Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - vjmdhzgr

Pages: 1 ... 15 16 [17] 18 19 ... 111
241
The Elephant Man's achilles heel however is his trunk. Impossible to protect with armour. Will soon go flying off in an arc. Not sure if trunk damage will cause fatal bleeding or pain though...

Then what about other types of animalmen? Rhinocerous Men are significnatly smaller (a mere 1.5 tons to the elephantman's 2.5 tons) but they shouldn't have any such vulnerability.  (Their horn might get sheered off, but I don't think that counts for pain or bleeding.)  Plus, they're still over twenty times the size of a dwarf, and will have armor twenty times as thick.  (With candy robes over steel breastplates and candy mail FTW!)
Most of the trunk is cartilage, which is similarly lacking in pain receptors or blood vessels, meaning it's just one size 200 body part with some skin that you're going to lose in blood, which might have an impact if you're also getting two arms severed, but your arms aren't getting severed with full armor. The trunk does have the [SMELL] token though, which might mean you'd lose your not very useful sense of smell. So, you become more likely to lose your sense of smell as an elephantman, but there's no real danger other than that.

242
DF Suggestions / Re: Make spoilers a rarity again
« on: April 24, 2016, 06:42:31 pm »
As far as rare challenges go there are still plenty out there. You have your hell fortresses with zombie husk guards, you have your biome specific cloud effects and whatnot, you could get sieged by goblins with a demon general; Point being, there are still plenty of rare challenges out there and seeing as adamantium spires are one of the challenges you have the most control over (because you can always just choose not to mine it) there's no need to make that one rare too. We have to have some big challenges we always have access to.
You don't actually have hell fortresses with zombie husk guards anymore. Not sure why, but Toady removed them. I agree though.

243
DF Suggestions / Re: Make spoilers a rarity again
« on: April 24, 2016, 01:05:54 pm »
Well, I'd argue that any and all forts need good protection, what with goblins, dragons, megabeasts, semi-megabeasts, forgotten beasts, beastly beasts, and all manner of other horrific killing machines roaming around.

In short, there's a lot of killing, so even a library needs a good guard or 50 at the door.
Part of the embark scenario thing is going to be changing that. So goblins won't send all their armies to your tiny little tavern in the wilderness.

244
DF Modding / Re: What makes "foreign" armour foreign?
« on: April 24, 2016, 01:03:21 pm »
Have you checked the errorlog? It might help here.

245
If you do make armor for an elephant man adventurer, then you're going to want very high armor user skill, as a singular piece of armor will be massive and probably completely weigh you down without very high armor user skill. However, there is a benefit to this, in that the armor is also incredibly thick. Elephant men are 1/4 the size of demons, and back when demons still took over human civilizations, just their clothing would be enough to block pretty much any weapon's attacks. So if you get actual metal armor, you'll pretty much just be invincible.

246
DF Gameplay Questions / Re: Which metal is better for blunt weapons?
« on: April 22, 2016, 08:43:08 pm »
Is a masterwork copper sword better than a no-quality steel sword? In general, does material or quality matter more?
It depends on the skill of the user. If they're skilled enough to hit most of the time then it's material by far, but sometimes you just have a dwarf that can't really hit anything with their steel sword and the fact that it does significantly more damage doesn't even matter. This is why bone artifact weapons are worthless. Sure you might hit with it every single time, but you're not going to be getting any strong hits, and if they have any armor it's just going to bounce off. Same thing with copper compared to steel, except maybe when it's like, an excepional iron sword, up against a base quality steel sword. Then for blunt weapons most metals aren't too different so the quality is more what matters.

247
DF Gameplay Questions / Re: Which metal is better for blunt weapons?
« on: April 22, 2016, 06:46:10 pm »
Now my question is, how much does a weapon's quality contribute to effectiveness?
With edged weapons it increases the sharpness, and it increases accuracy. Masterworks have double the accuracy, and artifacts have triple. Presumably the 4 quality levels between standard and masterwork go 1.2, 1.4, 1.6, and 1.8 in increases, but it's not explicitly known. For sharpness the standard quality is 50% of the max sharpness value of the material, and masterwork is 100%, artifacts also 100%. It might seem like it's not as important for blunt weapons, and it might be, but the increase in accuracy also most likely increases the effectiveness of the strike somewhat, based off of adventurer mode descriptions of attacks. Also double accuracy is a big deal for non-skilled soldiers.
I'll just also mention now that armor has the same increase to deflection as weapons have to accuracy.

248
DF Gameplay Questions / Re: Which metal is better for blunt weapons?
« on: April 22, 2016, 12:49:04 am »
Slightly dependent, silver is very good for warhammers, but steel is almost as good, copper is best for morningstars (somehow, and only a little), the advantage silver really has over steel is that it only requires a single stage of refinement (smelt native silver/galena/tetrahedrite to bars), whereas steel requires multiple steps (smelt iron bars, smelt pig iron, smelt steel.)
Did you mean maces? Morningstars are edged weapons, and can't even be made by dwarves so you're not really likely to have much of a choice.

249
DF Dwarf Mode Discussion / Re: First post, had to...
« on: April 21, 2016, 07:54:19 pm »
I googled "braise" and meridian dictionary only refer to cooking.  Some websites links refer to it as medieval garments. So it's like a ladies' silk slip under skirts or something?
You probably should have been Googling Braies.

250
DF Suggestions / Re: Military prestige and morale
« on: April 20, 2016, 05:22:14 pm »
There's already military ranks. Militia commander, militia captain, sheriff, captain of the guard, hammerer, and champion. If you want certain dwarves to get better equipment than others than you can either put them in a high up squad, or assign them specific better equipment.

251
DF Suggestions / Re: Zoom to owned rooms
« on: April 20, 2016, 05:12:26 pm »
Yes this would be great. It's really difficult to find the bedrooms of specific dwarves.

252
DF Dwarf Mode Discussion / Re: Crosses?
« on: April 18, 2016, 07:18:09 pm »
It's a shape. Low skill engravers will engrave pictures of basic shapes onto the walls, like triangles or crosses. It means nothing for pretty much every profession.

253
DF Suggestions / Re: Healthcare in Adventure Mode
« on: April 16, 2016, 08:16:21 pm »
Adding healthcare in adventurer mode would actually make health more difficult to manage. As it is travelling instantly heals any wounds that can be healed. If you travel and you still haven't recovered, there's nothing a doctor could do for you anyway. Also this is suggested really often, and rather than make new suggestion threads, you're supposed to go back to old ones if you have something to say about them.

254
DF Gameplay Questions / Re: Iron vs. Bronze?
« on: April 15, 2016, 07:21:47 pm »
trees

Why trees? Why not magma?

Steel needs coke which is easily obtained in mass amounts from bituminous coal ordered from caravans to make.

255
DF Modding / Re: How to increase animalmen visitors?
« on: April 14, 2016, 05:29:46 pm »
Well there might be some way to influence it indirectly, but you can always make some yourself. Just decide on the location you want, and make a bunch of animal people adventurers in nearby civilizations, then immediately retire them.

Pages: 1 ... 15 16 [17] 18 19 ... 111