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Author Topic: Modding armor.  (Read 1514 times)

matty491

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Modding armor.
« on: April 11, 2013, 05:43:39 am »

Just a quick question about modding armor, ive got my head around it and I have implemented some armor into the game however this armor I intended to be the big daddy of armor's something for one person to wear and go on a single person killing rampage, I set all the coverings to true and I set the  armor values all to 10,000 for body, libs and head but they still seem to get shot and go through the armor most of the time, Can anyone help me out a bit ?
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usr_share

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Re: Modding armor.
« Reply #1 on: April 11, 2013, 06:30:07 am »

I'm sorry, but you don't need to create a separate topic for American and British English speakers :)
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BoxOfAids

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Re: Modding armor.
« Reply #2 on: April 11, 2013, 09:56:48 am »

As I recall, there's an upper limit on how high the armor value can go, take a look at the highest numbers on existing ones and keep adding from there and trying it out... Once you get past a certain number, for some reason it gets WORSE. It's just about finding the right number, I just can't remember what it is.... Fox mentioned it somewhere.
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matty491

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Re: Modding armor.
« Reply #3 on: April 11, 2013, 03:15:44 pm »

I'm sorry, but you don't need to create a separate topic for American and British English speakers :)

sorry about that I can't delete it for whatever reason and thought it hadn't uploaded x_x
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Jonathan S. Fox

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Re: Modding armor.
« Reply #4 on: April 11, 2013, 05:37:40 pm »

I'm sorry, but you don't need to create a separate topic for American and British English speakers :)

sorry about that I can't delete it for whatever reason and thought it hadn't uploaded x_x

Should be gone now.
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matty491

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Re: Modding armor.
« Reply #5 on: April 12, 2013, 05:16:24 am »

I'm sorry, but you don't need to create a separate topic for American and British English speakers :)

sorry about that I can't delete it for whatever reason and thought it hadn't uploaded x_x

Should be gone now.

Thank you very much, do you have anything to add to my question maybe some insight :c
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matty491

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Re: Modding armor.
« Reply #6 on: April 12, 2013, 02:08:44 pm »

I'm sorry, but you don't need to create a separate topic for American and British English speakers :)

sorry about that I can't delete it for whatever reason and thought it hadn't uploaded x_x

Tried setting it at the highest possible damage higher which would be 310 from a pump shotgun didnt work. Tried setting it just above standard armour value at 20 didn't work X_X this really is testing my nerve :'(
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Jonathan S. Fox

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Re: Modding armor.
« Reply #7 on: April 12, 2013, 04:18:46 pm »

Tried setting it at the highest possible damage higher which would be 310 from a pump shotgun didnt work. Tried setting it just above standard armour value at 20 didn't work X_X this really is testing my nerve :'(

Is it not working because your character takes near-lethal damage every time a shot lands, or not working because your character is still taking some small amount of damage? I'm imagining that you're seeing hits get through, causing a small amount of damage that causes you to start bleeding, which then does a lot more damage over time...

You can't block every attack with armor, it just doesn't work that way. Armor doesn't subtract damage from an attack, it shrinks the damage from an attack, and there's a maximum amount it can shrink an attack by -- to 1/36 damage, specifically. That will nullify low-damage attacks from people punching you or scoring glancing blows, but a solid shotgun blast doing 200 damage is still going to get 5 damage through, even through the best armor in the game. For reference, it takes 100 damage to kill you.

At 15 armor you have the same armor as a M1 Abrams tank. That's about as good as you can possibly get in LCS, though a bit of extra armor above that will help to prevent agents with high skill in assault rifles (which ignore some of your armor) from nullifying your armor. Still, it won't take much to reach maximum effectiveness. Your experiments are probably all equally maxed out, with both the 20 armor and 10000 armor items doing the exact same best-possible-armor-in-the-game thing. Tanks will ignore about 20 armor, but they also have a base damage range that starts at fifty times your maximum health, so so a 20mm shell from the main cannon will one-shot you even if you have infinite armor.

Ultimately, if your aim is to be a one-man wrecking crew, you'll need to do it with more than just equipment: You need skills on your founder. The most important ones are dodge skill (based on agility), which will let you avoid attacks entirely, and first aid skill (based on intelligence), which will let you stop bleeding from attacks that do get through your armor. A weapon skill, probably agility-based, is also important. Even without armor, a lone high skill founder with a sword or assault rifle can fight off mid level enemies pretty much forever without taking a scratch (or until ammo runs out, in the case of the assault rifle).
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KA101

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Re: Modding armor.
« Reply #8 on: April 12, 2013, 06:28:27 pm »

Huh.  I've not seen a given Liberal stanch their own injuries, ever, but I don't send people in solo.

Dodge around 6-7 makes the typical Liberal pretty much immune to melee attacks.  Bullet-time is unreliable even at 10-11.

Good to know about the tanks' armor.
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Jonathan S. Fox

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Re: Modding armor.
« Reply #9 on: April 12, 2013, 06:55:42 pm »

Huh.  I've not seen a given Liberal stanch their own injuries, ever, but I don't send people in solo.

Mm, I might be mistaken about that then. It's entirely possible that you need a second person to cross-heal.
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matty491

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Re: Modding armor.
« Reply #10 on: April 14, 2013, 04:36:56 am »

Tried setting it at the highest possible damage higher which would be 310 from a pump shotgun didnt work. Tried setting it just above standard armour value at 20 didn't work X_X this really is testing my nerve :'(

Is it not working because your character takes near-lethal damage every time a shot lands, or not working because your character is still taking some small amount of damage? I'm imagining that you're seeing hits get through, causing a small amount of damage that causes you to start bleeding, which then does a lot more damage over time...

You can't block every attack with armor, it just doesn't work that way. Armor doesn't subtract damage from an attack, it shrinks the damage from an attack, and there's a maximum amount it can shrink an attack by -- to 1/36 damage, specifically. That will nullify low-damage attacks from people punching you or scoring glancing blows, but a solid shotgun blast doing 200 damage is still going to get 5 damage through, even through the best armor in the game. For reference, it takes 100 damage to kill you.

At 15 armor you have the same armor as a M1 Abrams tank. That's about as good as you can possibly get in LCS, though a bit of extra armor above that will help to prevent agents with high skill in assault rifles (which ignore some of your armor) from nullifying your armor. Still, it won't take much to reach maximum effectiveness. Your experiments are probably all equally maxed out, with both the 20 armor and 10000 armor items doing the exact same best-possible-armor-in-the-game thing. Tanks will ignore about 20 armor, but they also have a base damage range that starts at fifty times your maximum health, so so a 20mm shell from the main cannon will one-shot you even if you have infinite armor.

Ultimately, if your aim is to be a one-man wrecking crew, you'll need to do it with more than just equipment: You need skills on your founder. The most important ones are dodge skill (based on agility), which will let you avoid attacks entirely, and first aid skill (based on intelligence), which will let you stop bleeding from attacks that do get through your armor. A weapon skill, probably agility-based, is also important. Even without armor, a lone high skill founder with a sword or assault rifle can fight off mid level enemies pretty much forever without taking a scratch (or until ammo runs out, in the case of the assault rifle).

thank you very much and yeah it appears that just little shots are getting through so he will be fully shot on every part of the body go from light wounded to wounded to badly to near death probably form bleeding but i will be holding S down for a good 1-4 minutes against say 3 deathsquad officers and he will dodge around 85% of the attacks.
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nephilimnexus

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Re: Modding armor.
« Reply #11 on: April 14, 2013, 05:29:23 am »

If invincibility is your goal then the best defense is a good offense.

Add to Weapons.XML:

Code: [Select]
<weapontype idname="WEAPON_LASERPISTOL">
        <name>Laser Pistol</name>
        <name_future>Blazer Pistol</name_future>
        <shortname>Laser</shortname>
        <shortname_future>Blazer</shortname_future>
        <can_take_hostages>true</can_take_hostages>
        <threatening>true</threatening>
        <legality>0</legality>
        <fencevalue>100</fencevalue>
        <size>5</size>
        <attack>
            <priority>1</priority>
            <ranged>true</ranged>
            <attack_description>shoots at</attack_description>
            <skill>PISTOL</skill>
<accuracy_bonus>100</accuracy_bonus>
            <ammotype>CLIP_BATTERY</ammotype>
            <random_damage>1810</random_damage>
            <fixed_damage>1000</fixed_damage>
            <shoots>true</shoots>
<burns>true</burns>
            <damages_armor>true</damages_armor>
            <armorpiercing>40</armorpiercing>
<no_damage_reduction_for_limbs_chance>100</no_damage_reduction_for_limbs_chance>
        </attack>
        <attack>
            <priority>2</priority>
            <attack_description>swings at</attack_description>
            <skill>CLUB</skill>
            <strength_min>2</strength_min>
            <strength_max>6</strength_max>
            <random_damage>6</random_damage>
            <fixed_damage>5</fixed_damage>
            <bruises>true</bruises>
        </attack>
    </weapontype>

Add to Clips.XML:

Code: [Select]
<cliptype idname="CLIP_BATTERY">
        <name>Laser Battery</name>
        <name_future>Laser Powerpack</name_future>
        <ammo>100</ammo>
        <fencevalue>8</fencevalue>
    </cliptype>

Add to Pawnshop.XML:

Code: [Select]
<item>
<class>WEAPON</class>
<description>Buy a Frikkin' Laser</description>
<type>WEAPON_LASERPISTOL</type>
<letter>l</letter>
<price>250</price>
</item>

and

Code: [Select]
<item>
<class>CLIP</class>
<description>Buy Laser Batteries</description>
<type>CLIP_BATTERY</type>
<letter>z</letter>
<price>50</price>
</item>


Arm a six man squad with these and about three magazines each and in one day you'll walk out of the army base with six max level characters and enough pawnable loot to float your entire operation for a year.  No need for armor or dodging if the enemy never gets a chance to shoot back.

It also turns the weekly sieges on your base into little more than another free loot drop.

Side effects is that it makes things a little too easy and managing a team of max level characters can actually be more of a headache than just having some no-potential newbies.
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matty491

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Re: Modding armor.
« Reply #12 on: April 14, 2013, 06:48:43 am »

If invincibility is your goal then the best defense is a good offense.

Add to Weapons.XML:

Code: [Select]
<weapontype idname="WEAPON_LASERPISTOL">
        <name>Laser Pistol</name>
        <name_future>Blazer Pistol</name_future>
        <shortname>Laser</shortname>
        <shortname_future>Blazer</shortname_future>
        <can_take_hostages>true</can_take_hostages>
        <threatening>true</threatening>
        <legality>0</legality>
        <fencevalue>100</fencevalue>
        <size>5</size>
        <attack>
            <priority>1</priority>
            <ranged>true</ranged>
            <attack_description>shoots at</attack_description>
            <skill>PISTOL</skill>
<accuracy_bonus>100</accuracy_bonus>
            <ammotype>CLIP_BATTERY</ammotype>
            <random_damage>1810</random_damage>
            <fixed_damage>1000</fixed_damage>
            <shoots>true</shoots>
<burns>true</burns>
            <damages_armor>true</damages_armor>
            <armorpiercing>40</armorpiercing>
<no_damage_reduction_for_limbs_chance>100</no_damage_reduction_for_limbs_chance>
        </attack>
        <attack>
            <priority>2</priority>
            <attack_description>swings at</attack_description>
            <skill>CLUB</skill>
            <strength_min>2</strength_min>
            <strength_max>6</strength_max>
            <random_damage>6</random_damage>
            <fixed_damage>5</fixed_damage>
            <bruises>true</bruises>
        </attack>
    </weapontype>

Add to Clips.XML:

Code: [Select]
<cliptype idname="CLIP_BATTERY">
        <name>Laser Battery</name>
        <name_future>Laser Powerpack</name_future>
        <ammo>100</ammo>
        <fencevalue>8</fencevalue>
    </cliptype>

Add to Pawnshop.XML:

Code: [Select]
<item>
<class>WEAPON</class>
<description>Buy a Frikkin' Laser</description>
<type>WEAPON_LASERPISTOL</type>
<letter>l</letter>
<price>250</price>
</item>

and

Code: [Select]
<item>
<class>CLIP</class>
<description>Buy Laser Batteries</description>
<type>CLIP_BATTERY</type>
<letter>z</letter>
<price>50</price>
</item>


Arm a six man squad with these and about three magazines each and in one day you'll walk out of the army base with six max level characters and enough pawnable loot to float your entire operation for a year.  No need for armor or dodging if the enemy never gets a chance to shoot back.

It also turns the weekly sieges on your base into little more than another free loot drop.

Side effects is that it makes things a little too easy and managing a team of max level characters can actually be more of a headache than just having some no-potential newbies.

very nice :3 but will the enemy also be able to use these ?
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Funk

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Re: Modding armor.
« Reply #13 on: April 14, 2013, 08:13:23 am »

no npcs can only have preset items.
loot can have new items.
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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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KA101

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Re: Modding armor.
« Reply #14 on: April 14, 2013, 10:52:52 am »

Quick Hollywood-Reality check: leveling is capped at (L+1).5, where L is  the whole-number level you were at.  No matter how many of The Troops* you burn with your Frickin' Laser, if you went in with Laser 3(.00-99, doesn't matter) you can only walk out with Laser 4.5 at most.

Now, if you're looking for maxed Juice, that's a different story--sure, you can kill your way to 1000 Juice in one day but you'll have a shitload of Murder charges.  Even with a limitless supply of Frickin' Laser batteries, the sieges will probably become...tedious.
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