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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 335270 times)

Eldin00

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2220 on: March 06, 2015, 12:19:26 pm »

It looks like the impact, compressive, torsion, shear, and bending strengths are still being estimated off the incorrect tensile yield value you had before. As an estimate, in the absence of better values, you can make the torsion, shear, and bending yield/ultimate strengths to be the same as the tensille, and make the compressive and impact yield/ultimate strengths tensile * 3.5.

At least some of those properties are rarely (if ever) actually used by DF, so this last bit of change may not make much difference to how the material actually performs in game, though I think that at least the impact values mater if the material is used to make armor.
« Last Edit: March 06, 2015, 12:22:41 pm by Eldin00 »
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scamtank

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2221 on: March 06, 2015, 12:40:21 pm »

At least some of those properties are rarely (if ever) actually used by DF, so this last bit of change may not make much difference to how the material actually performs in game, though I think that at least the impact values mater if the material is used to make armor.

The gist of it:

Impact - how well a garment or a tissue layer can take hammerblows
Compressive - how easily a tissue layer is torn up by pinching maneuvers in wrestling
Tensile - how much latching and tearing with sharp teeth a tissue layer can resist before breaking
Torsion - same, but against bodyparts without any edged bits like rip-your-head-off tentacles
Shear - how well it cuts and how hard it is to cut, arguably the most important
Bending - if this material made up a knee joint, how long could it stand up to a wrestling lock before it snapped the wrong way
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Urist McCoder

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2222 on: March 06, 2015, 12:43:14 pm »

oops let me try again.
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Urist McCoder

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2223 on: March 06, 2015, 01:12:53 pm »

here we go, earlier when I tried to fix it I just changed those two properties and not the ones dependent on them, this time I did both.
Spoiler (click to show/hide)
« Last Edit: March 06, 2015, 01:31:08 pm by Urist McCoder »
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Eldin00

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2224 on: March 06, 2015, 01:53:45 pm »

This revision looks to be an accurate DF representation of the tool steel linked above, with the standard DF assumptions about how the different strength values relate to one another, since the link doesn't have any strength values except the tensile ones.
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Urist McCoder

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2225 on: March 06, 2015, 04:13:00 pm »

I know have a new problem, even when I create an adventurer who's highest skill is throwing he does not spawn with this weapon.
Spoiler (click to show/hide)
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Hugo_The_Dwarf

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2226 on: March 06, 2015, 04:30:41 pm »

I know have a new problem, even when I create an adventurer who's highest skill is throwing he does not spawn with this weapon.
Spoiler (click to show/hide)
THROW doesn't spawn you with a weapon because it is a physical skill than a weapon skill. Like SNEAK won't spawn you with a weapon, but SPEAR or SWORD will.
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Urist McCoder

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2227 on: March 06, 2015, 05:08:35 pm »

What could I change it to, none of the other skills seem to fit, any ideas.
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2228 on: March 06, 2015, 05:12:39 pm »

This revision looks to be an accurate DF representation of the tool steel linked above, with the standard DF assumptions about how the different strength values relate to one another, since the link doesn't have any strength values except the tensile ones.

The main problem being, of course DF's assumptions. IMPACT_YIELD and IMPACT_FRACTURE ought to actually be the same as TENSILE_YIELD or COMPRESSIVE_YIELD and TENSILE or COMPRESSIVE_FRACTURE (whichever's lower), since that's the actual usual failure mode for impact in reality. IMPACT_STRAIN_AT_YIELD should still be the same as COMPRESSIVE_STRAIN_AT_YIELD. At least, I'm fairly sure.

But with DF's assumptions, yeah, that's right.
« Last Edit: March 06, 2015, 05:24:47 pm by Putnam »
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BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2229 on: March 06, 2015, 05:17:41 pm »

What could I change it to, none of the other skills seem to fit, any ideas.

For units to use it, and to have ammunition for it, the ranged skill must be either BOW, CROSSBOW, or BLOWGUN.

You can also make it one of the melee weapon skills. Though units you encounter will not carry the ammunition, last I checked.
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Urist McCoder

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2230 on: March 06, 2015, 07:37:05 pm »

Which one do you think I should use.
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BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2231 on: March 06, 2015, 07:50:24 pm »

That's up to you. I'd personally go for one that isn't used within your civilization.

You can change a creature's profession names, so by going with a weapon skill not used by any other weapons in your civilization, you can make it appear as something else.

Here is an example, this would rename elite blowgunners to elite throwers:
[PROFESSION_NAME:MASTER_BLOWGUNMAN:Elite thrower:Elite throwers]
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Urist McCoder

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2232 on: March 06, 2015, 07:54:10 pm »

Thank you so much that's perfect ;D
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Urist McCoder

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2233 on: March 06, 2015, 08:08:16 pm »

How do you make a race that can't be hit, would I make it out of feathers?
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BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2234 on: March 06, 2015, 08:52:13 pm »

The wiki says edge attacks will pass through feather tissues. That would mean that blunt attacks would still hit, if the wiki is true.

To truly make them un-hittable, they would need to be made of nothing at all. That way every attack would pass straight through them.
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