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Author Topic: How is armor thickness/weight determined?  (Read 2854 times)

Grimlocke

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Re: How is armor thickness/weight determined?
« Reply #15 on: June 05, 2013, 11:51:33 am »

What seems most fitting is to simply use the existing tissue layer system for armor.

It allready has front/rear/back placement, thickness specification, partial coverage, and chainmail, brigandine, scale, etc. can simply be added to the existing tissue shape types. It could even let us make a single armor item out of multiple materials (for instance brigandine, with an outer layer of cloth and inner layer of metal plates), as well as partial plate (front plate armor, side chainmail, etc).

All that would need to be added is a way to point the right tissues to the right bodyparts (without needing to point out specific bodypart names), and material requirements to cover multiple materials being used (preferably in a similar way reaction reagents work, though still being able to select the materials ingame would be nice).

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I make Grimlocke's History & Realism Mods. Its got poleaxes, sturdy joints and bloomeries. Now compatible with DF Revised!

Deinos

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Re: How is armor thickness/weight determined?
« Reply #16 on: June 05, 2013, 01:24:41 pm »

Awesome stuff. I meant to say thickness earlier rather than weight.

So its pretty funny, and strange. So the default size of the race of the civilization determines the weight of the armor and who can use it, but the actual size of the wearer determines the thicknes of the armor. Confusing.

Also, there's some sort of grey area within which you can wear armor of improper size. I had a Masterwork Dwarf (70000 size) wearing Masterwork Human (75000 size) plate, and he became a FTN lich (65000 size) which could still equip human plate, whereas elves (60000 size) cannot wear vanilla human/masterwork dwarf (70000 size) armor. The size difference is in both cases 10000.

Interesting that these findings mean the size 65000 lich will have his plate become ultrathin, vs a "large for an olog" olog wearing the same armor, gets HUGE protection.

Also, I wonder where 'deities' get their clothing from, since they definitely cannot wear the items their civilization produces. Only a demon, titan, or forgotten beast can craft items that are sized appropriately, and Hell-demons are naked, and deities lack any weaving skill, so there has to be an escaped demon somewhere, madly knitting. In one memorable worldgen, a male and female version of a "unique" demon race escaped Hell and happened to settle in the same town, married, and had a total of seven children.

I kinda think a really cool mod would be to make sure all items have equal thickness (despite the heaviness; this will probably mean legendary armor user or bust, but oh well), and have exactly enough space for one over armor and one under armor slot, the first to attempt deflection and to turn edged attacks into blunt attacks, the second to soak up blunt impact. And of course, maybe something to make arrows observe armor.
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scamtank

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Re: How is armor thickness/weight determined?
« Reply #17 on: June 05, 2013, 01:39:41 pm »

And of course, maybe something to make arrows observe armor.

Urist da Vinci, Pirate Bob and a motley crew of other scientists actually got a proper good grip on this some months ago. There's some broken logic in the momentum calculation math.

The next best thing that you can do is make them behave roughly similar to melee weapons right now, with the metal hierarchy and all. What I did was increase the ammo contact areas to 10, reduced the projectile weapon SHOOT_FORCE to 50-60 and hiked the SHOOT_MAXVEL to 2000-2500. Shitty metal bounces off good metal and the opposite, wood still tears exposed flesh, that's good enough for me at this point.
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Black_Legion

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Re: How is armor thickness/weight determined?
« Reply #18 on: June 05, 2013, 03:11:01 pm »

And of course, maybe something to make arrows observe armor.

Urist da Vinci, Pirate Bob and a motley crew of other scientists actually got a proper good grip on this some months ago. There's some broken logic in the momentum calculation math.


I prefer to use the Broken Arrow Mod by Joben to address this particular issue armor actually helps now, and seems a bit easier to balance. Of course goblins still find some difficulty in charging across large trapped and pitted open areas under constant bolt and sling-stone fire but this is both realistic and expected. Head shots are still fun though.
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Grimlocke

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Re: How is armor thickness/weight determined?
« Reply #19 on: June 05, 2013, 03:56:13 pm »

I kinda think a really cool mod would be to make sure all items have equal thickness (despite the heaviness; this will probably mean legendary armor user or bust, but oh well), and have exactly enough space for one over armor and one under armor slot, the first to attempt deflection and to turn edged attacks into blunt attacks, the second to soak up blunt impact. And of course, maybe something to make arrows observe armor.

Kind of what I did, originaly as part of the Grim Grimmoire mod. That mod died long ago though and I have made quite a few changes since. Ill probably make a seperate thread for it once I get the balance working right, and when I properly destribute all the items around the entities.
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I make Grimlocke's History & Realism Mods. Its got poleaxes, sturdy joints and bloomeries. Now compatible with DF Revised!
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