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Author Topic: Perfect materials  (Read 588 times)

Sanix_Prime

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Perfect materials
« on: December 19, 2022, 05:27:31 am »

Here's a question: What would the material stats of a 'perfect' material look like? In other games you can just make a weapon do 9999 damage but in Dwarf Fortress it isn't that simple.

Obviously it would depend on the intended use, but let's say:

~Bladed weapons
~Blunt weapons
~Bolts
~Armor

I know candy and other stuff exists, but is it really 'perfect'? I know candy doesn't make good blunt weapons, for one. I think I read in an older thread that it has weird properties when used for bolts as well. I've never made a mod for this game but this question seemed like it might make for an interesting discussion if nothing else.
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TurboDwarf

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Re: Perfect materials
« Reply #1 on: December 19, 2022, 05:36:34 am »

Well, the obvious choice seems like pushing all the useful numbers in the raws up to the integer limit, whatever that is in the case of DF.

efrec

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Re: Perfect materials
« Reply #2 on: December 19, 2022, 04:05:26 pm »

You're always optimizing against a target in DF, which ought to mean in many cases there's no perfect material, other than just "highest possible number".

To be a little open to the question though, I think it's more feasible that a good material for bladed edges cannot cut its equivalent armor, than that a good material for a bludgeon cannot smash its way through, and even if you can't, you've tricked your opponent into wearing several thousand pounds of equipment just to have a chance at survival. Also, with fixed velocity in weapon traps, as material density increases, momentum increases massively. So, of the materials, the heaviest is best because traps are best. This logic has been upheld by many dwarves.
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IndigoFenix

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Re: Perfect materials
« Reply #3 on: December 20, 2022, 02:44:28 am »

There isn't one, because weight is always a tradeoff. Adamantine is near-perfect for armor and bladed attacks, but adamantine hammers are basically wiffle bats. For blunt weapons heavier deals more damage but is harder to carry. Although because of the way DF works this only affects movement speed, so you can give a dwarf a slade warhammer and they will barely be able to move but can still hit like a truck.

Putnam

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Re: Perfect materials
« Reply #4 on: December 20, 2022, 03:06:33 am »

Density increases damage asymptotically, i.e. it will approach some value as it goes to infinity but never reach it, and it's already >90% of the way there at 7850, the density of iron, which is the lightest non-special weapon material. A density of 8000 will be perfectly fine, no tradeoff. This is the ideal material; you may not like it, but this is what peak performance looks like:

Code: [Select]
        [USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
            [STATE_ADJ:ALL_SOLID:unbreakable]
            [STATE_NAME:ALL_SOLID:steel folded 50 times]
            [STATE_NAME_ADJ:LIQUID:molten steel folded 50 times]
            [STATE_NAME_ADJ:GAS:boiling steel folded 50 times]
            [DISPLAY_COLOR:0:7:1]
            [BUILD_COLOR:0:7:1]
            [MATERIAL_VALUE:1000]
            [SPEC_HEAT:500]
            [SOLID_DENSITY:7850]
            [LIQUID_DENSITY:6980]
            [MOLAR_MASS:55845]
            [IMPACT_YIELD:500000] higher than needed to get past slade armor, but should be low because lower impact yield = better armor
            [IMPACT_FRACTURE:99999999]
            [IMPACT_STRAIN_AT_YIELD:0]
            [COMPRESSIVE_YIELD:99999999]
            [COMPRESSIVE_FRACTURE:99999999]
            [COMPRESSIVE_STRAIN_AT_YIELD:0]
            [TENSILE_YIELD:99999999]
            [TENSILE_FRACTURE:99999999]
            [TENSILE_STRAIN_AT_YIELD:0]
            [TORSION_YIELD:99999999]
            [TORSION_FRACTURE:99999999]
            [TORSION_STRAIN_AT_YIELD:0]
            [SHEAR_YIELD:99999999]
            [SHEAR_FRACTURE:99999999]
            [SHEAR_STRAIN_AT_YIELD:0]
            [BENDING_YIELD:99999999]
            [BENDING_FRACTURE:99999999]
            [BENDING_STRAIN_AT_YIELD:0]
            [MAX_EDGE:2147483647]
            [STATE_COLOR:ALL_SOLID:GRAY]