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Messages - jerank

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1
I find it amusing that the debate on this thread is essentially the same as one I once saw about Wolverine's adamantium claws being able to effortlessly shear through steel. Granted, adamantine is notably different for being much lighter and sharper then X-verse adamantium, but the basic principle remains roughly the same.

Essentially, adamantine weapons would cut soft material (skin, flesh, etc) like a high-powered cutting laser. Anything with a rigid atomic structure or a high density would require a proportional ammount of kinetic force to propell the blade through, since it is so impossibly light it can't hold any by itself. This is assuming the wedge principle is in effect. I'm not sure what the result would be if the entire weapon was the same thickness as the edge, or near to that.

I sometimes wonder what a dwarf in full adamantine plate looks like. Does he hop around in an utterly impervious suit of wafer-thin armor like a neon-blue easter bunny or is he encased in a big, threatening powered-armor like contraption designed to strike fear and terror into the hearts of his enemies when he still moves with the grace and speed of a drunken naked person?

2
DF Dwarf Mode Discussion / Re: Werewolf/Vampire usage.
« on: March 13, 2012, 10:59:46 am »
Keeping the weredwarves seperate shouldn't be that much of an issue. In a mountain biome I'd probably give them their own fortress inside the mountain and keep everyone else below ground. The only thing I'm worried about is infecting a large enough population. Twenty legendary dwarves is usually enough for me to slaughter +80 goblin sieges with zero casualties, so that'd be my end population goal. Perhaps lock new recruits in with the werewolf while wearing steel everything and wielding feather-tree training weapons? Or wouldn't this be good enough?

3
DF Dwarf Mode Discussion / Werewolf/Vampire usage.
« on: March 13, 2012, 10:53:18 am »
Since I've been busy recently with my .31 fortress, I have not kept up with the news and missed the latest release by a while. However now that I read about it, I can't help but wonder; couldn't werewolves and vampires be used to your advantage?

I've already read about using vampires as infinite labour, but werewolves strike me as the more useful of the two. Werewolves naturally regenerate missing limbs and damage whenever they shift forms, so I can't help but wonder if this could be used for the military. A weredwarf would never have to fear anything but permanant death on the battlefield. They could be reduced to nothing but a torso and an angry mouth and still be right as rain by the next full moon. Inventory management would be a pain, but a small price to pay for an army to whom the word 'attrition' is something to be bullied and given wedgies.

Thoughts?

4
DF Gameplay Questions / Re: Adamantine cloth items.
« on: January 31, 2012, 11:26:15 am »
Will these tags effect the performance of the armor itself, however? I want adamantine cloth entirely because it is soft, and therefore deflects some attacks better then rigid armor.

5
DF Gameplay Questions / Adamantine cloth items.
« on: January 31, 2012, 11:12:31 am »
I've a slight problem. I want my dwarves to wear adamantine clothes in order to protect them to the fullest extent. However, I don't know if adamantine items degrade or not, so I'm worried that my investment will be lost if I try. If they do degrade, can I mod this out in some way? It doesn't really make sense to me that threat spun from a nearly physically indestructable substance would wear down after a while.

6
Utilities and 3rd Party Applications / Re: DFHack 0.31.25 r8 (current)
« on: January 14, 2012, 03:06:17 pm »
Hi, I posted in general but was told this would be a better place to ask. I'm wondering if there was anyone who could direct me how to modify DFhack to work with Deon's Genesis, as I'd quite like to use the dfusion options for multi-racial embarks.

Unless Deon changed the DF binary in some way (he didn't) there's no way for it not to work.

Okay, the issue I get is this. When running 'migrant', the following message occurs.

Loaded module @:3ca2498
Failure, DWARF not found!
Found @:1476331

I suppose my question is; how does this work. I ran these scripts from the embark screen, before choosing a site to embark on. Should I do this first? Also, the Embark Anywhere feature immediately crashes the game. When does 'migrant' and 'friendship' take effect? Do you get multirace immigrants or do you start out with them? As when I use 'friendship', I start out with regular dwarven castes.

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Utilities and 3rd Party Applications / Re: DFHack 0.31.25 r8 (current)
« on: January 13, 2012, 02:51:38 pm »
Hi, I posted in general but was told this would be a better place to ask. I'm wondering if there was anyone who could direct me how to modify DFhack to work with Deon's Genesis, as I'd quite like to use the dfusion options for multi-racial embarks.

8
DF Modding / DFHack request.
« on: January 13, 2012, 02:27:07 pm »
DFHack, especially in it's latest incarnation, is an incredibly potent tool. I was looking forward to using it, except for one minor problem. Several of the options for embarking with multiple races (via dfusion) would crash immediately following use, as I play Deon's Genesis mod. From what I can tell, it's rather simple to modify the game to accept new races. However, I'd like to get exact instructions before I start fiddling with DFhack. Could a more capable person direct me as to how one might add new and different races to the options in dfusion that involve migrations and embark options?

9
DF Modding / Re: Runesmith problem.
« on: January 12, 2012, 08:52:34 pm »
That's the thing. I -could- delete these creatures. But I don't know which ones are the ones that I need to delete. There are hundreds of the exact same creature type listed in runesmith as being dead. I'd like to know if there's a way to rapidly delete them all so I don't seriously wear out my mouse in the course of about an hour.

10
DF Modding / Runesmith problem.
« on: January 12, 2012, 08:28:17 pm »
I generally use Runesmith to solve what I consider irritating problems in my fortresses. In a new fortress I used it to delete a horde of skeletal monsters that had gotten close to my moat and were job-inturrupting my dwarves into a loop and nothing was getting done. I went to Runesmith and applied the [Dead] tag to them all. Problem solved, or so I thought.

Anyway, fast forward a few years and I discover that I can't build anything on the squares where the skeletons used to be. I get the standard 'creature occupying site' message. I assume this is because the skeletons are 'dead' but not 'deleted'.

However there are now about fifty pages worth of dead critters in the Runesmith window. It would take me DAYS to go through and delete them all one by one. What I want to know is; is there a workaround for this? Also, will the Genocide option just kill everything of that type in my fortress, or will it remove every creature of that type from the ENTIRE game, forever? Can I somehow remove all the dead creature pages from my fortress menu as well?

11
DF Dwarf Mode Discussion / Permanant Seige?
« on: August 05, 2011, 07:17:04 am »
After a few aggressive sieges that I beat by the traditional tactic of 'walling up and waiting till they get bored', I seem to have hit a rather nasty bug. There was a very powerful war-leader who refused to leave along with his troops one siege. Since I needed traders and wasn't averse to a small bout of cheating, I used Runesmith to kill him. However, the siege didn't lift. It hasn't lifted for about three years now, although many other armies have tried to attack and been killed by my newly trained army. Is there a way to forcibly lift sieges, or am I hopelessly bugged?

12
Curses / Interrogation is somewhat overpowered?
« on: March 20, 2011, 09:37:31 am »
Okay, on my newest game I decided to explore the potential of sleeper agents to a degree I had never previously attempted. I got my founder up to around nine psycology, and recruited three psychologists. After getting them all up to Liberal Guardian, I recruited a high-charisma prostitute and trained her up in covert operations until her disguise skill was high. Now that she could seduce high-end conservative swine, I sent her out to the Nuclear Powerplant and seduced a Scientist. On the date I kidnapped him and immediately set my interrogators to work on him. After two beatings from a Deathsquad Uniform equipped team he was at 1 wisdom after starting with around 17. After two more sessions of 'attempt to recruit', he was enlightened. My combined psychology score for this attempt was around fifteen, seventeen by the time the conservative was enlightened.

About three months later I have sleeper agents in every single building in the entire game, all enlightened, most with at least 85% effectiveness. By now it takes only about one beating session to lower a conversative to 1 wisdom, and normally around two or three attempts to recruit before his Heart skyrockets and he repents. My three interrogators now have a combined psychology score of about 30, and an equal ammount of Pursuasion. Is this kind of game just a little too easy? I think if I disbanded now, my sleepers would advocate liberalism to the point they'd win all by themselves.

13
Curses / Re: Feminist Crime Squad (Challenge)
« on: March 20, 2011, 09:29:35 am »
Reminds me of the challenge I'm doing now. Male founder, recruits only female members no older then twenty.

14
Curses / Re: Most deadly weapon?
« on: March 19, 2011, 12:54:38 pm »
The M16 uses the 5.56mm round, which is a 'tumbler'. It 'tumbles' on contact with tissue and produces massive injuries. The 7.62 which the AK-47 uses has a much higher velocity and is designed to penetrate rather the yaw in tissue. The M16 has higher muzzle velocity and kinetic impact then the M4, which has a shorter barrel, so it does much more damage. You'd be much worse off if hit by a 7.62 in urban combat then a 5.56, if you were wearing military-grade body armor, however.

15
Curses / Re: Weapons expansion (Up dated)
« on: March 18, 2011, 04:37:47 pm »
The P90 is an absolutely awesome weapon! It uses 5.7x28mm rounds that are excellent against body armor. It also has a huge 50-round magazine and is very concealable. I'd also consider it the only automatic weapon in the world that you can fire akimbo-style and still be capable of hitting something with.

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