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Author Topic: Increasing enemy armor usage in adv. mode  (Read 1961 times)

Ngosp Umbabok

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Increasing enemy armor usage in adv. mode
« on: December 05, 2014, 01:02:20 pm »

Hello fellow dwarf fortressors

One of my big pet peeves about adventure mode is that enemies never seem to wear any armor. When I do see armor it's usually only on bandit leaders or goblin captains but even then it's never more then 2 pieces at a time.

Would there possibly be a way to increase the rate at which adv. mode enemies wore armor and to make them individually wear many pieces at a time? (possibly coupled with increased armor skill)
That would make combat way more interesting, Ecspecially when combined with mods that aim for realistic weapons/armor properties like Stahls mod.

Thanks
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Vattic

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Re: Increasing enemy armor usage in adv. mode
« Reply #1 on: December 05, 2014, 01:29:17 pm »

You could try going into the entity file and making the armor types FORCED instead of COMMON or whatever.
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Ladygolem

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Re: Increasing enemy armor usage in adv. mode
« Reply #2 on: December 05, 2014, 01:36:13 pm »

Doesn't that make civilians wear armor too?

Vattic

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Re: Increasing enemy armor usage in adv. mode
« Reply #3 on: December 05, 2014, 01:38:45 pm »

Probably, not sure if that would be a problem though.
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Ngosp Umbabok

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Re: Increasing enemy armor usage in adv. mode
« Reply #4 on: December 05, 2014, 02:58:28 pm »

Is there a frequent tag between common and forced?

And would making it forced cause everyone to have the exact same identical armor setup or would they still all have armor but with the peices and metal types randomized?

I would check myself but I'm posting with an iphone and don't have my computer. If someone dosnt know the answer but knows enough to guess I'd welcome that too.
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Nahere

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Re: Increasing enemy armor usage in adv. mode
« Reply #5 on: December 05, 2014, 09:15:42 pm »

Those tags only determine whether the entity itself has access to the item, not the individuals of that entity. Making an item [FORCED] will mean it is always available for members of that entity to use, but will not force them to use it.
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Ngosp Umbabok

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Re: Increasing enemy armor usage in adv. mode
« Reply #6 on: December 05, 2014, 10:39:24 pm »

Thanks!

Would it be possible to give everyone in the world a certain level of skill in armor-wearing or even any amount of skill in it above none?
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Vattic

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Re: Increasing enemy armor usage in adv. mode
« Reply #7 on: December 05, 2014, 10:45:23 pm »

Giving a creature [NATURAL_SKILL:ARMOR:16] will make them legendary at that.

Those tags only determine whether the entity itself has access to the item, not the individuals of that entity. Making an item [FORCED] will mean it is always available for members of that entity to use, but will not force them to use it.
Fair enough. It was worth a try.
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McFeel

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Re: Increasing enemy armor usage in adv. mode
« Reply #8 on: December 06, 2014, 04:49:44 am »

  Don't know if this helps, but if you give [ARMORLEVEL:0] to one piece, the civilians will wear it. If you give [ARMORLEVEL:1] I think it will be more common, but I haven't tried. ARMORLEVEL only changes general purpose of the item, so you can give the breastplate [ARMORLEVEL:1] and it will have the same protection levels of the vanilla one.
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Ngosp Umbabok

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Re: Increasing enemy armor usage in adv. mode
« Reply #9 on: December 06, 2014, 04:31:13 pm »

Cool. I will try doing what people recommended and post results when I can.
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vjmdhzgr

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Re: Increasing enemy armor usage in adv. mode
« Reply #10 on: December 07, 2014, 01:48:40 am »

Changing the armor level will have very significant effects on fortress mode however, as armor will be subject to wear meaning about every other year you need to re-armor your entire military. I've never seen wear in adventurer mode so it should be fine aside from making random farmers wear armor.
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StagnantSoul

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Re: Increasing enemy armor usage in adv. mode
« Reply #11 on: December 07, 2014, 01:55:54 am »

Armour doesn't wear.
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Ladygolem

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Re: Increasing enemy armor usage in adv. mode
« Reply #12 on: December 07, 2014, 12:35:01 pm »

Indeed, but is that an inherent quality of the item itself or a result of its armour level specified in the entity raws?

scamtank

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Re: Increasing enemy armor usage in adv. mode
« Reply #13 on: December 07, 2014, 12:37:50 pm »

The armor level. Zero means clothes that get scuffled and ratty from normal use, anything above that is only hurt by extreme temperatures.
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Ladygolem

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Re: Increasing enemy armor usage in adv. mode
« Reply #14 on: December 07, 2014, 01:11:39 pm »

So that's another thing to consider - I don't think I'd want to play a fort in which my military's uniform rots off their body in the middle of combat, unless I was really in the mood for some !!FUN!!.
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