Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Using whips in Fortress mode [Resolved]  (Read 1924 times)

The Architect

  • Bay Watcher
  • Breeding supercows. What I've been doing on DF.
    • View Profile
Using whips in Fortress mode [Resolved]
« on: November 17, 2009, 12:55:28 am »

Is it possible to let your dwarves go nuts with whips? I can't see a way to assign them, but the wiki says they're playable.
« Last Edit: November 18, 2009, 03:18:44 am by The Architect »
Logged
Dwarf Fortress: where blunders never cease.
The sigs topic:
Oh man, this is truly sigworthy...
Oh man. This is truly sig-worthy.

kefkakrazy

  • Bay Watcher
    • View Profile
Re: Using whips in Fortress mode
« Reply #1 on: November 17, 2009, 12:57:30 am »

I don't believe so, because they're not assignable. I may be wrong.

You CAN set them in traps; it's not necessarily as effective as a trap component, but whips deal Gore damage, which is really hardcore stuff.
Logged
This is a Dwarven corpse. All craftsdwarfship is of the highest quality. It is encircled with bands of pathetic and menaces with spikes of fail.

The Architect

  • Bay Watcher
  • Breeding supercows. What I've been doing on DF.
    • View Profile
Re: Using whips in Fortress mode
« Reply #2 on: November 17, 2009, 01:02:48 am »

No shortage of military power here, and no lack of the ability to create masterful obsidian shortswords and abuse weapon traps if that were what I wanted. However, I don't have any problem massacring the orcs and such that are foolish enough to come. I just want to goof off with whips.

No way to force them to use it? That doesn't make much sense when the wiki says they can be wielded.
Logged
Dwarf Fortress: where blunders never cease.
The sigs topic:
Oh man, this is truly sigworthy...
Oh man. This is truly sig-worthy.

smjjames

  • Bay Watcher
    • View Profile
Re: Using whips in Fortress mode
« Reply #3 on: November 17, 2009, 01:07:21 am »

I don't think you can use them now, but whips should be useable by dwarves in the next release.
Logged

Derakon

  • Bay Watcher
    • View Profile
Re: Using whips in Fortress mode
« Reply #4 on: November 17, 2009, 01:41:51 am »

Whips are unusable by dwarves in fortress mode, except in traps (where they apparently do a good job of dealing disabling-but-not-killing blows). The wiki might have meant that you can use them in adventurer mode, though.
Logged
Jetblade - an open-source Metroid/Castlevania game with procedurally-generated levels

Fien

  • Bay Watcher
  • I kinda miss 40d, I knew how that worked.....sorta
    • View Profile
Re: Using whips in Fortress mode
« Reply #5 on: November 17, 2009, 01:49:32 am »

Whips are unusable by dwarves in fortress mode, except in traps (where they apparently do a good job of dealing disabling-but-not-killing blows). The wiki might have meant that you can use them in adventurer mode, though.

My first thought was "who the hell would even want to do something that cruel?" but then I remembered I'm talking about Dwarf Fort.

Also the dungeon master should come with one (and how about some pants while we're at it?)
Logged
In his house at Fondledbread, bored Cthulhu sits playing.

Albedo

  • Bay Watcher
  • Menacing with spikes of curmudgeonite.
    • View Profile
Re: Using whips in Fortress mode
« Reply #6 on: November 17, 2009, 02:20:32 am »

... but the wiki says they're playable.

No it doesn't...

Quote
Whip†    

...

* Can be used by dwarves in fortress mode

A "dagger" ( † ) is not an asterisk.  Only playable in Adventure mode.  :P
Logged

The Architect

  • Bay Watcher
  • Breeding supercows. What I've been doing on DF.
    • View Profile
Re: Using whips in Fortress mode
« Reply #7 on: November 17, 2009, 06:53:36 am »

Bah, humbug. You're right though. Thanks for the heads up.

Well, time to let this topic die. Question answered.
Logged
Dwarf Fortress: where blunders never cease.
The sigs topic:
Oh man, this is truly sigworthy...
Oh man. This is truly sig-worthy.

Jim Groovester

  • Bay Watcher
  • 1P
    • View Profile
Re: Using whips in Fortress mode
« Reply #8 on: November 17, 2009, 04:45:56 pm »

You're not missing out. I've tried training a few whip users on a previous goblin fort of mine by changing the weapon skill required to wield them, and they suck. I sent four lashers I had trained to legendary in wrestling and a decent amount of skill in whips against a single human squad in a siege, and the humans won.

Sometimes whips strike limbs off, but they basically need to be legendary whip users for that to happen.

You can use them in adventure mode, where they are equally useless against the first group of wolves that ambushes you.
Logged
I understood nothing, contributed nothing, but still got to win, so good game everybody else.

G-Flex

  • Bay Watcher
    • View Profile
Re: Using whips in Fortress mode
« Reply #9 on: November 17, 2009, 04:49:51 pm »

You're not mixing your unit types. That's probably a big problem there.

Lashers are good at causing pain (and possibly bleeding), but not at causing serious injury. A lasher or two mixed in with a squad of other units might be a better idea.

Then again, a hammer to the elbow probably tends to cause enough pain on its own.
Logged
There are 2 types of people in the world: Those who understand hexadecimal, and those who don't.
Visit the #Bay12Games IRC channel on NewNet
== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

Jim Groovester

  • Bay Watcher
  • 1P
    • View Profile
Re: Using whips in Fortress mode
« Reply #10 on: November 17, 2009, 04:59:31 pm »

I did mix unit types in that fortress, but I wanted to see if whips (scourges actually; they deal slightly more damage) were capable enough on their own at killing things like every other weapon is. They are not.

One lasher actually got to legendary, and she would pretty regularly whack off limbs, but she'd get mobbed by wrestlers or get bogged down injuring horses before she could really kill anyone.
Logged
I understood nothing, contributed nothing, but still got to win, so good game everybody else.

The Architect

  • Bay Watcher
  • Breeding supercows. What I've been doing on DF.
    • View Profile
Re: Using whips in Fortress mode
« Reply #11 on: November 17, 2009, 05:21:21 pm »

Some weapons are good against crowds, some aren't. Notably a trained swordmaster will obliterate an enemy squad almost every time. I assume Toady's rebalancing of the combat systems will make weapons more equal; as it is the sword's quick attack speed and severing criticals make your dwarves into veritable indestructible anime samurai. Hammers, axes and maces are good too, but all pale in comparison with the sword. And spears of course just get stuck all the time, basically making all spearmasters glorified wrestlers and leading to the problem you mentioned with whips: once a dwarf or squad is reduced to wrestling, sheer numbers are likely to overwhelm them.

In my opinion what would be needed to rebalance weapons would first be a separate combat modifier for short swords, long swords, and two-handed, with the ratio of severing/cutting criticals increasing toward the largest swords. Maybe at that point one competent dwarf with a short sword won't slice an entire goblin ambush to pieces, just cut them. Of course Toady is going to go way above expectations as always with his combat updates; you can be sure of that.
Logged
Dwarf Fortress: where blunders never cease.
The sigs topic:
Oh man, this is truly sigworthy...
Oh man. This is truly sig-worthy.

Rowanas

  • Bay Watcher
  • I must be going senile.
    • View Profile
Re: Using whips in Fortress mode
« Reply #12 on: November 17, 2009, 05:25:25 pm »

Was I the only one who thought of the party Whips in government to control MP voting and decided that it would be a great idea for influencing the Mayor votes?
Logged
I agree with Urist. Steampunk is like Darth Vader winning Holland's Next Top Model. It would be awesome but not something I'd like in this game.
Unfortunately dying involves the amputation of the entire body from the dwarf.

Strant

  • Bay Watcher
  • MagmaMan Carpenter
    • View Profile
Re: Using whips in Fortress mode
« Reply #13 on: November 17, 2009, 11:36:03 pm »

Was I the only one who thought of the party Whips in government to control MP voting and decided that it would be a great idea for influencing the Mayor votes?

I was think something more along the lines of letting the Mayor use a whip to discourage slacking.

On a different note,  I think Lasher, Knife-User, and Thrower are only skills that you can use in Adventure Mode but can't in Fortress Mode.
Logged
You mine sixteen tons, what do you get?
Another day older and deeper in debt

G-Flex

  • Bay Watcher
    • View Profile
Re: Using whips in Fortress mode
« Reply #14 on: November 17, 2009, 11:42:37 pm »

Don't forget whatever skills bows use!

Also, dwarves technically DO use Thrower skill, but only when tantruming.
Logged
There are 2 types of people in the world: Those who understand hexadecimal, and those who don't.
Visit the #Bay12Games IRC channel on NewNet
== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==
Pages: [1] 2