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Author Topic: Blunt ranged projectiles, questions and issue.  (Read 1163 times)

fire1666

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Blunt ranged projectiles, questions and issue.
« on: May 31, 2015, 12:18:33 pm »

Hello all, I am currently trying to create a mod which includes a variety of ranged weapons and some of their ammo types use blunt damage.
However i have come across a weird issue that is outside of my knowledge.
Below you will find the stats for two weapons and their corresponding ammo types, currently the sling bullets do far more damage than the throwing hammers and, being the amateur modder that I am, I am unsure about how to fix this and why it is happening.

Code: [Select]

[ITEM_WEAPON:ITEM_WEAPON_SKIRMISHER_HAMMER_WAR]
[NAME:war hammer (skirmisher):war hammers (skirmisher)]
[SIZE:400]
[SKILL:HAMMER]
[RANGED:THROW:SKIRMISHER]
[SHOOT_FORCE:1000]
[SHOOT_MAXVEL:1000] assuming that larger individuals could throw a projectile faster than a smaller individual
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10:200:bash:bashes:NO_SUB:2000]
[ATTACK_PREPARE_AND_RECOVER:3:3]


[ITEM_AMMO:ITEM_AMMO_SKIRMISHER_HAMMER_THROWING]
[NAME:throwing hammer:throwing hammers]
[CLASS:SKIRMISHER]
[SIZE:350]
[ATTACK:BLUNT:10:800:bash:bashes:NO_SUB:2000]
[ATTACK_PREPARE_AND_RECOVER:3:3]




Code: [Select]

[ITEM_WEAPON:ITEM_WEAPON_SKIRMISHER_LIGHT_HAMMER_WAR]
[NAME:war hammer (light skirmisher):war hammers (light skirmisher)]
[SIZE:400]
[SKILL:HAMMER]
[RANGED:THROW:SKIRMISHER_LIGHT]
[SHOOT_FORCE:1000]
[SHOOT_MAXVEL:600]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10:200:bash:bashes:NO_SUB:2000]
[ATTACK_PREPARE_AND_RECOVER:3:3]

[ITEM_AMMO:ITEM_AMMO_SKIRMISHER_LIGHT_BULLET]
[NAME:sling bullet:sling bullets]
[CLASS:SKIRMISHER_LIGHT]
[SIZE:25]
[ATTACK:BLUNT:10:100:stab:stabs:NO_SUB:750]
[ATTACK_PREPARE_AND_RECOVER:3:3]


Just to clarify the situation:
Throwing hammers MUST do more damage / be more lethal
Sling bullets MUST be weaker / less lethal but stay roughly the same, they currently function exactly as I want them to, maybe a bit more lethal, if so how.

It would also be helpful / nice / much appreciated if someone where to explain to me how blunt ranged projectiles work in a code seance as i can totally understand the EDGE style weapons but less so for BLUNT

Thank you in advance and sorry for the inconvenience.
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scamtank

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Re: Blunt ranged projectiles, questions and issue.
« Reply #1 on: May 31, 2015, 02:20:08 pm »

Cut the bullet's MAXVEL even more. Given the size difference, I bet the hammer isn't coming anywhere close to top speed while the sling is bending the needle.
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fire1666

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Re: Blunt ranged projectiles, questions and issue.
« Reply #2 on: May 31, 2015, 02:43:09 pm »

Thanks man, testing right now

Update:
Eyup, that has worked perfectly, thank you sir.
« Last Edit: May 31, 2015, 03:02:45 pm by fire1666 »
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Meph

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Re: Blunt ranged projectiles, questions and issue.
« Reply #3 on: June 01, 2015, 02:21:30 am »

How do your finished raws look, now that everything works?

The next time someone looks for this problem, he finds this thread, your message that you fixed it, but not the solution. ;)
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fire1666

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Re: Blunt ranged projectiles, questions and issue.
« Reply #4 on: June 01, 2015, 03:36:12 am »

let me remedy that for you, its an archaic fix but a fix none the less.

Code: [Select]

[ITEM_WEAPON:ITEM_WEAPON_SKIRMISHER_HAMMER_WAR]
[NAME:war hammer (skirmisher):war hammers (skirmisher)]
[SIZE:400]
[SKILL:HAMMER]
[RANGED:THROW:SKIRMISHER]
[SHOOT_FORCE:2000]
[SHOOT_MAXVEL:1500] assuming that larger individuals could throw a projectile faster than a smaller individual
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10:200:bash:bashes:NO_SUB:2000]
[ATTACK_PREPARE_AND_RECOVER:3:3]

[ITEM_AMMO:ITEM_AMMO_SKIRMISHER_HAMMER_THROWING]
[NAME:throwing hammer:throwing hammers]
[CLASS:SKIRMISHER]
[SIZE:350]
[ATTACK:BLUNT:10:800:bash:bashes:NO_SUB:2000]
[ATTACK_PREPARE_AND_RECOVER:3:3]




Code: [Select]

[ITEM_WEAPON:ITEM_WEAPON_SKIRMISHER_LIGHT_HAMMER_WAR]
[NAME:war hammer (light skirmisher):war hammers (light skirmisher)]
[SIZE:400]
[SKILL:HAMMER]
[RANGED:THROW:SKIRMISHER_LIGHT]
[SHOOT_FORCE:600]
[SHOOT_MAXVEL:40]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10:200:bash:bashes:NO_SUB:2000]
[ATTACK_PREPARE_AND_RECOVER:3:3]

[ITEM_AMMO:ITEM_AMMO_SKIRMISHER_LIGHT_BULLET]
[NAME:sling bullet:sling bullets]
[CLASS:SKIRMISHER_LIGHT]
[SIZE:25]
[ATTACK:BLUNT:10:100:stab:stabs:NO_SUB:750]
[ATTACK_PREPARE_AND_RECOVER:3:3]


Just want to thank you guys for the help, much appreciated :)
Hopefully I can actually get a mod out with this at some point soon :D

Just to clarify the things above, the light skirmisher sling bullets are meant to work as a very primitive auxiliary ranged weapon, light BLUNT damage but not enough to kill droves of units in one go. The throwing hammers are basically heavier upgrades for the sling bullets, BUT more expensive to manufacture the ammo for.

On-top of this I am also testing the throwing knives for light and throwing axes and javelins for the normal skirmisher weapons, the other weapons work exactly as wanted other than the throwing knives, but I believe that the fix for the sling also fixes the knives.
« Last Edit: June 01, 2015, 03:42:01 am by fire1666 »
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Slidey

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Re: Blunt ranged projectiles, questions and issue.
« Reply #5 on: June 02, 2015, 07:49:59 pm »

a knockout arrow (blunt for obvious reasons)...would be very medieval times weapon..favored by the robbers/bandits (probs aimed at back of head but in use otherwise). Can't remember the name of the bow meant to fire one kind where it was wrapped in cloth to soften the blow..punt bow? bunt bow?

last i heard from rough figuring a blunt arrow would go 70ish yards (normal one)..others like the above not so much.
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fire1666

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Re: Blunt ranged projectiles, questions and issue.
« Reply #6 on: June 03, 2015, 04:58:24 am »

Thanks for the suggestion, I currently have some elven human and goblin equipment already set up and ready to go, the elven and goblin military will be dramatically different in armaments to vanilla elves and gob's.
I think I will be able to release the first release of the mod by Sunday this week :), anybody interested in testing it?
Primarily need testers for weaponry stats, they currently seem balanced but having a second or third opinion would be nice :)
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