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Messages - marcusbjol

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46
DF Modding / Re: Adding iridium... and processes
« on: July 09, 2010, 08:23:31 pm »
I think the [DEEP] tag was in .28 and it should be still working now.  I just cant find any info on it.

Oh yeah, Toady will eventually fix alot of the bugs in the combat system, and a big one is exhaustion from swinging the weapon.

IRL a 7lb one handed weapon is on the very heavy side of usable for humans.  Case in point is a baseball bat at 2 lbs and 36 in length (a kilo and a meter).  We dont even attempt to use that one handed (balance is off for combat).  At my prime (10 years ago), I preferred a 4lb sword to use and I could fight hard for about 2 min at a time. 

Yes, one could make a really big/heavy weapon and swing it effectively once in the combat.  If ya hit in that one swing, great (one shots are VERY rare IRL).  If ya didnt, your opponent has plenty of time to kill you while you try to recover.  And swinging such a weapon would distort the bodies movement insuch a way as to telegraph every shot allowing the opponent to PLAN for the incoming swing.  Effective combat weaponry is more than just making a heaver weapon.

Now if we can get to compisite materials for weapons, this might be a different story.  Then this could be used to weight weapons to change balance with out changing size (and iridium tipped sword (top 1/3d of the blade) would be a VERY different weapon from an all steel one of the same volume.  Or electroplating. 

47
DF Modding / Re: Adding iridium... and processes
« on: July 09, 2010, 02:37:07 pm »
not a modder, just a player so I dont know.  Mephansteras is the guy to ask, I think there is a DEEP tag that can be added to materials...

Adamanite uses    [DEEP_SPECIAL] to prevent these problems.  Havent messed aroudn with it yet.

48
DF Modding / Re: Mundane mod
« on: July 09, 2010, 01:39:08 pm »
I seem to remember Eskimos being darker skinned than Europeans.

49
DF Modding / Re: [.40d] Relentless Assault (version 1.21!)
« on: July 09, 2010, 01:32:57 pm »
If you are looking for more sieges and such, find any mod that ads multiple civs with a few more hostile ones.  The occasional waylaid caravan will cause much fun.  Either Genesis or Civ Forge will do this nicely. (I am currently using civ forge).

50
DF Modding / Re: Adding iridium... and processes
« on: July 09, 2010, 01:23:07 pm »
I am not sure iridium is a good metal for DF, just because it took Humans well out of the time period to disover its use.

My only recommendation to this would be to limit the civs able to use it be dwarfs.  If not, it will be tradable via caravans and common goblinite ore.  I have been playing Civ Forge's alchemy beta and I dont bother to dig anymore because of those 2 factors.

51
The currently solution is quickfort.

Not sure time needs to be spent recreating that particular wheel.

52
DF Suggestions / Re: Better interface one step at a time.
« on: July 09, 2010, 10:59:18 am »
And no grates are fine where they are. 

Stuff constructed b-C-* is not affected by building destroyers.  Mixing items in that menu would make it confusing and adding unnecessarily to more Fun.

53
Oh wow... ore with a "quality" associated with it?  And each different "quality" of ore would requires a slightly different process (skill)? 

Just imagining how to keep track of it all. 

54
Mod Releases / Re: Civilization Forge 2.1 Ironworks released
« on: July 07, 2010, 04:20:12 pm »
Umm.. ya used arrows for practice?  Why not set up a catapult and use the most abundant resource around.

55
DF Gameplay Questions / Re: Fortress size/depth
« on: July 06, 2010, 08:00:34 pm »
If this is too easy, try a mod or 2.  I recommend Civ Forge or Genesis, but any mod that has more Civ types (dorf, human,gobo, gobo... err elf) will see a drastic change in how often you are invaded.  Civ Forge adds 8 or so (2 new aggro only, 1 vegitarian (no animal matter trading)), but with that many hostile civs, caravans are routinely waylaid, pissing off the caravan's civ...

Too much population?  Shoot, I cant feel I have enough dorfs to start a military till 35 or so.  One cannot have too big of an army (training is still effective with crap weapons and armor).  Hard to feed?  I overproduce food and supply all my textile needs with a 9x5 farm (which employes 1 farmer, 2 threshers, 2 millers, 1 cook, 1 brewer, 2 dyers, 2 weavers, and 2 tailors (I export lots of stuff)). 

56
DF Modding / Re: Adding iridium... and processes
« on: July 06, 2010, 12:08:18 pm »
The only RL use for Iridium is its inherent corrosion resistance, high melting point, and as an alloy material.  All modern uses focus on that.  Non are mentioned for any other purpose.  With that in mind, all other applications are better served by a different material.

Alloys - We currently do not have a real alloy system.  No bronze is not 1 part copper for each part tin.

Its brittle. Any edge will not stand repeated combat use.  Then again, obsidian shortswords exist. 

57
Mod Releases / Re: Civilization Forge 2.1 Ironworks released
« on: July 05, 2010, 12:12:44 pm »
The Hammerdwarf bashes The Sugar Beetle in the right second leg with her ({levisium war hammer}), but the attack glances away!


LOL - Might as well be attacking with a peacock feather.

58
There is a simpler solution to this:  Add a perishable tag to most foods and have them rot.  Food with a perishable tag should not add to the fortress's value and caravans will not trade.

59
DF Modding / Re: Flaming Bolt mod- Soon to be released
« on: July 01, 2010, 03:14:42 am »
Work = depends on the definition of the word.

Yes, its easy to make arrows with a high fixed temp.  No, you really cant carry them as you will eventually die of burns.  Not sure there is a way to isolate the heat effect.

60
DF Suggestions / Re: Effective weapons vs Plate should be piercing.
« on: July 01, 2010, 02:47:38 am »
Rail Guns.

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