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Messages - GreatWyrmGold

Pages: 1 ... 3226 3227 [3228] 3229 3230 ... 3706
48406
Forum Games and Roleplaying / Re: An adventurer is You!
« on: September 12, 2012, 05:08:42 pm »
You open the bag of nails and toss them at the attackers. This startles and confuses them, and causes the one with the whip to take a step backward, screeching in pain. A lucky hit got it in the eye! The other attacker runs forward and tries to entangle you in his net, but your kobold shouts a feral warcry and tackles the attacker. Since the kobold, who really needs a name, is under two feet tall, this mainly startles the creature. It's enough for you to take an opening and smash the poker over the creature's head. It shudders once, then lies still.
You hear a screech. The kobold reels as you spin. The thing with a whip swings its arm back and lashes at you. You feel a stream of hot blood course down your cheek, and gasp in pain. The thing closes and grabs its friend's net, but you tackle it and smash the knife into its skull. As you get up, you see Dodok charging into the room and slicing the head off of the corpse.
Panting, he says, Sorry I be late, it be a long run from th'forges."
What do you do?

48407
Forum Games and Roleplaying / Re: Village Evolution
« on: September 12, 2012, 04:52:14 pm »
Ashley should come up to the surface and join Cole in starting the neat water project, built with marble and the best wood we can find from our stock. Rosa should make the requisite metal mechanisms and help James with Marie's therapy...I'll leave the rest to others.

48408
Roll To Dodge / Re: YOU IN AIRPLANE
« on: September 12, 2012, 04:47:43 pm »
"DON'T WORRY EVERYONE, I'M AN EXPERT!"
HIJACK PLANE, FLY TO NARNIA.
Threaten TCM with bomb unless s/he takes us to...I'll take suggestions.

48409
DF Gameplay Questions / Re: Animate dead question
« on: September 12, 2012, 04:45:18 pm »
Only strength increases, and I doubt that it's cumulative. Why not test it in the arena?

48410
Cool. I'll take a migrant brewer.

Name: GreatWyrmEthanol
Description: Made moonshine out in the rural areas if the mountainhomes, but refused to drink any. Wants to see if he can make a name for himself here, ideally in a safe profession. So, he'll try to find a low risk, high-prestige job.

48411
DF Community Games & Stories / Re: The City of Glass; Succession Fort
« on: September 12, 2012, 04:36:38 pm »
I am also up for a turn in Hopestarved, and lack the time for two SGs right now, so I'll wait until the next person takes a turn if everyone's fine with that.

48412
DF Dwarf Mode Discussion / Re: SPOILERS! Fighting the Circus
« on: September 12, 2012, 04:33:41 pm »
Note that clowns are unaffected by water or magma, and might evaporate the former...

48413
Historical note: Bows, cross and otherwise, were extremely deadly back before guns let you kill the bowman first.
True, but do you really think it's realistic that steel, or even candy, plate armor does literally nothing against crossbow bolts? 

The internetz and modern testing are somewhat mixed on how effective medieval armor was against arrows, but from what I have read it seems that plate armor would probably deflect arrows sometimes, but not direct hits at close range, and the protection from chainmail depends on the type of mail (riveted vs. non-riveted, thickness of weave) and the type of arrow used (broadhead vs. bodkin), but was generally worse than plate armor.

In the current version of Dwarf Fortess:
1) Plate armor does nothing at all.  It NEVER deflects bolts, and it does nothing to improve survival or reduce damage in any way (except against addy, wood, and bone bolts, which probably should be useless against armor...).
2) Chain armor seems to convert a large fraction (or maybe all? needs more testing...) of hits to blunt damage.  This does have a significant impact on survival.
3) Range has no impact on effectiveness.  Lines of marksdwarves 20 tiles away kill dwarves with the same number of hits as when they are 2 tiles away.  They of course hit less often, but that's not what we are talking about here.  More testing is required to confirm that range has no effect, as in my tests the range was not well constrained (the targets could move and the shooters could shoot at large angles).

I DO think that there is a serious problem with the way ranged weapons work right now, which needs to be addressed.  I am currently trying to see if modifying the raws can produce a more balanced result.  I am hoping to find a solution where armor does something without making dwarves invulnerable, while unarmored opponents are killed just as quickly, but I'm not sure if this is possible without changing the underlying game mechanics.  So far I have just been adjusting the force of crossbows.  Setting Force=42 (chosen totally at random  :P) approximately doubles the amount of hits required to kill steel armored dwarves, and a bit more than triples it for candy, while doing nothing for lesser/no armor.  Decreasing the force further to 26 renders candy/steel armored dwarves nearly invincible, and provides some protection for iron armored dwarves.  I will add the full tables to this post later, but I have to go to work now.

Bottom line - I wasn't able to get exactly what I wanted.  I'd like all armors provide some degree of protection, with the degree depending on the armor and bolt materials.  I definitely agree that no armor, other than maybe candy, should provide complete protection.  I will try adjusting bolt mass, contact area, and maybe others (suggestions?) to see what happens.

Also, to be clear, I'm not saying what I want is necessarily the "correct" way that armor should work.  I'd like to figure out if it is possible to tune the raws to get a situation where all armors do something (but don't convey invulnerability), because I suspect that from there it will be relatively easy to tune the effectiveness up and down with small tweaks of the raws.  This will allow wiser individuals than I to create balanced and realistic projectiles, which in my humble opinion are currently neither

[Edit]
One other very important, !!SCIENCE!!, reason for finding raws where bolts are less than 100% effective - this will then allow us to much more easily determine what factors impact effectiveness.  For example, does armor user/marksdwarf level matter?  It's impossible to say if armor never does anything, but if it's say 50% effective, then it's easy to see small changes.
If I recall correctly, arrows could allegedly pierce plate armor if fired correctly, ie using terrain to your best advantage. Until bolt heads and better physics get added, I intend to imagine that overpowering projectiles is a way to counter the inability of the AI and engine to use arcs to maximize projectile deadliness.

48414
DF Suggestions / Re: EXP, Anti-Legendary.
« on: September 12, 2012, 04:26:57 pm »
The mining one kinda makes sense, the blocking one definitely does (and should happen with otht crafting(, but fishers are hauling up tiny fish. Cavies are not small enough to be vermin; all fishable fish are. Being pulled in by such a fish would be, well...

Well, these are the same fish that used to pull in and devour dwarves back in the day.
No, they aren't. Vermin fish have never done that.

Quote
It'd probably be more sensible to restrict it to fishing in savage biomes though where really large and potentially deadly fish might reside more often. And in case your dwarves are fishing down in the caverns there's all manner of large creatures that might either pull you in or get attracted and attack a fisherdwarf if they aren't careful. Lots of stuff that'd also make fishing more interesting as a whole. Getting slightly off-topic now though I guess ^^
You mean, being attacked by carp, sharks, pond grabbers, or whatever? That does sometimes happen.

48415
DF Suggestions / Re: Literature, libraries, and papermakers.
« on: September 12, 2012, 04:24:29 pm »
Laziness is something that makes sense to punish, if not with magma. Biblophilia? Not so much.

48416
DF Dwarf Mode Discussion / Re: The Top Hat
« on: September 12, 2012, 04:22:31 pm »
You could use this as the first fully automatic dwarven siege weapon!

http://www.bay12forums.com/smf/index.php?topic=114654.0

Not quite the first...
The first that makes sense.

48417
DF Gameplay Questions / Re: Modding vampires/Iron
« on: September 12, 2012, 03:41:42 pm »
Look, base diagnoses based on eating or drinking, or reactions to undead, NOT history.

48418
DF Gameplay Questions / Re: Dispatching Swimming Crossbowmen
« on: September 12, 2012, 03:40:02 pm »
Drain the river into an aquifer or cavern, then have an epic battle in the riverbed.

48419
DF Suggestions / Re: EXP, Anti-Legendary.
« on: September 12, 2012, 03:37:36 pm »
I still think that having dwarves have a 1/x chance to revert to a lower XP level makes no sense, however low the chance--and it's not that low if you just became, say, a master.

48420
Forum Games and Roleplaying / Re: You are a peasant
« on: September 12, 2012, 03:35:03 pm »
Seconded.

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