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Author Topic: About long drops with a sudden stop.  (Read 3085 times)

Fleeting Frames

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Re: About long drops with a sudden stop.
« Reply #15 on: September 29, 2016, 05:19:34 pm »

Did they ever fix the "shaft of enlightenment" bug, where a fall onto a spike trap would result in massive dodger skill increase?
Is the spike dodging bug still around? In .34 at least, dodging the spike would instantly give legendary dodging ability.
If you meant falling 2, 3, 5, or 9 z-levels onto spikes giving super skills, that was fixed.
Ծ_Ծ

wierd

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Re: About long drops with a sudden stop.
« Reply #16 on: September 29, 2016, 05:33:08 pm »

Never mind me, I am just blind. Totally did not see that.

The gibbletizing research thread linked is still applicable though I believe. The raw damage calc formula from falling is, to my knowledge, unchanged.  10+z fall should be 99% fatal under most conditions.
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Fleeting Frames

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Re: About long drops with a sudden stop.
« Reply #17 on: September 29, 2016, 05:38:30 pm »

As the reports earlier in thread note, even 20z fall isn't necessarily deadly anymore. v.31 modeled damage a fair bit differently than v.43.05 - for example, I expect a fall that breaks a leg could now also twist the hip.

It's a great thread and I've read it all, just...Doesn't match reality after DF has doubled it's age.

wierd

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Re: About long drops with a sudden stop.
« Reply #18 on: September 29, 2016, 06:10:33 pm »

Well then, a new falling science fort is in order.

I might do that.
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Lozzymandias

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Re: About long drops with a sudden stop.
« Reply #19 on: September 29, 2016, 06:54:16 pm »

Well then, a new falling science fort is in order.

I might do that.

You're doing Armoks work old son
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Dunamisdeos

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Re: About long drops with a sudden stop.
« Reply #20 on: September 30, 2016, 12:34:37 pm »

Well it sounds like MORE ZEES are in order.

I'm going to pull up all my traps and make it 30z, and see how that goes.
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Findulidas

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Re: About long drops with a sudden stop.
« Reply #21 on: October 01, 2016, 05:33:37 am »

Well it sounds like MORE ZEES are in order.

I'm going to pull up all my traps and make it 30z, and see how that goes.

Well I didnt to many tests but the fort I built few months ago sure instagibbed all the goblins that fell down in it 5-7 or so. Painted the walls red even. Think it was about 30z deep.

I made sure to smooth all the walls though, didnt want any of the goblins to grab hold of the wall.
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Melting Sky

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Re: About long drops with a sudden stop.
« Reply #22 on: October 10, 2016, 04:12:10 am »

There was another thread on this very topic. In it I posted how to make a good pit fall trap based on what I knew of older versions, but was corrected by somebody running the newest one. Apparently the days when you could be sure to utterly cripple pretty much any attacker with even a relatively short fall are a thing of the past. I haven't done any new science myself, but from what I understand armor is now surprisingly effective at mitigating fall injuries and the distances involved have all greatly increased. If I remember right some guy was flinging goblins down a 20z dodge trap pit in the new version and they were getting back up afterwards.
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StarWars1981

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Re: About long drops with a sudden stop.
« Reply #23 on: October 10, 2016, 07:48:49 am »

Throw some dragons down after them and they won't get up afterwards anymore.

Either dig deeper or put some marksdwarves in a half-ring around the bottom and give it to them. Take bets on which ones hit first, which ones get up, and which suffer headshots vs. severe perforations to ... everything.

Giant war grizzlies are also an option. Or is it black bears? Or polar bears? I think one was trainable, the others were just nasty anyways.
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Findulidas

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Re: About long drops with a sudden stop.
« Reply #24 on: October 10, 2016, 09:54:01 am »

There was another thread on this very topic. In it I posted how to make a good pit fall trap based on what I knew of older versions, but was corrected by somebody running the newest one. Apparently the days when you could be sure to utterly cripple pretty much any attacker with even a relatively short fall are a thing of the past. I haven't done any new science myself, but from what I understand armor is now surprisingly effective at mitigating fall injuries and the distances involved have all greatly increased. If I remember right some guy was flinging goblins down a 20z dodge trap pit in the new version and they were getting back up afterwards.

Thats so disappointing. What point is there to a long fall if there isnt a satisfactory splat after?
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Taetrius

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Re: About long drops with a sudden stop.
« Reply #25 on: October 11, 2016, 06:16:16 am »

In my current fort, a 30z deep dodge trap (natural diorite floor at the bottom) brings death by total dismemberment to goblins - armored or not- or beasts like hydras. Quite a mess to cope with corpse parts afterward...
May be a little overkill, but I had issues with still dangerous goblins after 10z drops on copper spikes, so I wanted to make sure the little buggers would not climb back.

Note: as some infortunate cheesemaker accident told me, dwarves appear slightly less prone to dismemberment by splattering, need to do science about it... Perhaps dismemberment might partially be due to the traps ?
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Libash_Thunderhead

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Re: About long drops with a sudden stop.
« Reply #26 on: October 12, 2016, 04:13:05 am »

It is unfair because dorfs kill themselves even if the drop is only 6 z levels high.
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Urist McVoyager

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Re: About long drops with a sudden stop.
« Reply #27 on: October 12, 2016, 10:15:57 pm »

A while back I did a fort where, for medical training, I dug a pit with a retracting bridge over it and dropped dwarves about three to five levels down. It was just to injure them and get them healed so the doctors would be better and faster.

I only had one dwarf actually die from it. A broken neck or head.

This sounds like a fun project to do science on.
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