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Author Topic: Magic ammo and weapons.  (Read 2787 times)

Libelnon

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Re: Magic ammo and weapons.
« Reply #15 on: June 14, 2010, 03:24:11 pm »

That said, some special herbs that only elves can grow wouldn't be out of the question.  (Just make sure your dwarves don't start smoking them.) 

Why is it the past few suggestion thread i've been on have ended up at dwarf drugs?
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NW_Kohaku

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Re: Magic ammo and weapons.
« Reply #16 on: June 14, 2010, 03:28:21 pm »

Why is it the past few suggestion thread i've been on have ended up at dwarf drugs?

I don't know, what threads have you been on? 

That was pretty much just a side joke I put in, and was hardly even the main thrust of the post.  If that's what you mean by "ended up", then I'd say it's because drugs are a subject that the population of these forums will occasionally talk about.
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
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Libelnon

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Re: Magic ammo and weapons.
« Reply #17 on: June 14, 2010, 03:50:00 pm »

yeah, I was on another one about hallucinations in adventure mode and someone brought up shrooms, which ended up on coke. So... yeah.
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marcusbjol

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Re: Magic ammo and weapons.
« Reply #18 on: June 14, 2010, 03:52:23 pm »

Runes are perfectly dwarfy. 

Upon hearing about Bronze Collussus coming to the fort, Urist McBadAss puts on his Runic Breastplate (healing, non regen), grabs his Runic Shield (Fire Immunity) and Runic BattleAxe (Increases Max Edge by 50%)....

This was done for .28(v16) in an addon called spellcraft, but it was sort of hacky (could be OP and game breaking, could be used to raise the dead, remove insanity, teleport etc).
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NW_Kohaku

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Re: Magic ammo and weapons.
« Reply #19 on: June 14, 2010, 04:23:22 pm »

Runes are perfectly dwarfy. 

Upon hearing about Bronze Collussus coming to the fort, Urist McBadAss puts on his Runic Breastplate (healing, non regen), grabs his Runic Shield (Fire Immunity) and Runic BattleAxe (Increases Max Edge by 50%)....

This was done for .28(v16) in an addon called spellcraft, but it was sort of hacky (could be OP and game breaking, could be used to raise the dead, remove insanity, teleport etc).

Actually, a weapon that could destroy otherwise indestructable demons or megabeasts would be a useful fix to the "only killable by making obsidian or cave-in" monsters that were created by .31.x, like the steam or vomit demons which cannot be bled out or destroyed through any means that doesn't just delete objects.

Still, that's asking for a whole new feature to be implimented just to fix a bug...
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

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Starver

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Re: Magic ammo and weapons.
« Reply #20 on: June 15, 2010, 04:54:10 am »

Actually, a weapon that could destroy otherwise indestructable demons or megabeasts would be a useful fix to the "only killable by making obsidian or cave-in" monsters that were created by .31.x, like the steam or vomit demons which cannot be bled out or destroyed through any means that doesn't just delete objects.

Still, that's asking for a whole new feature to be implimented just to fix a bug...

If elemental enemies like that naturally exist anyway, though, dwarven lore might well have developed appropriately anti-elemental weaponry purely from nature itself.  (Arguments exist that precious few colonies have survived Digging Too Deep, of course.)

So, intrinsic bugs aside, a sword crafted from the purest of glacial ice could be the solution to the fire (and/or steam) monsters, while (specific?) herb-based materials, processed as per rope reed into a cloth blade would do for the vomit variety.  It would be based upon an extension of the Spheres idea

And here's the balancing bit: They'd be totally useless against flesh-and-blood beasts, and against the wrong kind of elemental.  Cloth swords do nothing but tickle even a marmot, and would be overly susceptible to heat damage.

The best you could really hope for is a long enough lead time to either gather (or import, for such cases as ice-blades for any non-arctic fortress) the specificly required weapons for the rampaging beast, or generate what you can, when you can, for use or trade.  You could even set up a special "Monster Squad", prepared with a range of elemental blades and armour that is ready to spring into action when the need arises.

"Oh noes, a vomit monster!" => (s)quads, (p)er person?, choose "The Crushing Of Elements" squad and then "Urist McHerbarmour", to (k)ill from the (l)ist the appropriate entity...  McHerbamour has of course got something like plaited Valley Herb leaf clothing, impregnated with Sunberry juice, or somesuch, with a weapon to match...  He has a mate, McHotstuff whose magma-plate armour and eternally alight bituminous sword would be an asset in another situation, but could be little or no help in this one.  (And sending a fire-sword against a fire-elemental would be like giving the enemy viagra mixed with steroids mixed with every upper and popper available...)

Hmm... Sparring between flammable and flaming weaponry/equipables, and any number of other mismatches that would exist...  Should that be hand-waved, or be an additional burden upon the player to micromanage away the probable disasters?

Anyway, that's just an idea.  And I still think this sort of thing should be done 'dwarfily' (with due note taken that dwarven nature changes between each and every envisionary of dwarves), rather than ritualistically.  Craft, yes; The Craft, no.  But that's just a personal preference.
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Libelnon

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Re: Magic ammo and weapons.
« Reply #21 on: June 15, 2010, 09:35:12 am »

I feel the unkillable monsters add a touch of difficulty to the late game. You need to think about how you're going to kill them, rather than just charging in the military and hacking it to bits. It encourages players to play about with traps, as obsidian encasement and deep-freezing is about all that kills them.

Still, it would make sense if the individual elements had a greater effect on these creatures. For example, a beast made of vomit would be a bit wishy-washy after getting a nice bath. (pun) And a creature composed of granite or similar materials should melt away into oblivion when doused with magma. Although, that would still leave some of them, such as bauxite-based creatures, with need for a lot of thinking.
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Neonivek

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Re: Magic ammo and weapons.
« Reply #22 on: June 15, 2010, 10:32:08 am »

Well the current unkillable creatures exist only because of an oversight in the programming anyhow.

If there ever were legitimately unkillable creatures I'd like there to be ways to either handle them or there to be some sort of rhyme or reason (For example if you try to embark on a location, it could warn you that a dangerous unstoppable killing machine lives around there.)
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Libelnon

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Re: Magic ammo and weapons.
« Reply #23 on: June 17, 2010, 06:15:34 am »

Well the current unkillable creatures exist only because of an oversight in the programming anyhow.

If there ever were legitimately unkillable creatures I'd like there to be ways to either handle them or there to be some sort of rhyme or reason (For example if you try to embark on a location, it could warn you that a dangerous unstoppable killing machine lives around there.)

At the moment, you can check legends mode for that.
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Neonivek

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Re: Magic ammo and weapons.
« Reply #24 on: June 17, 2010, 05:16:01 pm »

At the moment, you can check legends mode for that.

Not exactly... Legends mode is pretty bare bones and the number of kills arn't really all that indicative.

So the difference between for example a godly monster who could walk through the collective armies of several nations and a simple Hydra would be unknown as far as the legend-dex would be concerned.
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Medicine Man

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Re: Magic ammo and weapons.
« Reply #25 on: June 19, 2010, 02:50:33 am »

*ahem*back to original topic now.
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