Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Creature combat-targeting mechanics  (Read 724 times)

Stimraug

  • Bay Watcher
    • View Profile
Creature combat-targeting mechanics
« on: March 14, 2012, 02:09:52 pm »

Hi.
I recently modded GCS to be half the size of an elephant. Now though, they aren't even capable of killing a goblin! That is probably because the GCS are now so large that their best opportunity during every combat move is to bite at the heads of the goblins. They have helmets, that always block the hit! So the problem is that the GCS is too large, that could be fixed by making them smaller, so they'd hit other parts.

However, I'd like the experienced players/modders to give me another solution. Can I somehow mod the GCS's bite to penetrate armor? Suggestions welcome. Thanks!
Logged

Excedion

  • Bay Watcher
    • View Profile
Re: Creature combat-targeting mechanics
« Reply #1 on: March 14, 2012, 02:12:17 pm »

Making them 30 times bigger should help. Also fire breath for good measure. AFAIK you could mod the contact area of their bite
Logged
If adamantine is perfectly rigid, as shown by having 0 strain at fracture in the raw files, then the speed of sound in the metal approaches the speed of light. Adamantine musical instruments would produce ultrasonic vibrations, and cut off the fingers of the musician.

Telgin

  • Bay Watcher
  • Professional Programmer
    • View Profile
Re: Creature combat-targeting mechanics
« Reply #2 on: March 14, 2012, 02:12:59 pm »

I'm not sure how to do it without staring at the raws for a long time and fiddling, but I think you can replace their teeth (fangs?) tissue with a new steel tissue you create.  That ought to penetrate a goblin's helmet.
Logged
Through pain, I find wisdom.

Stimraug

  • Bay Watcher
    • View Profile
Re: Creature combat-targeting mechanics
« Reply #3 on: March 14, 2012, 02:25:37 pm »

Thanks for the help. Could you provide tips for the code? I'll start looking at the raws, though I am only a novice modder :]
Logged

NonconsensualSurgery

  • Bay Watcher
    • View Profile
Re: Creature combat-targeting mechanics
« Reply #4 on: March 14, 2012, 03:38:12 pm »

Find:

   [ATTACK_CONTACT_PERC:100]

And change 100 to 5. This controls the sharpness of the attacking bodypart. I tested 5 and with standard teeth and size they bit through an iron helmet.
Logged
Never had a bat massacre people with an axe before.
EDIT2: Oh god, the bat has got a title now.

Girlinhat

  • Bay Watcher
  • [PREFSTRING:large ears]
    • View Profile
Re: Creature combat-targeting mechanics
« Reply #5 on: March 14, 2012, 03:45:41 pm »

More importantly, that's the percentage of that body part you're striking with.  In attack terms, all body parts resemble a sheet of metal.  Most have a 100% contact, which is like slapping the sheet against something.  If you lower it, that's like making an indent in the sheet.  A 20% contact would look more like:
Code: [Select]
__--------while 100% is just
Code: [Select]
----------If you've made GCS twice as large, and give their teeth attack 50% contact, then they'll effectively be the same as the were.

And if you want true terror, as stated above, give them a tiny contact percentage.  The smaller the number, the sharper the fangs.

Stimraug

  • Bay Watcher
    • View Profile
Re: Creature combat-targeting mechanics
« Reply #6 on: March 14, 2012, 05:41:37 pm »

Thank you =) I did just that, testing tomorrow.
Logged