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Messages - Knigel

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511
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: November 01, 2010, 11:58:53 pm »
Relsize for upper torso is 2000, same goes for lower torso. Head is 300.
Throat is quite a bit smaller.
Given the relsizes, it should be extremely difficult to strike the throat.

It should be assuming difficulty in attacking a body part is based directly and dynamically on size. Which is probably the best choice for now (until a probably reach system can be incoporated), but we really won't know that until Toady says so.

Well it isnt that indeep but calling a shot say for the brainstem trough the throat slightly angled upward (can even be done with a pen) as awesome as it is instant death. What i want to say: if somebody has the right anatomical (or martial arts) knowledge s/he could aim for inner organs especially - this would be truly awesome. This way we could learn Anatomics of different beings!

That's sort of overly specific, but I do find the idea of attacks on certain body-parts getting easier with experience interesting.

EDIT: Actually, I just thought of something else:
Do aimed attacks simply hit the target or miss entirely, or if they fail to hit the target might they still hit somewhere close by?

512
I'll just try to do constant sequences of "disable by attacking extremity, knock over, finishing blow" now that I can finally do the last one with something besides wrestling.

Like "cut leg/ram/impale chest", "throw spear into pelvis/kick chest/stomp head", or "ankle stab/sweep the leg/disembowel".

513
DF General Discussion / Re: Aimed shots in the coming update?
« on: November 01, 2010, 10:48:04 pm »
so let me get this straight, the only piece of amour i need to equip my dwarves starting from the next update is a helm right  :o

It's important, but they'll just go for the next most vital unarmored body part.

Also, I'm guessing that even if reach hasn't been implemented, the most important body parts of the conscious are probably just made inherently harder to attack.

514
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: November 01, 2010, 10:45:10 pm »
^^I certainly hope you can't target the neck specifically, or that it's at least really hard to hit on a conscious foe (at least one with arms), because you can't really cover that. The same goes for your mouth, nose, and ears.

515
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: November 01, 2010, 07:56:59 pm »
With the implementation of aimed attacks, will the previously mentioned aimed defending be far behind?

I'm asking this because, as awesome as aimed attacks are going to be, I'm afraid they might make most defenses ineffective and lead to even a moderately armored units being instantly killed when even a weak unit gets a lucky neck shot. Which would make progress in Adventure Mode incredibly difficult.

Granted, this may not be too big an issue depending on what decides difficulty in attacking certain body parts.

516
DF Gameplay Questions / Re: Golden Short Sword
« on: November 01, 2010, 02:26:23 pm »
I ask this myself, one of my armor smiths made an artifact platinum shield and I wonder if should give it to one of my dwarves or give them one the bronze shields instead.

Since it's an artifact, doesn't it automatically work regardless of the material it's made from?

So wait, there's no practical difference between a wooden shield and a steel one? What about bucklers? Does size of shield affect chance to block or anything?

Size does, but since weapons aren't breakable it doesn't really matter.

517
DF General Discussion / Re: Aimed shots in the coming update?
« on: November 01, 2010, 12:48:07 pm »
In before "oh look, a ground hog, lemme just *Groundhog gets simple strike, direct hit on urist mcbadluck's neck*

Luckily, he's also implemented (the need for) reach in the same update, meaning as long as you're upright the little stuff won't be able to go for your head.

On the other hand, height will now give a much greater defensive advantage to big creatures, as their necks and heads will be unreachable unless they're unconscious or bowing down to attack.

I just hope he puts in aimed defense (like he said he would in the 9th talk) soon, or armor will be nigh-useless.

518
DF Adventure Mode Discussion / Re: Funniest Names
« on: October 31, 2010, 09:36:37 pm »
Pantscobra?

Wait, was it a boy or girl? I'm not sure which would be funnier.

519
DF Adventure Mode Discussion / Re: Roguelike of the Year 2010?
« on: October 31, 2010, 09:25:35 pm »
wait it won 2007, and got runner up in 2008, toady hasn't even added any new adventure settings with out glassing most of the features so better luck in 1011?

It already wasn't nominated 999 years ago, and time isn't cyclical, so that's right out.

But the release with minotaurs will come up soon. It just might make Adventure Mode playable enough, don't you think?

Yes, but even once this stuff starts coming out, it will be quite a while until most of it works. I'm going with 2011 too, there's no way Adventurer mode will have enough in two months to make it.

Today's dev log sounds better than most roguelikes I've played. Maybe DF for RL of 2010? I don't see why not.

Tread light there. For most of the stuff he does have a good idea what he'll do once he gets around to it, but, as he admitted in the last Dwarf Fortress talk, some of it will be on there almost perpetually.

520
DF Suggestions / Re: What *should* the Magic Arc contain?
« on: October 26, 2010, 12:50:35 am »
^He does bring up a point of another thing, availability of magic by race, to be added to section 2.

521
DF Suggestions / Re: What *should* the Magic Arc contain?
« on: October 23, 2010, 01:35:27 am »
Well, if we're talking about the greater frameworks of magic in general here's something: is the existence and form of magic static or dynamic?

Does the type of magic established in world-gen stay the same? If it doesn't what makes it changed? Is it like Discworld where practice and belief in magic makes it stronger, or does the system change the more it's used? Does it change gradually, or from some cataclysm the magic may cause?

Does the total "amount" of magic fluctuate as sources ebb and flow, or is there a finite amount created only at the beginning which we're always getting closer to running out of?

522
Huh, when one of my Adventures dies, this usually plays in my head:

http://www.youtube.com/watch?v=ro1AyErcdxM

523
DF Adventure Mode Discussion / Re: Time to kill some.... huh?
« on: October 23, 2010, 12:31:07 am »
Are you trying to use a region used for a new version? Because, while I think you can use a region and save in a version newer than the one that generated it if you use the save-updater, I don't think you can move a save or region with a version older than the one it's been generated in or updated for.

524
DF Adventure Mode Discussion / Re: Dungeoneering Question
« on: October 21, 2010, 07:24:03 pm »
A floor hatch high above spikes

Or just a square on a different z-level with no water or ledge, at least until Toady implements climbing.

525
DF Adventure Mode Discussion / Re: Ok..........
« on: October 20, 2010, 10:03:39 pm »
I think this might be related to when some character (in my experience mostly priests) have some random word-combo as their profession, and this is probably just the game spitting out a blank.

Speaking of which, does anyone know what's up with that?

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