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Messages - Jake

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61
Just had an idle thought while considering my -rather extensive- collection of music suited to playing DF. Is it technically feasible to add support for playlist files like .m3u or .pls? That would certainly cut down the amount of typing involved in adding songs.

62
DF Modding / Re: [40.xx] Lucelle Weapons and Armour [1.6]
« on: September 19, 2014, 05:43:25 am »
You know, I was just wondering about combining BPFA with a historic armour mod...  :D

Anyway, you might want to check out the thread for that mod, as well as Joben's Broken Arrow, because a lot of !!SCIENCE!! has gone into ranged weapons now that 0.40 is out.

63
DF Modding / Re: Black Powder Firearms
« on: September 19, 2014, 05:37:29 am »
Okay, quick status update everyone. The bad news is that development and testing have been heavily delayed due to technical problems:

The good news is, I'm pretty sure cartridge production works now. I've also tinkered with the weapon and ammunition numbers so that lethality should be historically accurate to the late Renaissance or Early Modern period; guns are highly effective, but not to the point where they've displaced crossbows or armour entirely. Lastly, the readme file is now much more comprehensive and contains detailed instructions, something that's been lacking for a while.

To that end, here's the barely-tested but hopefully working V0.9 RC2.

64
DF Dwarf Mode Discussion / Re: Sleeping with your gun..
« on: September 13, 2014, 04:10:15 pm »
Actually, so far as I can tell from a few arena experiments, it's possible to overstate how much difference material makes as well; broken limbs are basically an instant knock-out against anything living.

65
DF Dwarf Mode Discussion / Re: Sleeping with your gun..
« on: September 13, 2014, 03:33:23 pm »
You want to avoid dwarves getting attached to low quality weaponry, if possible.  Not that its a huge deal for a crossbow, but when your legendary sworddwarf gets attached to the obsidian sword, its not going to end well.
Quality isn't as big a deal as you might think. According to the wiki, masterwork only gives a 2x bonus over no-quality, which isn't really noticeable except versus some forgotten beasts.

66
Creative Projects / Re: I got Published!
« on: September 10, 2014, 04:25:58 pm »
Oh man, I wonder if they'd take something I've written. That'd be crazy exciting.
Well, there's only one way to find out, isn't there?

67
DF Modding / Re: Non-metal, effective weaponry?
« on: September 09, 2014, 02:38:52 pm »
Ceramic, no. It shatters from a stern look if it's thin enough to be sharp, and those are mostly very modern ceramics anyway. Old world ceramics would nearly always be lower quality (silt impurities for instance) and need to be tempered with grog or shells or similar which makes any kind of edge totally impossible, and simply aren't composed of the same exotic materials.
Ceramic musket balls might be possible though. They're on my to-do list for BPFA.

68
DF Modding / Re: Non-metal, effective weaponry?
« on: September 08, 2014, 03:52:42 pm »
You can add [CAN_STONE] to any weapon you want to make out of obsidian, and add [SHARP] to any other stone you want to make weaponiseable. (Is that a word?) Flint isn't in vanilla DF for some reason, but Medikohl's Expanded DF mod and probably several others have raws for it.

For other weapon types like wooden spears, you'll need a custom reaction. The wiki has a comprehensive guide here.

69
Life Advice / Re: Cheap Laptop Cooling Solutions
« on: September 07, 2014, 01:41:04 pm »
A year old is about the point at which you should think about giving it a good clean, actually. But with a laptop, I think you'd be better off taking it to a repair shop unless you feel like dealing with delicate parts, ridiculous numbers of screws and a non-zero chance of breaking something.

70
Creative Projects / Re: I got Published!
« on: September 07, 2014, 03:20:53 am »
Oh, right. Well, we get 5% of the cover price per issue sold for the first three months for the first publication, with right to republish in an anthology with " all best efforts made to re-establish contact with the author in order to furnish with additional royalties." It's not a lot, but they're a brand new 'zine and haven't really got established yet.

71
* I don't use clever tricks like swapping picks and axes for ore and charcoal to scrounge extra embark points.

* I avoid maps with easily accessible magma.

* I try really hard to keep everyone alive, regardless of usefulness.

* I don't use Therapist, DFhack or any other third-party utility.

* I actually don't mind if I have twenty or more dwarves idling in the dining room.

* Further to the above, I build lots of statue gardens and use the display case mod to make them into art galleries.

72
Creative Projects / Re: I got Published!
« on: September 06, 2014, 04:42:53 am »
I'm not sure if they actually have any manuscript guidelines yet; the only thing I was told was that they preferred submissions in .doc format.

73
DF Modding / Re: Broken Arrow - Fixed Archery Balance
« on: September 04, 2014, 02:23:34 pm »
Aha! I actually increased the projectile contact area when SHOOT_MAXVEL and SHOOT_FORCE buffs didn't help, that might be part of it. Increasing bullet mass is worth looking into as well.

And I already have reactions for making bullets out of copper; in fact, I have reactions set up for making them out of any metal. I'm doing most of my calibration tests with lead because it's the material most often used in real life, and therefore makes a reasonable baseline.

74
DF Modding / Re: Broken Arrow - Fixed Archery Balance
« on: September 04, 2014, 11:06:11 am »
Anyway. I don't worry too much about DF vanilla ranged weapons since 40.05, although I would like that black powder mod by DC to be updated to reflect the new momenta values.
You're not thinking of mine, are you? Because I've just about got it fine-tuned to the point of being ready to release... ish. Armour still has an annoying habit of deflecting lead bullets without the wearer suffering so much as a bruise, so I'm going to take onboard some of the excellent advice in this thread and see if upping the mass of the individual projectile helps at all.

75
DF Modding / Re: Black Powder Firearms
« on: September 04, 2014, 10:31:59 am »
Eh, it doesn't much matter. I'm actually somewhat glad the ATTACK_PREP_ETC stat in item_ammo doesn't affect rate of fire, because then I'd have to have a separate type of ammunition for each firearm.

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