Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3 ... 8

Author Topic: Weapon balance mod, version 2 (for DF 0.40.01+)  (Read 12855 times)

Sergarr

  • Bay Watcher
  • (9) airheaded baka (9)
    • View Profile
Weapon balance mod, version 2 (for DF 0.40.01+)
« on: January 04, 2015, 05:15:26 pm »

I've been working on making weapons behave in a more distinctive manner. Here's the results (to install, delete the contents of item_weapon.txt and copy all the code to item_weapon.txt):

Spoiler: previous versions (click to show/hide)

Code: [Select]
item_weapon

[OBJECT:ITEM]

[ITEM_WEAPON:ITEM_WEAPON_WHIP]
[NAME:whip:whips]
[SIZE:50]
[SKILL:WHIP]
[TWO_HANDED:27500]
[MINIMUM_SIZE:22500]
[MATERIAL_SIZE:1]
[ATTACK:EDGE:10:10:lash:lashes:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:5:5]
[ATTACK_FLAG_BAD_MULTIATTACK]


[ITEM_WEAPON:ITEM_WEAPON_AXE_BATTLE]
[NAME:battle axe:battle axes]
[SIZE:400]
[SKILL:AXE]
[TWO_HANDED:47500]
[MINIMUM_SIZE:42500]
[MATERIAL_SIZE:4]

The format is ATTACK:EDGE/BLUNT:contact area:penetration size:verb2nd:verb3rd:noun:velocity multiplier
Penetration size currently only matters for edged attacks.

[ATTACK:EDGE:100:800:hack:hacks:NO_SUB:500]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK:BLUNT:100:800:slap:slaps:flat:500]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK:BLUNT:20:100:strike:strikes:pommel:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]

Basic momentum ~= Creature_Size*Weapon_Weight/( (Creature_Size/100) + Weapon_Weight*100) )

For a steel axe, Weapon_Weight = 6.280, for a normal human Creature_Size ~= 7000, which results in about ~60 basic momentum points. It takes 7 momentum points per 1 contact area unit to break through steel armor. ~3 for iron.
IF Creature_Size/100 >> Weapon_Weight*100 (big creature, small weapon), then Basic momentum => 100*Weapon_Weight.
IF Creature_Size/100 << Weapon_Weight*100 (small creature, big weapon), then Basic momentum => Creature_Size/100.
IF Creature_Size/100 == Weapon_Weight*100 (a giant with a steel axe?), then Basic momentum => 50*Weapon_Weight, or Creature_Size/200.
(for a giant with a steel axe that would be ~314 momentum points).

[ITEM_WEAPON:ITEM_WEAPON_HAMMER_WAR]
[NAME:war hammer:war hammers]
[SIZE:400]
[SKILL:HAMMER]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:20:200:bash:bashes:NO_SUB:2000]
[ATTACK_PREPARE_AND_RECOVER:5:5]

[ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT]
[NAME:short sword:short swords]
[SIZE:300]
[SKILL:SWORD]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[CAN_STONE]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:200:900:slash:slashes:NO_SUB:500] /1250
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK:EDGE:40:900:stab:stabs:NO_SUB:500]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:200:100:slap:slaps:flat:500]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK:BLUNT:20:10:strike:strikes:pommel:1000]
[ATTACK_PREPARE_AND_RECOVER:4:4]

[ITEM_WEAPON:ITEM_WEAPON_SPEAR]
[NAME:spear:spears]
[SIZE:400]
[SKILL:SPEAR]
[TWO_HANDED:47500]
[MINIMUM_SIZE:5000] amphibian men, etc., need variants
[MATERIAL_SIZE:3]
[ATTACK:EDGE:20:1600:stab:stabs:NO_SUB:500]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:200:60:bash:bashes:shaft:2000]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK:BLUNT:20:10:strike:strikes:shaft:1000]
[ATTACK_PREPARE_AND_RECOVER:4:4]


[ITEM_WEAPON:ITEM_WEAPON_MACE]
[NAME:mace:maces]
[SIZE:800]
[SKILL:MACE]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:40:200:bash:bashes:NO_SUB:4000] /2000
[ATTACK_PREPARE_AND_RECOVER:7:7]

[ITEM_WEAPON:ITEM_WEAPON_CROSSBOW]
[NAME:crossbow:crossbows]
[SIZE:400]
[SKILL:HAMMER]
[RANGED:CROSSBOW:BOLT]
[SHOOT_FORCE:1000]
[SHOOT_MAXVEL:200]  This is just to make sure a near-weightless object doesn't go faster than the string could possibly go.
[TWO_HANDED:0]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:100:400:bash:bashes:NO_SUB:2500]
[ATTACK_PREPARE_AND_RECOVER:4:4]

[ITEM_WEAPON:ITEM_WEAPON_PICK]
[NAME:pick:picks]
[SIZE:350]
[SKILL:MINING]
[TWO_HANDED:47500]
[MINIMUM_SIZE:42500]
[MATERIAL_SIZE:4]
[ATTACK:EDGE:40:700:strike:strikes:NO_SUB:800] /2000
[ATTACK_PREPARE_AND_RECOVER:4:4]

[ITEM_WEAPON:ITEM_WEAPON_BOW]
[NAME:bow:bows]
[SIZE:400]
[SKILL:SWORD]
[RANGED:BOW:ARROW]
[SHOOT_FORCE:1000]
[SHOOT_MAXVEL:200]
[TWO_HANDED:0]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:100:300:bash:bashes:NO_SUB:2500]
[ATTACK_PREPARE_AND_RECOVER:4:4]

[ITEM_WEAPON:ITEM_WEAPON_BLOWGUN]
[NAME:blowgun:blowguns]
[SIZE:150]
[SKILL:SWORD]
[RANGED:BLOWGUN:BLOWDART]
[SHOOT_FORCE:100]
[SHOOT_MAXVEL:1000] I suppose you could blow harder and harder, but the force prevents it from getting out of hand.
[TWO_HANDED:0]
[MINIMUM_SIZE:5000]
[MATERIAL_SIZE:2]
[ATTACK:BLUNT:100:150:bash:bashes:NO_SUB:2500]
[ATTACK_PREPARE_AND_RECOVER:3:3]

[ITEM_WEAPON:ITEM_WEAPON_PIKE]
[NAME:pike:pikes]
[SIZE:800]
[SKILL:PIKE]
[TWO_HANDED:77500]
[MINIMUM_SIZE:62500]
[MATERIAL_SIZE:4]
[ATTACK:EDGE:20:1600:stab:stabs:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:200:200:bash:bashes:shaft:2000]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK:BLUNT:20:10:strike:strikes:shaft:1000]
[ATTACK_PREPARE_AND_RECOVER:4:4]

[ITEM_WEAPON:ITEM_WEAPON_HALBERD]
[NAME:halberd:halberds]
[SIZE:1200]
[SKILL:AXE]
[TWO_HANDED:77500]
[MINIMUM_SIZE:62500]
[MATERIAL_SIZE:5]
[ATTACK:EDGE:150:800:slash:slashes:NO_SUB:1125] /1250
[ATTACK_PREPARE_AND_RECOVER:5:5]
[ATTACK:EDGE:20:400:stab:stabs:NO_SUB:800]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK:BLUNT:200:600:bash:bashes:shaft:2250] /1250
[ATTACK_PREPARE_AND_RECOVER:5:5]
[ATTACK:BLUNT:20:10:strike:strikes:shaft:1000]
[ATTACK_PREPARE_AND_RECOVER:5:5]

[ITEM_WEAPON:ITEM_WEAPON_SWORD_2H]
[NAME:two-handed sword:two-handed swords]
[SIZE:900]
[SKILL:SWORD]
[TWO_HANDED:77500]
[MINIMUM_SIZE:62500]
[MATERIAL_SIZE:5]
[ATTACK:EDGE:500:2700:slash:slashes:NO_SUB:3750] /1250
[ATTACK_PREPARE_AND_RECOVER:5:5]
[ATTACK:EDGE:40:2700:stab:stabs:NO_SUB:700]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK:BLUNT:500:800:slap:slaps:flat:3750] /1250
[ATTACK_PREPARE_AND_RECOVER:5:5]
[ATTACK:BLUNT:20:10:strike:strikes:pommel:1000]
[ATTACK_PREPARE_AND_RECOVER:5:5]

[ITEM_WEAPON:ITEM_WEAPON_SWORD_LONG]
[NAME:long sword:long swords]
[SIZE:700]
[SKILL:SWORD]
[TWO_HANDED:57500]
[MINIMUM_SIZE:52500]
[MATERIAL_SIZE:4]
[ATTACK:EDGE:350:2100:slash:slashes:NO_SUB:1750] /1250
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK:EDGE:40:2100:stab:stabs:NO_SUB:600]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:350:700:slap:slaps:flat:1750] /1250
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK:BLUNT:20:10:strike:strikes:pommel:1000]
[ATTACK_PREPARE_AND_RECOVER:4:4]

[ITEM_WEAPON:ITEM_WEAPON_MAUL]
[NAME:maul:mauls]
[SIZE:1300]
[SKILL:HAMMER]
[TWO_HANDED:77500]
[MINIMUM_SIZE:62500]
[MATERIAL_SIZE:5]
[ATTACK:BLUNT:100:600:bash:bashes:NO_SUB:10000] /2000
[ATTACK_PREPARE_AND_RECOVER:10:10]

[ITEM_WEAPON:ITEM_WEAPON_AXE_GREAT]
[NAME:great axe:great axes]
[SIZE:1300]
[SKILL:AXE]
[TWO_HANDED:77500]
[MINIMUM_SIZE:62500]
[MATERIAL_SIZE:5]
[ATTACK:EDGE:250:1300:hack:hacks:NO_SUB:2000] /1250
[ATTACK_PREPARE_AND_RECOVER:5:5]
[ATTACK:BLUNT:250:1300:slap:slaps:flat:2000]
[ATTACK_PREPARE_AND_RECOVER:5:5]
[ATTACK:BLUNT:20:10:strike:strikes:pommel:1000]
[ATTACK_PREPARE_AND_RECOVER:5:5]

[ITEM_WEAPON:ITEM_WEAPON_DAGGER_LARGE]
[NAME:dagger:daggers]
[ADJECTIVE:large]
[SIZE:200]
[SKILL:DAGGER]
[TWO_HANDED:27500]
[MINIMUM_SIZE:5000]
[MATERIAL_SIZE:1]
[ATTACK:EDGE:100:600:slash:slashes:NO_SUB:250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:EDGE:40:600:stab:stabs:NO_SUB:400]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[ATTACK:BLUNT:20:600:strike:strikes:pommel:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]

[ITEM_WEAPON:ITEM_WEAPON_SCOURGE]
[NAME:scourge:scourges]
[SIZE:300]
[SKILL:WHIP]
[TWO_HANDED:27500]
[MINIMUM_SIZE:22500]
[MATERIAL_SIZE:2]
[ATTACK:EDGE:1000:50:lash:lashes:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:5:5]
[ATTACK_FLAG_BAD_MULTIATTACK]

[ITEM_WEAPON:ITEM_WEAPON_FLAIL]
[NAME:flail:flails]
[SIZE:500]
[SKILL:MACE]
[TWO_HANDED:47500]
[MINIMUM_SIZE:42500]
[MATERIAL_SIZE:4]
[ATTACK:BLUNT:20:400:bash:bashes:NO_SUB:3000]
[ATTACK_PREPARE_AND_RECOVER:6:8]

[ITEM_WEAPON:ITEM_WEAPON_MORNINGSTAR]
[NAME:morningstar:morningstars]
[SIZE:500]
[SKILL:MACE]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:10:10:bash:bashes:NO_SUB:1500] /2000
[ATTACK_PREPARE_AND_RECOVER:6:8]
[ATTACK:BLUNT:20:10:strike:strikes:pommel:1000]
[ATTACK_PREPARE_AND_RECOVER:4:4]

[ITEM_WEAPON:ITEM_WEAPON_SCIMITAR]
[NAME:scimitar:scimitars]
[SIZE:300]
[SKILL:SWORD]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:200:900:slash:slashes:NO_SUB:750] /1250
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK:BLUNT:200:100:slap:slaps:flat:500]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK:BLUNT:20:10:strike:strikes:pommel:1000]
[ATTACK_PREPARE_AND_RECOVER:4:4]

[ITEM_WEAPON:ITEM_WEAPON_AXE_TRAINING]
[NAME:training axe:training axes]
[SIZE:800]
[SKILL:AXE]
[TWO_HANDED:47500]
[MINIMUM_SIZE:42500]
[MATERIAL_SIZE:4]
[ATTACK:BLUNT:100:800:hack:hacks:NO_SUB:500]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK:BLUNT:100:800:slap:slaps:flat:500]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK:BLUNT:20:1000:strike:strikes:pommel:1000]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[TRAINING]

[ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]
[NAME:training sword:training swords]
[SIZE:300]
[SKILL:SWORD]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:200:900:slash:slashes:NO_SUB:500] /1250
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK:BLUNT:40:900:stab:stabs:NO_SUB:500]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:200:100:slap:slaps:flat:500]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK:BLUNT:20:10:strike:strikes:pommel:1000]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[TRAINING]

[ITEM_WEAPON:ITEM_WEAPON_SPEAR_TRAINING]
[NAME:training spear:training spears]
[SIZE:400]
[SKILL:SPEAR]
[TWO_HANDED:47500]
[MINIMUM_SIZE:42500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:20:800:stab:stabs:NO_SUB:500]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:200:60:bash:bashes:shaft:2000]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK:BLUNT:20:10:strike:strikes:shaft:1000]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[TRAINING]
Feedback is welcome. If there's any problem with its functionality, please tell me!

Version 3 is out! Changelog:
 - rebalanced the stab attacks on various weapons. The spear is now twice as better at stabbing as the short sword.
« Last Edit: January 18, 2015, 08:21:58 pm by Sergarr »
Logged
._.

Urist Da Vinci

  • Bay Watcher
  • [NATURAL_SKILL: ENGINEER:4]
    • View Profile
Re: Weapon balance mod (for DF 0.40.01+)
« Reply #1 on: January 05, 2015, 03:25:28 am »

How do you feel about the short sword and scimitar still being identical (as in Vanilla)? IIRC scimitars are curvy because you don't stab things with them. How about slightly better slashing performance, but no stab attack?




(DF could probably use a lighter thrusting-only Rapier sword with [ATTACK_PREPARE_AND_RECOVER:2:2], but I realize that your mod is just to balance existing weapons and not to introduce new ones)

Sergarr

  • Bay Watcher
  • (9) airheaded baka (9)
    • View Profile
Re: Weapon balance mod (for DF 0.40.01+)
« Reply #2 on: January 05, 2015, 04:31:26 am »

The problem is, the axes already fill the "better cut, but no stab" role.

I'm thinking of making it "better slice, but no stab", where "slice" means a "low penetration-high pain" attack which would be highly effective against unarmored targets, but I'm not sure if it would make sense.
Logged
._.

Grimlocke

  • Bay Watcher
  • *kobold noises*
    • View Profile
Re: Weapon balance mod (for DF 0.40.01+)
« Reply #3 on: January 05, 2015, 06:17:45 am »

Depends on how realistic you want to make this.

The contact area/velocity ratio already make both the swords and axe pretty much inert against armor made from the same material as the axe (unless you are using vastly different armor thickness than me).

I made my axes an in-between in terms of armor penetration for swords and maces/hammers, which makes sense as axes actually make fairly decent can openers. There is a reason axes resurfaced as a knightly weapon just as plate armor started to become common.

To further distinguish swords from axes I would give them a larger contact area to simulate a cutting motion they are used in, as opposed to an axe's hacking motion.
Logged
I make Grimlocke's History & Realism Mods. Its got poleaxes, sturdy joints and bloomeries. Now compatible with DF Revised!

Sergarr

  • Bay Watcher
  • (9) airheaded baka (9)
    • View Profile
Re: Weapon balance mod (for DF 0.40.01+)
« Reply #4 on: January 05, 2015, 07:17:27 am »

If I make axes able to break through armor, that would be better than designated can openers (war hammers, maces and mauls) at their job. That's not desirable.

Clarification: I've designed all weapons as mutations of the basic "short sword" in a way that makes bigger weapons more efficient, and different classes of weapons excel at different areas:

Axes are better at cutting stuff, but cannot stab.
Piercing weapons (spears, pikes, picks) are better at stabbing but cannot slash; usually do not pierce through armor made of the same material.
Blunt weapons (war hammers, maces, mauls) are better at bashing things, but cannot slash or pierce; the only reliable weapons against armor.
Punishing weapons (whips, scourges) are quite good at making people give in to pain, but are useless against armor.

Halberds are kind of overpowered, if only second-best at cutting/piercing roles.
Logged
._.

Grimlocke

  • Bay Watcher
  • *kobold noises*
    • View Profile
Re: Weapon balance mod (for DF 0.40.01+)
« Reply #5 on: January 05, 2015, 07:53:32 am »

I still gave my axes a lower amount of velocity per surface, so as to make sure it takes a much better better hit for an axeman to break armor than for a hammerman. The whole problem would be better solved if I could make edged weapons hitting armor do blunt damage before cutting through, but I haven't quite managed to do that yet...

I also intentionally blurred the line between various weapon by giving most of them secondary and tertiary attacks, for instance spike attacks on warhammers and stabbing attacks on polehammers.

Though my intent was to make a historical mod, and history is not inherently a good gameplay balancer (though also not a particularly bad one).

If you purely want to balance the existing set of weapons and don't care much for realism you seem to be doing a decent job so far, though the morningstar seems somewhat overpowered for armored combat as compared to the mace. It may have lower contact surface but with that it will pretty much phase through armor and cripple a limb even with a low damage roll, and DF armored combat is largely decided by how quickly you can break a leg or break both arms.

Also it would be a good idea to expand this mod to armor. From what I recall the stock armors have very irregular armor thickness and can be stacked in weird ways (4 mails coats and plate armor or something). It would give you more to balance the weapons against.
Logged
I make Grimlocke's History & Realism Mods. Its got poleaxes, sturdy joints and bloomeries. Now compatible with DF Revised!

IndigoFenix

  • Bay Watcher
  • All things die, but nothing dies forever.
    • View Profile
    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Re: Weapon balance mod (for DF 0.40.01+)
« Reply #6 on: January 05, 2015, 08:35:34 am »

Playing with attack speeds can also be fun.  Some weapon attacks might have a short startup but a long cool down, or vice versa.  I included rapiers and war fans as quick weapons with lowered damage, and huge hammers that could propel human sized opponents on contact but were too slow to use against mobile enemies.

ptb_ptb

  • Bay Watcher
    • View Profile
Re: Weapon balance mod (for DF 0.40.01+)
« Reply #7 on: January 05, 2015, 08:50:15 am »

I would love to use daggers, knives and carving forks if they were actually faster.
Logged
()==[:::::::::::::>

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: Weapon balance mod (for DF 0.40.01+)
« Reply #8 on: January 05, 2015, 01:42:11 pm »

PTW.
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

Sergarr

  • Bay Watcher
  • (9) airheaded baka (9)
    • View Profile
Re: Weapon balance mod, version 2 (for DF 0.40.01+)
« Reply #9 on: January 05, 2015, 02:54:40 pm »

Version 2 is out!
Changelog:
- made most weapons (especially hammer-like ones) slower, and dagger - faster (you can make up to 3 quick stabs before a maul user will even finish the swing!)
- removed stabs and made slashing 50% better for scimitar
Logged
._.

Urist Tilaturist

  • Bay Watcher
  • The most dwarven name possible.
    • View Profile
Re: Weapon balance mod, version 2 (for DF 0.40.01+)
« Reply #10 on: January 06, 2015, 12:18:55 pm »

You may want to look at this thread:

http://www.bay12forums.com/smf/index.php?topic=146737.msg5890856#msg5890856

It is a mod for better weapons and armour that greatly improves on the defaults. I was unaware of it all the time I was grumbling about problems with DF combat, but it seems to offer at least a partial solution, including getting rid of those stupidly overpowered whips.

Maybe this mod could also focus on improving unarmed combat by trying to stop stupid things like dwarves biting goblins in the head as an attack of choice, impossible grapples like grabbing teeth with upper legs, and allowing the striker' body parts to be damaged by a poor strike on a hard target (teeth can be broken trying to bite somebody's skull, for example).
« Last Edit: January 06, 2015, 12:42:48 pm by Urist Uristurister »
Logged
On the item is an image of a dwarf and an elephant. The elephant is striking down the dwarf.

For old times' sake.

Sergarr

  • Bay Watcher
  • (9) airheaded baka (9)
    • View Profile
Re: Weapon balance mod, version 2 (for DF 0.40.01+)
« Reply #11 on: January 06, 2015, 12:49:16 pm »

Surprisingly enough I was not aware of that mod. It seems from a quick glance that our minds were working in the same direction, though his slashing weapons are stronger and blunt weapons are weaker than mine.

As to your latest inquiry, I'm afraid wrestling AI, and wrestling in general is completely and utterly outside the mod realm, sitting firmly in the land of hard coded stuff.
Logged
._.

Urist Tilaturist

  • Bay Watcher
  • The most dwarven name possible.
    • View Profile
Re: Weapon balance mod, version 2 (for DF 0.40.01+)
« Reply #12 on: January 06, 2015, 01:00:20 pm »

Then it must stay as it is. It was inevitable.

What can change, though, is other aspects of unarmed combat I have found in object testing. Can things like striking creatures damaging themselves by hitting armour be added? Dogpiling seems to work alright, with 1 grand master dwarf being overwhelmed by a horde of untrained goblins, but there are still some issues like armour not reducing the impact of unarmed attacks enough and blows against armour and bones never damaging the attacker. Some sort of "historical dwarven martial arts" mod is really needed to fix all of this.
Logged
On the item is an image of a dwarf and an elephant. The elephant is striking down the dwarf.

For old times' sake.

Sergarr

  • Bay Watcher
  • (9) airheaded baka (9)
    • View Profile
Re: Weapon balance mod, version 2 (for DF 0.40.01+)
« Reply #13 on: January 06, 2015, 01:05:30 pm »

Since there's no in-game logic for making attacks hurt the attackers, and there's no way to introduce your own logic into the game (barring DFHack wizardry), there's no way to mod that feature either.

That's the general problem with modding DF - no way to make something truly unique - have to recombine/twist already existing elements.
Logged
._.

Urist Tilaturist

  • Bay Watcher
  • The most dwarven name possible.
    • View Profile
Re: Weapon balance mod, version 2 (for DF 0.40.01+)
« Reply #14 on: January 06, 2015, 01:08:39 pm »

Can DFHack help with this at all? Even with that weapons and armour mod, an unarmed goblin still managed to fracture a dwarf's wrist through a gauntlet by punching it. The only wrist fractured here should be the goblin's, but if that is not possible the attack should just do no damage. For unarmed foes to defeat an armoured opponent, they should have to use wrestling and possibly tear off his armour.
« Last Edit: January 06, 2015, 01:11:31 pm by Urist Uristurister »
Logged
On the item is an image of a dwarf and an elephant. The elephant is striking down the dwarf.

For old times' sake.
Pages: [1] 2 3 ... 8