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Author Topic: Nickel Battle Axe....  (Read 2265 times)

DrKillPatient

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Re: Nickel Battle Axe....
« Reply #15 on: September 05, 2011, 06:30:55 pm »

Mechanisms affect the accuracy of the trap's attack, IIRC.
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"Frankly, if you're hanging out with people who tell you to use v.begin() instead of &v[0], you need to rethink your social circle."
    Scott Meyers, Effective STL

I've written bash scripts to make using DF easier under Linux!

Frogwarrior

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Re: Nickel Battle Axe....
« Reply #16 on: September 05, 2011, 07:01:59 pm »

Put it in a weapon trap in a 1x1 pit, then throw all your prisoners into the pit.
(Have an access route to the pit in case it needs cleaning, I guess.)
This is also an awesome thing to do with artifact styrofoam blunt weapons. Especially if it doesn't kill them, but instead makes their stats super awesome meaning you have fun arena contenders.
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franti

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Re: Nickel Battle Axe....
« Reply #17 on: September 05, 2011, 07:21:25 pm »

I AM HE WITH NON-STANDARD METAL SHARPNESES IN MY SIG. BEHOLD MY TERRIBLE WISDOM.
So, yeah. It's sub-copper, but against unarmored creatures, and in the hands of a good dwarf, it's fine. Any weapon is good against flesh, even with no training.

My data was gathered through repeated testing. Took me 8 hours. I think it's more accurate than abstractions gathered from a list of data.

 Worst metals are the Pewters, then all the "Copper+" metals: metals added to Copper to make it suck less.
« Last Edit: September 05, 2011, 07:25:26 pm by franti »
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Adamantine, Steel, Pig Iron, Iron, Bronze, Bismuth Bronze, Platinum, Brass, Black Bronze, Billon, Rose Gold, Electrum, Bismuth, Aluminum, Gold, Copper, Tin, Sterling Silver, Silver, Nickel, Zinc, Lead, Nickel Silver, Trifle Pewter, Fine Pewter, Lay Pewter.

ulan

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Re: Nickel Battle Axe....
« Reply #18 on: September 05, 2011, 09:10:56 pm »


I'm playing "Easy Mode;" I've modded dwarves to require neither drink nor food.
wat wat wat
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acetech09

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Re: Nickel Battle Axe....
« Reply #19 on: September 05, 2011, 11:53:14 pm »

Bah. Thats not easy mode.

Easy mode is giving all dwarves natural legendary skills, free everything via reactions, [SPEED_1] and giving it all the tags beginning in [NO_.


That's what I do when I want to build some megaproject.
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Corneria

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Re: Nickel Battle Axe....
« Reply #20 on: September 06, 2011, 01:59:35 am »

Bah. Thats not easy mode.

Easy mode is giving all dwarves natural legendary skills, free everything via reactions, [SPEED_1] and giving it all the tags beginning in [NO_.


That's what I do when I want to build some megaproject.
Megaprojects are a helluva lot less impressive under those circumstances.
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Girlinhat

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Re: Nickel Battle Axe....
« Reply #21 on: September 06, 2011, 02:01:26 am »

Agreed.  If you're megaprojecting like that, you're just dicking around.  Show us some real blood and spittle.  Paint the construction with goblin blood - not on purpose, but because they ambushed your masons and lost.

AaronLS

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Re: Nickel Battle Axe....
« Reply #22 on: September 06, 2011, 02:06:42 am »

Bah. Thats not easy mode.

Easy mode is giving all dwarves natural legendary skills, free everything via reactions, [SPEED_1] and giving it all the tags beginning in [NO_.


That's what I do when I want to build some megaproject.

I would call that creative mode, like the creative mode in minecraft.
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Alastar

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Re: Nickel Battle Axe....
« Reply #23 on: September 06, 2011, 03:32:28 am »

My testing (big batch of empirical testing of realistic situations, then putting apparent trends to test in a controlled manner changingbone variable at a time) hints that hierarchies aren't as clear as often assumed.

Very pointy stuff seems to want a good combination of weight and toughness, steel > candy > iron. Lead turned out not to be a good blunt weapon material, so density (the figures Sphalerite gave) isn't everything. Density seems relatively more important than impact strength if the wielder is strong, the weapon is small and the target is armored.

But yes, nickel is rather poor in any case.
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