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Author Topic: Future of the Fortress: List of Remaining Items  (Read 3578523 times)

zchris13

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Re: Future of the Fortress: List of Remaining Items
« Reply #3750 on: August 11, 2009, 08:46:25 pm »

Don't forget the pressure thing.  The more surface area, the less damage per area unit.
So that hammers deal damage by being really heavy and dealing moderate damage to a moderate area, and swords, although they use less force, apply it over a much smaller area, so the damage is roughly equivalent. What with the flying limb crits.


Although I'm sure you got that already.
« Last Edit: August 11, 2009, 08:58:32 pm by zchris13 »
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ArkDelgato

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Re: Future of the Fortress: List of Remaining Items
« Reply #3751 on: August 11, 2009, 08:57:40 pm »

So, new deep metals?
The current one will just not cut it (pun intended) for hammers and maces.

A light hammer would be a little counter-productive.
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zchris13

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Re: Future of the Fortress: List of Remaining Items
« Reply #3752 on: August 11, 2009, 09:05:50 pm »

Or maybe counter-destructive.
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Aqizzar

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Re: Future of the Fortress: List of Remaining Items
« Reply #3753 on: August 11, 2009, 09:23:06 pm »

Or you can just reserve your adamantium for blades and armor.  Sure, you'll still get the occasional artifact adamant hammer (or floodgate), but that's always worth the hilarity in itself.
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zchris13

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Re: Future of the Fortress: List of Remaining Items
« Reply #3754 on: August 11, 2009, 09:29:20 pm »

Speaking of, I want throwing daggers.
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Sizik

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Re: Future of the Fortress: List of Remaining Items
« Reply #3755 on: August 11, 2009, 09:31:38 pm »

Quote from: Org
What color will the healthcare profession dwarves/etc be?

I imagine they could be like craftsdwarves or mechanics instead, but they are currently purple.

You could make engravers and masons the same color as miners, and move the jewellers in with the craftsdwarves, freeing up white and light green.

Or, have professions that alternate between two colors. For example, white and light red would be a medical dwarf. A legendary doctor would flash between white, light grey, light red, and dark red.
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Aqizzar

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Re: Future of the Fortress: List of Remaining Items
« Reply #3756 on: August 11, 2009, 09:32:48 pm »

Speaking of, I want throwing daggers.

Would it be trite to point out that you can throw anything with equally great effect?

Although obviously the new material and object interactions will change the whole throwing thing.  I wonder if coins count as sharp edged?  And if I mint them in lead for some mass...
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smjjames

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Re: Future of the Fortress: List of Remaining Items
« Reply #3757 on: August 11, 2009, 09:40:07 pm »

Quote from: Org
What color will the healthcare profession dwarves/etc be?

I imagine they could be like craftsdwarves or mechanics instead, but they are currently purple.

You could make engravers and masons the same color as miners, and move the jewellers in with the craftsdwarves, freeing up white and light green.

Or, have professions that alternate between two colors. For example, white and light red would be a medical dwarf. A legendary doctor would flash between white, light grey, light red, and dark red.

I like the second idea there.
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zchris13

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Re: Future of the Fortress: List of Remaining Items
« Reply #3758 on: August 11, 2009, 09:49:23 pm »

Speaking of, I want throwing daggers.
Would it be trite to point out that you can throw anything with equally great effect?

Although obviously the new material and object interactions will change the whole throwing thing.  I wonder if coins count as sharp edged?  And if I mint them in lead for some mass...
Actually, it would be a *facepalm*.
But I want fortress mode dwarves to throw daggers at hostiles. That would really be epic.
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Hectonkhyres

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Re: Future of the Fortress: List of Remaining Items
« Reply #3759 on: August 11, 2009, 10:09:49 pm »

Or you can just reserve your adamantium for blades and armor.  Sure, you'll still get the occasional artifact adamant hammer (or floodgate), but that's always worth the hilarity in itself.
Hey, with the new work on material properties an adamantine floodgate might actually be useful: It would prevent magma-dwelling hell beasts (I call them Steve) from battering through to the magma ducts feeding your furnaces and smithies. Toady is gradually weeding out the more tard-worthy aspects of the game after all.
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ArkDelgato

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Re: Future of the Fortress: List of Remaining Items
« Reply #3760 on: August 11, 2009, 10:20:47 pm »

Or you can just reserve your adamantium for blades and armor.  Sure, you'll still get the occasional artifact adamant hammer (or floodgate), but that's always worth the hilarity in itself.
Hey, with the new work on material properties an adamantine floodgate might actually be useful: It would prevent magma-dwelling hell beasts (I call them Steve) from battering through to the magma ducts feeding your furnaces and smithies. Toady is gradually weeding out the more tard-worthy aspects of the game after all.
Wouldn't that be "feeding ON your smithies"?
A daemon from the darkest hell giving me some delicious steaks, marinated in the souls of the damned, twice baked in the brimstone fires, then boiled in the tears of children, before being seared on the darkest, most very hot skillet in all of creation would be a good thing.
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Stromko

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Re: Future of the Fortress: List of Remaining Items
« Reply #3761 on: August 11, 2009, 10:34:17 pm »

So, new deep metals?
The current one will just not cut it (pun intended) for hammers and maces.

A light hammer would be a little counter-productive.

First thing that occured to me is that real life warhammers tended to have pretty narrow, reinforced striking points. We could then say that the stronger the material, the more narrow the striking point becomes, and therefore more force is applied.

Or, you could have blunt weapons respect the 'Hardness' of the material, and we could assume that the harder the material, the more it's able to dole out force.

On another tangent altogether, we could say that dwarves are so hardcore that they weight their hammers with big effing rocks, and the stronger the metal the bigger the rocks and the heavier the hammer can be. You'd get massive honking adamantine hammers that only superdwarvenly strong individuals could wield.

The better the metal the bigger the weapon isn't a completely outlandish concept, actually. It was the limiting factor restricting the length of swords for much of human history. Copper, bronze swords tended to be rather short, and then the stronger the metal the longer they could make the swords. Any swung weapon will have more effective velocity at the tip the longer it gets, and therefore it becomes more damaging.

So we would see warhammers with short hafts and less heavy heads with copper and bronze, and the stronger the metal the more you can increase its size, or add heavier rock or lead in order to increase its effective weight, with the overall structure able to handle the strain due to the superior materials like steel and adamantine.
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jpwrunyan

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Re: Future of the Fortress: List of Remaining Items
« Reply #3762 on: August 12, 2009, 12:27:35 am »

One thing I've always been wondering is why there are different skills for mace and hammer.  Don't you swing a mace the same way?  They seem more functionally equivalent than a short sword and a claymore but those both use the same sword weapon skill right?  I can understand a flail using different technique because it's attatched by chain to the handle.  But why aren't mace and war hammer the same skill?
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penguinofhonor

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Re: Future of the Fortress: List of Remaining Items
« Reply #3763 on: August 12, 2009, 01:19:25 am »

Light teal is currently not used for non-military professions. Only legendary peasants show up as it.
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0_0 OH MY SCIENCE 0_0

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Re: Future of the Fortress: List of Remaining Items
« Reply #3764 on: August 12, 2009, 01:20:25 am »

???
« Last Edit: November 25, 2009, 11:26:09 pm by 0_0 OH MY SCIENCE 0_0 »
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