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Author Topic: Assorted Questions and Suggestions about the mod  (Read 1993 times)

someone12345

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Assorted Questions and Suggestions about the mod
« on: April 08, 2020, 03:20:46 pm »

A few assorted questions:

1. From looking in the raws, it seems like the Deep Ones in the caverns have various interactions to create cults and such? Now that Wards of Armok no longer exist, how do you deal with them? Only send golems to fight them? Is there any interaction you could remove from the raws to negate this ability?

2. When looking at the raws, some of the material definitions seem a bit wonky. For example, the comments indicate that volcanic ought to be twice as good as steel, and most of the relevant stats have been doubled. However, according the the weapon page on the wiki, "strain at yield" for shear, impact, etc. are better when lower, yet volcanic's "strain at yield" values are double those of steel. Is the wiki wrong?

3. Also, how effective are the new bolt types? I have not exhaustively tested them in the arena, but I have given two steel armored, grandmaster in all skills dwarves each a crossbow and 40 steel hammerhead bolts, and although both of them landed a decent number of hits, pretty much every single bolt bounced off the armor, and the fight only resolved when one clubbed the other to death with the bow. Given that those seem to be aimed towards anti-armor utility, isn't their total inability to defeat same-tier armor something of a problem? Also, broadhead bolts are supposed to be slashy, right? As it is, it appears that they aren't too good at actually removing limbs (contact area of 100 and velocity of 800 seems somewhat low), yet are bad for penetrating armor (100 is higher than dedicated piercing and blunt weapons). Do they make unarmored enemies bleed out faster, or something?

4. Some of the things in the mod appear somewhat imbalanced. For example, then new shield types provide massively increased block chances, yet don't really have additional costs. They might take more bars to make at the forge, but you can make them at a carpenter's workshop for 1 log, and even if wood shields wear faster, it is not as if running out of wood is that much of an issue in this version with the multi-tile trees. And even if you restricted the shields to being produced via reaction with metal, spending one or two extra bars to get double deflection chance is pretty much a no-brainer choice. Perhaps you would instead make kite and tower shields using some reaction which creates them from some custom material, then attach a syndrome reducing speed (CE_SPEED_CHANGE) to it using item-trigger through DFhack?

Similarly, although javelins launchers are somewhat more expensive than crossbows, costing two bars and steel mechanisms to construct, if I read the raws right, they are both better for ranged combat and melee, which makes them a no-brainer once you have them and which pretty much obsoletes crossbows. Perhaps the melee attack should be given to crossbows instead, so that those are better if your ranged troops might end up in melee, while the javelin launchers are the better choice if you can put your marksdwarves in roofed over pillboxes, behind fortifications?
« Last Edit: April 08, 2020, 03:51:13 pm by someone12345 »
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