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Topics - Albedo

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46
DF Dwarf Mode Discussion / Artifact Weapons modifiers
« on: May 20, 2009, 05:55:02 pm »
From another thread (http://www.bay12games.com/forum/index.php?topic=34626.90), the question arose as to "What is the combat modifier for artifact weapons?"

Tho' this is not the first time this has been asked, it's worth re-hashing.

Below is a recap of the comments in that thread - skip down to the bottom for "next".

Pretty much agreed that non-weapon material artifacts are just under steel masterworks, but are cool enough to perfer them by far, I think.

I think artifact weapons get a bonus above and beyond the usual material bonus, anyway, so it probably cuts goblins like a chainsaw through butter.

Like buttah!

However, where do you get this from? This observation has been made before, but so far still lacks any evidence other than "seems like it to me".

Personally, I get it from Boatmurdered, when the one prisoner is mauling the entire fortress guard armed with nothing but the artifact amulet he forged a couple of years earlier.

We all know weapon quality improves damage right? (Says so on wiki if you didn't)
Artifacts are of the highest quality
'nuff said :)

My artifact mace certainly seems to pwn.  But then again, the user already killed a titan and a dragon without it, so she's pretty hardcore anyway.

Well, we all know that Masterpiece beat normal, and I believe artifacts are a set up.

Yeah, I think I've read the wiki.  On the "Weapon" page, Artifact = Masterwork. But, point in fact, anyone can write anything on that - long-standing mistakes are corrected every day. (If you didn't know.) 

"Quality" can refer to many things, both formally and (as is too often the case in the Wiki) informally.  "Highest quality" is both a creative explanation of the concept, and a reference to the value. 

The RAW's imply that the weapon qualities end at Masterwork, and that Artifacts have masterwork modifiers for combat.  Or at least that's as much as analysis has found.

Urban legend and "It sure seems that way" and "That's what everyone says" and "Well, it only makes sense" seem to be the only sources and support for this belief.

Next time you get an artifact weapon, give it to an untrained champion in it's type to spar with.
You'll see how powerful it is by how many injuries you get. My champion with an atrifact steel sword that menaced with spikes of steel and hanging rings of steel instantly decapitated his sparring partner when he started training. It was also his wife.
He wasn't best pleased for awhile.

Lots of bludgeoning injuries when I let my champion with the artefact iron mace in.  3 members of the royal guard and 2 fortress guard are now lying in bed resting injuries (luckily, due to the high number of guards in my fortress (18, ie the recommended number, no soldiers got hurt).  I decided to put him out on patrol.

(dr.spoof & LS - I would hope that an artifact steel weapon would take someone's head off - I would expect a masterwork one would, so these should certainly be no less. Same w/ iron - only slightly less incredibly lethal.  I don't see the point you're trying to make.)


There may well be parts of the code that are hidden that give artifact weapons a huge advantage - but if anyone has found them, they haven't mentioned it.

What we do know is this:

  • The modifiers for an artifact appear to default to the modifiers for a masterwork weapon (sim w/ armour).  (This is from a stated analysis of  game "memory")
  • That masterwork quality is more than enough by itself to make any weapon plenty deadly, even silver and other "non-weapons-grade material" ones.
  • That combat is very random, and any weapon can be lethal, and "observation" of one or a few incidents is not proof of anything.

We also know the modifiers for materials and standard qualities - non-weapon materials have a "50%" multiplier, iron is 100%, and steel has a 133% multiplier, while masterwork is 200%. So a masterwork non-weapons weapon is the same as a standard iron and just under standard steel, 100% net.

And we know some basics of how combat works - "damage" is applied to "block", and if enough gets through, "wounds" are the result.  And applying #3 above, those wounds can easily kill anything once that ball starts rolling. Won't always, but certainly can, and do quite often.  Overkill is hard to verify - once a head or limb is off, it doesn't get cut off several more times with more damage.   Once through any armour (which many "enemies" can't brag about), it's game on.

So, even a non-weapons-material masterwork weapon will do 100% damage, which is approximately 100% more damage than those lousy standard-quality copper picks - and we've all seen those kill stuff, even stuff we never expected.

We also know that any dwarf wielding an artifact weapon is highly skilled, which is deadly by itself, all weapons aside.

Now, we know two more things - 1) that there is a LOT of guessing and rumour and urban legend about Artifact weapons, and 2) that NONE of that is supported by any hard evidence from the game itself, only from other guessing and rumour and urban legend.

So, it's fine to say "My artifact soap battle axe is DA SHIT!!!" - but that doesn't prove it's really any better than a standard iron weapon, 100% modifiers. Doesn't mean it isn't, either.

If anyone has found anything in memory or elsewhere, something concrete from the game code itself (or memory or files or etc), now would be a great time to share that.

47
DF Gameplay Questions / Artifact weapons & armour
« on: May 15, 2009, 08:05:34 pm »
Somehow I thought that these were superior even to masterwork items, but in the wiki it states the quality modifiers are no diff.  (Value is x10 better.)

http://www.dwarffortresswiki.net/index.php/Item_quality

Is that the case? Artifact weapons, masterwork, all same same?

48
DF Gameplay Questions / "displayed" wealth?
« on: May 13, 2009, 12:40:41 am »
Quick question -

In the z-status screen, one of the categories for Created Wealth is "Displayed" - what would fall under this?  I thought maybe statues and levers, or would those be lumped under "Furniture"?

49
DF Gameplay Questions / Skill levels, quality, and moods
« on: May 06, 2009, 04:38:38 pm »
So, I'm currently keeping an eye on moods for the first time, trying to understand more about them, do some social engineering to get more of which ones I want, and noticed an odd thing (or "odd" according to the wiki).  Two, actually...

I'm wondering if the wiki is outdated, or what.  It has a long list of skills that default to Craftdwarf moods, and a chart of other skills that produce, let's say, more desirable Legendary skills.

1) I had a dabbling Furnace Operator who was struck, dove into a craftshop and produced a Craft.  According to the wiki, "dabbling" is enough to activate the skill...

Quote
Dwarves with only the following skills will construct their artifact at a craftsdwarf's workshop:...
mood & skills: http://www.dwarffortresswiki.net/index.php/Mood#Skills_and_workshops

According to that, as a (dabbling) furnace operator they should have grabbed a forge of some sort. The dwarf had nothing other than dabbling farmer skills (grower, herbalist) from miscellaneous busy work. 

Is it the highest skill, not the highest "mood" skill?  Is it based on experience, and not level? Is it random if the level is listed as the same?


2) I gave a peasant a job to produce 1 (silver) weapon, to give them dabbling weaponsmith.  They produced a +fine silver axe+, on their very first weapon ever.  According to the wiki ("skills"), this should not be possible - whassup wi' dat? 

skill & quality: http://www.dwarffortresswiki.net/index.php/Quality#Skill_and_quality_levels

I'm assuming the %'s from the wiki are from the RAW's or other code, so... anyone?


50
DF Gameplay Questions / ATTACK:MAIN:MOUTH:bite:1:6:GORE
« on: April 29, 2009, 08:07:21 pm »
It seems that most every creature has this identical "Attack" attribute, yet some are much more fearsome than others. Some have [gore] or [bludgeon] or [can_latch] or other tags as well, and some have a "1:2" secondary attack, etc., etc.

Yet if both dragons and dogs have that same basic main attack, what makes the dragon much more fearsome? Is it just body size?

I guess a quick, thumbnail tutorial (or a link to?) on animals and combat is what I'm curious about - nothing overly demanding (unless you want) - thanks.

(And, actually, the entire string for both dragons and dogs is...

[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]

I shortened it for the subject.)

51
DF Gameplay Questions / Masterpiece... bolts...
« on: April 29, 2009, 01:11:13 am »
So... when fired, they have a good chance to get broken, right?

Will the creator get pissed off?  :-\  (These are steel, not practice bolts)

52
DF Dwarf Mode Discussion / Best random dwarf name
« on: April 29, 2009, 12:01:45 am »
Okay, so I looked up and saw, staring back at me, my Mechanic...

"Ezum Basementmind"

<snork>

Anyone else got one worth posting?

53
I'm adding this here to be thorough - it's a duplicate of a post I made in the Gameplay Questions sub-forum:
http://www.bay12games.com/forum/index.php?topic=34778.0

Please reply there, thanks.



Okay - semi-quasi-official request.

IN THIS LATEST VERSION (40.d), HAS ANYONE HAD A BREEDING PAIR OF ANIMALS THAT DRAW THEIR WAGON?  That's 1 male + 1 female of the same species? 
Not from purchasing animals at embark, but the two freebie "beasts of burden" that come with any wagon when you start a new game.

If I don't hear anything to the contrary, I'll update the wiki with this apparent change at the end of the week.

Please - DO NOT RESPOND IN THE NEGATIVE!  No "I didn't get them!" posts - currently it seems that's everyone!  Only if you DID GET A BREEDING PAIR, which would be evidence against this apparent change.

For the community, thanks in advance.

(Note - please don't mod the RAW's and then state that you could get a breeding pair - we don't know all the affects of such changes.  Only if you have seen a contrary example in vanilla game play - or at least not modding these animal - thanks!)

(Again, pls reply via link at top.)

54
DF Gameplay Questions / Breeding pairs - not w/ your embark wagon?
« on: April 26, 2009, 02:14:44 pm »
Minor question, but it breaks a basic assumption I had about the game.

I start this last fort given a  pair of muskox that pulled my wagon - but not a breeding pair!  Two males (figures). 

Is this a known exception to the "alternating sex" model for acquiring animals?

Only a minor disappointment/setback, but like I said, it's more the fact of it that caught my attention.

55
DF Gameplay Questions / How to defend a flat embark point?
« on: April 26, 2009, 02:23:59 am »
Okay, I've been having a lot of fun (mostly glitches, sadly) with my latest forts, so it's time for a new one.  And I landed in a desert.  A brook* dividing flat sand from flat stone.  A fun challenge.

(* Will the brook last the summer? The water holes are already dry at the beginning of Spring and it's hot, Hot, HOT)

I have several ideas for defense, but the best involve building a 3rd dimension from stone - and I won't be there for a while.  Meanwhile... suggestions?

Eventually I'm thinking of a long-ish entryway for the Trade Depot that dives under an upper balcony for archers and a separate lower balcony below that for siege - but for now, for the first year... what? 

I guess it's like that drill where someone draws a scribble on a piece of paper, and you make a picture out of it, but this landscape is blank, and while I'm not that, nor is anything screaming at me as the way to go.

Any ideas are welcome, or I'll just stumble blindly forward.

(Sand seems to go down only 1 layer to flux, for what that's worth, so spanning the brook with under-ground tunnels seems a natural, walling it in to include AG farm plots and an early statue garden to keep my dorfs acclimatized to the horrid fresh air.  I'll slowly move about 40 tiles to over the magma pipe where there is terrain once the... wildlife gets thinned out.)

56
DF Bug Reports / [40d] Native Aluminum veins
« on: April 25, 2009, 02:36:35 am »
I'm told this is "not right".  They were in dolomite layers, and I've seen two of them at different times.  They tended to be fat, about 4-7 tiles wide*, rather than the typically 2-3 wide I see for most veins.

(* edit - tho' I suppose it could have been "doubled")

I'm using a world-gen mod, but nothing's been changed in the RAW's (except to give cats working mouths).

Don't know what more info you want, or even if this is an anomaly, but... well, there it is.


57
DF Gameplay Questions / Underground Pool vs River?
« on: April 23, 2009, 06:35:27 pm »
Is there any advantage in one over the other?

Do critters spawn faster out of one vs the other?  (Or at all?)

58
DF Modding / Help with a world_gen tweak
« on: April 23, 2009, 04:44:07 pm »
I've been using a slightly modified version of Goran's mod (found... somewhere on these boards), as shown below:

Spoiler (click to show/hide)

This allows me to <f>ind practically every feature on the list and find several sites per map gen.  But while the geography is great, the social side is lacking.

Two issues...

1) It originally had 0/0 for good/evil, and generated a rather bland world in that regard, so I simply copied/pasted the good/evil parameters from the vanilla "medium" worldgen.  That helped, but while the vanilla version would sometimes produce large swaths of good or evil, this produces only tiny clusters.  Further, I've yet to find a goblin citadel.

2) (and perhaps tied to that, in part?)... This often generates worlds without any elven civilizations.  And while some may consider that a blessing, I'm still at the stage where I'd like to do some trading and then butchering and squabbling with them.


I've tried copying/pasting other parts of the vanilla in, but I get infinite rejected worlds, so that ain't happenin'.  Any suggestions/alternatives are appreciated, thanks.

59
DF Gameplay Questions / How to bait a trap...
« on: April 10, 2009, 05:57:15 am »
Any Mechanic can put a trap down, or 100 in a line, but I was curious about what the veteran advice is to get the target, known or unknown, to actually trigger that trap?

Channeling would be easy against siege assaults, but what about ambushers, or wild animals?

(And I'm not talking about drowning traps that you trigger - these are either one-tile mechanic's traps, or pressure plates, or whatever.  How to make a target, animal or goblin, stop right there.)

60
DF Gameplay Questions / "Footprint" of your Fortress
« on: April 08, 2009, 02:52:15 pm »
Just curious - what's the area that a fully developed fortress covers?

I'm sure it varies widely, so I guess I was hoping for a spectrum of answers.  But when you look at a map, (and not including "satellites" like sand or magma, etc) what size area do people look for to reserve for central workshops/living/defenses/playground/etc.  Just a ballpark estimate, X x Y.

Is is practical to set up multiple clusters, one for the magma operations, another to mine out the chasm, another for sand, etc?

I'm leaning toward maybe 40x40 or 50x50?  Or is that too spread out?


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