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Author Topic: Grim Grimoire - The Realistic Commune Mod (34.07)(0.6)  (Read 38047 times)

bombzero

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Re: Grim Grimoire - The Realistic Commune Mod (34.05)
« Reply #15 on: March 11, 2012, 03:17:55 pm »

It is possible to add sterile with a syndrome, maybe the testes/ovaries could contain a gas layer like the ironman that adds the sterile tag,  but it could affect the person that attacks the testes as well.
That can be doable if just a contact syndrome that also enters blood, I'm sure the injuried part being cut open and covered with that syndrome should affect only the injuried (unless the attacker has a open cut on his/her finger)

But then again Syndrom stuff is tricky, and making a material that doen'st boil away asap before it can put it's contact on is a challenge.

This is all theories. But if we could get this STERILE to work, then hot damn.

once again it occurs to me that DF players are pretty screwed up...
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Hugo_The_Dwarf

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Re: Grim Grimoire - The Realistic Commune Mod (34.05)
« Reply #16 on: March 11, 2012, 03:28:21 pm »

I have a strange urge to Sig this ^^
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bombzero

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Re: Grim Grimoire - The Realistic Commune Mod (34.05)
« Reply #17 on: March 11, 2012, 11:55:07 pm »

on the topic of the tissue rebalance, remember that all bones, whether its the tiniest bone in your pinky finger, or your femur, hurt equally.
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dennislp3

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Re: Grim Grimoire - The Realistic Commune Mod (34.05)
« Reply #18 on: March 12, 2012, 01:25:41 pm »

I love realism mods! I would love to see this developed more!
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Meph

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Re: Grim Grimoire - The Realistic Commune Mod (34.05)
« Reply #19 on: March 12, 2012, 02:10:14 pm »

I now have my own system finished. I used SanDiegos Tissue rebalance, but tweaked it, a little less blood and pain then the original (otherwise fights are way shorter), then Orkels Inner/Outerbrain tissue, leading to approx... 80% (?) less instant deaths from hits to the head, and hugos bone structure of course.

Works well, although I had problems setting up the brains, since generated creatures never found the proper brain tissues, since their raws always linked to a brain bodypart, instead of two differently named one. I changed inner brain to brain, and it works like a charm. Havent actually fought titans/nightcreatuers yet though, difficult to test for those.
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dennislp3

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Re: Grim Grimoire - The Realistic Commune Mod (34.05)
« Reply #20 on: March 12, 2012, 02:45:05 pm »

Is this mod integrated into Masterwork DF? or planned to be if it isnt?
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Vherid

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Re: Grim Grimoire - The Realistic Commune Mod (34.05)
« Reply #21 on: March 12, 2012, 02:51:07 pm »

I'm pretty confused as to what to actually implement out of these posts now.

Meph

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Re: Grim Grimoire - The Realistic Commune Mod (34.05)
« Reply #22 on: March 12, 2012, 02:59:37 pm »

@dennis: I already added (something like it) it, just wrote it one post above you.

@vherid: Cant help you there. I did a version for myself that does not focus on realism, but on nicer, more fun combat. SanDiegos balances for example make combat rather short and deadly, since everyone passes out from pain, and either immediatly bleeds to death or gets hit in the head. I nerfed is significantly.
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dennislp3

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Re: Grim Grimoire - The Realistic Commune Mod (34.05)
« Reply #23 on: March 12, 2012, 03:18:51 pm »

Yeah especially since technically if you look at historic battles people are pretty damn resilient...why else do you think battles would go on for hours and/or days? Sure square blows can mess you up good but ultimately the bleed out/pass out thing that went on with the original mod was unrealistic. Bleeding out can take upwards of 30+ minutes if you have not been struck in a major artery.
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Vattic

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Re: Grim Grimoire - The Realistic Commune Mod (34.05)
« Reply #24 on: March 12, 2012, 03:28:14 pm »

It is possible to add sterile with a syndrome, maybe the testes/ovaries could contain a gas layer like the ironman that adds the sterile tag,  but it could affect the person that attacks the testes as well.
That can be doable if just a contact syndrome that also enters blood, I'm sure the injuried part being cut open and covered with that syndrome should affect only the injuried (unless the attacker has a open cut on his/her finger)

But then again Syndrom stuff is tricky, and making a material that doen'st boil away asap before it can put it's contact on is a challenge.

This is all theories. But if we could get this STERILE to work, then hot damn.

You can contract a syndrome from a gas layer that you then inhale like with the iron men but if a liquid layer gets ruptured it all ends up on the ground and not the creature. The only way a liquid contact poison can cause a syndrome is if there is enough of it to pool on the ground and get contaminated feet. I even made a bug report about this. The problem with using a gas is that whoever causes the layer to get released will also get caught in the burst. You could still give each creature a unique class and unique syndrome that only targets that creature class but then a dwarf could still sterilise herself when hurting another dwarf.
« Last Edit: March 12, 2012, 03:29:55 pm by Vattic »
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Nihilist

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Re: Grim Grimoire - The Realistic Commune Mod (34.05)
« Reply #25 on: March 13, 2012, 04:46:49 pm »

v1 of my brain mod is done- http://dffd.wimbli.com/file.php?id=5870
Only body part modified is the brain, and nothing is removed so it should be pretty compatible, there are a few B_detail plan changes and one new tissue to go along with it.

Three part brain - Cerebrum(outer), Connective tissue(mid- actually wrapped around both brain parts with BY_CATEGORY:BRAIN) and Cerebellum(inner).
Cerebrum is tagged with [THOUGHT] and[GUTS], this causes unconsciousness and nausea.
Connective tissues are [THOUGHT] and have a vascular rating of 75 - unconsciousness and severe bleeding, but not guaranteed death like major arteries.
Cerebellum has  just [THOUGHT] in this version - I eventually want to link this to vision and movement, but my best idea so far was to add [STANCE] which should cause falling over if damaged, but this gets problematic with toes being added to part of the brain and creatures trying to kick with it... so that out. I also flirted with [NERVOUS] but that is covered by the neck, I really didn't want 2 body parts that minor damage triggers suffocation. If you are replacing the neck you may want to add [NERVOUS] to it.

Arena behavior has been pretty satisfying, generally takes 2-6 solid blows to the head to outright strike down a creature, and any good head hit will cause unconsciousness.
I hadn't seen the issue meph had, but then again I was looking for it so I'll dig into that tonight.
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Vherid

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Re: Grim Grimoire - The Realistic Commune Mod (34.05)
« Reply #26 on: March 15, 2012, 08:30:53 am »

Alright I have SDRT, ABS, and NBS all combined now, I will upload a version with NBS included once I get home today, I'll also probably implement your finger mod, Hugo, and implement that as well.

Grimlocke

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Re: Grim Grimoire - The Realistic Commune Mod (34.05)
« Reply #27 on: March 15, 2012, 11:18:02 am »

Heres what I use for weapons, minus a few less realistic specimens.

Most weapons rebalanced, some renamed (longsword -> bastard sword, scimitar -> saber), some removed and lots of polearms added (using the pike skill for correct twohanded use).

Selected from European 1100 - 1400 weaponry to keep things a bit consistent and to prevent the game being littered with obscure names for functionaly identical weapons (for the game anyhow).

Spoiler: item_weapon (click to show/hide)


Spoiler: entity tags (click to show/hide)

I would post my entire entity file but that has a lot more modded into it. Will adapt a stock entity file later.
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bombzero

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Re: Grim Grimoire - The Realistic Commune Mod (34.05)
« Reply #28 on: March 15, 2012, 11:21:40 am »

Yeah especially since technically if you look at historic battles people are pretty damn resilient...why else do you think battles would go on for hours and/or days? Sure square blows can mess you up good but ultimately the bleed out/pass out thing that went on with the original mod was unrealistic. Bleeding out can take upwards of 30+ minutes if you have not been struck in a major artery.

small side note but battles around the time DF is roughly set in resulted in a lot more cases of people getting knocked out/passing out and either getting dragged off by their allies or taken prisoner.
also DF fails to factor in adrenaline, or many other bodily functions that can save your life.
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Vherid

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Re: Grim Grimoire - The Realistic Commune Mod (34.05)
« Reply #29 on: March 15, 2012, 01:18:28 pm »

Hugo, I'll implement your fingers and such when you finish the toes.

Grim, I'll wait for your better file or whichever, couple things though, you're talking about getting rid of obscure names but I think then that longsword would be a lot less obscure than bastard sword. Then you have a few swords added I think, and I had no fucking clue what an arming sword was haha, I've never heard that term until now. Also a sabre is very different then a scimitar. That's just my opinion on that stuff though.

next upload will happen in a few minutes containing nihilist's brain stem mod. Also the butcher mod down below is that something that we would want? It's more realistic but does it actually add any fun or important flavor? If people want it then no problem, but I'm curious if we want to be the upmost realistic, or making things more fun with more realistic things? This also brings up the question actually of do we want to add weapons as opposed to just balancing what's in the game? Does adding 3 types of long swords make it more realistic than 1 long sword? I leave these up to discussion for decisions to be made based off of it.

New version is out!
« Last Edit: March 15, 2012, 01:34:04 pm by Vherid »
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