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Author Topic: Extra stuff for weapons  (Read 3374 times)

Eztuzt

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Re: Extra stuff for weapons
« Reply #30 on: January 11, 2010, 08:57:33 am »

Quote from: Vester
Stuff.

Maybe. That would suck. Maybe have it limited by the item's quality/material. So that my ☼Steel/Adamantine War Hammer☼ is exempt.

Also, wear could be enhanced or decreased based on the humidity, temperature, etc. of the area. Hot, Wet (Kinky) climates wouldn't be so favorable to armor/weapons.

We must retreat back to the mountains, our steel weapons are become useless and flabby!


NEVAR!!!


*Eztuzt tells Urist McRetreat to pull a lever in a long, thin hallway.*
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The Architect

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Re: Extra stuff for weapons
« Reply #31 on: January 11, 2010, 10:12:58 am »

Not all materials can be resharpened if memory serves

Those are the materials that are not used for weapons.

Anyway, a real whetstone is on a wheel with a pedal (like an old spinning wheel) and is stationary. Add to this the fact that off-duty dwarves have no need to be in a particular location while off-duty, and there is no reason not to use a heavy-duty stationary whetstone. It is more effective and easier to use than a handheld rough rock or metal file, so anyone would prefer it.

It might be better to have craftsmen maintain and repair weapons than soldiers, but a skilled soldier might trust only himself to take care of his equipment.
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Pilsu

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Re: Extra stuff for weapons
« Reply #32 on: January 11, 2010, 12:33:19 pm »

Those are the materials that are not used for weapons.

Wikipedia's iron age article mentions that bronze must be reforged and cannot be sharpened with grinding. There's no citation though
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The Architect

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Re: Extra stuff for weapons
« Reply #33 on: January 11, 2010, 02:57:15 pm »

Those are the materials that are not used for weapons.

Wikipedia's iron age article mentions that bronze must be reforged and cannot be sharpened with grinding. There's no citation though

That's interesting. I suppose if bronze were too brittle that would be the case, but I have heard that it is very maleable and tough, not hard and brittle at all for a weapons-grade metal. An example would be how no bronze cannon has ever exploded. Iron cannons used to explode all of the time.

I could see how sharpening bronze might be less effective than reforging it, but it would be nice to see some citation.
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Rowanas

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Re: Extra stuff for weapons
« Reply #34 on: January 12, 2010, 03:07:03 am »

Well, the tough and malleable nature of bronze means that it won't hold an edge for very long and also makes sharpening it near impossible. Imagine trying to sharpen a flat cudgel (which is exactly what a bronze sword is after a bit of use). Architect, your original point about materials not used for weapons still stands, bronze is a terrible material to make anything sharp out of, considering the weight and poor edge of a bronze weapon. Given the weight, it's probably great for hammers though.
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Eztuzt

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Re: Extra stuff for weapons
« Reply #35 on: January 12, 2010, 04:59:49 am »

Although we always need to sharpen our hammers.

How else could be do this?

(I have no idea how it happened, either.)
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In August of 1943, while serving as skipper of the PT-109, John F. Kennedy's boat was ripped in two by the Japanese destroyer Amagiri. Kennedy and his crew were tossed into the water and surrounded by flames. Kennedy, despite a chronic back injury and an even more chronic boning-induced-exhaustion, managed to swim four hours to safety while towing an injured crewman by the life jacket strap with his teeth. His fucking teeth!

Arrkhal

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Re: Extra stuff for weapons
« Reply #36 on: January 27, 2010, 03:23:24 pm »

I'ma bump this and say that I hope "composite" weapons are implemented in the next version.  I.e., spears and other polearms with wooden hafts, and macuahuitl with stone edges and wooden bodies.  This would be especially important if adamantium will still have a density of 0.2 g/cm^3 (about the density of the lightest grades of balsa wood).  An adamantium cutting edge would need to be embedded in something heavier, to be effective.

And

Quote
bronze is a terrible material to make anything sharp out of, considering the weight and poor edge of a bronze weapon. Given the weight, it's probably great for hammers though.

Completely and totally untrue.  The Egyptians had completely functional shaving razors, made of bronze.  Bronze will actually take a finer and tougher edge than wrought iron, though nowhere near that of steel.
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groo

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Re: Extra stuff for weapons
« Reply #37 on: January 27, 2010, 03:56:46 pm »

Adamantine doesn't need to be embedded in anything to be effective. It's adamantine. It doesn't play by your silly rules.
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Arrkhal

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Re: Extra stuff for weapons
« Reply #38 on: January 27, 2010, 04:00:35 pm »

You have probably erred. ;D

Toady has explicitly said that damage multipliers for material are a thing of the past.  Instead, damages are determined by 3 types of strength, an "edge" property, and the material's density.
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groo

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Re: Extra stuff for weapons
« Reply #39 on: January 27, 2010, 04:04:52 pm »

...

This simulation stuff isn't fun anymore, guys, I want my silly computer game back. :(
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eerr

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Re: Extra stuff for weapons
« Reply #40 on: January 27, 2010, 06:08:57 pm »

Don't worry, you can just mod-in lead cores for warhammers.
you might end up doing piercing damage with the outer adamantium though.
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Vester

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Re: Extra stuff for weapons
« Reply #41 on: January 27, 2010, 10:28:31 pm »

Or accidentally swing so hard you pierce reality and kill yourself through your computer screen.

...

This simulation stuff isn't fun anymore, guys, I want my silly computer game back. :(

Don't worry about it. Apparently, the new clownite can hold an edge that's essentially five times (or something) sharper than most other metals.

...

I just realized that we can make monomolecular blades in the next version. Chilling.
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darkflagrance

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Re: Extra stuff for weapons
« Reply #42 on: January 28, 2010, 12:52:10 am »

Given that we now have weapons whose qualities are based off their actual density and ability to hold an edge, I hope we are also past limiting weapons to being made out of certain metals, which would allow me to make my ceremonial gold swords.

Toady should consider adding a [BRITTLENESS] tag to all metals, and then in each weapon entry adding a [MINIMUM_BRITTLENESS] tag.

If a metal is too brittle to make up a certain weapon, it would be disallowed for making that weapon out of. So perhaps a metal that might be sufficient to make a mace might not be sturdy enough as a thin blade to allow its being used as a sword.
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Re: Extra stuff for weapons
« Reply #43 on: January 28, 2010, 01:01:41 am »

...

This simulation stuff isn't fun anymore, guys, I want my silly computer game back. :(

What makes you think it went anywhere? The internals being more complicated doesn't mean that gameplay will get any more boring or dry.
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BlazingDav

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Re: Extra stuff for weapons
« Reply #44 on: January 28, 2010, 07:48:20 am »

Rather the opposite, fun and wet (unless you find critters with sand for blood)

Though I didnt realise before that mass would be factored into damage, it makes sense for stuff where the kinetic energy is to be delivered en mass for devestating internal damage like you would with a hammer or mace, also sort of makes sense for piercing with spears and bolts forcing their way in with momentum for a through and through. Though with a good sword or axe you'd be slicing them using velocity to make the cut quick.

Though if density is a factor, at least adamantine will get off lots of hits for being lighter
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