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Messages - marcusbjol

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61
If I am underestimating it, fair enough.

62
Mod Releases / Re: Civilization Forge 2.1 Ironworks released
« on: June 30, 2010, 02:14:14 am »
Well, this is the first time I have used a weapon trap hallway... very nice (only been playin a month or 2)... so I havent fielded a military yet.  I am waiting 20 of a type of ore before making a peice of armor.

I estimate, as in my 2 smelters cannot keep up with goblinite supply, that all the ores will be readily avaible enough that I can field 10 dorfs in mithril , another 10 in void crystal, another 10 in orihalcum... all within 10 years sitting behind my walls.

It probably has to do with the item probablity of weapon and armor grade materials went up considerably (3 or 4 times), so that means copper/iron/steel/silver/bronze happens 1/3 or 1/4th the time.  The rest are the new materials.

If there was a way to limit these materials to only the player civ, that would fix this problem.


63
Mod Releases / Re: Civilization Forge 2.1 Ironworks released
« on: June 29, 2010, 12:15:04 pm »
Its not the nature of the materials, but the amount of them and their relative strength vs existing materials.

3 years into it, not building an alchemist shop, I have:

7 royal bronze
5 orihalcum
9 glacium
4 tempestium
4 ward iron
6 mithril

and I have not worked the caravans yet to import the high end stuff to melt yet.

On a side note, I love it when an sheathed invader in an ambush with an incindium weapon...

64
Mod Releases / Re: Civilization Forge 2.1 Ironworks released
« on: June 29, 2010, 01:58:57 am »
I have play 3 years into a game so far, and I can make one observation -

Its too easy to get all the metals from caravans.  Wealth is far to easy to come by (its a game problem).  With just a 10x5 farm plot, flowing into foods and textiles (alcohol for my dorfs), and 13 dorfs (1 farmer, 1 brewer, 1 cook, 2 threshers, 2 millers, 2 weavers, 2 dyers, 2clothiers) I can buyout every caravan.  Melt down the goods...

These new materials alter the game dramatically, and aquiring them so easily should not be possible... then again, ambushers were dressed in this way...

65
DF Suggestions / Re: About weapons
« on: June 29, 2010, 01:49:40 am »
This is more a question about modding, and there are several mods out there for this. I am currently playing Civilization Forge.  Just stay away from the 2.2 (Alchemy) beta for now....

Incindium (metal with a fixed temp of 500f in the attempt to make flaming weapons) it burns us precious...

...the miner in the migration wave with a pick made out of this stuff burst into flames and died, causing a forest fire, into which the rest of the migrants ran into..

...it burns us precious...

... after loosing a hauler or 2 tryin to haul these ever hot bars I bought, I realize the cheeze in trade depot was melted, some food smoked.. I gav.. er.. sold them back at to the caravan...

and much fun was had.

66
Ok.. I have lead.  Lots of it.  So much I use it for barrels and bins. 

I am trying to imagine a bin that holds 10 blocks made of lead, and trying to move it only to have it deform under the strain.  Or having to fix a dent out of a barrel cause I dropped it 2 feet.  Speaking of lead, barrels and brewing... dammit, those voices are talking to me again...

Not sure something with this level of malibillity should be used for ridged objects.  Mebby give that pesky jester a lead chair to watch him slowly sink at dinner?


67
DF Suggestions / Re: Effective weapons vs Plate should be piercing.
« on: June 28, 2010, 08:34:30 pm »
So really Iden, we are argueing about personal choice.

The main point of that stupid simulation was to show that there is more to worry about than a weapon getting stuck.  Both sides have friends.  Many, many factors go into a successful battle.  I suppose the subject should be "The most energy efficent way to kill someone in plate armor is with a peircing weapon".

You are right, it is easier, given the same mass and area, to bend something than puncture it.

My combat experiences are such that if I was lucky enough to get a good shot in, I want it to kill every time.  The longer a fight lasts, the worse I get, regardless of the weapon I use.  That fatigue not only messes with my offense, but my defense as well , as my defense focuses on shield and footwork.  Yes, I would accept the risk of getting the weapon stuck in my opponent.  If its a one on one fight, then there are no friends to worry about.  If I am fighting in a war with my unit, my unit and I have worked out how to cover those that are attacking, and there are going to be many targets and I dont want to be swinging my weapon more than I have to (I do not do Lone Wolf stuff in wars, thats lame).  But once again, these are my views. 

68
Mod Releases / Re: Civilization Forge 2.1 Ironworks released
« on: June 27, 2010, 06:27:02 pm »
I am drooling over the idea of having my trap entrace covered with incendium blocks.  Wondering how to make blocks of the stuff without killing the dorfs.

will have to see the effect of glacium on water.  Or dropping goblins in a galcium/incentium checkerboard pit.

69
DF Suggestions / Re: Effective weapons vs Plate should be piercing.
« on: June 27, 2010, 04:40:20 pm »
That simulation is all BS.  All simulations start that way.  Was speculating on which would be more effective, hammers or the spikes.  Yes, I realize no one would fight like this, but we have to start somewhere.   

When striking with less energy than to pierce an object, the amount of area/volume that is deformed is greater than the surface area of the hammer, or when you dent metal, the concavity is larger than object striking it.  This area would cause a geometric increase based on the radius around the edge of the blunt instrument (would be roughly (Outer diameter-striking edge)^2*pi)).  How much extra material is needed to deform to make a dent deep enough to matter?  If the object is highly sloped or rounded (such as the head shot in the video) the thinest material (baring voids) is a solid shot to the flattest part.  Given 10in square gives a radius of 1.75 in... Lets be very consertive and say the extra deformation needed is roughly a .5" (total dent diameter is now 4.5", a reasonable estimate).. Total area now is 15.89insq... wait a sec.. no estimates on the energy needed were given... hrm... No volumes were as well.. hrm... Wow... the energy estimates rise rapidly with thicker armor.

The equation you gave only looked at under the hammer face itself, assumes compete structural failure.  The example you focused on time loaded stress, no on impact related which we are talking about. 

And Flesh is a great example of this.  Given a rapier and rebar of equal weight, only the rapier will kill with a 5lb thrust (been tested to penetrate skin on a pig at 4lbs, and 2" deep at 5lb with no rib, 6with (ribs didnt matter much)).  Oh you were talking about the differences in elastic deformation, plastic deformation, and ruptures.   Oops forgot the deformation which we are looking for is plastic, as elastic is non damaging (the examples).  Flesh is a horrible example for this except showing that the energy needed to deform flesh is significantly more then the energy needed to pierce it.  Really, are saying that unarmored it requires less energy to kill someone with a blunt object than a sharp one?

So, taking my imprecision aside - Can you explain why the hammer does less damage than the spike?  All joking aside, I have fought guys who looked like that specifically because they were very, very good.  They had gotten so good they didnt really try to keep in shape and most fights were over so fast it didnt matter.  He reminds me of a duke.  If the hammer were superior, the damage would have been more devistating in the video.  It does not matter that the guy is out of shape, the momentum of each were the same, so the energy would have to be as well.

70
DF Suggestions / Re: Ui fund?
« on: June 27, 2010, 03:36:40 pm »
That attitude just marginalizes the game and is shortsighted on your part.  Eliteism for elitism's sake. 

If Toady gets a bigger audience, more revenue, possiblility able to quit the day job and focus full time on DF.

If Toady does not get a larger audience, and someone else will make ElvenTreeHouse(TM) that is about elves living in trees, which happen to be on the ground and the forests are assaulted by all sorts of forces.. goblins, humans, dwarves.. put some nifty physics and allow you to play any race you want... allow everything to user modifiable.. That is when everyone will stop playing DF and play the other game.  Then Toady is left with his pet project and the few people still playing it, and not generating revenue.

Honestly, if the UI is not improved to a GUI, this game will surpassed by another.  It might not be this year, but in 5 years or 10 years.  The development cycle is just too long (from an end user point of view, extremely quick from a man hour point).

71
Mod Releases / Re: Civilization Forge 2.1 Ironworks released
« on: June 27, 2010, 01:30:59 pm »
Oh wow... first migrant in a wave of 23 was a miner with an incendium pick.  He lasted about 20 steps or so before bursting into flames... causing a forest fire... which killed 22 other migrants.

72
DF Suggestions / Re: Effective weapons vs Plate should be piercing.
« on: June 27, 2010, 12:47:24 pm »
I was referring to the energy the bus before contact in both cases:  The bus is travelling 30mph.

73
DF Suggestions / Re: Effective weapons vs Plate should be piercing.
« on: June 27, 2010, 11:18:43 am »
Saying the overweight guy was not swinging hard enough only proves my point - Its easier to kill with the spike, which is the point of this entire post. 

If it takes less energy to crush a helm than pierce it, why did it take 2 hits to crush and 1 hit to pierce (he did hit the weak spot 2 times)?  Same guy, same force.

Andeerz brought up the physics of hammering, but that has one big flaw:  Anvils.  Anvils are there so the energy cannot go anywhere but between the anvil and the hammer (the object cant move).  If the object moves, multiplying effect is negated (hammer has to be stopped quickly for all the force multiplication to be felt), and happens in all swings except downwards ones.  Think of it this way: Can you get hit by a bus going 30mph and live, yes.  Can you get hit by a bus going 30 mph that crushes into a wall, no.  The forces are the same.

Quote
But theoretically speaking, if you were to proportionally raise the amount of surface area being penetrated by the spike to be equivalent to the surface area which the hammer makes contact with, you would be looking at a great deal more energy.

Not sure what you ment by this, but the energy is not simply multiplied by having a larger contact area.  The energy is in the weapon while it is being swung.  Before contact, it does not matter if it is the spike or hammer first, the energy is the same.  Using the hammer does not give more energy.

We are not talking about 1 guy vs 30 and would the guy with the spike live vs the hammers.  We are talking about 30 guys using warhammer spikes vs 30 guys using warhammer hammers.  Lets say every kill by a spike requires 3 roudns to get the weapon out and a spike has a probable disable rate of 90%.  Lets say a hammer never gets stuck and has a 30% disable rate.  Both have a 50% hit rate.

Round 1 - Spikes hit 15, disabling 13 and 15 are stuck3, Hammers hit 15, disabling 5.
Round 2 - Spikes(5 disabled) (13 at stuck2) 6 hit, disabling 5, Hammers(13 disabled)  9 hit, disabling 3.
Round 3 - Spikes(8 disabled) (12 at stuck1) (5 at stuck2) 2 hit, disabling 1, Hammers (18 disabled) 6 hit, disabling 2.
Round 4 - Spikes(10 disabled) (11 at stuck 0) (4 at stuck1) (2 at stuck2) 2 hit, disabling 1, Hammers (19 disabled) 6 hit disabling 2.
Round 5 - Spikes(12 disabled) (3 at stuck0) (2 at stuck1) (2 at stuck2) 5 hit, disabling 4, Hammers (21 disabled) 4 hit, disabling 2.
Round 6 - Spikes(14 disabled) (2 at stuck0) (2 at stuck1) (4 at stuck2) 4 hit, disabling 3, Hammers (25 disabled) 3 hit, disabling 1.
Round 7 - Spikes(15 disabled) (2 at stuck0) (4 at stuck1) (4 at stuck2) 2 hit, disabling 2, Hammers (28 disabled) 1 hit, disabling 1.

Spikes win.  The post was what would be the most effective method to kill people in armor, not that a particular weapon could generate enough power to kill with both.

74
DF Suggestions / Re: Ui fund?
« on: June 27, 2010, 10:04:36 am »
Abstracting the UI is fairly simple as really it is abaonding the UI to other people.

A very simple method would use a network port off the localhost and make DF a "server" type of application.  Yes, the communication method would have to be documented... once.  Be it now or later, this will be done in the future anyways (when/if Toady gets to the UI).  One of the major conserns is having the UI be out of sync of DF versions; Proper documentation is the only real solution.

There is free labor out there.  To the point we have "hack" utility for other required programs to play (no I would not play without Dwarf Therapist).  There have been no less than 3 visualizers out there.  Use the labor.

Getting to a larger audience:  DF's biggest killer is its own UI.  Talked with one of my friends before raiding in WoW, everyone else was interested to play, until I told them the best way to learn the game was to download the tutorial and play that for 4 or 5 hours.  And the UI was ASCII based (non techies did not understand what that ment).  I see DF as the linux of gaming (from a learning curve perspective).  Yes it is nifty and powerful, but Microsoft focused on making the UI accessible (not great, but better than CLI by a long shot for the average end user).

Obsolesence:  Its coming.  Fast.  All it would take would be 5 guys a year to catch up to where DF is now, and if there was money behind it, there would be lots more.  By patently refusing to work on this (which Toady has done) with end users, the end users are being encouraged to compete and make a different product.

Saying that everything else must be finished first, given that the rate completion, means we will have a GUI sometime in 2030.  In software terms, it is not even vaporware.  By that time Stronghold X will be out and have everything DF ever could.

75
DF Suggestions / A way to start time again
« on: June 26, 2010, 07:17:21 pm »
It would be awesome if we could make a fort, stop playing on that fort, then start the time and see what our changes has wrought to global history.

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