Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Ballistae and Catapults  (Read 2315 times)

ChaosOrdeal

  • Bay Watcher
    • View Profile
Ballistae and Catapults
« on: May 16, 2012, 05:19:06 pm »

PLEASE make ballistae and catapults work something like their real-world counterparts!!
Logged

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: Ballistae and Catapults
« Reply #1 on: May 17, 2012, 05:21:17 pm »

More specifically?
Logged
Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

IT 000

  • Bay Watcher
  • Strange Mood
    • View Profile
Re: Ballistae and Catapults
« Reply #2 on: May 17, 2012, 06:43:59 pm »

I think he's talking about making them do more damage than oversized pillows. Also to have them stay in a straight line when launched from a legendary operator with masterwork parts.

Either way, both of these are bugs and I'm sure they're already in mantis.
Logged

***CORROSION v2.14***
<<<More Than Just Zombies>>>
Back from the Dead!

Uristocrat

  • Bay Watcher
  • Dwarven Railgunner
    • View Profile
    • DF Wiki User Page
Re: Ballistae and Catapults
« Reply #3 on: May 18, 2012, 03:06:49 am »

Presumably this would be fixable by having them use the new projectile/falling code?  By all appearances, they have not been updated, so maybe Toady will work them in while working on this stuff.

It is kind of weird when shooting someone with a catapult isn't as harmful as dropping the rock on them directly :)
Logged
You could have berries on the rocks and the dwarves would say it was "berry gneiss."
You should die horribly for this. And I mean that in the nicest possible way.

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Ballistae and Catapults
« Reply #4 on: May 18, 2012, 03:54:06 am »

Presumably this would be fixable by having them use the new projectile/falling code?  By all appearances, they have not been updated, so maybe Toady will work them in while working on this stuff.

It is kind of weird when shooting someone with a catapult isn't as harmful as dropping the rock on them directly :)
The problem with the new parabolic paths and such is aiming. We don't want to have a whole lot of catapults in a hidden cave continously shooting the ceiling in an attempt to to toss a stone onto a goblins at the other side of the map.
Logged

cybergon

  • Bay Watcher
    • View Profile
Re: Ballistae and Catapults
« Reply #5 on: May 18, 2012, 05:11:16 am »

The problem with the new parabolic paths and such is aiming. We don't want to have a whole lot of catapults in a hidden cave continously shooting the ceiling in an attempt to to toss a stone onto a goblins at the other side of the map.

Which is the problem with real life catapults to begin with. What you want are cannons.
Logged

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: Ballistae and Catapults
« Reply #6 on: May 18, 2012, 06:24:54 am »

Or ballistae.
Logged
Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

Waparius

  • Bay Watcher
    • View Profile
Re: Ballistae and Catapults
« Reply #7 on: May 18, 2012, 07:30:18 am »

The easy solution would be to put your catapults outside or, as suggested above, use a ballista. It becomes easier to put said catapults outside when they can shoot vertically as well as horizontally, since they can sit on towers, behind walls, and so on. For underground work there's always minecart and (when they get implemented) rolling boulder traps.
Logged

ChaosOrdeal

  • Bay Watcher
    • View Profile
Re: Ballistae and Catapults
« Reply #8 on: May 18, 2012, 07:09:18 pm »

By "like their real-life counterparts" I mean I want to be able to mount a ballista on a wall, have an operator fire it, and, let's say based on the operator's Crossbow or Siege Weapon skill, hit a target that is flying above him or walking on the ground below him, in a reasonable arc of fire, not just in ordinal directions.  Then a crew of maybe three dwarves take a minute or so to reload the weapon so it could be fired again.  Let's assume that a ballista without something like a pintel mount would be fairly useless.

My red hot sex fantasy is that a dragon wheels over my fortress, twenty ballistae fire at him, one of them misfires, breaks and maims a crewman.  Most of the shots miss, one bounces off the dragon's scales, and one sticks in the dragon's calf (or whatever dragons have).  The dragon thinks, "hey, a defenseless village sounds like a lot more fun than this place," and he effs off.
Logged

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: Ballistae and Catapults
« Reply #9 on: May 18, 2012, 07:19:47 pm »

Hm, that's agood idea. Or maybe a few Or maybe unintentional. Let's break it down:

1. Dwarves firing siege engines at targets on other z-levels.
2. Multiple dwarves to a siege engine.
3. Siege engines firing accurately enough to hit one, specific (if large) creature.
4. Siege engines being able to turn a bit on their own, to hit such creatures (probably requiring more dwarves, possibly requiring specially-built engines).
5. Siege engines (and maybe other mechanical devices) sometimes malfunctioning.
6. Dragons' scales being tough enough to reflect most attacks.
7. Megabeasts leaving once they realise that your fort is a lot tougher than most settlements.
Logged
Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

Waparius

  • Bay Watcher
    • View Profile
Re: Ballistae and Catapults
« Reply #10 on: May 18, 2012, 11:38:31 pm »

IIRC, siege engines do fire in an arc - it's just triangle-shaped. On the other hand, does the command to "Fire at Will" result in siege operators actually firing at enemies, or do they just pound away? I think it's the latter, and if so changing that would make a lot of difference.
Logged

Uristocrat

  • Bay Watcher
  • Dwarven Railgunner
    • View Profile
    • DF Wiki User Page
Re: Ballistae and Catapults
« Reply #11 on: May 19, 2012, 01:26:03 am »

It seems that people are having some success filling minecarts with ballista bolts, then sending them down three ramps or so, into a fortification.  Apparently this is far more effective than actually firing them out of your ballistae right now.

So this suggestion is probably more of a bugfix:  the two just need to start using the new projectile code :)
Logged
You could have berries on the rocks and the dwarves would say it was "berry gneiss."
You should die horribly for this. And I mean that in the nicest possible way.

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: Ballistae and Catapults
« Reply #12 on: May 19, 2012, 04:13:49 pm »

Plus something (accuracy?) to make it better than slinging a minecart at something.
Logged
Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.