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Messages - HAMMERMILL

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331
DF Suggestions / Re: Old battle fields
« on: November 08, 2009, 01:32:16 am »
It could have fallen in mud.

Though I can't find anything on how long it takes for things to rust through. I also can't find anything on medieval Rust prevention.

Yeah, true. Battlefeilds are typically muddy with the rain and all the people trampling the soil and whatever.

Medieval folks either constantly scoured their metal clean of rust, oiled the metal or let it cultivate a thin layer of rust to "brown" it so they didn't have to do either.

So, even if a sword was found in the dirt in an ancient battlefield, it would probably still be useless as a weapon, exceptions for artifacts maybe.

If anything, an old battlefield might be a haunted, evil place and dwarves accidently digging into mass graves to build their farms might give them bad thoughts. There is probably more interesting possibilities and merits to embarking on old battlefeilds then just finding free weapons and armor buried in the mud.

332
DF Suggestions / Re: Old battle fields
« on: November 08, 2009, 01:18:26 am »
It really depends and oddly enough it may be the "Being digged up" part that actually saves them.

Since Id figure a constant exposure to air would have made them long since rust through.

Well people fighting the civil war didn't bury their rifles and stuff in the battlefield, the battle was fought and the feild was abandoned and the stuff was exposed to wind and rain and eventiually covered with dust, loose soil and dead leaves and such and buried over time. Just under the surface though.

It makes sense that a fallen hero's mighty sword might be found by digging around in an old battlefield, less cool if you find perfectly preserved socks and clothes and usable chainmail or whatnot.

More likely to just find z-levels of mass graves in soil layers, full of bones and skulls with a few rusted bits and peices.

333
Like James Bond/A Navy Seal/US Ranger Vs A Nazi/Soviet/Canadian Hippy?

Of course all of that is open to artistic license. It would be a war-torn patrotic rambo-type commando fighting a souless, faceless agent of evil hiding his face behind a scuba mask as he tries to chainsaw the survivors of the Higgan's boat.

334
DF Suggestions / Re: Old battle fields
« on: November 08, 2009, 01:02:51 am »
I dunno, people of dug up old rifles and swords from civil war battlefields from back in the day. Not to mention swords and armor from a thousand years ago that are scubbed clean, stuck in a museum and are more or less what they were back when the person wearing it was killed. It stands to reason that some of the equipment would usable, but degraded a bit.

Still, in DF, I'd figure scavengers and other sorts would pick the battlefeild clean if you didn't claim it yourself or actively try to stop enterprising folks from gathering up all the dead goblin stuff and taking it away.

The latter thing would be irrelevant once hauling is improved though, hauling is the only real thing keeping players from taking everything any invader drops and trading it.

335
The chainsaw thing reminds me of this.
http://www.youtube.com/watch?v=v8_dY4rpjOc&feature=related
Mixed with this
http://www.youtube.com/watch?v=_y1YL9C8Hfw

Holy crap the pineapple is wilson.

Yes, yes and yes.

One suggestion from me, I suppose, is that one of the commandos should be a scuba diver, or otherwise emerged from the water to fight the other commando.

Doesn't make sense if it looks like two commandos on the same team had a chainsaw fight during a nuclear war with the oceans foaming with the blood of dead soldiers.

336
DF Suggestions / Re: Physics?
« on: November 08, 2009, 12:33:53 am »
Did they have formulas though or just logs of results?

Even up to WW2 they didn't use formulas, solution books were commonly used, where you looked up the results of the equations rather than do the math in the field. Maybe slide rules in some cases, like for snipers? I don't know what they use today but probably computers.

I can believe they recorded how successful their hits were in a plane, but IIRC the z-axis was more complicated and for those few who kept such records they were closely guarded military secrets. I can see a dwarf doing it.  Maybe that's what they're doing when they're 'training'... making a logbook of how their machien works.

Yeah they had formulas and equations and everything. The weight of the projectle, the weight of the counterweight, the distance, elevation, almost anything you could think of they had very concise and accurate measurements and "plug in for x" algebra for figuring out how to assemble and place their seige engines. It wasn't let to chance.

Also, snipers, modern artillery and the ballistics formulated around that was around long before WWII. They did use tables and circular plotting wheels ("Whiz wheels" in modern contexts) but back then, they had ample time to plan out their seige, they figured out what they needed, built it and lobbed stones at people. They could not adjust their catapult on the fly, most seige engines were built for a specific target, in a specific enviroment, with identical projectiles used.




337
DF Dwarf Mode Discussion / Re: Security?
« on: November 08, 2009, 12:20:19 am »
You can make all dwarves hunters and give them armor, sheilds and weapons, but this sometimes makes them more likely to die because they will stand and fight instead of hauling ass back toward safety. Caught alone, they die faster then if they were not hunters. If a goblin runs into your meeting hall or something, they will be cut down in almost an instant by a mob of armed and armored dorfs. If a bunch of civilians see a mob of goblins beating down your dorfs, they will open fire or rush in and make short work of most ambushes.

Hunter-labor dwarves sleep wherever they are and thats a bit of a downer, but if you produce good food and booze and they have nice bedrooms (even if they never sleep in them) they will usually remain estatic even if they wound up asleep in the mud during catapult practice.

338
Yeah, wagons cannot exist in adventure mode for whatever reason. As soon as you show up on the site and move, all of the wagons explode.

If you leave and come back, all of the wagon's contents are strewn across the town and free to pick up and sell. All of the items you traded in Fortress Mode will end up in whatever town was the closest and explode across the landscape in this fashion. Also, long-termed fortresses will result in tons of merchants and donkeys standings around human towns, elf forests and other dwarf towns.

339
DF Gameplay Questions / Re: How to engineer drastic changes in elevation
« on: November 07, 2009, 11:58:34 pm »
try low Erosion Cycle Count ,Periodically Erode Extreme Cliffs off,low temp setings.
hope it helps

This and

Also increase elevation variances to maximum, and you may need to increase the allowed number of regions.

This.

Also, increase the number of starting rivers. Rivers don't change elevation with a high-variance elevation, so they cut right through it and make very deep, perfectly vertical drops.

Max out elevation variance and then embark on an intersection of rivers and you will see what I mean.

340
DF Gameplay Questions / Re: question about prisoners
« on: November 07, 2009, 11:55:35 pm »
Yeah, they won't even target or attack your dwarves once the seige/ ambush is broken unless you force them right next to each other or a friendly unit like a dog attacks them.

They will avoid combat and try to leave the map. They will not pick up any items.

341
DF Gameplay Questions / Re: The Little Questions Thread
« on: November 07, 2009, 11:53:23 pm »
Catapults will hurt friendlies if they happen to be right next to, or on top of the catapult's target when the stone lands. It has something like an area of effect.

Otherwise its completely safe to fire unless the catapult targets some hoary marmot a hunter is wrestling to death.

I always wondered why some fortresses will let you make coats from the clothier's workshop while other don't. I thought it depended on how cold the embark site was but no dice.

I also wonder if degraded clothing and armor (XX Cow Leather Tunic XX) has any effect on its damblock or anything besides its value.

342
DF Dwarf Mode Discussion / Re: 7 (maybe more) wonders of the world
« on: November 07, 2009, 11:40:12 pm »
fun fact: The pyramids of Eygpt orginaly had polished limestone blocks on their surface so they burned out people's retinas when they looked at them in the distance. The people dismanted the facade to use the limestone for constructing mosques so thats why the you have these staggered sandstone wrecks you see today.

Anyways, the temple of Iden MUST be a lighthouse. It doesn't matter if the sky isn't tall enough, or if it would be too fat around, a deity devoted to the sea should have a temple that is a lighthouse.

 Make the lighthouse partially underwater if its not epic enough. A Jesuschurch doesn't make sense.

343
DF Suggestions / Re: Physics?
« on: November 07, 2009, 11:27:18 pm »
Catapaults only using one Z-level is pretty nice since that means you can actually see where the rock is. Plus there's the issue that ballistics are a relatively recent invention.

Actually medeval captapult/ trebuchet operators understood the math required to put rocks where they wanted them. The weight of the stone, the distance, the angle of release with their particular peice of equipment, ect. They didn't have a universal grasp of the algebra, per se, but they did have alot of formula based on trail and error when they practiced with their machines and codexes were written that explained the ballistics used.

Its weird to think an otherwise illiterate man used modern college level algebra to plot out the use of their catapults, though

344
DF Suggestions / Re: Bosses
« on: November 07, 2009, 11:20:53 pm »
Dark Necromancer sends some zombies and you bust them up, then he goes to war with you, then you just deal with zombie raids and grave-robbers trying to jack your champion bones, and after a while either he overwhelms you with zombie elves from another civ, or he runs out of mojo and stops attacking, or he participates in a battle personally and you stick an axe through his face, or you dispatch an ambush with your fancy military-arc interface to take him down, or some other civ topples his obsidian tower, or he sends a zombie liaison and you start trading him goblin chunks for bones, or whatever.

I like it, and I understand that the wheels are already in motion, so I'll just sit here and smile.

See, now that actually sounds pretty awesome. Becoming the enemy of a powerful wizard or demon or random warlord would be neat.

 Just having some overpowered goon in a room full of loot is stupid.

345
DF Dwarf Mode Discussion / Re: Bizarre Recursive Artifacts
« on: November 07, 2009, 10:55:26 pm »
That image says "Dodok Sazirlokum has created Dodok Sazirlokum".

... I can link an image of the Artifact, if you like, but it's nothing special. Just a fancy pair of underwear.

Ohhh... The artifact namer named his artifact after himself, I get it now. I'm used to overlooking anything written in dwarven since its always incomprehensible to me.

I thought you meant this thong had multiple images of thongs sewed into it with encrusted gems shaped like thongs set into images of dwarves and dwarves wearing the artifact thong.

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