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Author Topic: new weapons  (Read 2855 times)

cmassault

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new weapons
« on: June 12, 2015, 02:36:19 am »

wouldnt it be nice to add bunch of new weapons?
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Putnam

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Re: new weapons
« Reply #1 on: June 12, 2015, 03:08:56 am »

yes

that's what we modders do sometimes

there are mods to add lots

Salmeuk

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Re: new weapons
« Reply #2 on: June 12, 2015, 06:57:18 am »

https://www.youtube.com/watch?v=lD4sxxoJGkA

Yes. Weapons good! More Weapons Better!
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StagnantSoul

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Re: new weapons
« Reply #3 on: June 12, 2015, 08:43:53 am »

It's great to have more weapons, but there's not much Toady hasn't covered in lines of use. Try Stahl's Armoury Pack. It is great.
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DG

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Re: new weapons
« Reply #4 on: June 13, 2015, 03:55:02 am »

You guys are misinterpreting the suggestion. It's bunch of weapons as a new item. For example a bunch of freshly picked weapons can be placed inside a vase or handed to a loved one on Valendwarves day.
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Deus Asmoth

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Re: new weapons
« Reply #5 on: June 13, 2015, 04:33:00 pm »

Nothing like the scent of freshly picked battle axes to create a romantic atmosphere.
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AceSV

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Re: new weapons
« Reply #6 on: June 13, 2015, 09:44:46 pm »

How new is new?  We talkin' F-22s?  Heck, those are from the 90s.  Drones?  Scramjets?  Electrolasers?  A satellite that drops tungsten telephone poles? 

This is an expertly crafted F-22.  It menaces with spikes of blue jade.  It is decorated with an expertly painted painting of Minkot Shieldpines and a giant thrips.  Minkot Shieldpines is hugging the giant thrips. 
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Solarius Scorch

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Re: new weapons
« Reply #7 on: June 15, 2015, 07:56:54 am »

This is an expertly crafted F-22.  It menaces with spikes of blue jade.  It is decorated with an expertly painted painting of Minkot Shieldpines and a giant thrips.  Minkot Shieldpines is hugging the giant thrips.



But I think it should be called a more general word, like "jetfighter".
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nanomage

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Re: new weapons
« Reply #8 on: June 16, 2015, 01:52:17 am »

jetfighter would make a nice double-bladed axe if you hold it by the cockpit and hack people with the wings
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Lightningy

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Re: new weapons
« Reply #9 on: June 16, 2015, 04:13:53 am »

wtf is this post?  ???
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Neonivek

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Re: new weapons
« Reply #10 on: June 17, 2015, 04:01:28 pm »

I hate when a suggestion just is basically just "Do better"

It doesn't list weapon... it just says "more please"
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NJW2000

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Re: new weapons
« Reply #11 on: June 17, 2015, 04:07:27 pm »

((Well, he's an escaped lunatic, so may not know much about the conventions of Bay12 forums & games, or may be a bay watcher who signed up to annoy people. Currently, we're just using the thread for jokes))

Perhaps weapons could be tied to things...

This is a wooden shield. It menaces with a copper dagger.

This is a cobaltite ring. It menaces with an iron battle axe and two wooden training spears.

This is a steel short sword. It menaces with a steel short sword. The steel short sword menaces with a steel short sword.The steel short sword menaces with a steel short sword.The steel short sword menaces with a steel short sword.The steel short sword menaces with a steel short sword.

This is a masterpiece mug. It menaces with blowpipes, decorated with rings of slate.
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SixOfSpades

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Re: new weapons
« Reply #12 on: June 17, 2015, 07:01:02 pm »

The problem with adding more weapons is knowing where to stop. It makes sense to introduce things like nunchaku and kama for use as regular farm implements as well as weapons, and one could easily argue for breaking the existing short/long/scimitars/two-handed swords into something more diverse, to include rapiers, claymores, katanas, etc. But not every player would appreciate reflecting every type of Earth weapon in the game: Setting a uniform is exacting enough without having to first stop, head to Wikipedia, and consider whether your squad would be better off with ghurkas or mambeles. (Or billhooks, or Lucerne hammers, or bec de corbins, etc . . . )

What I'd like to see:
1) More meaningful variation (things like acknowledging that some wooden weapons can actually be quite effective, allowing players a greater latitude in equipping troops without functionally crippling them),
2) More cultural variation (if players embark in a land of pandas, bamboo, and elephants, trying to force the game into an atmosphere of medieval European fantasy is already a lost cause), and
3) More means of use. If dwarves have axes, why not throwing axes? If their weapon gets stuck in someone's wound, why don't they grab a weapon from the nearest corpse?
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NJW2000

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Re: new weapons
« Reply #13 on: June 18, 2015, 02:38:45 am »

I still prefer the vases of weapons idea, personally. A use for mugs and goblets in trade bundles or displays?

Urist is a legendary flower-arranger. He was happy after being near a tastefully arranged exceptional display of axes.
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Solarius Scorch

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Re: new weapons
« Reply #14 on: June 18, 2015, 05:40:41 am »

What I'd like to see:
1) More meaningful variation (things like acknowledging that some wooden weapons can actually be quite effective, allowing players a greater latitude in equipping troops without functionally crippling them),
2) More cultural variation (if players embark in a land of pandas, bamboo, and elephants, trying to force the game into an atmosphere of medieval European fantasy is already a lost cause), and
3) More means of use. If dwarves have axes, why not throwing axes? If their weapon gets stuck in someone's wound, why don't they grab a weapon from the nearest corpse?

I think it corresponds with the technology "tree" that seems to be emerging at the moment, and particularly knowledge to build weapons.

Like you said, it would be a problem if the dwarves could build all possible weapons because of sheer amount of possible designs. That's why it would be best if they only could make "dwarven" weapons, depending on their culture and maybe some arbitrary hardcoding. They could invent new, more exotic forms, but it would be a long process. They could also adapt designs of foreign weapons they recover from enemies and buy from caravans, but it'd also require some new knowledge on how to make them, so they need to be retro-engineered or the skill must be obtain by some other means (like a foreign migrant weaponsmith or their student).

This would of course be a major change, but it seems pretty closer to what Toady seems to be striving for. Besides, it would mean dwarven researchers (a strategy game without research is somehow incomplete :) ) having something to do, while not being exactly vital to the fortress.
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