Dwarf Fortress [OC]The Autonomous Dragon Gunship Olar Iassross Ythin Kha has come! Fanart of Krugg's most recent Redvault |
- [OC]The Autonomous Dragon Gunship Olar Iassross Ythin Kha has come! Fanart of Krugg's most recent Redvault
- Not even trying to hide the real purpose of the guild.
- This is such a success for me, 196 dwarves in 7 years and still pretty good fps among many other great stories in this fort. I designed it to have as few options for paths as possible and do extensive clean up work with an atom smasher bridge. I even have a waterfall to the caverns running still.
- Density has no effect on blunt weapons
- The fight was going okay... until the Necromancer got involved, and started to kill other in the Traven. WHY!
- Raiding Help. Please. I want to conquer the world.
- Weirdest thing I've seen this version
- The Legend of Haneon Lesdrypund Pionida, The Hero of SouthernPorts. An Unlikely Hero in Uncertain Times. (The Long Night Mod)
- [bug/feature] This swordmaster swung his sword so fast that his opponent's limbs fell off before the blade actually physically swung!
- DevLog 25 June 2021: "As we started to think about labor and military stuff, it became natural to just put it all into an info screen with various tabs. "
- [Stream] Fort Full of BEES (and Cheese)
- Someone's excited about their work, I see.
- "Dwarves cannot craft... unless they're in a strange mood."
- I and I Dwarf Fortress thingy.
- Name my Urist
Posted: 25 Jun 2021 10:10 AM PDT
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Not even trying to hide the real purpose of the guild. Posted: 24 Jun 2021 09:20 PM PDT
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Posted: 25 Jun 2021 06:33 AM PDT
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Density has no effect on blunt weapons Posted: 25 Jun 2021 04:14 AM PDT Take a look at the formula for the momentum of a weapon attack: https://dwarffortresswiki.org/index.php/DF2014:Material_science#Attack_Momentum. Do some algebra by multiplying both the numerator and denominator by the weapon density, then rearranging the terms a bit. You'll get something like (Size\Str*Vel/10^6) * w_density/(w_density+[i_size/w_size]). We can relabel *[i_size/w_size] as something like 'size_ratio' and then rewrite the momentum formula as a proportionality relationship: Weapon momentum proportional to (w_density/[w_density+size_ratio]). Let's call that 'w_density/(w_density+size_ratio)' the 'Momentum Scaling Factor'. One last trick: let's look at orders of magnitude here. There are 2 native blunt weapons in the game, the Mace of size 800 and the War Hammer of size 400. Their size_ratios relative to a standard 60 000 size dwarf is 75 or 150. Meanwhile, the w_density of iron is 7850 kg/m^3, or about 100 times as much as the size_ratio of a mace. The Momentum Scaling Factor is now about 100/101, or about 0.99. Even if you multiplied the density of the weapon by a factor of 10, the Momentum Scaling Factor would only grow to 1000/1001, or 0.999, or about 0.9% more. That's barely anything. In case you don't believe me, here's a table with materials, their densities, and their resulting Momentum Scaling Factors:
The largest possible improvement here is going from Iron to Platinum for your mace, which multiplies its momentum per swing by a factor of 0.99651/0.99054 = 1.006. In other words, more than doubling the density of your weapon only added 0.6% to its momentum. For further confirmation, look closely at the table "Momenta for dwarves of strength 1250 hacking (velocity 1.25) with battle axes (size 800)" at https://dwarffortresswiki.org/index.php/DF2014:Material_science#Attack_Momentum. Notice how little difference there is between the momenta of the iron and silver battleaxes. Literally any other factor will swamp the effects of this difference, it practically speaking has no effect on anything. All it can do is slow you down and tire you out, which is why dwarves armed with slade warhammers actually did worse in testing than dwarves armed with steel warhammers. Density doesn't do anything beyond that, practically speaking. TL;DR: Density has no effect on weapons. Edit: I just realized that there's one exception to this: Weapon Traps. The momentum of a weapon swung in a weapon trap is always directly proportional to its weight, so it's always proportional to its density. That means that you should build the blunt weapons in your weapon traps out of the densest material possible. It might even be worth selecting a denser but weaker material for your edged trap weapons as well, to do more damage overall - platinum has almost the same Shear Fracture as bronze, while being significantly denser, so overall a platinum Giant Axe will strike with about 2.15 times as much force as a bronze one. [link] [comments] | |||||||||||||||||||||
Posted: 25 Jun 2021 11:14 AM PDT | |||||||||||||||||||||
Raiding Help. Please. I want to conquer the world. Posted: 25 Jun 2021 07:54 AM PDT I have been messing around with The Long Night mod and I need some tips on raiding by you war veterans. 1) Tactician. Is this really the KEY skill that determines pillage/raze outcomes? 2) So do you guys know how I should stucture my squads for raids? Minimum combat skills, equipment etc. 3) Ranged units. I am mostly training ranged units because the long night has shit tons of guns. Are they any good in pillage missions? Also how can I structure my training to have them both be taught tactician skills in a barracks, alternating with archery practice? 4) Numbers, numbers, numbers. How many should I send to attack one settlement? [link] [comments] | |||||||||||||||||||||
Weirdest thing I've seen this version Posted: 25 Jun 2021 12:17 PM PDT I just got an announcement "The pits of Profaneclenches has been founded a half-day's travel to the southwest and looks to your thriving economy for its future prosperity." I check the map and, sure enough, there is a new goblin pit near me. The site and civ governments are indeed goblin. I suppose that could happen if we were at peace, but we are both "No contact" and "economically linked." I can also both exile dwarves to what seems to be a goblin pit, and raid what seems to be a goblin pit. As neat as the idea of exiling dwarves, and then sending murder squads after them, I'm guessing my save is gonna break. [link] [comments] | |||||||||||||||||||||
Posted: 25 Jun 2021 12:14 PM PDT
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Posted: 24 Jun 2021 05:59 PM PDT
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Posted: 25 Jun 2021 02:10 PM PDT
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[Stream] Fort Full of BEES (and Cheese) Posted: 25 Jun 2021 10:38 AM PDT So I did a test run and this should be feasible. Bees produce both royal jelly and honey, the former of which can be cooked into food, and the latter of which can be brewed into mead. Unfortunately, prepared meals require at least one solid ingredient, and after some humming and hawing I think cheese is the most labor-intensive and thus best ingredient to use (but only in limited amounts). Come join me as I force my dwarves to subsist solely off animal products. Watch as I expel migrants and get stung by bees as we try to establish a FORT FULL OF BEES (and a little bit of cheese). Streaming now to...late? Probably four hours. Hope to see you there. we will bring cheese and whine on embark to tide us over until the bees produce all that we require. [link] [comments] | |||||||||||||||||||||
Someone's excited about their work, I see. Posted: 24 Jun 2021 08:55 PM PDT
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"Dwarves cannot craft... unless they're in a strange mood." Posted: 24 Jun 2021 08:57 PM PDT
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I and I Dwarf Fortress thingy. Posted: 24 Jun 2021 07:50 PM PDT I am fairly new to this sandbox and even though I haven't been playing for very long, it did leave a lasting impression. End result is this cringe music video slapped together with an equally cringe track inspired by the opening melody. Once again, many thanks to the community keeping it alive. [link] [comments] | |||||||||||||||||||||
Posted: 24 Jun 2021 05:26 PM PDT In an upcoming game of dnd I am going to have a DF inspired Duergar Forge Cleric that can provide the party with some items they may want or need for a fee. Obviously his first name will be Urist but I'd love some suggestions for his last name. [link] [comments] |
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