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Messages - Urist Da Vinci

Pages: 1 ... 66 67 [68] 69 70 ... 169
1006
DF General Discussion / Re: Future of the Fortress
« on: September 22, 2012, 07:24:25 pm »
It is possible to control the direction in which a tree falls, so this could be added into the game. This will give an adventurer a good way to bring down a tree, and possibly determine the direction in which a tree falls in dwarf fortress mode.
...

- Adventurers cutting down trees in combat to strike enemies?
- Adventurers cutting down trees near towns to strike NPCs, with plausible deniability?
- Fort mode wood cutters cutting down trees just as wood haulers arrive to collect the previous logs, leading to squished haulers?
- A tree is in a corner or something, so the only direction it can fall is towards the fort mode wood cutter?


1007
DF Dwarf Mode Discussion / Re: Experiment results for pathing out of water
« on: September 22, 2012, 04:09:01 am »
...
Proposed Action
Add a passage to the swimming page on the wiki saying something along the lines of "Dwarves will generally leave the water if they can find a path out of around 20 length or less.  If they can't find an exit within that distance, they'll just sit in place and wait (or drown)."

If anyone would like to confirm or invalidate these results, that would be great.

I tested this in the arena pool with a long line of dwarves (all on the same team) extending from the ramp at the water's edge outwards. The dwarves that were 20 tiles or less from dry land tried to move there (while floundering in the water) while the ones further away didn't move at all. Very few made it to shore since they were only dabbling swimmers.


1008
DF General Discussion / Re: Future of the Fortress
« on: September 21, 2012, 09:17:20 am »
Will cutting down multi-tile trees right where the tree goes into the ground cause the cave-in code to take effect, or do you intend to handle this differently? I know logging is dangerous, but not that dangerous!

1009
Just wanted to point out that the bronze colossus has some interesting raws:

Code: [Select]
[ITEMCORPSE:STATUE:NO_SUBTYPE:INORGANIC:BRONZE]
[ITEMCORPSE_QUALITY:5]

So place a modded creature in one side of each testing cell prior to a main test, where the modded creature was designed to die quickly (such as a fish out of water) and leave an item of quality (such as a high-quality crossbow or bolts) as a corpse. The catch is that you have to create the weapon-user in the test first and then possess him to pick up the item laying at his feet. Not sure if this is viable for a 1000-dwarf test.

1010
Build an obsidianizer. Zombies don't die when immersed in lava, but nothing survives being encased in obsidian - and as an added bonus, you can craft terrifyingly sharp swords from the obsidian to fill more weapon traps or sell to the caravans.

But Obsidian Isn't sharp in the current version. It was roughly as effective as wet tissue paper as the blades glanced off animal hides.

It's even a reported bug with an easy solution! http://www.bay12games.com/dwarves/mantisbt/view.php?id=5346

1011
DF Dwarf Mode Discussion / Re: What do you do with a captured necromancer?
« on: September 17, 2012, 09:18:45 pm »
Surrounding the necromancer with glass windows instead of fortifications allows you to use marksdwarves without fear that the necromancer gets shot.

1012
DF Dwarf Mode Discussion / Re: The Most dangerous creatures?
« on: September 17, 2012, 09:10:49 pm »
Dwarves can kill any- and everything.
Especially themselves.

For a vanilla game, I'd say a flying steel titan with max cloud size, instant lung paralysis syndrome deadly dust would be the worst.

Full-body bleeding syndromes kill faster than the lung paralysis syndromes.

1013
DF Dwarf Mode Discussion / Re: òstob Spurtpus the ass fiend
« on: September 17, 2012, 07:53:14 pm »
No-one else remembers this artwork?


"A great eyeless ass. It has a fat bulging trunk and it has a regal bearing. Beware it's fire!"

From http://www.bay12forums.com/smf/index.php?topic=76346.msg2337836#msg2337836 (original fullsize image lost to time)

1014
How would you do that in Fortress Mode?

Spill magma on tracks and drive a loaded cart through the 1/7 puddles. Use magma-safe rollers if braking is an issue. After the ignition section, the cart goes downhill 3 z-levels or hits an "exploit linear accelerator" to attain shotgun speed. This isn't a rapid fire weapon by any means, as loading all those wood bolts would take a while.

1015
How would you set them on fire? Send them through a bunch of pastured fire men?
...I want to make some sort of fire-cat now.

Magma, as always, is the solution:
Quote
You put the mangrove bolts [100] into the iron minecart.
You drop the iron minecart.
<<here I rode the cart towards magma and a wall>>
You are caught in a pool of lava!
You are on fire!
You are melting!
The flying ‼mangrove bolts [100]‼ strikes You in the left lower leg, chipping the bone!
A ligament has been torn and a tendon has been torn!
You are on fire!
You are melting!
You slam into an obstacle!

1016
One advantage that wooden bolts have over other bolts is the fact that if one sets fire to them and shoots someone, they will cause the affected area to melt, causing heavy bleeding beyond the obvious organ damage and torn skin. I have only managed to do this though by being a magma man and picking up bolts, thereby setting them on fire and shooting them at a naked elf very quickly. They do not, however, cause the corpse to ignite, nor the clothing that the corpse was wearing.

At least, that's what my research showed originally. I've just tried that again and it seems that burning bolts cannot be fired. Well, if the bolt was on fire, that was what would happen. I just tried by throwing the burning bolts but again, I was unsuccessful. I think it has to stick in the wound for it to cause the area around it to melt.

I do not have any data on fire bolt damage...
...
To return to the point, even firing wooden bolts against unarmored targets grants You a 20% chance of lodging at most (and almost no chance against armored opponents). Thus, if lodging is a requirement for a wooden fire bolt to cause fire-based damage, then their usefulness is seriously limited.

I tested flaming arrows on elephants in the arena by creating a Fire Man with an iron bow and 100 mangrove (wood) arrows. I dropped the arrow stack and would only walk back to it to pick up 5 arrows at a time, lest they all burn up before being shot. Elephants tend to survive longer under arrow fire, so I found the following:

- Regular arrow hits appear to ignore the flaming state of the arrow.
- Lodged arrow hits will transfer temperature and flaming status to and from the arrow and victim creature.
- If you ignite the victim creature prior to its death, the corpse will be on fire and burn away.

I'd suggest that some sort of minecart shotgun full of unstacked wooden bolts/arrows, which are set on fire during the launch sequence, would be a devastating antipersonnel weapon.

1017
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 15, 2012, 10:57:13 pm »
Got a dwarf migrant with this skill list, "9 kids and a husband who didn't come with her", and a huge history block of previous migrations. Yeah, you suck at fake identities, Mrs UristMcObviousVampire:

Code: [Select]
Competent Macedwarf
Competent Marksdwarf
Novice Shield User
Novice Armor User
Competent Dodger
Adequate Miner
Great Fish Dissector
Competent Animal Dissector
Novice Fish Cleaner
Novice Trapper
Novice Tanner
Adequate Brewer
Adequate Miller
Novice Herbalist
Novice Fisherdwarf
Adequate Gem Cutter
Competent Stone Crafter
Novice Leatherworker
Adequate Mechanic
Skilled Wound Dresser
Adequate Bone Doctor
Adequate Suturer
Adequate Soaper
Competent Potter
Novice Beekeeper
Novice Ambusher
Great Persuader
Expert Negotiator
Competent Judge of Intent
Competent Intimidator
Competent Conversationalist
Great Comedian
Competent Consoler


1018
DF Dwarf Mode Discussion / Re: Best use for silver bars?
« on: September 15, 2012, 10:59:22 am »
I thought that bolt effectiveness was not based on mass but sharpness. Nobody can agree. In the adamantine thread someone said that adamantine bolts were the best they tried and other people said they were the worst.

Still, if you like using traps, make spiked silver balls. They're more of a blunt-force trap component and they hit three times so something dense like silver would be a good fit.

http://www.bay12forums.com/smf/index.php?topic=116151.0

We DO have a well researched answer now. Read linked thread.

TLDR; Use ANY metal bolt, it'll work - if you have lots of silver, go ahead and make silver bolts.

1019
DF Dwarf Mode Discussion / Re: Post-31.xx: educate me (please)
« on: September 15, 2012, 10:44:39 am »
-Adventuring mode cities, tombs, sewers, catacombs, etc.
-Adventure mode navigation and river crossing different
-Necromancers and towers, werecreatures, mummies, vampires and cultists, animated corpses, husks
-Dropped stuff anywhere in world has location remembered
-Caravan wagons are back again
-Proper use of metal bars at forge
-Minecarts/parabolic projectile paths
-The camera view can follow a single creature/item around your fort
-Creatures now not as suicidial around fire
-Mining drop rate change
-Clothing is now an essential need like food and drink

1020
DF Dwarf Mode Discussion / Re: Looking for creative ways to multiply water
« on: September 15, 2012, 02:16:03 am »
Something I have been thinking of using for magma.

I read that if you send a minecart through water/magma and dump the minecart it dumps out 2/7 of the liquid, but only removes 1/7 from the liquid it ran through.

What want to do is set up a channel with the fluid and multiple minecarts running automatically back and forth through the liquid dumping into a reservoir at each stop. A pump would pull from the reservoir to keep the trough/channel full at 7/7. With 7 carts it would net 7/7 of liquid each pass.

Now that's what I'm talking about!
http://www.bay12forums.com/smf/index.php?topic=109460.msg3345378#msg3345378

Carts appear to remove 1/7 or 2/7 from the liquid it drives through, as long as that liquid is 6/7 or 7/7 deep (5/7 doesn't work). The carts always dump 2/7*, so you have a chance of gaining some liquid, or a chance of net zero.

I haven't seen a water or magma generator built yet based on this principle.

*You can mod the raws to get larger carts that take 2/7 and dump 7/7, always producing a net +5/7.

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