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Author Topic: Gathering no moss  (Read 4634 times)

acetech09

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Re: Gathering no moss
« Reply #15 on: September 02, 2011, 09:48:26 pm »

Bloodthorn is only minutely more effective than glumprong - and glumprong is available without digging into the 3rd cavern layer. You could use bloodthorn if you want.

oh, and Glumprong is cool to say.
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Girlinhat

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Re: Gathering no moss
« Reply #16 on: September 02, 2011, 10:08:38 pm »

I've never thought about subsisting on foraged plants.  Best of luck with that - try not to brew your rope reed.

UristMcHuman

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Re: Gathering no moss
« Reply #17 on: September 02, 2011, 10:19:04 pm »

This is making me want to mod in atlatls heh
Civilization Forge has atlatls for primitive civs. Useable in the Arena.

Regarding wooden weapons, buy them from elven traders or scavenge them off of dead elven soldiers.

Obsidian Short Swords are actually based on the Mayan Macuahuitl
TECHNICALLY, the Aztecs invented the Macuahuitl, and the edges were brutally effective.

About training weapons:
To make them (more) effective, replace BLUNT attacks on the training weapons where on the normal weapon the attack would be EDGE.

My own question:
-How does one get stone weapons into the Arena?

Farming is required for beer.  I suggest sweet pods for booze because it cannot be eaten raw, thus allowing you a booze-only resource.  Or mod for non-boozing, since you're doing a special fort.
Remove the alcohol dependency for dwarves. They appear to have no problem drinking water because of this.
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ulan

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Re: Gathering no moss
« Reply #18 on: September 02, 2011, 10:20:46 pm »

I fail at modding in atlatls

Quote
Obsidian Short Swords are actually based on the Mayan Macuahuitl
yeah thats why elves wont buy them, they are p much like a cricket bat with obsidian shards along the edge
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Broseph Stalin

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Re: Gathering no moss
« Reply #19 on: September 02, 2011, 10:23:37 pm »

This is making me want to mod in atlatls heh
Civilization Forge has atlatls for primitive civs. Useable in the Arena.

Regarding wooden weapons, buy them from elven traders or scavenge them off of dead elven soldiers.

Obsidian Short Swords are actually based on the Mayan Macuahuitl
TECHNICALLY, the Aztecs invented the Macuahuitl, and the edges were brutally effective.

About training weapons:
To make them (more) effective, replace BLUNT attacks on the training weapons where on the normal weapon the attack would be EDGE.

My own question:
-How does one get stone weapons into the Arena?

Farming is required for beer.  I suggest sweet pods for booze because it cannot be eaten raw, thus allowing you a booze-only resource.  Or mod for non-boozing, since you're doing a special fort.
Remove the alcohol dependency for dwarves. They appear to have no problem drinking water because of this.
I think there's a problem with removing alcohol dependency. I used to do that on special forts and I noticed that they seemed to be a bit sluggish. The wiki confirms that they may still may behave as though they haven't been drinking.

Girlinhat

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Re: Gathering no moss
« Reply #20 on: September 02, 2011, 10:41:28 pm »

I think, rather, that alcohol provides a boost, and lack of alcohol causes problems.  A non-dependent civ that has alcohol should move slightly faster than the same civ without alcohol.

That, or there's some hard-code leftovers that promote alocholism.

Urist Da Vinci

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Re: Gathering no moss
« Reply #21 on: September 02, 2011, 10:48:51 pm »

At this post:
http://www.bay12forums.com/smf/index.php?topic=91297.msg2541922#msg2541922
I provided a fix to the obsidian raw that makes obsidian swords cut instead of acting like clubs.

ulan

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Re: Gathering no moss
« Reply #22 on: September 02, 2011, 11:50:02 pm »

also on the matter of modding in items, there should be bone/shell scale mail armor
and tepoztopilli / obsidian spears


atlatl + tepoztopilli sounds like an awesome combo

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Corneria

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Re: Gathering no moss
« Reply #23 on: September 03, 2011, 02:00:37 am »

A little disappointed the term "rolling stone" was not found anywhere in this thread.
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Broseph Stalin

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Re: Gathering no moss
« Reply #24 on: September 03, 2011, 08:14:48 am »

I think, rather, that alcohol provides a boost, and lack of alcohol causes problems.  A non-dependent civ that has alcohol should move slightly faster than the same civ without alcohol.

That, or there's some hard-code leftovers that promote alocholism.

I've been playing with modded humans for a while and I haven't noticed them getting sluggish in the absence of booze, then again I recently changed my refresh rate and am no longer at 30 fps on embark.

franti

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Re: Gathering no moss
« Reply #25 on: September 04, 2011, 03:18:49 pm »

The Obsidian Shortsword is the single most effective blunt weapon in the game, and, yes, I did mean 'blunt'. A competent swordsdwarf will almost always shatter a bone.
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Gruntathon

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Re: Gathering no moss
« Reply #26 on: September 04, 2011, 07:42:44 pm »

Quick question for OP - if you have no metal, how do you mine stone? A read through the wiki says you need metal for picks, and that you need picks to mine.

Which brings up another thought - if you can mod to make picks out of other materials, how effective at mining would they be?
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acetech09

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Re: Gathering no moss
« Reply #27 on: September 04, 2011, 07:57:02 pm »

Material properties do not affect mining speed or products, at least when it comes to variation between metals.

Unless there is something hardcoded into the game that affects non-metal pickaxes exclusively, a bone pickaxe should work just fine.


RL stone-age people picked up pebbles & rocks from the ground. Can't do that in DF so yeah you might have to add a bit of modding for that.
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Girlinhat

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Re: Gathering no moss
« Reply #28 on: September 04, 2011, 09:56:45 pm »

You could have a custom mod that used a log and made a pick, assuming "your dwarf grabbed a stone from the ground" and abstracted away the pebble-gathering step.  Adventure mode lets you harvest infinite pebbles from the ground.  I think bone picks would be neater though, and bone weapons in general.  It would just take a little modding to reach the point you want.  Like, take the raws for copper, copy them, and rename it to "bone".  So you could produce a "bone tipped spear" and it would have the material properties of a copper spear.  This is a bit hax, but would allow you to have bone and stone weapons that would actually protect you.

I also like the idea of napping a stone or sharpening a stick.  You could mod in a "stick" weapon that makes 5 blunt weapons from one log, and then "add tip" reaction that would take a stone and 5 blunts, and make 5 spears.  Then a "sharpen" reaction that took a stone and spear, and sharpened the tip, but left the stone untouched since it was just used as a grinding surface.

Of course, if we're getting that deep, a stone-age total conversion mod would work much better.  For vanilla DF without digging or anything, is considerably more limited in options, pretty much just leather armor and stolen weapons.

Broseph Stalin

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Re: Gathering no moss
« Reply #29 on: September 04, 2011, 10:36:14 pm »

You could have a custom mod that used a log and made a pick, assuming "your dwarf grabbed a stone from the ground" and abstracted away the pebble-gathering step.  Adventure mode lets you harvest infinite pebbles from the ground.  I think bone picks would be neater though, and bone weapons in general.  It would just take a little modding to reach the point you want.  Like, take the raws for copper, copy them, and rename it to "bone".  So you could produce a "bone tipped spear" and it would have the material properties of a copper spear.  This is a bit hax, but would allow you to have bone and stone weapons that would actually protect you.

I also like the idea of napping a stone or sharpening a stick.  You could mod in a "stick" weapon that makes 5 blunt weapons from one log, and then "add tip" reaction that would take a stone and 5 blunts, and make 5 spears.  Then a "sharpen" reaction that took a stone and spear, and sharpened the tip, but left the stone untouched since it was just used as a grinding surface.

Of course, if we're getting that deep, a stone-age total conversion mod would work much better.  For vanilla DF without digging or anything, is considerably more limited in options, pretty much just leather armor and stolen weapons.

I had a fairly easy time digging up rocktip spears, atlatls, and slings from the boards. When you couple those with layered cloth and leather armor you get a surprisingly effective combination. The genesis version at least is capable of shattering bones through steel armor despite the fact they do almost no piercing damage, possibly better than renamed copper.  Of course now I'm well outside the realm of vanilla DF and I still don't have a flavor I'd call primal. 

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