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Author Topic: Fighting styles  (Read 1150 times)

heydude6

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Fighting styles
« on: September 20, 2014, 12:38:45 pm »

So currently combat in dwarf fortress is very deep, but very random, countering the depth. The RNG decides what attacks will be used. It's one of the main reasons why wrestlers are useless.

Now what if we made it so that in the barracks certain dwarfs could be trained to execute attacks in a certain order. let's take for example an axedwarf. He is attacking a goblin but realizes his armour is too thick for him to penetrate. So he decides to pin him to the ground and takes off his armour,  then he kills the goblin. Or a wrestler we can make it so that he grabs priority things such as weapons,armour or joints. and so he disarms/disarmours/breaksthejoint ruining the enemies combat potential. Or maybe we want to prioritize their legs so they can barely dodge and so the marksdwarves can kill them with ease. Another thing we can do is make it so that the main priority is to pin the enemy to the ground to make him easier to hit, and so every time he gets up they just knock him down again.

This system can also be useful to prevent dwarves from attacking certain unimportant objects such as toes and teeth. but if you want, to you can make it so that they only attack toes and teeth.

Now  this system truly shines when it comes to certain animals. Well not really the vanilla animals but how about new additions or modding, how about a vermin that nibbles off toes, or maybe a giant wasp that first paralyzes and then bites the victim to death. There are many possible combinations out there.

so what do you think? anything you guys want to say about that. Maybe some ideas for new animals with certain fighting styles. We need your creativity to prove that this is a good idea.
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pisskop

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Re: Fighting styles
« Reply #1 on: September 20, 2014, 12:42:02 pm »

If 'styles' could be randomized from within a creature or 'culture' I dig.  Just ai packaging and 'unlocked' auto-aiming.
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heydude6

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Re: Fighting styles
« Reply #2 on: September 20, 2014, 01:16:27 pm »

well here was how I would imagine it looking like in the raws

[NEWSTYLE:BLINDING]
      [FIRST]WRESTLE:ALLEYES
      [THEN]GOUGE:ALLEYES
             [IF:USELESS]ATTACKWEAPON:HEAD
             [IF:USELESS]ATTACKWEAPON:WEAPONARM,UPPERBODY
             [IF:USELESS]FLEE
      [THEN]ATTACKWEAPON:ANY
             [IF:USELESS]FLEE

So basically what i did was that I told the creature with this style that for their first attack they will try to wrestle the eyes and then try to gouge them out. If the enemy can't wrestle the eyes, then it will try to attack the head with the weapon in it's hand, if it has two weapons it will choose the one in it's dominant hand. If attacking the head fails, it will try attacking the upperbody or the arm that the enemy is holding a weapon in(RNG decides that),if that fails, it will run for it's life. Now if it does manage to gouge it's eyes out it will attack with the Dwarf fortress combat system that we currently have.

declaring multiple fighting styles for a creature will make the creature choose one randomly

Any comments?
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Dirst

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Re: Fighting styles
« Reply #3 on: September 20, 2014, 01:44:57 pm »

I think it'd be best to stick as close as possible to mechanisms already in the game, and combine them in a way that accomplishes the best result for the least development effort.

Syndromes and interactions already have a system for targeting stuff, except it's just a yes/no affair.  Add to that the tags relevant for combat and you have something useful.  Creatures also have a "weight" mechanic that gets used a lot to pick random choices (such as 100/100 ratio for males/females and a 5/2/1/1 ration for brown/green/blue/purple eyes).  So something like:

Code: [Select]
[COMBAT_STYLE:IMMOBILIZE]
    [CS_GOAL:LEGS] Here "LEGS" is a name with no special meaning to the game.
        [CSG_WEIGHT:100] Relative frequency this goal is chosen.
        [CSG_TARGET:BY_TYPE:STANCE]
        [CSG_TARGET:BY_CATEGORY:FOOT]
        [CSG_TARGET:BY_CATEGORY:LEG_LOWER]
        [CSG_TARGET:BY_CATEGORY:LEG_UPPER]
    [CS_GOAL:HOLD]
        [CSG_WEIGHT:25]
        [CSG_TARGET:BY_TYPE:LIMB]
        [CSG_PRIORITIZE:HOLD]
    [CS_GOAL:CHOKE]
        [CSG_WEIGHT:25]
        [CSG_TARGET:BY_CATEGORY:THROAT]
        [CSG_PRIORITIZE:HOLD]

However, Toady might consider the combat AI to be part of his secret sauce and keep it hard-coded.
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Deboche

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Re: Fighting styles
« Reply #4 on: September 20, 2014, 01:57:15 pm »

I don't know about that code you guys tamper with but this should include the type of enemy as well. If a dwarf attacks a human or elf, it'd make sense to go for the kneecaps or take advantage of the lower center of gravity and take him down.
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heydude6

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Re: Fighting styles
« Reply #5 on: September 20, 2014, 02:10:33 pm »

I think it'd be best to stick as close as possible to mechanisms already in the game, and combine them in a way that accomplishes the best result for the least development effort.

Syndromes and interactions already have a system for targeting stuff, except it's just a yes/no affair.  Add to that the tags relevant for combat and you have something useful.  Creatures also have a "weight" mechanic that gets used a lot to pick random choices (such as 100/100 ratio for males/females and a 5/2/1/1 ration for brown/green/blue/purple eyes).  So something like:

Code: [Select]
[COMBAT_STYLE:IMMOBILIZE]
    [CS_GOAL:LEGS] Here "LEGS" is a name with no special meaning to the game.
        [CSG_WEIGHT:100] Relative frequency this goal is chosen.
        [CSG_TARGET:BY_TYPE:STANCE]
        [CSG_TARGET:BY_CATEGORY:FOOT]
        [CSG_TARGET:BY_CATEGORY:LEG_LOWER]
        [CSG_TARGET:BY_CATEGORY:LEG_UPPER]
    [CS_GOAL:HOLD]
        [CSG_WEIGHT:25]
        [CSG_TARGET:BY_TYPE:LIMB]
        [CSG_PRIORITIZE:HOLD]
    [CS_GOAL:CHOKE]
        [CSG_WEIGHT:25]
        [CSG_TARGET:BY_CATEGORY:THROAT]
        [CSG_PRIORITIZE:HOLD]

However, Toady might consider the combat AI to be part of his secret sauce and keep it hard-coded.

When I made my drawing with the imaginary raws i then wrote what these raws were telling the computer to do. At the current moment i have no idea what your raws are trying to do.
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Lets use the ancient naval art of training war parrots. No one will realize they have been boarded by space war parrots until it is to late!
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pisskop

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Re: Fighting styles
« Reply #6 on: September 20, 2014, 02:17:55 pm »

He' saying that we should use the already present raws.  Your format isn't present anywhere in the raws we can see.  Most likely Toady would use a style similar to what he has now, which is a bit binary or static in their numbers, but due to re-evaluations and roguelike-nature of the game offers a very loose and flexible flow to combat,

Your character would consistently do what you describe up there, and I definitely dont know of any example of the military acting in a consistent and cohesive manner.
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PKs DF Mod!

Insanegame27

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Re: Fighting styles
« Reply #7 on: September 20, 2014, 05:07:06 pm »

I like the idea with one suggestion.


[NEWSTYLE:BLINDING]
      [FIRST]WRESTLE:ALLEYES
      [THEN]GOUGE:ALLEYES
             [IF:USELESS]ATTACKWEAPON:HEAD
             [IF:USELESS]ATTACKWEAPON:WEAPONARM,UPPERBODY
             [IF:USELESS]FLEE
      [THEN]ATTACKWEAPON:ANY
             [IF:USELESS]FLEE
      [THEN]USE_STANDARD_COMBAT
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heydude6

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Re: Fighting styles
« Reply #8 on: September 20, 2014, 05:16:46 pm »

Your character would consistently do what you describe up there, and I definitely dont know of any example of the military acting in a consistent and cohesive manner.

When you say military do you mean dwarf fortress military or RL military. In case it's the latter we can make it so that weather or not a dwarf uses a fighting style being dependant on the discipline skill which would make the skill actually feel welcome rather than making it feel that it only makes it harder to have a good military . One of the goals that i wanted to acomplish with this was making wrestling useful in fortress mode, it's already amazing in adventure mode. I also wanted it to make it possible to mod in cooler animals such as an animal that spits venom in the eyes.

And one last word this system is not finished I am well aware that things have to be randomized and that problem should be solved before this system can truly be good

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Lets use the ancient naval art of training war parrots. No one will realize they have been boarded by space war parrots until it is to late!
You can fake being able to run on water. You can't fake looking cool when you break your foot on a door and hit your head on the floor.