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Author Topic: Weapons from scratch and balancing.  (Read 620 times)

Shudokai

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Weapons from scratch and balancing.
« on: July 30, 2014, 10:00:25 am »

I started to tinker around with weapons for adventure mode and I'm not quite sure how balanced they are and what I could improve on them since I don't completely understand the values right now.

Code: [Select]
Tiny and Hidden Weapons.

[ITEM_WEAPON:ITEM_WEAPON_DAGGER_SHU]
[NAME:dagger:daggers]
[SIZE:200]
[SKILL:DAGGER]
[TWO_HANDED:25000]
[MINIMUM_SIZE:5000]
[MATERIAL_SIZE:1]
[ATTACK:EDGE:1:2000:stab:stabs:NO_SUB:1500]
[ATTACK_PREPARE_AND_RECOVER:1:1]
[ATTACK:BLUNT:20:600:strike:strikes:pommel:1000]
[ATTACK_PREPARE_AND_RECOVER:1:1]

[ITEM_WEAPON:ITEM_WEAPON_CESTUS_SHU]
[NAME:cestus:cestus]
[SIZE:200]
[SKILL:GRASP_STRIKE]
[TWO_HANDED:20000]
[MINIMUM_SIZE:5000]
[MATERIAL_SIZE:1]
[ATTACK:BLUNT:10:600:strike:strikes:NO_SUB:1500]
[ATTACK_PREPARE_AND_RECOVER:1:1]
[ATTACK:BLUNT:10:600:uppercut:uppercuts:NO_SUB:3000]
[ATTACK_PREPARE_AND_RECOVER:3:3]

[ITEM_WEAPON:ITEM_WEAPON_CLAW_SHU]
[NAME:claw:claws]
[SIZE:250]
[SKILL:GRASP_STRIKE]
[TWO_HANDED:25000]
[MINIMUM_SIZE:5000]
[MATERIAL_SIZE:1]
[ATTACK:EDGE:10:500:jab:jabs:NO_SUB:1500]
[ATTACK_PREPARE_AND_RECOVER:1:1]
[ATTACK:EDGE:1000:500:claw:claws:NO_SUB:2000]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[ATTACK:EDGE:2000:1000:swing:swings:NO_SUB:3000]
[ATTACK_PREPARE_AND_RECOVER:3:3]



Small and Civil Weapons.

[ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT_SHU]
[NAME:shortsword:shortsword]
[SIZE:400]
[SKILL:SWORD]
[TWO_HANDED:40000]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:2]
[ATTACK:EDGE:5:4000:stab:stabs:NO_SUB:1500]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[ATTACK:EDGE:3000:2000:slash:slashes:NO_SUB:3000]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[ATTACK:BLUNT:20:600:strike:strikes:pommel:1000]
[ATTACK_PREPARE_AND_RECOVER:1:1]

[ITEM_WEAPON:ITEM_WEAPON_CLUB_SHU]
[NAME:club:clubs]
[SIZE:400]
[SKILL:MACE]
[TWO_HANDED:40000]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:2]
[ATTACK:BLUNT:20:1000:bash:bashes:NO_SUB:2000]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[ATTACK:BLUNT:500:200:bash:bashes:shaft:1000]
[ATTACK_PREPARE_AND_RECOVER:1:1]
[ATTACK:BLUNT:20:600:strike:strikes:pommel:1000]
[ATTACK_PREPARE_AND_RECOVER:1:1]

[ITEM_WEAPON:ITEM_WEAPON_HANDAXE_SHU]
[NAME:handaxe:handaxe]
[SIZE:500]
[SKILL:AXE]
[TWO_HANDED:45000]
[MINIMUM_SIZE:17500]
[MATERIAL_SIZE:2]
[ATTACK:EDGE:1000:5000:hack:hacks:NO_SUB:3000]
[ATTACK_PREPARE_AND_RECOVER:1:4]
[ATTACK:BLUNT:20:1000:bash:bashes:head:2000]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[ATTACK:BLUNT:500:200:bash:bashes:shaft:1000]
[ATTACK_PREPARE_AND_RECOVER:1:1]
[ATTACK:BLUNT:20:600:strike:strikes:pommel:1000]
[ATTACK_PREPARE_AND_RECOVER:1:1]

Thats what I made so far.
« Last Edit: July 31, 2014, 10:28:20 pm by Shudokai »
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Sergarr

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Re: Weapons from scratch and balancing.
« Reply #1 on: July 30, 2014, 11:57:21 am »

[ATTACK:EDGE:1:2000:stab:stabs:NO_SUB:1500]
That 1 is the contact area. In practice that is going to mean that this attack pierces through ANYTHING because it it like a whip, except edged.
Also, you should consider increasing the [ATTACK_PREPARE_AND_RECOVER:1:1] to at least 3:3 for "normal" grade attacks, since that's what is used in default weapons.
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._.

Nil Athelion

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Re: Weapons from scratch and balancing.
« Reply #2 on: July 30, 2014, 12:57:19 pm »

Now that weapons have changed radically for 0.40.x, it might be really nice if we collected and categorized all the weapons made by everyone, so modders have a big reservoir of weapons to grab for whatever culture.
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Shudokai

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Re: Weapons from scratch and balancing.
« Reply #3 on: July 30, 2014, 01:25:07 pm »

Meh, I guess I will not touch weapons yet.

I will focus on materials and reactions again untill I understand that a bit better :D
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TomiTapio

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Re: Weapons from scratch and balancing.
« Reply #4 on: July 30, 2014, 05:22:26 pm »

Try balancing by Arena combat:
no armor: (20 dorf with weapon A vs. 20 dorf with weapon B), write down how many survivors in winning team.
leather armor: (20 dorf with weapon A vs. 20 dorf with weapon B)
metal armor: (20 dorf with weapon A vs. 20 dorf with weapon B)

Balancing depends heavily on PAIN and VASCULAR, too much pain and creature faints, too much bleeding and it is done for. (very high brain vascular in OldGenesis mod)


material-making is kinda hard, much numbers that are hard to map from web data to DF's format...
Add some ITEM_TOY_* things and then new reactions to use them? Like an altar of worship and requires one DRUM, two giant earrings, one SHAMANSTAFF, one metal table...
« Last Edit: July 30, 2014, 05:32:30 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884