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Messages - Bertinator

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1
This doesn't really seem to mesh with the general feel of Dwarf mode much. DF Dwarves are much closer to traditional fantasy Dwarves than magi-steampunk or plain steampunk Dwarves that are seen pretty often in the fantasy genre today. They don't have gunpowder, or steam, or really much magic for that matter. There are plenty of magical non-Dwarven creatures in the world, but other than the occasional necromancer, Dwarves don't use magic. They don't even have the non-magical technology for it to work. Gears, yeah, but nothing too far beyond what would be available in historical medieval Europe. They're powered by waterwheels and windmills. Mundane stuff. About the farthest they get is powered carts, which is abnormally advanced compared to their other technology. None of this makes sense in the context of the setting. Dwarves have barely-above-average technology and basically no magic, and but you're asking them to jump to advanced technology with huge amounts of magic.

Don't take this to mean I think it's a bad idea. I don't. But I'd make a thread in the modding section and start work on your own mod. It would make a lot more sense and it would have much more direct results. It should definitely be doable with the right reactions.

2
DF Modding / Caps on skills? Effect of BLOCKCHANCE?
« on: October 18, 2012, 02:28:43 pm »
Is there any way to make it so a skill cannot be increased past a certain (non-legendary) level, but can be leveled up normally up until then? I haven't seen anything like that and I'm not sure it can be done, but if it can be, it'd be extremely helpful.

EDIT: What is the exact impact of BLOCKCHANCE for shields? I know it increases the odds of blocking attack, but by how much?

3
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...Bows were ubiquitous, at least until guns became not-sucky.

You did not have armies of people with nothing but bows, which you would expect if they could easily penetrate any armor of the day, especially given how quickly you can fire one. You would expect a bow that can fire up to 10 times a minute that can very easily penetrate armor would eliminate armor use on the battlefield before a musket that fires 3-4 times a minute that can maybe penetrate armor, especially if that bow is also more accurate, longer-ranged, and can be used to bombard enemies behind walls or other fortifications.

4
The biggest issue is that arrows and bolts are treated like massive hunks of metal instead of wood with a metal tip. The second biggest issue is their tips are 1/10 the size of a spear's tip, because their contact area is absurdly small. A copper arrow is treated as an arrow-sized piece of copper with a tip the size of a needle, moving at the speed of mostly-wood, reasonably-tipped arrow. It's no surprise that they fuck shit up. They don't need to penetrate armor because they'll broke bones through it. Increasing the contact area to something more reasonable (20 is a spear's) will help, but it will continue to be an issue until arrows are treated like they're mostly made of wood. Once that's done, arrows will be underpowered until they can't be dodged and parried like they're being shot from a nerf gun. There's a lot of balancing that needs to be done.

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Arrows, like bullets, easily penetrate any armor. You need to only look at the historical record.

So, tell me. If arrows could penetrate armor so easily, why didn't they become ubiquitous like guns? They could, after all, fire significantly faster than early guns, and even have the advantage that they can fire in an arc, allowing them to shoot over defenses and bombard enemy positions. A skilled archer would also have more accuracy and greater range than someone using an early gun. If they could also consistently penetrate armor, why did armor not only persist, but become even more prevalent, more evolved, and more expensive? Why didn't armies simply equip every soldier with a bow with a melee weapons as a sidearm? Why would they ever decide to use guns in the first place? After all, even early guns could not penetrate all armor, and armor was pretty commonplace on the battlefield up until the late 1600s, despite its expense. The "London lobsters", a famous group of Parliamentarian cuirassiers in the English Civil War were known for their heavy, expensive armor, which was known to deflect swords and bullets. Mind you, this was in the 1640s, hundreds of years after guns first arrived in Europe, and after they had already become commonplace in armies.

Despite common myths, no, arrows could not easily penetrate armor. Or at least not in the way you're thinking of. Penetrating metal armor does not mean an arrow is harmful. The reason why is that arrows only have the energy you initially put into them. In contrast, if you're holding a sword and pushing forward with it, you are constantly applying force. If you get through armor with a sword, you can keep applying force and pushing through. If an arrow gets through metal armor, it has to expend a lot of its limited energy to do so. Consequently, when arrows penetrated plate or mail armor, they would often be stopped by the underlying cloth or leather armor, since most of their energy was already lost. Even if they did cause wounds, they did not penetrate as deeply and were much less likely to be serious.

That's, of course, assuming a direct hit from close range. Armor was specifically designed to not allow direct hits. It was curved so arrows would very often hit at an angle, causing them to deflect off the armor.

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I Should also point out that chainmail is terrible at stopping arrows, althought the layering effect of leather+Chain+ Plate could stop frontal penetrations. Typically, an arrow volley fell from above, which is the weakest point in any armor.

1.) Chainmail, while not as effective as plate, was not 'terrible' at stopping arrows. It certainly did the job for knights in the Crusades, who were known to have dozens of arrows sticking in them after a battle but still be standing. It also did the job for thousands of years when it was used all across the world by countless civilizations, seeing use by the ancient Celts, Rome, India, and Japan, among others. It was pretty far-reaching for a pretty significant period of time.

2.) By the time plate armor became the norm, leather+chain+plate was not layered. That only happened early in its history when plate armor was limited in where it protected. That would have been extraordinarily hot, heavy, and impractical. Chain was mainly just used in joints like the armpits, back of the knees, etc, where plate armor could not effectively protect, where it would be riveted on the plate armor, or sewn onto the underlying cloth/leather armor.

3.) Do you have any actual sources for the top being the weakest point of any armor? At all? Firing in a volley from a high angle would mean the arrows would hit the armor at an angle, making them much more likely to deflect off it. If anything, it would make arrows less effective, especially since the head and chest were the most protected parts of the armor for obvious reasons.

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True enough, but you need pretty heavy or specially-designed armor to deflect a good arrow. again, if this wasn't the case, the English would have had slightly more chance of defeating the French at Agincourt than you would of defeating a brick wall by throwing pebbles at it.
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Being bogged down in the mud wouldn't mean carp if the arrows weren't good at their job of piercing armor.

I don't want to get into a thorough analysis, but I'll just leave it at "it's a bit more complicated than that".

5
DF Dwarf Mode Discussion / Re: Fall damage
« on: August 02, 2012, 02:30:21 am »
Funnily enough, a sock dropping from 2Z up can kill someone in armor, thanks to bugginess. Don't drop gobbos down the shaft. Drop things down on the gobbos.

6
DF Dwarf Mode Discussion / Re: Can military Dwarfs retreat?
« on: July 20, 2012, 02:43:48 am »
One does not simply "charge" 100 goblin archers in the open.

Charge of the Axe Brigade.

7
DF Modding / Re: Shotgun-like behaviors in ranged weapons
« on: July 16, 2012, 09:06:47 am »
If you want a placeholder until you work out interactions, just make ammo with a fairly high contact area but much lower penetration. Say it "showers them in a spray of pellets" or something. It won't hit them multiple times, but it'll do more or less what you would expect a shotgun to in terms of damage. Widespread damage, especially to soft fleshy bits, but less armor penetration/bone shattering/killing things 10 times your size. Because of the low penetration, it'll be especially effective against smaller animals and still effective against those as large or larger than Dwarves. If creatures are too large, it won't penetrate enough to do serious damage, because buckshot is meant for killing bucks. Not dragons. It's good enough until you work out the rest.

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The AI wielding these weapons aren't going to throw them. They'll level up throwing when they attack in melee combat. There's no way to make throwable weapons outside of adventurer mode since every ranged weapon needs both a launcher and ammo.

Adding onto this: while you technically can't make a thrown weapon, you can make it look and act like it's a thrown weapon. Basically, you have a melee weapon that acts as a launcher, but you disguise that fact. So you might have:
[ITEM_WEAPON:ITEM_WEAPON_SWORD_THROWING]
[NAME:short sword:short swords]
[SIZE:300]
[SKILL:THROWING]
[RANGED:?:?] (Whatever you want to throw will be your ammo)
[SHOOT_FORCE:1000]
[SHOOT_MAXVEL:1000]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:20000:4000:slash:slashes:NO_SUB:1250]
[ATTACK:EDGE:50:2000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:20000:4000:slap:slaps:flat:1250]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]

As an example:
[ITEM_AMMO:ITEM_AMMO_JAVELINS]
[NAME:javelin:javelins]
[CLASS:THROWN]
[SIZE:400]
[ATTACK:EDGE:20:5000:impale:impales:NO_SUB:1000]

In the inventory, it will appear as though they have a short sword (which works just as well in combat as normal), and independent of that, javelins. They will throw the javelins and then proceed to fuck shit up with their sword instead of whacking away with a crossbow or something. It's not perfect. If they lose the sword, they can't throw the javelins. Of course, if they lose the sword, they will often still use the ammunition as a melee weapon from what I've seen, which works pretty well. It's about as good as you're going to get, and other than that kink, it works out perfectly. It's also very easy to do.

If you have a bunch of launchers disguised as normal weapons, you might want to add "(t)" or "(throwing)" or something at the end of them so they're easier to distinguish. So your short swords would appear as "short swords (t)" or "short swords (throwing)", so you don't mix up your actual and fake short swords. If you make all throwing weapons in the class "THROWN", then any launcher-disguised-as-weapon will be capable of throwing any throwing weapon. So if you wield the short sword, you could use everything from throwing axes to knives to javelins to giant rocks. Whatever you want.

8
Well. Here's the thing. Bows and crossbows are very, very OP against armor and very, very UP against well-trained dodge/shield user/weapon users. Any bolt should be able to pierce through virtually any armor like it was shot through a railgun. Wooden bolts can even maim or kill Dwarves in adamantine. On the downside, well-trained enemies will be able to dodge/block/parry ridiculous numbers of bolts. But that can be solved with more dakka... By giving every civilian a crossbow and some low-grade bolts.

Practically speaking, if Goblins are rampaging through your fortress, they won't be charging down long, narrow hallways with all your civilians lined up to fire at them all at once. They'll be coming down stairways, through troll-smashed doors, and around corners. They'll also come in force so shooting one or two won't slow them down much. Some of your militia will get good opportunities, but many might only get one or two shots off before they get mobbed, and the odds are those will miss. But if you have 100 militia Dwarves, and each gets just a shot off, you could easily end up wounding or killing 20 Goblins. They'll probably get more shots off by shooting Goblins while they murder friends and pets.

If you intentionally design your fortress with a lot of open space and long hallways, they'll do better. If you give them all breastplates and a helm made out of iron or bronze or copper, they'll do much better. And if you make sure to train all of your militia a bit, up to at least Proficient, before turning them back into civilians, you could do some serious damage.

Basically, while it might not stop an invasion by itself, it will definitely give civilians a defensive edge in emergencies and will make taking your fortress more costly for the enemy. Unless you go the full mile and give every single Dwarf some rudimentary equipment and some training. Then you have 100 semi-armored Dwarves with railguns of death and the skill to use them patrolling your fortress at every moment, looking badass and popping bolts in any Goblins that dare show their faces. That's a god damn Dwarf Fortress.

9
Quote
Quite ironic that you took nine paragraphs to say

What can I say? I'm passionate about game design and I have way too much time on my hands. So yeah. I can definitely be a long-winded asshole.  :P

@Bertinator.

Also kohaku's posts are ment to be realistic to the point of killing your computer, this isn't really a problem. These ideas are so long term that they require new hardware to be invented. Judging on the current projection for dwarf fortress 1.0's release date, we should have plenty of new hardware.

Except that Dwarf Fortress's demands for CPU power for every other element of the game will also be rising constantly, and much faster. There's also only so much effort Toady can put in. It's not just about improving farming in Dwarf Fortress. It's improving farming but leaving time for everything else.

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I don't think you understand. Your sugestion doesn't make farming a constant factor, just a much more annoying task that must be completed before continuing the fort.

...

PS. Trying to be as nice as possible here, you state distain for complex ideas In favor for shorter ones. Quite ironic that you took nine paragraphs to say "hey instead of adding all these compex, intriguing ideas, lets change how long it takes for crops to grow."

It's not that complexity is bad.

...

Well, actually, let me revise that. Complexity is an awful, terrible thing that should be taken behind the shed, shot several times, burnt, buried as deep underground as humanly possible, and never spoken of again. Depth is a wonderful, wonderful thing that you can pretty much never get enough of. Complexity inevitably comes with depth, but a lot of times you can strip out the complexity but keep most of the delicious depth. That's what I'm trying to do here. If I came off rude I apologize, but right now things are way too complicated in these ideas. Which doesn't mean the ideas themselves are all terrible. At heart, a lot of them are fantastic. But they could use some cutting down. Some of the things that would add depth add way more complexity than anything else, so should probably be completely rethought.

I also don't mean to be rude, but I don't think you did more than skim over my post. Increasing how long it takes for crops to grow and how much effort it takes are part of my suggestion, sure. But that's because it's the first, easiest step. It takes very little effort but makes a massive difference. Just changing the numbers to something realistic suddenly makes it so farms have to be 50 or 60 times larger to feed a 200-Dwarf fortress and so you need a small army of growers. That's the basics you iron out before you start making revisions to the system that could literally take months to fully implement.

The reason I think you just skimmed it is because you missed everything else I mentioned. You missed the part where above ground crops are significantly easier to grow than underground crops in terms of time and space, but are vulnerable to being cut off in a siege and could endanger your fortress, forcing you to weigh your dependence on them. That's trivial to implement, but it would contribute a hell of a lot to the depth of Dwarf Fortress without adding complexity. You also missed the part where I agreed with his biggest, core idea, but pointed out that it could be done much more simply without losing anything.

What I'm mainly trying to say is that you don't need to have things like the nitrogen content or acidity of the ground. The problem isn't that it's a lot of detail. It's just not intuitive. Not all detail is bad or makes things overly complicated. A lot of it is good for flourish or adding depth. Like the combat system. It goes into way more detail than a hitpoint system, but it's pretty simple to understand at its core because we can relate to it and digest the ideas easily. We know how a human body works. We know that have muscle sliced open or bones shattered are bad. We know that having your intestines spill out is bad. We know that having your brains torn to pieces is very bad. We also know that bruises on your skin are not so bad. It's detail, but it's not hard to understand because we know how it works without having it explained to us.

Not so with soil quality. Knowing how the acidity of a soil relates to its ability to sustain different types of crops isn't something that just pops to us in an instant. Most people that play will not be agricultural scientists and won't be intimately knowledgeable with how farming works. That makes it much harder for people to pick up, since they won't know what anything in the interface means, no matter how well designed it is. If I want to make my farm, I'll have to go on DF Wiki, and look at what all of the stats mean. I will then I have to look at each individual plant I might grow, figure out how it impacts the soil, the short-term benefits and the long-term benefits, cross-check with the soil I have, come up with some farming plans, and then crunch a lot of numbers to make sure I don't turn my landscape into hell on earth. I will probably have to look through half a dozen pages outside of these to get all the information I need, included different guides and suggestions for farming rotations to maintain soil quality. It could literally take hours for me to familiarize myself with it to the point where I can actually be functional with it. It's one thing to read for 5 minutes and know that one plant replenishes hydrogen and another helps with phosphorous. It's another to fully understand and process the information and use it to form a coherent, long-term farming plan and then merge that with the overall plans for my fortress.

Honestly, as a veteran player, that's already intimidating. But think of a new player. When I was new to Dwarf Fortress, just figuring out how farming and irrigation worked, figuring out what the plants did and how to effectively set up a farming industry. It took me several fortresses to master that. We are talking about something that can be set up in less than five minutes by someone who knows what they're doing and then they barely have to think about it again. It is something I would consider myself pants-on-head retarded for not knowing how to do now. It is also something that's intuitive at its core. Everyone knows that dirt + seeds = plants. Yet it was still difficult to get the hang of. Things like NPK, in contrast, are not intuitive and not easy to grasp at all. I don't even know if I heard of NPK before reading this thread, and I don't consider myself especially stupid or unknowledgeable.

Now, right now, as someone experienced with the game, I could probably learn how to do it and get a grasp of it. I could even do it quickly if it was designed well-enough. But if back then something like that were implemented, I would not be able to get it. Not when I was busy trying to figure out one ASCII squiggle from another and trying to figure out how to mine rock and make a workshop and assign bedrooms. I might eventually be able to get it, but it would add even more to an already steep learning curve. If Dwarf Fortress solely consisted of that, it wouldn't be insurmountable. But when, as a new player, you're already being thrown directly into the game with no tutorial, when you already have to learn how to do dozens of things and keystrokes at once and synthesize it all together into making a well-designed fortress, and when you are pretty much guaranteed to go through several fortresses and plenty of hours before you're even competent at the game, it's a little much to ask.

Which is why I suggested simplifying it to "fertility". Fertility is very intuitive. You don't really need to know much about farming to get it. Fertile soil = Crops grow well. Non-fertile soil = Crops don't grow as well. It's quick. It's easy to understand. But it still has decision-making. It still has crop rotations. You still have to not only expand, but evolve your farms as you get a bigger fortress, going from making underground turnips to fields on carefully developed 4-year rotation cycles. You have to figure out things like whether you go almost purely cash crops with a reliance on fertilizer that will eventually run out, or you keep growing underground turnips to keep your fields fertile and easy to manage indefinitely. You still have short term but high value vs long term but low value, simple vs efficient, and all the other things that make his system good. I even added a new underground vs above ground dynamic to his ideas. The only difference is it's made easier and more intuitive for the player. It's either fertile or not. It keeps every last bit of depth, but without the complexity or confusion.

As a final point, I'd also like to add that it makes a hell of a lot more sense to keep it simpler. Dwarves and other medieval fantasy races will have a very good feeling for the land. They will know how to work it and what crops to plant when and what rotations to use, and they're probably fantastic at it. But it's not a scientific knowledge. It's rough and uncertain and intuitive. They don't know about NPK or the details of soil erosion and desertification. They know what works through a combination of passed down knowledge, common sense, and trial-and-error. Since we're taking the role of a Dwarf overseer, it doesn't make much sense to give us details that the Dwarves themselves would not be privy to. You are literally making it more in-depth for the player than it would be for the Dwarf farmers, who probably aren't taking soil samples to their labs to test them for nutrients and acidity.

10
This is a hellishly complicated solution to something that should not be that hard. There's something to be said for elegance. This is not an elegant solution. It's clunky and wasteful of valuable computing resources, when a lot of the things it proposes are either completely unnecessary or can be much more easily approximated. You're right that people having farms on 4 tiles that can support an entire fortress is stupid. If I remember right, for Dwarf physics with the minecart update, each tile should be around 6 feet by 6 feet. So that's a 12'x12' area to support 200 Dwarves. That's definitely an issue. It's a problem. It's also pretty simple to fix.

Plants grow ridiculously fast in DF currently. It takes around 25-42 days for plants to go from seed to harvest. In real life, crops usually take 120 days or more to grow. Of course, underground crops don't have access to the sun and shouldn't logically exist, so make take twice as long to grow. Suddenly farms have to grow at least 3-5 times larger to have the same output on the surface, and underground crops take 6-10 times as long. Already your plump helmet farm takes up 40 tiles instead of 4. That's with tweaks to the RAWS that anyone could do in a few minutes. The game is just as simple as when it started.

But you're still feeding a fortress on a tiny area with a single Legendary grower. So decrease yields. Right now a quarry bush an a single tile can produce at least 25 food per farming cycle with a legendary grower. That's already ridiculous, but a Legendary grower also takes a fraction of the time to plant seeds. Make it so you don't have plants processed into so much food. If a quarry bush needs to be processed to be edible, make it produce twice as much food instead, since it takes twice as much effort. Make it so Legendary growers produce the same yields as a Dabbling grower, but still plant faster. They'll able to make more food, and it'll require just as much farmland to produce that food. If you have only 2 crops per tile regardless of skill and quarry bushes only give 2 food with processing, suddenly a tile can only give up to 4 food per cycle instead of 25. That 40 tile farm is now 250 tiles, 500 if you're growing plants that don't require processing to eat. Not as big as it needs to be, but we're getting somewhere, and we have changed nothing about the game but the numbers. Everything is otherwise the exact same as it used to be. It's just as simple.

Of course, we're still talking about a pretty small amount of labor. 4-5 Legendary growers in a fortress of 200. Odds are you'll have way more Legendary Craftsdwarves with strange moods alone. So make it more labor intensive. This doesn't have to be anything micromanaged. Make it so when crops are growing, they need to be weeded/deverminized/maintained at certain points. You don't even have to call it anything specific. Just "maintaining crops". Planting and harvesting is 2 labors. If you make it so they need to be maintained once every month-ish, it takes 6 labors to produce a crop instead of 2. If you have underground crops, that's 10 labors. So for an underground farm to feed a fortress of 200, you now have 20-25 Legendary growers and a hell of a lot more growing space.

But things are even trickier than that. Since above ground crops take 120 days to complete and they have a much more limited planting range, your labor will spike considerably. There'll be a lot of very rapid planting in the beginning, medium effort at weeding throughout growth, and then finally a massive spike during harvest to prevent your plants from going to waste. That means a lot of cross-professioned haulers and crafters and other Dwarves ready to go at any time to help out with the growing and harvest efforts. Then you have to have labor lined up to process that food up until the next planting cycle. Grower-plant processors would probably be the easiest solution.

Just make above ground crops require Light instead of Above Ground, and suddenly you have a lot of choice with pretty little effort. Above ground farms take up half the space and use almost half the effort. However, they can only work if uncovered and exposed to the sun. Since they have to be above ground, you have to spend time walling them in. Even then, flying enemies can easily swoop in and use it as an entrance to your fortress. Or if there's an ill-timed ambush, you might find yourself able to lock yourself away in your fortress, but suddenly you don't have access to your food supply. So you go underground. But you quickly find it takes a ridiculous amount of space and labor to grow underground crops. So you're forced to strike a compromise. How big are my underground crop farms? How big are my above ground farms? Will my underground crops just be used to give growers something to do after the harvest, or will they supplement my food source considerably? Will I have a big enough underground farm and enough growers to sustain me in case my above ground crops are lost, or will I have just enough to hold me over until I can retake the surface?

Even then, we could still have a very much simplified and stripped-down variant of your system. Give farms, not each individual tile, a rating. Barren, Poor, Average, Fertile, or Very Fertile. Farms start out on Poor or Average. The lower the soil rating gets, the lower the yield gets. When it reaches Barren, it cannot grow anything and will automatically lay fallow until the Fertility increases. High-value cash crops that lead to happy thoughts and trade money deplete fertility very rapidly. Lower-value crops have less of an impact. Some of them might even help restore fertility. Fertility also slowly regenerates over time, so leaving a field fallow will help out. Because it regenerates, some low-to-mid-value plants might have no impact. But fertility can also be improved by using potash and other fertilizers. In fact, the only way soil can reach "Very Fertile" is with fertilizer; crop selection and letting fields lay fallow can only bring it up to Fertile. Barren wouldn't have a floor to it, so if your field is just barely at Poor and you dump high-value crops on them, it will take the field much longer to get back to Poor.

So you have to think to yourself, on top of the aboveground-underground dilemma, what kind of crops do I grow? Do I grow mostly high-value crops supplemented with a lot of fertilizer, with short-term gains but no sustainability? High-value crops but with low-yields to allow farms to regenerate? A mix, alternating fields year by year? Do I go for lots of low-value crops to save time and effort? What about importing most food and only having a small farming operation, stockpiling and hoping I can survive until more caravans arrive? What if I export it, letting it stockpile when I become sieged? What happens when the food I stockpile starts going bad?

That is my elegant solution. Changing numbers and making minor tweaks, for the most part. Simplifying your suggestion to a much easier, but still deep, solution. Farms take up over 60 times more space and much more effort by changing numbers and introducing weeding. Throw in fertility, and you've got a very simple, but very dynamic farming system that takes a fair bit of labor to keep going. You don't need to keep track of things like how much nitrogen or potassium is in the soil. You can get more or less all of the depth by just giving "Fertility" and making it take more time and labor with none of the unnecessary complexity.

Spoiler: "Additional Thoughts" (click to show/hide)

11
DF Dwarf Mode Discussion / Re: Are crossbows still overpowered?
« on: June 10, 2012, 01:52:00 am »
Ranged weapons in general are just a big wad of WTF in this version. And yes, crossbows and bows are absurdly overpowered in many ways, while absurdly underpowered in others. Here's my collection of WTFery:

-Ammunition is treated as purely made out of that material, which is why, for example, silver arrows/bolts can be very effective. In real life they'd be mostly wood with a silver tip. Having a silver tip makes it ineffective because it doesn't add much weight but in turn makes it deform instead of pierce. In Dwarf Fortress, they are instead treated as made of pure silver. They also have a ridiculously small contact area. For reference, lightsaber whips have a contact area of 1, arrows/bolts have a contact area of 2, and spears have a contact area of 20. So instead you have ultraheavy slugs of silver moving at 250 feet per second or faster and colliding with enemies, with all the force focused in a single, tiny point. It doesn't need to pierce through the armor. The blunt force alone is lethal, causing silver bolts to easily kill adamantine-clad soldiers. In real life, firing a silver-tipped arrow at someone in copper armor would result in the tip bending and deforming uselessly and the arrow bouncing off with no effect. Instead, it defeats Dwarven supermaterials. This makes no sense.

-Bows and crossbows have way too much force/maximum speed behind them. Wooden bolts have been shown to semi-regularly pierce adamantine armor in arena tests.

-Bolts and arrows are constantly dodged/parried by Legendary Dwarves. Bolts/arrows are treated as equally difficult to parry as any other weapon. As a result, if you fire 100 arrows simultaneously at a legendary Dwarf at once, he will miraculously knock half or more out of the air and dodge the other half. Even if they're engaged in melee combat. This is completely ridiculous. A legendary Dwarf should occasionally or semi-regularly swat arrows from the air in heated combat. Even sometimes batting arrows out of the air is pretty much a legendary feat.

-Shield effectiveness against ranged weapons is based purely on skill. You do not use a shield by moving it to intercept each individual arrow. Dwarf Fortress does not take this into account. So the end result is that if someone untrained in shields uses one to defend against projectiles, they will miss almost every single one, despite the fact that just holding the shield in front of them would block most of them. On the other hand, if you gave a legendary shield user a shield the size of a bottlecap, they would miraculously block every arrow fired at them.

All of this combined means:
-Beating ranged attackers means having high skill. The armor is pretty much irrelevant, and the shield is only useful if they have skills in it. That is, a highly skilled Dwarf running around in nothing but his underwear and a buckler is better at defending against arrows than a new recruit in adamantine with a shield the size of his body. That's just plain stupid, but it's also why people don't see crossbows and bows as overpowered. Since most people train their Dwarves to very high skill levels, they simply block or dodge or parry any ranged weapon thrown at them. That's horribly underpowered. On the other hand, when they are used against unskilled Dwarves or get a lucky hit against a highly skilled one, they are horribly overpowered in every way, with wooden bolts chipping bones through adamantine armor.

12
DF Dwarf Mode Discussion / Re: Holy Crap Minecarts (Devlog Quote)
« on: May 05, 2012, 04:32:18 pm »
Why are rock crafts any worse than prepared meals?  At least it's Dwarfy to make toy boats from rock.   :P

The main issue is that it's a little silly because the traders don't take supply and demand into account much. A masterwork toy boat or three could probably get a good price. But by the end of the third year every human child has twenty rock boats and they still will pay out their ass for them. In Dwarf Fortress, all of humanity is made up of obsessive hoarders that will pay any price to increase their collection of useless shit.

13
You should be able to just reduce the minimum size in the raws of the specific save file you want it in. If you change it in the main DF raws it won't change it for your world, but changing it, again, in the save file will make it work.

14
DF Modding / Double Checking
« on: March 13, 2012, 03:45:39 pm »
Now, if I remember right, there's no way to mod weapon ranges, correct? If I'm wrong, what sort of a workaround do I need to do?

15
DF Adventure Mode Discussion / Re: Undead are way too strong.
« on: February 27, 2012, 10:33:46 pm »
Dat unholy strength man, Dat unholy strength. If you want long time adventurers.

No matter how strong they are, that shouldn't change the fact that iron is harder than bone.
Have You ever Boxed?
Even with Gloves and a Helmet, the Impact penetrates WAY more than You expect it to.
Its no different with Iron Armour. It doesnt STOP the impact, it reduces it. Plus, Armor Dents. Its like how a Bullet Proof Vest will still break Your Ribs.

Rethink things.

I'm pretty sure that bone would still break before iron armor. We're talking physical properties and limits. It's a little like if someone with a copper sword was hacking off the limbs of someone with artifact-level adamantium armor without any issues. It would seem a little silly. Same thing here.

Furthermore, bulletproof vests and iron armor aren't quite comparable. Bulletproof vests work by effectively "catching" a bullet - the fibers bunch up to absorb the energy of the bullet, causing the bullet to expand and distributing the force over a wide area before the bullet can get all the way through. Iron armor does not work that way. It's meant to either stop or deflect edged/pointed weapons. It does not deform to stop an attack. It does, in fact, stop impacts. If someone punches you while you're wearing a breastplate, your ribs won't break in the area that they punch you. Their hand will break and the force will be distributed on your body over the entire breastplate.

That's what we're asking for. Bones should not be able to break through iron or steel armor, period. Not even copper armor. If they do break through, they should be unusable even by undead standards.

This game's combat system is essentially fantasy creatures, but with everything else played straight. It's different from other games because while, yes, buggy at times and not a perfect representation, it tries to be relatively realistic and that helps to make it engaging. You know that instead of whacking a tough enemy for a few minutes until it spontaneously explodes because its HP bar is depleted, you cut off limbs/maim it/break bones/do horrible things to its internal organs until it dies, making it weaker all along the way.

This is a break from that reality that makes it less fun. Make skeletons deadly, fine. But do it by giving them things like warhammers and other weapons. Anything else isn't just unrealistic, it's just kind of stupid and unfun.

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