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Messages - Albedo

Pages: 1 ... 14 15 [16] 17 18 ... 248
226
@ Syrus - yes, but "a bashing weapon" isn't a shield's primary function.

So, if you want to maximize offense - sure, get a copper shield (heaviest) or a steel one (hardest metal, and not ~much~ lighter).  But if you want to optimize a shield for defense - lighter is better.

The only thing the shield material effects is it's weight, and weight only matters for how encumbered you are. So for shields the material with the lowest density wins.
While I agree with all your premises, your conclusion does not ~necessarily~ follow, depending on whether or not the game makes a distinction between "very light" items.

If "< 1 Γ" is the minimum weight in the eyes of the combat system, then a glumprong wood* shield that weighs  "< 1 Γ" is identical to a feathertree shield that weighs  "< 1 Γ", and it just doesn't matter.

(* One of the heaviest woods in the game)

And that is the question I'm asking (or one of them).

Quote
Leather and generic wood are (according to the wiki) equal, adamantine is just as good as feather wood (and vice versa).

I know, I read that (and actually I helped write some of the material it's based off of) - but I'm not seeing anything that supports that other than the same unsupported(?) premises your statements are based off of. And that's why I'm asking. Could be right, but could also be a big assumption and old wives' tale.  Be nice to know for certain, one way or the other.  ;)

227
DF Dwarf Mode Discussion / Perimeter defense w/ a river/brook?
« on: June 01, 2015, 04:47:37 pm »
Standard perimeter defense has a 2-3 wide ditch channeled out (to prevent jumpers), and under-cut below it (to prevent climbers) and then fortifications overhanging from the wall, something like this...

Code: [Select]
  F
 W___   ___ -> (outside fort)
   |_____|

But if you want access to a river inside your walls, that creates a problem spot - can't channel it out without flooding the entire ditch (and allowing swimmers across) - so... how to deal with that?

I suppose you could terraform the river to flow down, under the wall, and then back up - but that could take years, and meanwhile you need ~something~ in place...

Do you just build up more overhangs over the river area, and call it good? Any other tricks or strategies?

228
Copy that, thx!

(That raises a line of question and discussion, but OT - will start a new thread for that - http://www.bay12forums.com/smf/index.php?topic=151127.0)

So, high Armour/Shield for immediate military, more critical than Dodger or even the weapon-skill itself. Hmmm...


(Still waiting on how much faster Teacher 5 helps things along, whether a major difference or just a bit.)

229
Most sources strongly recommend "wooden shields" over metal ones - significantly* lighter, and apparently, for shields, "lighter = better!" 

(* Wooden shields are listed in-game as weighing "< 1  Γ", while metal shields are ~10  Γ.  For comparison, most weapons weigh in at ~3-4 Γ (tho' maces are 7-9), and bronze/steel armour pieces vary from ~17-23 (breastplate, mail, legs) down to 3 or 1 (single high boot, gauntlet).)


And in keeping with that rule, feathertree shields are most recommended, or willow wood if nothing "exotic" is available.*

(* Note that alder wood is actually ~almost~ as light as willow, 20 Γ for an alder log vs. 19 for willow, compared to ~30 for most other woods. There are several more (rarer) woods that are less than willow and not much over feathertree, and several more that are just a bit over alder but still well below "generic" weight.
See: http://dwarffortresswiki.org/index.php/DF2014:Wood#Weight )



While a typical log weighs from 19 (Willow) to ~30*  Γ ("generic" wood), a tanned hide weighs only 2 Γ.

Both wooden and leather shields are listed in game as "< 1 Γ" in weight - but do the combat mechanics read a difference that is not shown when viewing an item? Or is  "< 1 Γ" as light as you can get, and any wood/leather really works the same?

AND - similarly to how different metals make better/worse armour*, is there a functional difference in combat between a wooden and a leather shield? Does the material "wood" block blows better than the material "leather" (or however "efficiency" might be measured in combat for a shield).

(* http://dwarffortresswiki.org/index.php/DF2014:Material_science#Material_and_item_properties & http://www.bay12forums.com/smf/index.php?topic=53571.0, among others)


So, the questions are...
    1) Does the game/combat system distinguish betwee different weights "< 1 Γ"?
    1b) Do different woods really matter for shield "weight" if those shields all weigh "< 1 Γ"? Are leather shields lighter still, or does it just not matter?

    2) Regardless of weight, as a different material with diff DF properties, are leather shields any better/worse than wooden ones (and if so, how)?

Guesses and theorizing are welcome ~only~ if backed up by some foundation of Dwarven Science within the game mechanics - "common sense" is irrelevant here, as RL physics has no guaranteed bearing on DF physics.)  ;)

230
Shields should never be made of anything but wood (featherwood and willow preferred)...

 had heard that wooden were the new "best".  But I was mildly surprised to find that shields could now also be made of leather - how do those rate in the mix? Between wood and metal?

Weapon skill at 5, teacher skill at 5, two dwarves, set to train, legendaries in 6-9 months.

And what's the approx timeline without Teacher?

231
Observation is only useful if you are learning so it is more important for when others show up to have.
Yeah, that's not how I understood Observer to work. (Could you be thinking of "Student"?)

I thought Observer was the ability to spot Ambushers, Thieves and other skulkers at (greater) distance, and also helps in general combat.

Or does it now help both?

232
DF Gameplay Questions / Best/Solid "military skills" mix on Embark?
« on: June 01, 2015, 03:13:32 am »
So, there are at least 6 prime military skills that any "military" immigrant has and seem to help build a reliable military dwarf...
  • X-Weapon (Axe, Hammer, Spear, whatever)
    • Dodge
    • Shield User
    • Armour User
    • Discipline
    • Observation
    ...and that doesn't include the misc. Fighter/Striker/Wrestler skills.

    But at Embark you only have 10 skill levels to choose, so which ones to take, and how much?

    I'm tempted to take the ones that are harder to train, maybe Dodge, Observation, Discipline, with a nod to the weapon itself, and hope for the best with the rest. Also I;d think emphasizing Dodge over Armour/Shield is better, since often militia doesn't have time to "gear up" when there's an emergency. But I just don't know.

    (If going X-Bow, I'd think 5 Levels of X-Bow, 5 of Dodge, and trust nothing gets within melee range - or no?)

    Any input, with reasoning (not guesswork - I can do that!) appreciated.

233
DF Gameplay Questions / Re: DFHack Mood Possibility Tester?
« on: May 29, 2015, 03:30:13 pm »
Cool, thx for that confirmation.

I remembered "every couple seasons", but it's "every couple months" - about a 3-month cooldown period followed by ~about~ a 50% chance* for a mood every month after that.

(* A 1 in 500 chance, 12x/dwarf day. Multiply this out, the odds of getting a hit in 30 days is ~52%.)

234
DF Dwarf Mode Discussion / Re: Workshop Quantity Curiosity
« on: May 29, 2015, 03:25:06 pm »
  • 2 Magma Glass Furnace

The glass furnace is always making blocks.  Why?  Because I like green blocks, that's why.

I have to question whether one "Collect Sand" job order can keep up with the "full time" production of the other Glass Furnace. 

235
DF Gameplay Questions / Re: is there anyway to fix corrupted raws?
« on: May 29, 2015, 03:18:42 pm »
Download a new copy of the game, install it in a new location (don't overwrite the old installation)...

Or FIRST re-name the current DF file, and then download as normal. THEN copy the old files to the new, see if that works, and then delete the old (re-named) file.

236
DF Gameplay Questions / Re: Holding a fort festival?
« on: May 29, 2015, 03:16:59 pm »
A one-shot mister would not take less work than a permanent mister, and possibly more.

You'd want either a (large) cistern that you'd fill and then ceremonially open for the festival, or just pumps that you'd turn on and then off when the mister has served its purpose. (Or a river tile w/ a drawbridge if you want to set it up deeper down.)

Fwiw, I have a small permanent mister at the entry to my hospital for sanitation and happy patients, and another at the entry to my dining hall/food stocks to (try to) guarantee that every dwarf gets it at least once every time they eat. I'd have a 3rd at the above-ground entry/exit to the fort itself, but the layout wasn't friendly to that end (didn't plan ahead, ahem).


Also, you have to be careful about wide-area misting, as you have to worry about drainage, and water will create "muddy" floor tiles - if they've been engraved, that's a bad thing, or can be.

237
DF Gameplay Questions / Re: Training medics
« on: May 29, 2015, 03:05:15 pm »
  I butcher the pack animals for fat and whip up a couple years worth of soap while a miner is carving out rooms.  This way, I will always have soap on hand and won't have to worry about it until my fort is mature enough for it not to be a problem. 

Oil can also be used to make soap, doesn't ~have~ to be "tallow". Almost(?) all forts will have a few extra Rock Nuts lying around (from processed Quarry Bushes) - press those and you've got what you need, if you want to keep your pack animals for breeding/etc.


Quote
Make sure your cistern isn't muddy, salty, or stagnant! Make them at least two z-levels deep.

Water purification can usually be handled by a single pump on momentary duty - just pumping the water thru does the job, doesn't have to cycle continuously.

238
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: May 29, 2015, 02:56:11 pm »
. How do i have to proceed to make my dwarves build the next level without getting stuck or leaving holes?

There's also the priority designations, but I've not tested those out enough to comment with authority.

Quote
Do I have to build the wall tile furthest away, wait for it to be finished, then assign the next one and so on?

Well, you can't build a further one after you've built a closer one, that's a dealbreaker. So either you do that, or find a work-around for access. Outside scaffolds are one, interior floors another (so long as you build the "corners first"). Multiple stairs, one the middle of each wall, can let up to 8 workers hit the construction at once, 2 building each wall in toward the stairs while more workers build the stairs up to the next level(s). More stairs = even more workers for longer walls, with pairs of workers building in toward the middle stair location.

Quote
What happens if I build the whole top level with a single building command?

If you build a floor (or a permanent "skyway", a non-retracting "bridge" type floor), the game will take care of itself, since workers can only place where they have access, and floors don't block access.

The hardest is if you're going to build Fortifications around an outside corner - nothing to support that corner Fortification!  So you build a floor, then that fortification, then the Fortification diagonal to the floor to support that extreme corner Fort'n, then remove the floor.  This can be done first or last, but without that corner in place your defense has a diagonal weak spot to enemy archer fire.

+= roof flooring
t = temp floor
F - Fortification
< stair access (assumed somewhere, exact position doesn't matter)

Code: [Select]

++++F
++++     (top level roof, with supported Fortification next to corner location)
+<++

   t
++++F
++++     (w/ temporary floor in place)
+<++

   tF
++++F
++++     (corner Fortification in place)
+<++

    F
rrrrF
rrrr     (temporary floor removed, corner Fortification supported)
+<++

Repeat on every outside corner.

239
DF Dwarf Mode Discussion / Re: King
« on: May 28, 2015, 03:50:46 pm »
Dig out an area, as small as 6x5. Then create and overlap all of the rooms.
If you overlap rooms, the value of each is decreased by 75%, usually making that a bad plan. (Walls can be shared without penalty.)

He's a king, don't skimp - 1 of each room, do it right. You can place diff rooms above/below each other to create a multi-level "apartment", but remember that you can't designate a single room across z-levels.

240
DF Dwarf Mode Discussion / Re: Workshop Quantity Curiosity
« on: May 28, 2015, 03:44:19 pm »
Yeah, very few hard rules, but some rules of thumb...

There are some workshops that can get "cluttered" - butcher shops are a classic. Mason shops rarely (w/ newer clutter math), but still not impossible, depending how (in)efficient your Haling is. Nice to be able to keep working while you designate a spare workshop for deconstruction, then simply rebuild it and have the items moved aside and be back in business.

Some shops are used for multiple diff tasks, as mentioned above - Farmers and Craftsdwarfs being primary, but the occasional Mason etc as well.

Also, quite often I'll have "training" shops for no-/low-skill Masons or etc. Keep makin' dem blocks, boyz! (These will often be dropped in the middle of a mined-out area, just for convenience.)  Also useful when mass-production is needed, such as for blocks, mechanisms, cages, trash trade goods (for example, stone mugs), etc.

For Glass and Pottery, you need maybe ~3 extra shops to have "Gather sand/clay" orders for every 1 active workshop producing products, to keep that in constant supply. (Note that these do NOT have to be "powered", so can be non-magma, np.)

For key workshops, I also like to have multiples in case of Strange Moods, so a dwarf claiming a shop will not bottleneck that production chain (and so I can lock the ones up front and force them to claim the one in the far back corner!).

And, depending on how much I'm micro-managing things like Levers for color and/or Beds by preferred wood, I'll drop a workshop immediately adjacent to that part of a stockpile while going for that goal just to shorten the hauling process for the craftsdwarf.

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