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Author Topic: Weapon flavortext/styles based on culture  (Read 692 times)

Helari

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Weapon flavortext/styles based on culture
« on: December 25, 2012, 01:54:06 pm »

Different civilisations should favour slightly different weapon designs that could make weapons used by certain civilisations and factions stand out from one another.

When examining a weapon you could see things like "This is a steel sword, it's blade is curved, it's pommel is shaped like an onion, it is gigantic."

There could also be smaller, artifact-like features in the weapons like bone ornaments, civ/faction symbols, words/names and such displayed on the weapons.

these features could either be entirely flavortext to make weapons of different civs distinguishable from eachother or they might also have effects, slight or bigger to how the weapon performs, affecting things like sharpness/bluntness, striking area, mass and weight.

This way also weapons could be divided into more interesting subsets depending on it's features, a sword could be shortsword, a claymore, a cutlass or something else entirely based on the civs preferences and possibly specific manufacturing orders in dwarf mode.

If a weapon had some important performance changing feature, it could be announced in it's inventory name already like a "Huge copper sword" or a "Round silver warhammer" to make them more easily distinguishable without having to take a look at each one.
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Carp McDwarfEater

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Re: Weapon flavortext/styles based on culture
« Reply #1 on: December 26, 2012, 05:52:49 pm »

This is already implemented, to an extent. Different races have different weapons, with humans having mauls and goblins using scourges, for example. And when goblins come to raid my fortress, they often have armor with their civilization's symbol on it as a decoration.
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Helari

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Re: Weapon flavortext/styles based on culture
« Reply #2 on: December 27, 2012, 07:10:29 am »

the implementation is yet very slight, im not talking about unique weapons alltogether but very extensive randomly generated weapon stylings.
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Funk

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Re: Weapon flavortext/styles based on culture
« Reply #3 on: December 27, 2012, 09:10:19 pm »

we have coverd this befor
here
and here

 we should use Oakeshott and Petersen sword typology.
basicy the sword is broken down in to parts and every part get it own little description and changes to attack.
every civ get preferences just like thay do for art but other than that it is random just what each weapon looks like.
« Last Edit: December 27, 2012, 11:19:35 pm by Funk »
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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CrzyMonkeyNinja

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Re: Weapon flavortext/styles based on culture
« Reply #4 on: December 28, 2012, 10:12:09 pm »

This could probably be done with the same [APPEARENCE_MODIFIER] tags that are used to make noses hooked and teeth tangled in creature raws. I also highly approve of the thought of using Oakshott and Petersen-style classifications.

We could get desctiptions like: "This is an iron short sword. It has a short crossguard, a wide fuller, and a lobed pommle."
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Carp McDwarfEater

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Re: Weapon flavortext/styles based on culture
« Reply #5 on: December 28, 2012, 11:17:15 pm »

Unless these slight variations affect the weight and other stats of weapons I don't particularly see the need to add them. Excessive descriptions can lower framerate, and while it's nice to have some details there's a such thing as going overboard.
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GreatWyrmGold

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Re: Weapon flavortext/styles based on culture
« Reply #6 on: December 28, 2012, 11:33:40 pm »

I highly doubt that the descriptions would impact framerate...at all...
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Carp McDwarfEater

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Re: Weapon flavortext/styles based on culture
« Reply #7 on: December 29, 2012, 10:51:37 pm »

Try the masterwork mod, by removing different material types and details it can cause absolutely massive FPS improvement.
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