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Messages - Andeerz

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481
DF Modding / Re: [Beta-Relz] MMO - Metals and Minerals Overhaul
« on: April 22, 2010, 02:41:19 am »
:D  Yeah!  Lookin' forward to it, Rochndil! 

482
DF Suggestions / Re: Ability to Design Sites and Buildings
« on: April 21, 2010, 09:00:22 pm »
This is a great idea, but we would need an easier way to do it. I can't imagine trying to do this in the raws. Maybe a simple GUI would be useful for that...
Maybe basing something off of Quickfort would be useful.  This program makes it easy to designate areas to be mined and set up constructions using an excel spreadsheet.  Something like that could be co-opted for the suggestions in this thread, methinks.  I dunno.  :B  Anyway, I love the ideas presented thus far! 

483
DF Suggestions / Re: Balancing happiness.
« on: April 21, 2010, 04:13:50 pm »
Isn't "consoler" already a skill?

484
DF Bug Reports / Re: No Wagons (DF 0.31.01)
« on: April 21, 2010, 05:12:55 am »
Are there still no wagons in DF 0.31.03?

I am not getting any wagons and I most certainly have access to civs and depot access to wagons.

485
DF Gameplay Questions / Re: Armor types/Layering
« on: April 21, 2010, 04:23:36 am »
Breastplates do go over maille, both in DF and IRL (for 14th c. armor).  Greaves do not in DF, though they could IRL.  In this game, greaves happen to protect the whole leg minus the foot, I think.  Breast plates only protect the torso unless you mod it by changing [UBSTEP: 0] to [UBSTEP: 1] .  Then it can protect the shoulders and upper arm like maille can.  The only thing there seems to be no armor for is the face, I think... I could be wrong here. 

486
DF General Discussion / Re: Arguments in favor of realistic caveins
« on: April 20, 2010, 04:43:49 pm »
Dood.  Your stuff is and always will be godly-impressive regardless of any sort of realistic cave-ins that may or may not be implemented. 

That said, I'm for realistic cave-ins, but only if there's an option to keep things as they are as well.  The player should have the ultimate control over their experience in the game, and from what it sounds like to me in all the DF talks, this is the kind of game Toady wants to make.

487
DF Suggestions / Re: Idea for balancing blunt weapons.
« on: April 20, 2010, 01:31:42 am »
Yup yup!  You nailed it on the head, Hondo.  :3  I think its the body part systems that need the biggest changes.  The materials also could use some changes too, especially in the way Arrkhal(sp?) suggested in another thread.  But that can largely be changed in the raws as a place holder, whereas the body parts system needs a bit more attention.

488
DF Suggestions / Re: Do you fancey the ace of spades?
« on: April 19, 2010, 11:14:39 pm »
Come on, people.  Be nice.  :C

489
DF Modding / Re: metallurgy
« on: April 19, 2010, 11:12:01 pm »
Arrkhal, I don't know if you have done it already as I haven't searched yet, but those kick-ass suggestions regarding regional variations in ore qualities and the like would make an awesome addition to the suggestions forum, and would have my vote if it made it to the eternal suggestions board.  :3  You, sir, are awesome.

490
DF Suggestions / Re: Idea for balancing blunt weapons.
« on: April 19, 2010, 11:04:18 pm »
You know, I'm almost tempted to say that hammers and maces should pretty much almost behave the same way and just be a matter of taste which one is used...  Superficially at least, it seems that way IRL.

491
DF Suggestions / Re: Steam power.
« on: April 19, 2010, 10:52:13 pm »
This is true, to some degree, but sometimes it mostly is just an issue of knowledge, and often getting that knowledge itself requires new conditions to arise, even if that knowledge would allow you to create examples of the technology using the same exact resources your ancestors had. I mean, given late medieval resources and technology, and some out-of-universe knowledge, it's not really that infeasible for a guy to create a fairly basic electric generator. The biggest thing stopping them is the knowledge, which only came after there came an impetus for the development of that sort of thing in the first place. The same goes for a lot of advanced chemistry.

Well put!  I agree.  I just wanted to point out that maybe (as I'm not qualified to say with certainty) the steam power thing could have been one of those situations where knowledge wasn't the limiting factor back in the time of the aeolipile.  I didn't mean to say anything as definite, and with regard to the electric power plant, I was just playing devil's advocate.  :3

492
DF Suggestions / Re: Steam power.
« on: April 19, 2010, 10:25:55 pm »
Pointless?  How so?  Enlighten me.

But I think I know what you mean though about knowledge being the only limiting reagent in the case of DF, and not real life.  My previous point was little more than a bit of speculation using an example from real life to point out that maybe perhaps if things in DF were sufficiently realistic (and they are not right now), maybe the other reagents in addition to knowledge that were involved in plate armor tech and possibly steam power (again, speculation) would actually be a factor.  As things are in DF right now, I agree, knowledge is essentially the only limiting reagent. 

Also, for what it's worth, knowledge of steam power was probably not widely known prior to its practical development in the 1600's, and knowing is half the battle...

493
DF Suggestions / Re: Steam power.
« on: April 19, 2010, 09:43:10 pm »
The problem here is that when you start modeling things really well, you run the risk of creating an extreme discontinuity between player knowledge and in-universe knowledge. I mean, in theory, if chemistry and physics were simulated well, you could trivially just embark on a site and build a goddamn electric power plant and start the Dwarven Manhattan Project. Well, maybe not the Manhattan Project, but the point is that it is a little weird when the player is allowed to get ridiculously outside the scope of the gameworld at large in terms of technology.

On the other hand, when you start modeling things really well, you also simulate many of the very things that made building a power plant back in the day near impossible anyway, i.e. the requirement of having the necessary infrastructure and economic base to build the stuff and implement the technology.

The knowledge thing is only part of the puzzle, albeit an important one. I'm no expert on steam power, but I do know a thing or two about the development of plate armor.  The technology and knowledge for heat treated steel plate in Europe seen in the 15th century has definitely existed since at least the late Roman Empire (even earlier in China).  However, it was not widely implemented for many reasons, among them lack of availability of good quality iron ore, and that it was not economically viable to outfit soldiers with such armor (both these reasons play on each other).  I imagine the same would go for something like the aeropile, the primitive steam engine.  Prototype steam engines developed after the medieval era probably weren't any more efficient or "good" (whatever that means) than the aeolipile, though I need more evidence to back that up.  If the drive was there, the technology could have been developed sooner.     

494
DF Suggestions / Re: Idea for balancing blunt weapons.
« on: April 19, 2010, 04:07:27 am »
If you have a material advantage (adamantine vs steel, or steel vs copper, or something), especially with high weapon quality, then edged vs armor should do just fine.

Assuming armor/weapon damage is implemented in that case, I agree to a good extent.  But I believe a sword being used purely for slashing would have to be much harder (i.e. steel vs. copper) in order to damage the armor significantly.  Even then, the damage through the armor would be reduced.  This is where real life tests would be in order methinks. 

It's my opinion that a plate of any metal as hard or harder than copper would still reduce a sword of any material to an inferior blunt weapon, even if the plate gives a bit, but it would still have a concussive effect that could be effective if a direct hit.  In this case, a sword's concussive blows would have a much harder time than a hammer/mace/axe doing significant damage against the body parts of a non-stationary, self-defending target unless it's a direct hit to the fingers/hand, face (especially if an open-faced helm) and head (through concussion).  This is assuming the sword can't thrust into the kinks of armor and the wielder of the weapon isn't mounted.  An axe would be much better than a sword with regard to slashing due to its mass and sectional density, basically amounting to a mace or hammer that glances off more often, and that could do a good deal of damage to the armor and wearer beneath...  If it's a thrusting weapon, although the plate would cause it to glance off more, if the plate is made of much softer material than the weapon, the weapon could penetrate, though probably not far if the material of the weapon isn't too much stronger.  I hope I'm making sense.

Swords against skeletons would still be decent, and probably wouldn't break (if made of iron or steel) against such a relatively soft material as bone.  I agree that a mace or hammer would be better, with maces being possibly better than hammers due to a larger striking surface; the hammer has a much smaller striking surface than the mace and could conceivably be more likely to glance off or get stuck between ribs or in the skull or something.  But the getting stuck could play to an advantage in some cases maybe, like for wrasslin'...

Another thing relevant to this topic: keep in mind that there are different kinds of plate armor.  A one-piece breast plate of the late 14th century and beyond will not have as many exploitable kinks as a coat-of-plates of the early 14th century and earlier.  This could play into the efficacy of different weapons vs. plate armor.  For the sake of simplicity though, I assume the plate armor in this game is intending to simulate a late 14th c. full plate harness.     

495
DF Suggestions / Re: Idea for balancing blunt weapons.
« on: April 19, 2010, 12:07:36 am »
Well, I do know a little about the relative prevalence of maces vs. hammers, and it seems that throughout the age of plate armor (1300's till 1600's), single handed maces, hammers, and axes were all used frequently by knightly warriors on horseback.  On foot, whether peasant, noble, mercenary, or man-at-arms, pole weapons were used with two hands seldom with shield, whether with an axe-like (halberd), spear, hammer, or mace head.  As hammers and maces were both used in the same periods with similar frequency, I would say that IRL each were certainly effective, probably equally so, though I can't say for sure since my source for this information (Arms and Armor of the Medieval Knight) doesn't go much into matters of design considerations of blunt weapons other than that they were meant to be used more against armored opponents.

Hmmm... perhaps durability might be an advantage of maces over hammers, but some maces have similar construction to warhammers with wooden shafts.  Some maces have metal shafts....  I don't know how much I buy the backhand  hypothesis posited earlier, since I'm having trouble imagining a situation where this would be the case, but it could be true. 

One thing that maybe could be an advantage/disadvantage (though I don't know if it's realistic) is maces to not being as able to be stuck within the opponent as easily as hammer heads maybe perhaps maybe.  I'm going to have to go hunt for more sources on the matter. 

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