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Difference between revisions of "40d Talk:Weapon"

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::Here [http://www.mkv25.net/dfma/movie-1170-scarywhips] is the movie, I must say that this is very effective for stopping sieges, my goblins are unmodified, and they don't seem to have any trolls or beak dogs, but(if I recall correctly) in a recent siege this setup left me with 23 goblin corpses(and about 25 body parts) and only 3 traps clogged, with no goblins reaching any other defences(I think some made it through but ran back because of injuries and goblins dying behind them), funnily enough it was the single weapon traps that did most of the clogging...[[User:RAM|RAM]] 14:38, 16 March 2009 (UTC)
 
::Here [http://www.mkv25.net/dfma/movie-1170-scarywhips] is the movie, I must say that this is very effective for stopping sieges, my goblins are unmodified, and they don't seem to have any trolls or beak dogs, but(if I recall correctly) in a recent siege this setup left me with 23 goblin corpses(and about 25 body parts) and only 3 traps clogged, with no goblins reaching any other defences(I think some made it through but ran back because of injuries and goblins dying behind them), funnily enough it was the single weapon traps that did most of the clogging...[[User:RAM|RAM]] 14:38, 16 March 2009 (UTC)
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:::Hrm.  Most of the goblins are unarmored wrestlers, and most of the rest are poorly-armored archers.  By the time they got to the third row, they had taken multiple hits from gore-damage weapons (and one of the third row of traps had some really nasty ones in it).  Whips and scourges don't do a lot of damage, but they do cause pain and bleeding.  That doesn't matter too terribly much against heavily-armored soldiers who can shrug off a couple blows, but it doesn't take many hits like that to make a werestler bleed to death.  And if the traps weren't clogging up much, most of the goblins would've taken a lot of hits, which with gore damage would really add up.<BR>I also see that several goblins made it to the stonefall traps.  If it took that long to break them, then the odds are good that many made it past the traps, broke, and ran back across the traps for another go.  With that many hits, even whips and scourges can overwhelm a metal-armored soldier.<BR>Long story short, it was pretty much an absolute best-case scenario for whips and scourges, making lots of attacks against poorly-armored targets ;) --[[User:LegacyCWAL|LegacyCWAL]] 16:14, 16 March 2009 (UTC)
  
 
== Unorthodox weapons ==
 
== Unorthodox weapons ==

Revision as of 16:14, 16 March 2009

Are the bows and blowguns melee or ranged? -- Bovinepro

Both. When they run out of ammo the dwarves will beat their enemies to death with their bows. The listed damage is for when that happens. --Ikkonoishi 17:15, 4 November 2007 (EST)

What about damage done by artifact weapons? Is it x2 like masterwork items?

The exact damage bonus granted by artifact weapons is unknown, though it's quite likely much higher than a masterwork, if the value is any indicator. It's difficult to determine the exact bonus, as it's not in the raws, Toady hasn't told us, and it's very difficult to gauge exactly how much damage a weapon is dealing due to how little is known about the combat calculations in general. --Hesitris 07:31, 18 November 2007 (EST)

Conflicting Info?

Earlier on, we say that dwarves can't wield bows because they are too big. Down in the tables, the bow is listed as two handed and not unwieldable. Need to correct one or the other (I'm too lazy to verify that in the current version bows are still unwieldable.) --TheUbie 06:20, 28 November 2007 (EST)

Well, a bow is two handed and unwieldable to dwarves, do you mean in adventure mode with humans/elves? I think most of this data is fortress mode specific. --Gotthard 18:15, 28 November 2007 (EST)
I didn't write the article, so I don't know it's original intention, however there are other weapons that can be wielded 2 handed by humans and others in adventure mode, but are listed as unweildable by dwarves. Need to choose to make the table fortress specific, adventure mode specific, or add another col and make it specific to both. As it stands now, it doesn't make sense. --TheUbie 18:54, 29 November 2007 (EST)
I'm almost certain this is dwarf specific, because I had some goblin axemen siege my base, and one of them was wielding a great axe in one hand, and a shield (not even a *buckler*) in the other hand. I think I saw the same thing with a halberd, but a pike was multigrasped. Looks like goblins have a lot more options than our poor dwarves. --Gotthard 12:16, 30 November 2007 (EST)

Pike

I been able to wield a bronze pike with an adventurer in 23a and it was quite deadly. This need to be verified. Maybe there is a strength requirement? --Eagle of Fire 14:43, 28 November 2007 (EST)

Whips and scourges

So, I'm guessing that you can't assign dwarves to use whips and scourges unless you've traded for one, right? And on the article for Scourge it says it's deadlier than a whip (which currently has no page)... Does that mean scourges are better in every way? What's worse? --Penguinofhonor 21:03, 1 December 2007 (EST)

Did you actually read the tables? It does 10 more damage, and is the same in everything else. Dwarves can't become lashers. There are no lasher option in the military settings... --Nitem4re 14:13, 4 December 2007 (EST)

I have a complaint... Reading this wiki gave me the impression that whips and scourges were weak weapons and that it would require several for them to be noticeable. So it was that I came upon the idea of using a small number of scavenged and traded whips and scourges in weapon traps at the extremity of my fortress to weaken incoming attackers and to slow retreaters, hoping that if they got lucky and killed one it would probably bleed to death after safely leaving the trap. What I did not expect was rivers of blood, corpses piled 4 deep and exploding goblins. While I missed the event it would appear that a head travelled up one Z-level, west 8 X-levels and north 10 Y-levels, whilst a lower body travelled up 2 Z-levels, west 6 X-levels and south 2 Y-levels. I can only assume that they collapsed from the pain and were pulled into the mechanism...

My haulers are demanding an apology for the mess they need to clean up, perhaps a note could be made indicating that whips can be effective(and messy) despite their low damage values...

It is this sort of thing that makes me glad that the thoughts "horrified by an unfathomable scene of carnage" and "Saw something unnatural happen to a fellow living creature" have not yet been implemented... RAM 04:56, 13 March 2009 (UTC)

How many did you put in the traps? Even crappy weapons like whips will obliterate an enemy when you have a bunch of them all hitting simultaneously. --LegacyCWAL 16:17, 13 March 2009 (UTC)
Odd, I could have sworn that I liked to a movie of me examining the area, it is 3 1-deep rows of traps in a 3-wide corridor, the first row each have 1 low-quality bronze whip, second row each have 1 no-quality iron scourge and the third row each have 1 iron and 1 bismuth bronze whip, with one trap having an additional bronze whip. The mechanisms are good quality but it doesn't really seem to be alot to me, but I am new to DF...
Here [1] is the movie, I must say that this is very effective for stopping sieges, my goblins are unmodified, and they don't seem to have any trolls or beak dogs, but(if I recall correctly) in a recent siege this setup left me with 23 goblin corpses(and about 25 body parts) and only 3 traps clogged, with no goblins reaching any other defences(I think some made it through but ran back because of injuries and goblins dying behind them), funnily enough it was the single weapon traps that did most of the clogging...RAM 14:38, 16 March 2009 (UTC)
Hrm. Most of the goblins are unarmored wrestlers, and most of the rest are poorly-armored archers. By the time they got to the third row, they had taken multiple hits from gore-damage weapons (and one of the third row of traps had some really nasty ones in it). Whips and scourges don't do a lot of damage, but they do cause pain and bleeding. That doesn't matter too terribly much against heavily-armored soldiers who can shrug off a couple blows, but it doesn't take many hits like that to make a werestler bleed to death. And if the traps weren't clogging up much, most of the goblins would've taken a lot of hits, which with gore damage would really add up.
I also see that several goblins made it to the stonefall traps. If it took that long to break them, then the odds are good that many made it past the traps, broke, and ran back across the traps for another go. With that many hits, even whips and scourges can overwhelm a metal-armored soldier.
Long story short, it was pretty much an absolute best-case scenario for whips and scourges, making lots of attacks against poorly-armored targets ;) --LegacyCWAL 16:14, 16 March 2009 (UTC)

Unorthodox weapons

Is there any information on unorthodox weapons such as coins and loincloths? For instance, are the material and crafting value taken into account, and what is the base damage of the item? Patarak 04:13, 13 February 2008 (EST)

"Unortodox" weapons are not really weapons. However, since absolutly anything thrown is deadly in the curren fight code, a lot of people use about anything in adventure mode. This is how coins became popular as a throwing weapon. Part because it's as deadly as anything else and very light which mean you can carry a lot around, part because it is a weapon used in other ascii or rogue like games. You could throw butterfly corpses and mud around and it would be just as deadly as coins. --Eagle of Fire 17:52, 13 February 2008 (EST)

Great axe

I'm not saying dwarves can wear it, but the dead goblin over there wore one, and even a shield too..if I can get 5 minutes of peace from this annoying little buggers i will try to let one of my dwarves wear it..--Koltom 21:40, 3 March 2008 (EST)

You're lucky. You get alot of goblins! I want some! Can you send some over?--CrazyMcfobo 18:16, 10 April 2008 (EDT

Weapons

Clicking the links of some of the types of weapons redirects back to weapons. --Chrispy 21:07, 10 April 2008 (EDT)

This is a feature called a redirect. If you want to then go ahead and create enough of an article that nobody reverts it back to a redirect. For a lot of weapons there isn't that much of a need for a seperate article, but the redirect will point someone back to a place they can find out what they need to know.GarrieIrons 00:21, 10 June 2008 (EDT)

Trap components as weapons

"There are a few enormous weapons that no race can wield..."
I beg to differ. In Adventure mode, at least in "Play Now", you can in fact pick these things up and hit people with them. I dunno if they come with lots of negatives for being a stupid weapon, but I know I've used an enormous wooden corkscrew to fight troglydites before. That, and a barrel of dwarven wine. --Dadamh 11:19, 2 June 2008 (EDT)

I know that adventurers can do things that shouldn't be possible. Other creatures are technically capable of doing those things, but their code won't ask them to do them. --Savok 12:51, 2 June 2008 (EDT)
I'll say. In adventure mode, you can carry around and throw anvils at enemies. It does no more damage than sand and you'll have the speed of a glacier, but it's hilarious. I suspect, though, that improvised weapons are as effective as unarmed attacks. I'll have to check on that though. --Smartmo 15:45, 13 January 2009 (EST)

Possible bug with long swords in 40d (not wieldable in two hands)

Today I traded for two wooden longswords and set two new recruits to use them for sparring. The recruits continually go pick up the swords ("Pickup Equipment") and then instantly drop the weapon on the ground. It doesn't matter whether they are on duty or not, actually.

Is it possible this is a bug in 40d? Is it possible that oversized weapons that the article lists as being wieldable in two hands actually require a certain amount of strength attribute? Or is it that the article is just completely mistaken on long swords as being wieldable by dwarves using both hands? Any thoughts or input would be nice. --Jpwrunyan 01:02, 11 February 2009 (EST)

If I recall, someone somewhere mentioned that setting a dwarf to use two weapons will permit them to hold two-handed weapons. I'm yet to confirm is this works, since I've not got any two-handed weapons available.--Quil 12:28, 11 February 2009 (EST)
Ok, thanks. Stupidly, in a moment of frustration I abandoned the fortress. I will also try to confirm this again. If it's true, that info definately needs to be in the article...--Jpwrunyan 00:35, 12 February 2009 (EST)