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Author Topic: Armor styles and variants.  (Read 1502 times)

zwei

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Armor styles and variants.
« on: April 29, 2013, 02:14:51 am »

I am actually suprised that search did not spew out something similar.

It would be neat, if we could have multiple versions of same item, different designs that game would otherwise treat as same item.

For example, Helmet could have official Horned variant or variant with Wings.

dwarfhoplite

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Re: Armor styles and variants.
« Reply #1 on: April 29, 2013, 02:31:33 am »

I like the simplicity of the current items. I wouldn't mind this but I still want Toady to do new stuff instead of trivial things like this one.
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zwei

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Re: Armor styles and variants.
« Reply #2 on: April 29, 2013, 02:45:03 am »

I like the simplicity of the current items. I wouldn't mind this but I still want Toady to do new stuff instead of trivial things like this one.

Theoretically, it could be done same way as creature variants:

Code: [Select]
[ARMOR:HELMET_HORNET]
[EXTENDS:HELM]
[NAME:Horned Helm]

Knight Otu

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Re: Armor styles and variants.
« Reply #3 on: April 29, 2013, 06:49:55 am »

The way you're describing it, there are two mechanics in the game that could be expanded to do this - decorations and gem shapes (cuts). Decorations would need to be opened to the raws and allowed to be applied at item creation, and shapes would need to be allowed to apply to any type of item, allowed to affect a few item values, and allowed to be freely chosen (depending on the item). I'd like to see both approaches made possible (for any kind of item), in order to best model the different types of variations - horns would be decorations, shields could have different shapes that would be mostly cosmetic.
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dwarfhoplite

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Re: Armor styles and variants.
« Reply #4 on: April 29, 2013, 08:40:00 am »

Cosmetic items in a game with letter graphics.
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inEQUALITY

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Re: Armor styles and variants.
« Reply #5 on: April 29, 2013, 10:07:37 am »

Cosmetic items in a game with letter graphics.

I think the appeal for some portion of we Bay12ers is that we imagine what's going on, we picture our dwarves and adventurers as they would appear according to the game, and we enjoy that aspect of it a great deal. So yes [more] cosmetic items in this 'game with letter graphics', because there's already detailed description of characters and other objects... so why not?  :P

I'd definitely be totally for an armor style/variant item system. Though let's be honest, it would be a waste if we couldn't use that horned helm just to be able to gore elves with it, have it get stuck, and - when we pull away - our helm be left sticking out of the elf's body.  :P
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Soadreqm

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Re: Armor styles and variants.
« Reply #6 on: April 29, 2013, 02:05:12 pm »

Cosmetic items in a game with letter graphics.

Did you know that every single creature's eye color is tracked? And that the decorations already in the game vary by culture, with dwarves liking spikes and elves not using them at all? :P

Horned helmets would probably work best as a decoration of some sort. Unless you want the wings and horns to have an actual gameplay effect (seriously those oversized horns you see on cartoon vikings would probably be terrible on a real helmet), all they really add is a "this is a horned helmet" description, maybe with a side of "the horns are made of sterling silver and studded with saguaro". Personally, I'd prefer to keep out goring attacks with helmet horns and defense penalties for wearing silly headgear. (Inasmuch there other decorations don't affect combat. I think there have been suggestions regarding the spikes that everything's studded with.) You'd just have to extend the decoration framework a bit, allowing things like decorations in a specific part of an item and some decorable item parts maybe not existing. The right horn of the helmet might have an image of cheese in ruby, or it might not be there at all. That, and creating the helmets. Ordering dwarves to make horned steel helmets, or dwarves just creating horned helmets because that's how their civilization rolls, and getting steel helmets with free steel horn decorations.
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fractalman

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Re: Armor styles and variants.
« Reply #7 on: April 29, 2013, 11:53:21 pm »

ahem.

this is a masterwork adamantine helmet.  it menaces with spikes of bone.


you were saying?
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zwei

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Re: Armor styles and variants.
« Reply #8 on: April 30, 2013, 06:36:25 am »

ahem.

this is a masterwork adamantine helmet.  it menaces with spikes of bone.


you were saying?

There is no way to get this on purporse. Or to make your military wear this kind of specific thing.

You can as well end up with helmet wirth bone rings and drawes wearing helmet with shell image of triangles.

Not to mention that decorations play afoul with equipment - dwarf would forgo masterwork item for fine item with expensive decorations.

GreatWyrmGold

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Re: Armor styles and variants.
« Reply #9 on: May 04, 2013, 10:56:17 am »

I like this idea, especially the part where decorations might get put into the raws and/or the gem-cut-code made more flexible.
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louismoo

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Re: Armor styles and variants.
« Reply #10 on: May 05, 2013, 07:09:03 am »

I like the idea of varying designs but I think it should be implemented in a different way. At the forge using a 'decorate armour or weapon' command, then you select your armour piece or weapon and then the blacksmith or a jeweler (50% for each unless you dont have a jewelers workshop) and then the item is decorated. The decoration would be random, kind of like engravings. Ranging from an image of the theft of a wooden wheelbarrow in gold leaf to a picture of an epic death of a soldier in diamond.
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zwei

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Re: Armor styles and variants.
« Reply #11 on: May 05, 2013, 01:38:59 pm »

I like the idea of varying designs but I think it should be implemented in a different way. At the forge using a 'decorate armour or weapon' command, then you select your armour piece or weapon and then the blacksmith or a jeweler (50% for each unless you dont have a jewelers workshop) and then the item is decorated. The decoration would be random, kind of like engravings. Ranging from an image of the theft of a wooden wheelbarrow in gold leaf to a picture of an epic death of a soldier in diamond.

Random is bad in this case.

If you get random results, how long till you have matching Breastplates engraved with, for example, symbols of squads or captains insignia.

Soadreqm

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Re: Armor styles and variants.
« Reply #12 on: May 05, 2013, 03:07:01 pm »

Yeah, random we have already. :/
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zwei

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Re: Armor styles and variants.
« Reply #13 on: May 06, 2013, 01:17:07 am »

Ideally, you shuld be able to "predefine" item template.

i.e.

Craft Steel Helm with Silver Ram-Shaped Horns and rings of silk.

Or:

Craft Blue Coak with Symbol of Civilization in Gold Thread.

Jheral

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Re: Armor styles and variants.
« Reply #14 on: May 06, 2013, 08:33:48 am »

Pre-defined item templates would probably be best, yeah. I could definately get behind that idea. It could also open up new possibilities for mandates and such:
Quote from: Captain of the Guard
"Make me ten sets of steel armour decorated with the fortress insignia in bronze"

...and so on, with the template for that mandate being automatically generated when the demand/mandate is made, ready to be queued up.

Ideally this would be part of a bigger manager revamp, allowing you to mandate specific item qualities, with specific decorations, as well as queue up larger sets of items, rather than just a single type (full suits of armour, for instance, rather than having to get one work order for each of the different parts).
« Last Edit: May 06, 2013, 08:37:01 am by Jheral »
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