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Messages - Grimlocke

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256
Whut, where did the megatons come from? That kind of yield is not for busting bunkers, that's for busting a whole province.

The worst that would happen earthquake-wise is that it might shake around all the burning, melting rubble and screaming survivors-for not-much-longer. And that of course only if the area is in earthquake territory in the first place.


On the subject of supersoldiers: I could see the biggest gain there being in enhancing cognitive abilities, especially for pilots, tankers, etc. War machines are requiring ever more interaction with on-board computers and tactical input from command, and at some point the meaty element could become a serious bottleneck.

Especially if some sort of effective mind-machine interface could be developed then it might only take one person to operate a tank and they might do it a lot more effectively as well as there is no longer any delays from communication between crew members. Saving room could also help of course.

Politically super soldiers could cause all sorts of issues, but those would probably come along with every other dilemma presented by the opportunity of genetic manipulation. The trick I think would be to not breed specific supersoldiers, but 'enhance' each and every citizen with a general package (for the good of mankind of course) and specialize them for soldiering roles only after they themselves decide to sign up for the army. This ensures wide availability, the loyalty and dedication of a professional soldier and retains an edge the military has over the rest of the populace.

257
The adjective actually lets us get around that 'material name, item name' thing as it goes before the material name. But yeah, it doesn't show up in the workshop menu, likely to save on space and since the game uses the adjectives only in front of already unique names.

I have given the goblins a bunch of faux-clothing armor (basically armor with no armor level), which should in theory show up the same way as masks and such do. Sadly in my test world the goblins still manage to scrounge regular clothes from lord knows where, its certainly not in their entity files. Yesterday I gave it some thought and figured the goblins I saw may have been conquered and somehow ended up under a human entity, so I'm giving that another try with some added playable race tags to gobbos. On the off chance that this works, I need some names to distinguish the goblin armor that don't sound overly fantasy. Right now I just made it all 'Crude plate cuirass' and such, but I'm certainly open to suggestions.


As for fantasy metals, I'm no huge fan of the rather... overused tolkien-esque metals (mithril and such), mostly because I don't find them all that interesting. They quickly obsolete real-world metals just by virtue of 'its majik, snort' yet somehow they feel so utterly mundane.

I like magic to be a bit more dark, unstable and dangerous to use. Something that would take considerable knowledge and skill to get right, and always carries the risks of something going horrendously wrong. I wouldn't object to magical materials that are difficult and risky to make, and actually have properties that make them both unique and balanced against real-world metals. For instance, Possesed Iron could make for good armor, but would give the wearer an increased tendency for hallucination and other fits of madness.

Magic should be like twisting the laws of nature out of shape and like said laws fighting back.

Though obviously none of that has much of a place in a 'History & Realism' mod, that's not to say this is the only mod I'll make.


The armor layering sizes are of course visible in the raws, but won't be all that... readable without knowing exactly how these interact. A flow chart would probably be a lot clearer.

258
Its not so much the speed, as it is the acceleration that can wreak havok on fast-moving things.

Taking an hour to accelerate to near-C would be quite different from doing loop-dee-loops and 180-degree turns at C.

You could somewhat believably get away with the former, but the later I can only see ending as the engine or directional thrusters going off on their own and leaving the spaceship as a very fast-moving interstellar comet.

259
DF Modding / Re: RAW travesties: Rise of "The Stahlivium"
« on: April 20, 2016, 01:49:18 am »
Well.

At least there is only one humpetitan.

260
For similar reasons, I also want to keep the faceplate, although less of a focus and removable so that it isn't a problem on desert missions or light diving or wingsuiting etc. It'd be more or less so that you have more of a chance of an open-casket funeral than to stop a .50 cal bullet. It'd primarily be there to stop shrapnel from frags and burns from HE getting on the face and to prevent that flying sheet metal from decapitating you. Also if it cracks from something in battle you can remove it for the visability.

Wont a faceplate sticking out from the armor get in the way of your helmet?

Or if there is no helmet to speak of... Well then ouch, that open casket funeral better have some barf bags  :P

261
DF Modding / Re: historically correct bows/crossbows
« on: April 16, 2016, 04:24:55 pm »
@perkel overall pretty accurate, though with a few misconceptions.

The one that irks me the most is the 'Longbow man had to train from childhood to be effective'. We have people today who picked up longbow in their late 30s and became quite effective with it. It takes a couple years to build up the muscles and learn how to actually hit things, but battlefield archery mostly came down to hitting large formations of men as hard as you can. Accuracy was valued at the time as we can see from the various archery contests, but that most likely related to hunting archery rather than battlefield archery.

Another one is that only knights wore decent armor. The period of the 100-years war was the time when North-Italy was starting to churn out immense quantities of armor and when professional soldiery became more and more prominent. Knights were not all the relevant any more and towards the end of that war both sides were equipped with armor that would give archers a pretty hard time. The longbowmen themselves are often depicted wearing all sorts of armor, from a simple sallet and gambeson to full plate armor. Longbowman was a starting point for a career as a mercenary, guard or of course a brigand (these three things could be hard to distinguish sometimes, depending on what you paid them).

But yeah the general conclusions you draw seem pretty solid.

262
General Discussion / Re: How Do Learn Linux on my own time?
« on: April 13, 2016, 02:44:27 pm »
I would recommend trying it out on a VM first, since if something gets botched you can easily restore it with snapshots (remember to make those), its also easier to try out a couple other distros and/or desktop environments (gnome, cinnamon, plasma, etc) to see which one suits your fancy.

263
I'd say that a virus targeting a specific gene might be possible, but likely wont be much use for anything.

DNA spends nearly all of its time being neatly folded up, only to be partly unfolded when being read or when its cell duplicates. For the virus target a specific bit of DNA, it would have to fool a cell into reading a particular bit of DNA and making some RNA from it (thus having already infected it), and only start using the cell to make more of the virus for certain results.

Fooling these parts of a cell is already what viruses are good at, which is why I wouldn't rule out the possibility.

The actual practicality is a lot more questionable though. Lots of traits you might want to target are not actually bound to one or a few genes, but specific combinations of lots and lots of genes. And most traits (such as 'American citizen' or 'Won't stop shooting back at us') have no relation with genetics whatsoever.

The only purpose I can see for it some some ethnically-targeted terrorism, or perhaps some sort of easily distributed way of flagging specific genes in people (using a non-lethal virus).

...

Hmmm perhaps it could be used to hide a back-door in genetically engineered super soldiers. Hide a bit of seemingly random junk-DNA, which is going be quite easy to hide since there is a LOT of junk DNA in the human genome, then engineer a virus that looks for that specific gene.

264
Ah, right. I made the iron-rich slag just a rock of iron, to save on having to make a new material for each in every metal in the future.

Did not consider stockpiling. Looks like I'll have to make a metal ore material for them after all...

The issue with the adjective-names is not so much the length, but just that I think 'steel long arming sword' sounds a lot more awkward than 'long steel arming sword'.

I'll do some science of the goblins, and see if there is a satisfactory minimum weirdness solution to it. Would be good to have something to use all this new stuff on  :P

265
I was just thinking, if a spaceship were to go near-light speed and head right for you, it would be very difficult to see it coming before it would be right on top of you. (ignoring for a moment the annoying temporal funkiness that might cause)

In fact, the moment your enemies travel at light speed or faster it would be very stupid to try and detect an enemy by sight. It would be like listening for incoming bullets. Things going faster than light that move toward you would not be visible until they already passed you (or hit you)...

If wormholes turn out to be of no practical use, then communication would for the first time since the invention of the fire signal be limited to how fast someone can carry it around.

This is also where my understanding of these matter kind of falters. Does light always move at the same speed, regardless of speed of its source? If it doesn't then moving at exactly one C would cause the ship to leave a trail of light that stands still... That doesn't sounds right at all.

...

I can see why somewhat FTL detection and communication is needed for writing remotely entertaining space battles.

266
General Discussion / Re: RUST @.@
« on: April 11, 2016, 01:17:19 pm »
Uh... bot post or not a bot post?

Either way its a bit inappropriate.

267
Mod Releases / Re: A More Mundane World (version 0.01)
« on: April 11, 2016, 11:17:56 am »
Oooh, cool. This has my full endorsement!

I would be particularly interested in de-fantasized stock game as it would make a pretty good base for a 'full conversion history' mod, or pretty much anything else that has no need for elves and trolls.

I might have to borrow some ideas from the metallurgy mod, and of course if you need help with adding weapons/armor/etc be sure to ask.

268
DF Modding / Re: Question for stoners and/or Coloradoans
« on: April 11, 2016, 04:39:28 am »
Yes, I used willpower in my adrenaline simulation interaction and it works pretty well (creatures no longer pass out from a broken toe in the middle of combat), though you have to add quite a lot for significant effects.

That's not to say that I think weed would make for a very effective combat drug  :P

269
Thanks for the feedback!

I have actually been considering moving the weapon adjective to the rest of the name, but am haven't because it looks rather clunky in the actual item name.

The adrenaline part is sadly out of my control, I don't know why its going off like that but its apparently how the game handles interactions with the attack usage hint. I might turn off the tile blinking though, it was intended to make clear a dwarf was in or near a fight, but as it is it goes off for the whole fortress whenever another stupid bird flies over it.

Goblins showing up with hardly any armor is kind of a game-wide defect. Armies are almost entirely consistent of unskilled, poor soldiers and armor uniforms that are set per-civilization for lord knows what reason never use any limb armor. I have been pondering the option of making a separate set of armor for goblins that is basically just metal clothes and padded armor. The naming would get weird and your civilians will also think its clothing and replace their xPigtail Dressx with a goblin plate cuirrass, but the added weirdness might be worth it if it makes sieges an actual challenge again.

I do plan on expanding the requirements for the more advanced buildings and reactions, making a simple fort start out with pit bloomeries and simple wrought iron and working their way out to a full-fledged metal industry. Ideally, I want to this to require a skilled architect and furnace operator, but raw modding isn't going to suffice for it.

Slag is just a stone type, it can be stockpiles as any other boulder.

270
DF Modding / Re: historically correct bows/crossbows
« on: April 11, 2016, 03:09:13 am »
The 'questionable garage test' really does not do either the bows, crossbows or the armor any justice. A thin, flat sheet of mild steel strapped to a hay bale is not an analog for a knight, its an analog for a hay bale wearing a thin sheet of mild steel. They are the historian's equivalent of the 'Perfectly spherical horse in a vacuum'.

So, as my part in correcting common misconceptions and myths:

Plate armor was pretty much impervious to both crossbows and bows when shot at frontally. Actual historic accounts (ie Agincourt) make this pretty obvious, as do the more legitimate practical tests.

Mail still had a pretty impressive resistance to arrows and bolts, as can be figured from accounts of crusaders being turned into walking pincushions by their Saracen enemies. And contrary to popular belief, the Turks had fairly weighty bows of their own, of similar construction of other nomadic, central Asian tribes such as the Huns, Cumans and Mongols.

Nobody would have bothered with armor if it was as useless as modern media makes it look.

The same goes for the endless crossbows vs bows thing. They were both used extensively. If either of them was crap, they would not have bothered them.

Bows generally hit harder at long range as the arrows have a lower front profile/mass ratio, but long range shooting against armored targets was not really done in the first place as it was a waste of ammunition. If possible, archers went for the poor sods with poor armor, if not they waited for the enemy to get closer and shot at them with flat trajectories, not the piss-arch you often see in movies. That still didn't kill them, but still hurts and demoralizes them.

One thing about crossbows I haven't seen anyone bring up: They are quite a bit more convenient to use behind cover. A crossbowman can reload behind a crenelation, wall or pavise and then only needs to stick out his head and a bit of his shoulder to shoot. This is a very big advantage in long-term shootouts like sieges, which also happened to be significantly more common in the middle ages than field battles. Rate of fire becomes a lot less important when your battle can last more than a year, and your supply of ammunition is finite.

...

To get back to something more relevant to the actual game, raw modding hasn't gotten me all that far. All the things like damage fall-off, accuracy, rate of fire, skill scaling and AI behavior are completely inaccessible with the raws. Getting the game to differentiate between hunting and war bows/crossbows has also not gone well for me.

I'm hoping DFhack and future version of DF can get a bit further with this.


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