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Messages - Dynastia

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16
DF Dwarf Mode Discussion / Re: What are your prisons like?
« on: May 11, 2012, 03:06:32 pm »
I give them a 3x3 rooms, chain in the middle, bed in one corner and grated access to a water-channel underneath. If the bed, chain and door is decent-quality, they don't care about drinking stagnant water, and I've never had one starve. Trying to keep prisoners in booze leaves me with dead prisoners.

17
Will spilled contents have velocity/do damage? Since there's an arc, I'm thinking a minecart full of spears set to crash just short of the expected goblins could make a cute little grapeshot cannon.

18
DF Dwarf Mode Discussion / Re: On the effectiveness of the dodge pit
« on: March 16, 2012, 03:33:32 pm »
I suggest using whatever you've got extra of. Lots of wood? Make menacing spikes. Lots of wood and obsidian? Why not upgrade to obby shortswords. Copper & Magma? Copper hammers. Sand & Magma? Green glass serrated discs. Lots of bones cluttering up your abattoir? Bone crossbows.

Near the end though, you should definitely have some fiercely lethal traps (like 10x Steel Discs), and some cage traps after that, just in case.

19
DF Dwarf Mode Discussion / Re: Farm plots/farmer
« on: March 16, 2012, 03:25:39 pm »
10 5x5 plots is way too much for almost any fort, you'll get swamped in plants. I'd suggest cutting it back to two and seeing how your guys manage.

20
When toady implements coring and plating, he'll probably also implement unwieldiness, causing that addy-over-slade axe to become an extremely slow weapon.  However, once swung, it would destroy... hmm, anything.

What happens if you drop one?

21
Oh, and try not to get impractical fantasy-world weapons confused with real ones.

Hey Meph, dwarfs shouldn't be able to use morningstars one-handed. morning stars are rather large maces in most examples i could find.
also another fun fact, im so far unable to figure out what era of war hammer dwarf fortress portrays. the fuedal era kind were pretty much blunt halberds, the imperial era kind were specialized sledgehammers. the most likely match is the earlier example of a stick with a heavy weight. aka.

Morningstars are just normal-sized spherical maces with spikes. They're designed to be one-handed, but you could add heft to your strike by using two. There are lots of mace designs to decrease the impact zone (flanged, winged, knobbed, etc.) but the morningstar is just one that happened to get a cute nickname.

The "sledgehammer" you mention is called a "maul", and it's already in vanilla DF and masterwork. It's a civilian tool for splitting firewood, and in warfare was only ever used for engineering (such as putting in anti-cavalry stakes) and occasionally by archers and levies who had literally nothing better to use. If you think about how quickly you'd be fatigued swinging one, you'd see how useless a weapon it would be (pitchforks and knives were preferred) Generally warhammers had smaller heads than a modern claw hammer, but with a longer handle (especially if they were horseman's hammers) and a spike on the end for stabbing.

Similarly a flail is a mace with the ball connected to the shaft by a chain.  Thus they can be both 2 handed or 1 handed depending upon the weight and balance of the weapon.

Flails were usually just a heavier version of agricultural flails ; a wooden club with a rope hinge. They were popular with Russians and Hussites and almost always were two-handed. The heavy end was sometimes barred, studded or weighted with a metal core. The "metal ball on a chain" type flail are mostly a fantasy-weapon, that design was incredibly rare in history and it's unknown if it ever saw use (outside of one blind Bohemian king who insisted on fighting in battles). In any case, the chain was never more than two or three links long, so it was more like a ball & hinge than a ball & chain.

22
In regards to the book names....

If you want to use "Bible" as a suffix it should be -biblia (latin) or -biblion (greek). That minor correction also seems to take away a lot of the Christian connotations (at least from my perspective ; I never think of Christianity when I hear the word "bibliography").

23
DF Dwarf Mode Discussion / Re: They breed now?
« on: February 29, 2012, 03:45:10 pm »
The possibility I immediately imagined was "Hey, I could breed some mules"

24
Does anybody know how silkworms work? I embarked with a couple, built some hives, tried storing them in built cage, unbuilt cages, transferred them to animal traps, put them up for adoption (no takers) and tried everything else I could think of to get them to crap out some silk. The hives just got filled up with bees, and my silkworms sit uselessly in their cages.

25
Found some bugs in the leather reactions...

- Hardening leather requires no oil or wax, only a piece of leather.
- Hardened leather can be used for the reaction.
- In practice, this means if you have 20 leathers and set your tanner to Harden Leather /R, he will repeatedly harden the same piece of leather.

26
So the milk/cheese/soap thing will need a re-gen, instead of just a few tweaks to the raws? Damn, looks like I need to start another fort.

27
DF Modding / Re: World's End (Complete Overhaul Mod; Planning)
« on: February 25, 2012, 01:51:16 pm »
I suggest bezoars (http://en.wikipedia.org/wiki/Bezoar) instead of gems.

28
Grazing is easy, just open up creature_domestic and remove the [GRAZER:6000] tag under every poultry-type animal.

29
Tested, soap and cheese have proper names again, sry for that.

Could you please tell me what exactly I need to change to fix milk, cheese and soap, so I don't have to restart my fort?

30
Hi Meph,

Making common tallow soap also produces Common Skin.

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