking New Ground
I must say I've had more auspicious starts to an outpost. Young Urist insisted it was the first day of spring, though I'm damned if I know how he could tell; the weather was just as gloomy, overcast and generally depressing as it had been for the last fortnight, though at least the rain had eased off for a bit. An imposing hill of grey dolomite rose before us, the southernmost true mountain in the long range known to the humans as the Smooth Points of Pride, the Goblins as the Great Eastern Hunting Grounds and us dwarves as home. This wasn't the wealthiest site I've ever been posted to; the nearest flux stone or coal was a couple of hundred miles away, and the prospector's report suggested there'd be sod-all in the way of gems or precious metal. Not that I was complaining. There was plenty of good iron ore, more trees than we'd use for charcoal in a dozen lifetimes smelting it, a fast-flowing river with good fishing and a well-travelled road a few miles downhill. Most importantly, as far as I'm concerned, it was safe. The site was easily defensible -half a day's work with pick and shovel and we'd have a passable moat- the nearest goblins were the better part of a week's forced march away through bad country, and there was nothing more aggressive than the odd fox or deer for miles. A better location for peaceful semi-retirement after forty years behind pick and blade for Ral Swaeringen's Roaring Boys and another ten in the Fortress Guard was hard to imagine, and since my darling Rith had returned unto the Earth five years past and the kids were all grown and moved away, I felt it was time to make a fresh start and get in a few more good years before I saw her again.

We turned the animals loose and got a fire going for some hot food, and I spread the map out on a handy seed barrel. The survey team had drawn in the approximate borders of each rock and soil type, and I'd spent the trip sketching out a rough plan for the settlement we'd christened Ironbends. Nothing too grandiose, just workshop and living space for about thirty, with storage space for enough food to get us through a bad harvest or two and a sizeable underground reservoir.
"Okay everyone, first order of business after lunch is to get the food under cover and sort out somewhere for us to doss down, not to mention something to doss down on. Urist, you have the wagon down and start knocking up some furniture; we should have enough lumber for everything we'll need for the time being, but if not then give a couple of oaks the Last Rites or whatever."
"Right you are, boss; just leave me a list of what you need." Urist had been a bit of a lucky find on my part. He'd grown up in some one-anvil backwater in the foothills on our border with Elven lands, near one of their more neighbourly settlements, and had taken such an interest in their culture that he was actually considered an honourary elf. Literally; he'd performed a bunch of rituals they normally keep pretty close to their chests, particularly the ones about their supposedly highly secret methods of ethically harvesting wood. I wasn't hugely surprised to learn that the crux of these elf-kosher methods boiled down to them being the ones doing it, but Urist was one of them in all the ways their priests were supposed to care about, and that meant one less diplomatic headache to contend with. The fact that he was a bloody good carpenter, a better woodcrafter than most dwarves twice his age and a top-notch herbalist didn't hurt either, and once you got past the shyness and the air of quiet mysticism he was a nice enough kid.
"Cog and Zan, you two do what you do best; we're not short of food but as far as I'm concerned the more the merrier. Besides, there's only so many ways you can cook plump helmet."
"Right y'are, boyo," replied Cog, taking a collapsable wooden rod from his pack and snapping it into position. 'Arrowhead' Zan just grinned in a faintly worrying fashion and cocked his crossbow. I was beginning to have my doubts about bringing him along; his fieldcraft and marksmanship were beyond reproach and he'd come with good references, but he was a lot happier in his work than I was entirely comfortable with. I've seen eyes like that on the battlefield.
"Good lads. Everyone else, you're on digging duty. Dastot, you're with Reg, Likot's with me. And if any of you lot sneak off and crack open the booze before we're done it'll be my boot up your arse!"
"Blimey, guv'nor." Likot remarked. "I heard you were a hard-driving bugger, but they didn't tell us the half of it!"
"You're the one who wanted to get out of dear old Uncle Ral's shadow, lassie," I chuckled. Ironically, it was actually old Stark Raving Mad himself who recommended his niece to me, and I have to admit she wasn't exactly pioneer material at first glance; damn good mechanic and a better bookkeeper than I'll ever be, and even pretty handy with a crossbow down on the butts, but younger than all my kids and hardly a day spent away from the Mountainhome. Still, she was keen as mustard and quick to learn, and her utter refusal to trade in on her uncle's name said a good deal about her spirit.
We ate quickly, conscious of the lingering chill in the air and the wind whistling up and over the hills. It was coming straight in from the sea, which augered for yet more shitty weather; did I mention that one of the reasons this site went for a song at the bidding was because it's in the biggest rain-shadow on the continent? Ah, well, I've bivouaced on glaciers and dug twenty feet a day in the burning desert; it'll take more than relentless battering rain to get me down.
I drew my pickaxe from the special scabbard sewn onto one side of my pack. It was the traditional pioneer's pick, a cheap copper one that was just about good enough for the first season or two before it wore down to a nub. The first one I ever had was on its third new blade when the handle broke and had to be replaced, and the question of whether it still counted as the same pick occupied many a long boozy evening in taverns when we were on the road.
"Okay, lads and lasses! We've got shitloads to do and not a lot of time to do it in before the rain kicks in, so let's crack on. Strike the earth!" I called out.
"Strike the earth!" they answered, raising their own picks high and proud. I selected a likely-looking spot and swung my pick, a deep and jagged crack as long as I'm tall springing from the point of impact. A good omen.
It was good to be back.

1512
DF General Discussion / Some Help For The Writers
« on: October 08, 2008, 02:43:13 am »
I've been looking for a complete list of possible names in DF for a while now, with the intention of adding them to the wiki for the benefit of DF fanfic writers; I may even be able to repurpose a random name generator from the Heroes of Ardania wiki if its author consents. Unfortunately, I've gone over the raw files with a fine-tooth comb yet still failed to locate them, leading me to suspect they're hard-coded. I don't have the tools or the knowledge to delve into the source code, so could our esteemed leaders or one of the really hardcore modders please help me out on this? It would make life a lot easier for those of us trying to write DF fanfic that's not directly inspired by our own current fort.

1513
DF Modding / Re: A Few Custom Weapons
« on: October 05, 2008, 08:35:27 am »
Oh, yeah, of course. Thanks for that; I'll adjust the files accordingly.

1514
DF Modding / Re: A Few Custom Weapons
« on: October 04, 2008, 09:55:03 pm »
Man, I'm on a roll tonight...

[ITEM_WEAPON:ITEM_WEAPON_PIECEMAKER]
[NAME:trench bow:trench bows]
[DAMAGE:80:BLUDGEON]
[WEIGHT:75]
[SKILL:HAMMER]
[RANGED:CROSSBOW:CLUSTERBOLT]
[TWO_HANDED:0]
[MINIMUM_SIZE:5]
[MATERIAL_SIZE:3]

[ITEM_AMMO:ITEM_AMMO_CLUSTERBOLT]
[NAME:clusterbolt:clusterbolts]
[CLASS:CLUSTERBOLT]
[DAMAGE:800:GORE]

Idea stolen shamelessly from the weapon carried in action by Sgt. Detritus of the Ankh-Morpork City Watch.

Edited 02/11/2008: Corrected code mistake.

1515
DF Modding / Re: A Few Custom Weapons
« on: October 04, 2008, 09:06:35 pm »
[ITEM_WEAPON:ITEM_WEAPON_RIOT]
[NAME:riot bow:riot bows]
[DAMAGE:25:BLUDGEON]
[WEIGHT:40]
[SKILL:SPEAR]
[CRIT_BOOST:1]
[RANGED:RIOT:RIOT]
[TWO_HANDED:0]
[MINIMUM_SIZE:5]
[MATERIAL_SIZE:3]

ITEM_AMMO:ITEM_AMMO_RIOT]
[NAME:riot bolt:riot bolts]
[CLASS:RIOT]
[DAMAGE:40:BLUDGEON]

A training/internal security equivalent to the spearbow, with the equivalent of a boxing glove on the bayonet and blunt, low-velocity ammunition.

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