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Messages - Agent_Irons

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211
DF Dwarf Mode Discussion / Re: Melting those thrones
« on: July 23, 2014, 01:50:51 pm »
The corkscrew is great. I tend to use channeled slanty ramps as much as I can, because they let you travel along the hypotenuse, which is nice.

The shaft in the middle is  always a little questionable. It's hard to dig and super dangerous to have, so I mostly pass on it.

212
Question one: Sauropods are essentially Bronotsaurus, right?
More properly called Apatosaurus now, but yes.

I'm still upset about _that_ change.. "Gravitationally Challenged Lizard" (dunno where I got that from... maybe Sir Terry?)
Blegh. The brontosaurus wasn't ever even a creature. He found an adult apatosaur, decided it was its own creature, and put a brachiosaur/camarosaur head on it because it was the biggest. He found the biggest head bits he could find and stitched them together to form a composite head. Nevermind that brachiosaurs/camarosaurs are macronarians and are barely even the same shape as apatosaurs, which are diplodocids. (diplodocids have four legs all roughly the same length, macronarians are all tilty for eatin' trees.)
So. Don't be upset about that.

213
DF Modding / Re: More abominations, taking requests.
« on: July 23, 2014, 12:50:56 pm »
someone shoulds try this http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Grove%20of%20the%20Burnwillows

the dwarfiest tree.

Maybe with DF Hack there could be a burning forest biome. And that tree is in it.
I don't know anything about the new trees, but it seems like you could tweak the tree growths that currently make fruit into making liquid fire. Every fall, the forests would burn.

214
If this is possible then something like
Spoiler (click to show/hide)
could be used to automatically marry all of our forts alchohol  8).

Does this work? I am so curious.

215
DF Modding / Re: Broken Arrow - Fixed Archery Balance
« on: July 23, 2014, 11:28:15 am »
No, I think you've got it spot on, it seems to work great.
(I hate wooden bolts now, it really makes me shoot straight for metal and use less crossbowmen)
They're -extremely- cheap now that wood is plentiful. So, they're good for shooting people in the throat and things, and hunting soft targets. And of course practice. Turn out two dozen crossbows and get your fishery workers to carry crossbows and quivers of wooden bolts around all the time, and block out the sun so your militia may fight in the shade.

216
DF Modding / Re: Broken Arrow - Fixed Archery Balance
« on: July 23, 2014, 11:08:51 am »
Oh man I had no idea copper would be strictly better than iron under certain circumstances, although obv if they are denser they are more likely to be able to beat the IMPACT_FRACTURE of metals.

With about 50 copper can beat bronze and not quite steel, and I infer steel/iron will be able to punch right through copper armor, so that all seems about right. Taking down rhinos and giant anteaters with wooden bolts requires a great deal of them in the arena, but they suffocate or bleed out, so I'm probably overdoing it. Not to mention the total lack of quality modifiers. I'm playing a fort with the tweaked raws right now and I have yet to actually really engage anything significant (my hunters are terrified of the giant storks native to the area.  ::) ) They'll get over it eventually.

217
DF Modding / Re: Adding bessemer steel process to Dwarves
« on: July 22, 2014, 08:49:07 pm »
So then if you had wrought iron from goblinite, you could conceivably just alloy it with the pig iron from the blast furnace to get steel? Would that work? It might save some time over puddling it, for instance.

218
DF Modding / Re: Broken Arrow - Fixed Archery Balance
« on: July 22, 2014, 07:44:36 pm »
At Shoot_force 50 Steel turns aside copper nearly every time(some bruising, which can eventually(theoretically) lead to pulping), and silver slips through the thinner parts (greaves) and can fracture(1/10 or so? rarely). Bronze does not turn aside copper. Copper turns aside wood(and probably bone) bolts, but of course they can always get you in the throat.

Hmm. I think that's about where I want it, actually. Copper bolts are (relatively) expensive, but armor-piercing. Steel-clad enemies need specialized munitions or simply millions of (copper) bolts to handle, which seems about right.

So that's the shoot_force pretty much where I want it. I think the MAX_VEL is alright?

219
DF Modding / Re: Broken Arrow - Fixed Archery Balance
« on: July 22, 2014, 03:54:56 pm »
With shoot_force at about 70,maxvel 200 copper bolts pretty regularly defeat steel armor. The armor 'catches' them but they have too much momentum, which can shatter bones through the rigid armor. All bolts(even silver) are deflected 100% by rigid adamantine, though. Flexible adamantine (chain) transmits the force, which can kill you.

Wooden bolts can still cut flesh, but not steel armor. So that's okay. I think I'm going to bump crossbows down to about 50, and bows a little less (30?). I'll play around with that for a while before posting raws.(not that anyone needs them...) I'd like to have a chance to penetrate the nicer armors, but currently steel is useless against copper bolts, which is a little high.

220
Any progress on a linux/OSX release? I *suppose* I could find the source and build it myself, but I only sort of know what I'm doing. No rush anyway, no fortress has even hit 20 dwarves yet.

I think linux should be good now. OS X release is waiting on the memory layout, which the folks at DFHack are working on. The current version of DT can be compiled on Mac, but won't recognize the DF app running.
Oh, I see. That actually makes a lot of sense. Well. I will be patient and appreciative of all the good work they do then.

221
DF Modding / Re: Adding bessemer steel process to Dwarves
« on: July 22, 2014, 02:11:59 pm »
You might add pure iron to the Bessemer process to help control the % of impurities in the final product.
But why?

This is like saying that it would be a good idea to take 10,000 gallons of nice fresh water from the output of a desalinization plant, and just pump it right back into the seawater intake "to make the input less salty." Yeah, it'll do that. It'll also cause you to wastefully re-boil all that water and go bankrupt.

If I understand metallurgy correctly(a big if) steel manufacturing is all about the proper carbon concentration. Too low, and it's iron, too high, and it's pig iron, which is brittle and sucks.

Whelp I did some googling and this is just wrong. In terms of carbon concentration, it goes Steel/wrought iron/(cast iron|pig iron|white iron|grey iron|et cetera). So the chief problem in terms of steelmaking is getting all the carbon(really, all the sulfur, because apparently that just ruins it) out of your pig iron, not hitting the magic steel threshhold. Although that's kind of a simplification? High-carbon irons with no slag or sulfur can be heat-treated to make them very hard/strong indeed.

So if you had some pure iron (idk how you got it, armok gave it to you? You have a big blast furnace you run in reduction? Electrolysis?) you might conceivably alloy that with some pig iron you found and heat-treat the result?

Iron is complicated.

222
DF Modding / Re: Broken Arrow - Fixed Archery Balance
« on: July 22, 2014, 01:54:14 pm »
I pulled them right off the first page of this thread, but I still don't really know what I'm doing.

I mean wild animals are marginally harder to kill with .40 broken arrow wooden bolts than .40 vanilla wooden bolts, probably due to the lack of bone-shattering. Which is to be expected and good.

Raws for copy-pasta purposes
Spoiler (click to show/hide)
Based on the advice of Pirate Bob, bumping contact_area to 10 for helmet/breastplate increased protection and upping the shoot_force for crossbows and bows (but crossbows more than bows, because natch). I'll test these a little more this afternoon and evening and report back, because partial armor penetration would be nice, especially when I put in FDII enemies a little later.

223
There seem to be a problem in 0.40 for this reaction, when I try to tan the skin I get thousands of pieces of leather.
Butchering produces the right mount of skin.

Globs now have a size, so you have to replace any "1" quantities with globs with "150".
I have verified the Word Of Putnam. This totes works exactly as expected if you do this:
[REAGENT:A:150:GLOB:NONE:NONE:NONE][UNROTTEN][REACTION_CLASS:SKIN]

224
Any progress on a linux/OSX release? I *suppose* I could find the source and build it myself, but I only sort of know what I'm doing. No rush anyway, no fortress has even hit 20 dwarves yet.

225
DF Suggestions / Re: Undead civilization?
« on: July 22, 2014, 11:47:25 am »
I think the existing teacher-apprentice relationship is very flavorful, and any expansion of necromancy should probably be based on that. It would be enjoyable if, for example, your fortress defeats the forces of an invading necromancer (but does not kill him) and then the necromancer encourages his teacher or his apprentice to attack your fortress, even if their towers are not ordinarily within range.
What we have now is quite similar to a magical college, with all the teachers and students sharing a building. It would be neat if that could be codified.

"Students, your final projects are due tomorrow. How are your zombie hordes coming along?"
"Teacher, Boatmurdered vaporized my zombies! Can I get an extension?"
"Well, all right, but remember. You need at least one of each civilization."

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