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Author Topic: Two defense-related questions.  (Read 664 times)

balon

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Two defense-related questions.
« on: March 04, 2011, 03:49:42 pm »

1.Weapons like a crossbow can be used across Z-level? For example this design of defence tower will be work?


(side view)
#-stone/earth/soil etc
:) - Urist McCrossbower
g - Goblin McSwordsmanWithoutCrossbow
T - Trees
X - stairways

                                 :)                    (damm... f*ked dwarf)
                              #X#               *
                              #X#             *
              T     T       #X#     T    g
############X###########
 <- tunel to fortress X ##########
#######################


2.Traps are "inteligent"? Is risk that dwarv or merchants can be trapped?
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Proteus

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Re: Two defense-related questions.
« Reply #1 on: March 04, 2011, 03:53:24 pm »

1. Yes, but there is a dead spot directly in front of the tower (AFAIK the ddead spot is larger  higher the tower is)
2. Friendly units can get trapped, if they fall unconscious/asleep atop of the trap (same goes for trapavoid monsters, like kobolds)
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Uristocrat

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Re: Two defense-related questions.
« Reply #2 on: March 04, 2011, 04:02:14 pm »

1)  Yes, but they're kind of weird.  In addition to the "dead spot" someone else mentioned, they *LOSE* range the higher the marksdwarf is.  Why?  As far as the game is concerned, you're shooting from farther away.  No, it doesn't make sense.

2)  Traps are smart (mostly), but people who fall on them, get stunned, webbed, etc. can fall into them.  Kobolds and other critters have trapavoid (which can itself be neutralized by getting stunned, webbed, etc.), and a few trap types are special.  In particular, you can set pressure plates and choose whether or not your citizens (which includes pets & traders) will activate the plates.  Upright spike traps, when triggered, will hit *anything* standing on them, citizens, trapavoid monsters, or whatever.  They also have to be triggered manually (via a lever or repeater, designs for which you can find on the wiki).
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Fredd

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Re: Two defense-related questions.
« Reply #3 on: March 07, 2011, 10:38:49 pm »

Sorta on the topic, the level of the fortification alters the trajectory of the bolt/arrow. Toady was pretty close. Its a basic physics problem.
 1. Shorter the range, less you need to shift your aim point upwards. At the farthest range, you reach the point where the bolt just drops straight down along the trajectory. You model that path, and raise the the level the archer is, and rotate it to track your target, range does decrease.
 2. For a fortification, think arrow slit. For the target behind one(defending), the attacker will have a harder time striking it, while the defender will fire normally(accuracy).
(Makes note to produce an image showing the trajectory, for ranges)
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Hans Lemurson

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Re: Two defense-related questions.
« Reply #4 on: March 08, 2011, 04:19:27 am »

Sorta on the topic, the level of the fortification alters the trajectory of the bolt/arrow. Toady was pretty close. Its a basic physics problem.
 1. Shorter the range, less you need to shift your aim point upwards. At the farthest range, you reach the point where the bolt just drops straight down along the trajectory. You model that path, and raise the the level the archer is, and rotate it to track your target, range does decrease.
I'm fairly sure that you fail physics in this case.  The range a projectile travels is limited mainly by its "time of flight", as in how long it takes for gravity to pull it to the ground.  The higher you launch a projectile from, the more "flight time" it has, since it's a longer way down and so its horizontal velocity can carry it further.

In Dwarf Fortress however, projectiles follow the W.E. Coyote law of gravitation, and dwarves are unable to comprehend shooting projectiles further than an certain absolute distance.
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Knarfle

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Re: Two defense-related questions.
« Reply #5 on: March 08, 2011, 04:42:50 am »

   I can't wait until z-level advantage over enemies becomes reality. Tired of seeing my dorfs get shot once through the barricades and dragged screaming and crying to the hospital.

  That, and a range bonus for skill. Legendary Xbowdorf? 50 TILES ON EVEN GROUND! +5 per z level over enemy up to +15, -5 per z level under enemy down to...well, zero!

   I didn't think too hard about this, so it might not make any sense at all.
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Fredd

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Re: Two defense-related questions.
« Reply #6 on: March 08, 2011, 11:11:21 pm »

Hans, for the betterment of military :SCIENCE:, google the parabolic trajectory of a crossbow(ignore air resistance), I will make the image
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Should you fail to comply, strict !!disciplinary actions!! will be taken. Also, we feel we should remind you that one of the "criminals" on your list is the chief medical dwarf. If he ends up too badly injured to do his job, you will be fired. Out of a magma cannon.
Sincerely,
The Administration