Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 3 [4] 5 6 ... 12

Author Topic: Community Combat Balance Overhaul: Removed unkillable Undead! new links.  (Read 52877 times)

Lancensis

  • Bay Watcher
    • View Profile

...given that plate also made the wearer virtually immune to arrows, as long as they kept their visor down (but it's impossible to shout orders without raising it).

Perhaps a helmet shaped like a megaphone, with a metal grille at the end would have been useful?
Logged

talrave

  • Bay Watcher
    • View Profile

In fact it would probably be good to give every creature made out of some normally inanimate material some kind of "blood." I think it works well both story wise (everything needs a life force, except the truly unliving, like undead, who don't really have sentient thought)


In that same thought,  why not give Undead "Blood" in the form of, say... negative energy or something like that?  think of it as they dont BLEED OUT so much as they lose too much of that energy and thus...  "die"
Logged

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile

I was considering giving undead some sort of critical 'energy core' organ or something that kills them if it is destroyed.
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

KaelGotDwarves

  • Bay Watcher
  • [CREATURE:FIRE_ELF]
    • View Profile

I was thinking about what Toady said about the concept of "souls" and having skeleton creature's life-force tied either to a "stone" in their chest or in the head.

Seems almost too hackney'd of an approach though.

DarkDragon

  • Bay Watcher
    • View Profile

I was thinking about what Toady said about the concept of "souls" and having skeleton creature's life-force tied either to a "stone" in their chest or in the head.

Seems almost too hackney'd of an approach though.

At least we could still fight the undead hordes though.

This is a placeholder bugfix anyways, what's less disturbing? No undead at all in terrifying biomes or undead that die when you hit their magic rock?
Logged

KaelGotDwarves

  • Bay Watcher
  • [CREATURE:FIRE_ELF]
    • View Profile

Yes, it definitely works as a better placeholder for the current nearly-unkillable system.

Though right now my attention is focused on "why is brass better than steel for weapons" and other materials oddities. I will take more of a look at skeletons shortly.

Pips40

  • Bay Watcher
    • View Profile

No wonder i was so awesome on adventure mode, every time i did a slash attack my foe would lose that body part
Logged

Meanmelter

  • Bay Watcher
  • A Dwarven Demon, yeah, he is pissed.
    • View Profile

Did you also make Martial arts ( I call it that, it is really called 'striking') more deadly?

A legendary striker should do WAY more damage than knock 1 tooth out or bruise a Lung or something. I allready edited my raws to make em way more deadly for more of a 'legendary' feeling.
Logged
huh. took a bunch of sleeping pills and slept in a pharmacist, wake up, i am now albino. 
Story of my life.

Lancensis

  • Bay Watcher
    • View Profile

A legendary striker should do WAY more damage than knock 1 tooth out or bruise a Lung or something. I allready edited my raws to make em way more deadly for more of a 'legendary' feeling.

How did you do that?
Logged

gilrad

  • Bay Watcher
    • View Profile

My solution to skeletons/colossi:

Make a tissue layer underneath the outermost layer in the upper body called "structural integrity", and flag it as though it is a vital organ. If your attack penetrates the outer layer into this one, it damages it. When it takes enough damage, the creature "dies" due to the body being unable to support the limbs.

You can also make a layer for other body parts, such as linking vision to the head, and the use of the arms and legs (similar to severing nervous tissue, right?). Thoughts?
Logged

Meanmelter

  • Bay Watcher
  • A Dwarven Demon, yeah, he is pissed.
    • View Profile

A legendary striker should do WAY more damage than knock 1 tooth out or bruise a Lung or something. I allready edited my raws to make em way more deadly for more of a 'legendary' feeling.

How did you do that?
CREATURE_STANDARD.txt file.
Logged
huh. took a bunch of sleeping pills and slept in a pharmacist, wake up, i am now albino. 
Story of my life.

Shima

  • Bay Watcher
  • Time to go fishing, lads.
    • View Profile

My solution to skeletons/colossi:

Make a tissue layer underneath the outermost layer in the upper body called "structural integrity", and flag it as though it is a vital organ. If your attack penetrates the outer layer into this one, it damages it. When it takes enough damage, the creature "dies" due to the body being unable to support the limbs.

You can also make a layer for other body parts, such as linking vision to the head, and the use of the arms and legs (similar to severing nervous tissue, right?). Thoughts?

I like this idea.  I wouldn't know if it can be done to skeletons or not, but it could solve the Colossus problem.


Just throwing this out here, but this might help with some of the chainmail and sword stuff.  The Sword Buyer's Guide's been doing longswords lately, including tests on steel helmets and hauberks.  http://www.youtube.com/watch?v=AXtqpbUnpwM
Logged
(giant worm leather coat)
Weight: 718238Γ
Owner: Udil Evonudil, Planter

Oh Armok, the spice.

Zangi

  • Bay Watcher
    • View Profile

A legendary striker should do WAY more damage than knock 1 tooth out or bruise a Lung or something. I allready edited my raws to make em way more deadly for more of a 'legendary' feeling.

How did you do that?
CREATURE_STANDARD.txt file.
What did you change to make that awesome effect?
Logged
All life begins with Nu and ends with Nu...  This is the truth! This is my belief! ... At least for now...
FMA/FMA:B Recommendation

kalida99

  • Bay Watcher
  • ಠ_ರೃ
    • View Profile

Spoiler (click to show/hide)

The inaccuracies of "research" on piercing capabilities of bodkin points is mostly acquainted to our inability to replicate the impurities of the armor of the period, but of course when compared to modern materials the bodkin pierces chain, and punches holes in plate. But the supposed usage of the bodkin point is a "armor piercing" replacement for the broadhead, their unique shape of a thin square-pyramid gave them an advantage compared to the large triangular tip of the broadhead. It served the post better than the broadhead because of the ease of manufacture, and the concentration of force on a small point could cause a much more serious wound on a target causing more than just laceration, or gashing. Although it still was not a very good armor piercer, working best on lightly armored people.

The longbows advantage was that it did not require the downward inertia of the falling arrow (like a normal bow)to achieve the maximum power, but rather because the unique make and composition of the yew longbow, it allowed the archer to fire directly at his target with full force giving it a great advantage. The draw weight of the bow was also insane (100lbs-185lbs) compared to the modern 60lbs standard (which would likely send the arrow quite far through an unarmored person), these factors combines with the range of the bow (the standard practice range was 220yds by order of Henry III) gave English bowmen the advantage over the standard archer.

[/historical_blathering]

I'm happy i found this mod before i actually starting getting into large fights. Too bad you couldn't have multiple arrow types with a single bow, It'd be awesome if you use special arrows without making a custom bow just to use that ammunition.
Logged
Let's see how those degenerate sophisticates handle a healthy dose of pure unreasoning violence.
— Commander Fleyitch

Arrkhal

  • Bay Watcher
  • Who modded in these flying killer attack babies???
    • View Profile

Quote
The inaccuracies of "research" on piercing capabilities of bodkin points is mostly acquainted to our inability to replicate the impurities of the armor of the period, but of course when compared to modern materials the bodkin pierces chain, and punches holes in plate.

Actually, from what i've seen, the real reason for inaccuracies is people with various vendettas and agendas and pet theories, that they will go to any length to prove.  British ethnocentrism is the root cause of a lot of it.

One test I saw, the guy used some sort of BS mathematical rigamarole to try and say that a 110 pound draw weight longbow would shoot an arrow so fast, that the retained velocity at 250 yards was the same as the point-blank velocity of the 75 pound draw weight longbow that he was shooting!  He also didn't use any significant padding behind the chainmail.  Needless to say, most of the arrows went right through.

Though I do believe it's 100% possible for a bodkin point to penetrate mail armor if it was shot from a powerful enough bow at a very close range.  There are accounts of knights being wounded by arrows in areas protected by mail (without padding underneath), when they were ambushed at a distance of about 30 feet or less.  But in field combat, being within 30 feet of an armored and mounted knight was pretty much suicide for an archer, unless they were really lucky, so it's pretty unlikely that bodkins were intended for that type of shooting.

So I definitely agree with you, bodkins were just easier to make, and could penetrate deeper at the extended ranges at which ranged combat actually took place.

Oh, one thing I discovered while doing some research into ranged weapons.  Turns out that even though the theoretical maximum rate of fire for a longbow is about 24 shots per minute, no yeoman could realistically be expected to actually shoot more than about 6 per minute for any real length of time.  I.e., a guy might shoot 12 arrows in 30 seconds, but then he'd need to sit down and rest for several minutes.

Given that hand-drawn crossbows and muskets both had maximum and sustainable rates of fire of about 3-4 shots per minute, and the same maximum range, they didn't stack up that poorly.  And a 3-man team with 2 crossbows (which was standard in some countries) could sustain a rate of fire of 8 shots per minute per crossbow, which actually beats the longbow over the course of a long battle.  It needs 1.5 times as many guys, of course, but yeomen were so much more expensive to train up compared to crossbowmen, it probably wasn't that big a difference cost-wise.

It also annoys me when people misinterpret "training" as being skill-based training, in the context of the longbow.  It wasn't.  It was strength training, (over)developing the muscles needed to pull a 100 pound plus bow.  Which, if you think about it, is a much more logical reason for yeomen requiring such intensive and regular training.  If you learn a skill, take a break for 2 months, then return to it, how much do you lose?  Not a lot at all.  But if you start lifting weights, get pretty strong, then decide to be a couch potato for 2 months, what happens to your progress?  A couple months is enough time for a lot of strength training to just vanish.

But I'm getting a little off track.  Anyway...

Quote
I'm happy i found this mod before i actually starting getting into large fights. Too bad you couldn't have multiple arrow types with a single bow, It'd be awesome if you use special arrows without making a custom bow just to use that ammunition.

Are you sure it's impossible?  I'm pretty sure it used to be possible in 40d, at least.  Anything with [CLASS:ARROW] can be shot from any weapon with [RANGED:WEAPONSKILL:ARROW].  And unlike weapon skills, ammo classes can be customized.  I had CLASS:BULLET for bullets, in my old personal 40d mod.  They were shot by both slings, and bullet crossbows.  I'll do some testing tomorrow.  For now, sleeeeeeep.
« Last Edit: April 07, 2010, 11:56:33 pm by Arrkhal »
Logged
In development: Arrkhal's Material and Weapon balance
Please test and let me know what still needs fixing.  And get these freakin' babies offa me!
Pages: 1 2 3 [4] 5 6 ... 12