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Author Topic: weapon choices?  (Read 6289 times)

janamdo

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Re: weapon choices?
« Reply #30 on: April 10, 2020, 02:22:33 am »

Loading times for the max world size is too long.

   
« Last Edit: April 10, 2020, 05:25:14 am by janamdo »
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PatrikLundell

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Re: weapon choices?
« Reply #31 on: April 10, 2020, 07:29:25 am »

I didn't mean it as a complaint, but rather as a way to put things into perspective. If you're into something very niche, it wouldn't (and usually shouldn't) be high on the priority list, regardless of how annoying it is to you personally that you can't have your favorite flavored candy, given that there is a mountain of important issues to deal with.
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delphonso

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Re: weapon choices?
« Reply #32 on: April 10, 2020, 07:44:09 am »

Off topic, but you all know that making the window smaller makes a pretty noticable difference on world generation times, right? I guess part of the slowdown is updating the worldmap.

janamdo

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Re: weapon choices?
« Reply #33 on: April 10, 2020, 08:08:38 am »

I am now trying to make crossbows and what brings a caravan in generally with them ?
Can aspect a caravan loaded with weapons too
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Sarmatian123

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Re: weapon choices?
« Reply #34 on: April 10, 2020, 12:00:21 pm »

If you are modding in this way, you can as well add nothing->steel reaction anyway

Well, this is not exactly modding. You can do those changes in any vanilla game for them to take effect. You do not need to start game anew with adamantine at top of inorganic_metal.txt, which is the only modding I do lately. Adding reactions does not mean they will become recognized and used automatically in an old save. I found out, if you mixed labels with some older recognized reaction, then this reaction will work even in a vanilla save. This is not modding, though done same way. Those are vanilla game's exploits, as they work in vanilla game.

TBH, all my latest embarks have been modded with adamantine pushed to the top of the inorganic_metal.txt's metals with waffers removed. I just can't deal with weird and confusing mechanics of extracting this material through clothing stockpile. You don't get too much adamantine from small map embarks anyhow without smelting exploit, which is an integral part of this game for years now. See? Dwarf Fortress is not a game, which encourages exploit-free play. Some projects are even based on existing still exploits.

Though you gave me an idea for 2 reactions. I have no idea if they are even possible.
1. In press: 1x500 coins (item gets consumed) -> 500x1coin (creates 500 unist of 1 coin for smelting maybe?)
2. In press: 100x1coin(100 items will get consumed. Will they even fit the press?) -> 1x100 coin (for storing maybe?)
3... similar reactions. This way the press will become the bank building I was suggesting in "suggestions" thread. How about 1x1000 coin (from 10x100coins) or 1x1000000coin? :D

What do you think? We could get banking into DF, before Toady makes it so. :D
« Last Edit: April 10, 2020, 12:01:52 pm by Sarmatian123 »
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janamdo

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Re: weapon choices?
« Reply #35 on: April 10, 2020, 12:47:49 pm »

I must say that the default LPN version DF give me enough challence to go further with the dwarfort trying to survive
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janamdo

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Re: weapon choices?
« Reply #36 on: April 11, 2020, 05:15:01 am »

The prime thing that destroys my forts is mismanagement (dehydration...) or web-spitting megabeasts. A well-trained military dodges most things, and unless you're in a desert that somehow has no flux or iron, there is enough wood to provide coke for any given metal industry.

Focussing to get a good brewer (his only role: there are 3 default ) (dwarf therapist)(no hauling jobs) and use a farmplot with a small seed pile
Setting up a still  for brewing with stockpile for plants 
Then a meeting/ diningroom with a (dedicated) attached foodpile ( only drinks ) 

The same for a prepared meals: cook
« Last Edit: April 11, 2020, 05:17:22 am by janamdo »
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janamdo

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Re: weapon choices?
« Reply #37 on: April 11, 2020, 05:18:51 am »

I hope it helps
« Last Edit: April 11, 2020, 08:22:08 am by janamdo »
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Fleeting Frames

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Re: weapon choices?
« Reply #38 on: April 12, 2020, 01:28:26 pm »

Master quality armor and shields deflect hits better!
FYI, this is not true for shields - their quality and material only really comes into play when attacking with them. (For that reason I want early & named wooden shields, because tiredness is a killer and named items don't accumulate wear.)

Otherwise pretty much agreed (I do like giving people crap armors and wooden stuff to hit wildlife with to level their armor user, but that's bt of a personal preference.)

Sarmatian123

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Re: weapon choices?
« Reply #39 on: April 12, 2020, 05:09:14 pm »

Master quality armor and shields deflect hits better!
FYI, this is not true for shields - their quality and material only really comes into play when attacking with them. (For that reason I want early & named wooden shields, because tiredness is a killer and named items don't accumulate wear.)

Otherwise pretty much agreed (I do like giving people crap armors and wooden stuff to hit wildlife with to level their armor user, but that's bt of a personal preference.)

I see. I made steel shields, because the metal ones last longer. However they weight 10 to just 1 of wooden shield. Tiredness is a huge killer, but slowness is also. Should I still assign those master quality steel shields to my squads, or make master quality alder wooden shield, which weight almost as willow ones? What do you think?
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Uthimienure

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Re: weapon choices?
« Reply #40 on: April 12, 2020, 06:29:23 pm »

I've always used only wood shields made from light-weight wood. In the trade-off between weight savings of 9 urists and having a less effective shield attack I see the wood coming out on top.
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FPS in Gravearmor (925+ dwarves) is 2-5 (v0.47.05 lives on).
"I've never really had issues with the old DF interface (I mean, I loved even 'umkh'!)" ... brewer bob
As we say in France: "ah, l'amour toujours l'amour"... François D.

Fleeting Frames

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Re: weapon choices?
« Reply #41 on: April 13, 2020, 12:36:36 am »

If it is choice between named wooden shield and a steel shield, I'd definitely prefer wooden one.

An unnamed one is a different matter - you'd have to get dwarf to wear a backup shield strapped on body for when first one breaks or risk them having lower defence sometimes, which also means checking they're equipped things in right order. If you know they'll break before naming, the additional micro from player PoV seem questionable to be worth it even before considering that steel shield can still make substantial hits. Starting/long-term training ones being wooden/leather with quick-to-battle steel ones might be best of both worlds, given this.

If I could choose any shield however, I'd choose best blunt metal one made by gremlins - shield weight is affected by maker race, though anybody can wield any size shield. Without gremlins, named fire imp, nether-cap or cave dragon leather shield isn't a bad option I guess as you don't have to take time putting them out around fire.

Schmaven

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Re: weapon choices?
« Reply #42 on: April 15, 2020, 10:18:42 am »

I always use the heaviest shields for more effective shield bashing.  Nothing like a platinum shield bash to the neck to take out just about anything.
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Fleeting Frames

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Re: weapon choices?
« Reply #43 on: April 16, 2020, 01:58:47 am »

Well, platinum shield would weight more than heaviest steel plate piece on dwarf - heck, the base dwarf-made steel shield already weights more than platinum warhammer, while not getting the 2× velocity bonus of hammers (and weight provides diminishing returns). Given I usually leave off plate armor entirely just to reduce weight, well....

I'd use plat shields made by gremlins (if they could normally make them), however, they should be about 4,5U instead of 27.

Schmaven

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Re: weapon choices?
« Reply #44 on: April 17, 2020, 12:29:09 pm »

I just checked the weights of some shields and was a little surprised that both iron and steel both weigh the same at 10 units.  The platinum shield however comes in at 27 units.
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