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Editing 40d Talk:Siege engine
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:I can confirm this. I blew off a couple of wooden ballista arrows (no metal tip) into a horde of goblins. Each arrow may have pierced about 2-4 goblins each and then vanished. The goblins died almost instantly however. --[[User:Liqum|Liqum]] 09:06, 26 January 2009 (EST) | :I can confirm this. I blew off a couple of wooden ballista arrows (no metal tip) into a horde of goblins. Each arrow may have pierced about 2-4 goblins each and then vanished. The goblins died almost instantly however. --[[User:Liqum|Liqum]] 09:06, 26 January 2009 (EST) | ||
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== "Omo Elanaidala, Engineer cancels Construct Adamantine Ballista Parts: Needs metal logs." == | == "Omo Elanaidala, Engineer cancels Construct Adamantine Ballista Parts: Needs metal logs." == | ||
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:Hmm, thats an interesting concept. Perhaps thats why my operators go to such lengths?--[[User:CrazyMcfobo|CrazyMcfobo]] 18:26, 21 July 2009 (UTC) | :Hmm, thats an interesting concept. Perhaps thats why my operators go to such lengths?--[[User:CrazyMcfobo|CrazyMcfobo]] 18:26, 21 July 2009 (UTC) | ||
::It's known that determining the "nearest object" doesn't use pathing logic, but a direct, 3-D cube. So if two adjacent z-levels have no easy access between them, a crafts-dwarf might travel the long way around to get the material immediately above/below their workshop - or, here, for the "nearest stone" for their catapult. Stupid and dwarfy.--[[User:Albedo|Albedo]] 20:03, 21 July 2009 (UTC) | ::It's known that determining the "nearest object" doesn't use pathing logic, but a direct, 3-D cube. So if two adjacent z-levels have no easy access between them, a crafts-dwarf might travel the long way around to get the material immediately above/below their workshop - or, here, for the "nearest stone" for their catapult. Stupid and dwarfy.--[[User:Albedo|Albedo]] 20:03, 21 July 2009 (UTC) | ||
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