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Author Topic: Expanded Weapon List Concepts  (Read 1465 times)

Jake

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Expanded Weapon List Concepts
« on: April 10, 2010, 05:13:39 pm »

Couple of things I could use a bit of help with:

* The list of swords is a bit homogenous at the moment. I want to diversify them a bit, adding variants specialised for stabbing- or slashing-only attacks as well as the existing all-rounder. I've started by changing the EDGE tag in the slashing attack of the shortsword to BLUNT, and modding in an 'arming sword' that lacks a piercing attack but has the same EDGE attack as the vanilla shortsword. The trouble is, I'd also quite like to keep the general-purpose shortsword, but my stumbling-block has been proper terminology; calling the reworked shortsword a gladius seems too region-specific. I'd also like to do something with the scimitar to distinguish it a bit from the arming sword besides the name; suggestions?

* Dwarves currently have very few two-handed weapons, but I'm curious about the slightly cryptic comment in the raws about creatures below a certain size needing 'variants'. Does that mean that if I add pikes and great axes to the available weapons for my dwarves, the game will automatically produce scaled-down variants, or do I have to add them to item_weapon manually?

* Has anyone tested whether a civilisation's digging implement has to use the mining labour? I want to try and add combination hatchets and pickaxes, but I can't get through worldgen until I upgrade my RAM so I can't rally test this yet.
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Warlord255

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Re: Expanded Weapon List Concepts
« Reply #1 on: April 10, 2010, 05:42:04 pm »

Double-checking the weapon raws, there are no unique tags on axes or picks; only SKILL:AXE and SKILL:MINING. So I don't think that haddocks or pickaxes will be possible just yet, unless a weapon can have two SKILL entries. :(

I'd imagine a rapier would be the most obvious sword variant, with a much stronger pierce attack; there's no parameter for attack priority, but the weapons all have their "main" attack listed first and all others in descending order, with pommel strikes at the bottom.
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GaxkangtheUnbound

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Re: Expanded Weapon List Concepts
« Reply #2 on: April 10, 2010, 05:51:01 pm »

I wonder if you could make a pickaxe work for both trees and mining?
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soul4hdwn

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Re: Expanded Weapon List Concepts
« Reply #3 on: April 10, 2010, 06:18:05 pm »

try adding the mining and tree cutting skills to a weapon and see if ti works for both
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Vester

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Re: Expanded Weapon List Concepts
« Reply #4 on: April 10, 2010, 06:29:06 pm »

I'm just mildly disturbed by the fact that you can stab someone with a scimitar.
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Upright Path

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Re: Expanded Weapon List Concepts
« Reply #5 on: April 10, 2010, 07:13:19 pm »

A scimitar does have a point for stabbing. In fact, most varieties of swords did. Only certain forms didn't and most of those were things like Falchions and the like.

The problem is that most people associate a scimitar with what you see in Aladdin, when it's more like a saber that has more of a curve to it.
« Last Edit: April 10, 2010, 07:14:59 pm by Upright Path »
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Shima

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Re: Expanded Weapon List Concepts
« Reply #6 on: April 10, 2010, 07:57:57 pm »

Scimitars are actually quite effective for stabbing.  Unlike straighter swords, there is even a different kind of thrust that can be done with it.

I own one of these http://www.youtube.com/watch?v=qapwAIemccg  and it was the best weapon I've owned for stabbing until I got a quality wakizashi.
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Jake

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Re: Expanded Weapon List Concepts
« Reply #7 on: April 10, 2010, 09:41:00 pm »

Double-checking the weapon raws, there are no unique tags on axes or picks; only SKILL:AXE and SKILL:MINING. So I don't think that haddocks or pickaxes will be possible just yet, unless a weapon can have two SKILL entries. :(
You know, I rather think it might be possible with this version; I've been wondering how a dwarf armed with one of my homebrew bayoneted crossbows got to be a dabbling hammerdwarf when the weapon uses the speardwarf skill in melee.
And I think you meant 'matttocks'.
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I'd imagine a rapier would be the most obvious sword variant, with a much stronger pierce attack; there's no parameter for attack priority, but the weapons all have their "main" attack listed first and all others in descending order, with pommel strikes at the bottom.
"Rapier" sounds a bit too modern for the intended time period to me, but noted.
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Vester

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Re: Expanded Weapon List Concepts
« Reply #8 on: April 10, 2010, 10:22:12 pm »

A scimitar does have a point for stabbing. In fact, most varieties of swords did. Only certain forms didn't and most of those were things like Falchions and the like.

The problem is that most people associate a scimitar with what you see in Aladdin, when it's more like a saber that has more of a curve to it.

Okay, yeah, I totally did. It does look like you could stab someone with one of those.
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Warlord255

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Re: Expanded Weapon List Concepts
« Reply #9 on: April 10, 2010, 10:24:35 pm »

You know, I rather think it might be possible with this version; I've been wondering how a dwarf armed with one of my homebrew bayoneted crossbows got to be a dabbling hammerdwarf when the weapon uses the speardwarf skill in melee.

Maybe he attended a Hammerdwarf lecture.
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Upright Path

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Re: Expanded Weapon List Concepts
« Reply #10 on: April 10, 2010, 10:46:14 pm »

A crossbow is wielded like a hammer when in melee range, which gives them some hammer skills.
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Shima

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Re: Expanded Weapon List Concepts
« Reply #11 on: April 10, 2010, 10:50:49 pm »

"Rapier" sounds a bit too modern for the intended time period to me, but noted.

I think the rapier evolved from the "espada ropera" (A Spanish dress sword).  If if a fallback in needed, the name "dress sword" or something like that (Gentledwarf's sword?  Officer's sword?) could be used.
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Vattic

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Re: Expanded Weapon List Concepts
« Reply #12 on: April 11, 2010, 01:12:00 am »

Knuckledusters or even cestus might be interesting weapons to add. Not sure if it's possible right now.

As war hammers are currently blunt weapons we could have pole axes for piercing armour.

Tridents could be interesting but again I'm not sure if it's possible to have weapons with multiple points. Pity we can't give the weapon a chance to disarm.

I can't help but wonder whether, at DF's resolution, most similar weapons would be noticeably different save by name and number of hands used? It will be interesting to see if Toady plans to make the differences more marked, it would certainly add to the strategy of equipping your military.
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Stele007

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Re: Expanded Weapon List Concepts
« Reply #13 on: April 11, 2010, 03:25:39 am »

A cestus would be interesting, but it would be very strange since most military dwarves would probably be wearing gauntlets already.

I actually think the game already has a good repertoire of swords, but most are foreign.
The longsword is the dwarven two-hander equivalent.
The short sword is fine as it is -- suitable for both stabbing and slashing.  I don't understand why you would change the slashing attack to blunt, though.  Are they slapping the enemy with their swords?  That's already defined two attacks down.
The large dagger is probably best for a stabbing weapon.  You could "buff" the dagger's stab to make it better than the short sword stab and leave the slash alone as it looks pretty crappy anyway right now.  Rapiers seem out of place with Dwarf Fortress.  Even if you added a rapier, it would act like an inferior spear.
For a slashing weapon, the scimitar already has superior slashing attacks but inferior piercing attacks compared to the short sword (I think?  Not too sure how to interpret these raw numbers).  You could exaggerate that a little more...  I don't use foreign weapons so I don't know how big of a difference they are right now.  Alternatively, you could add a falchion with no piercing attack but an even better slash attack, which would be great for cutting down unarmored opponents.

I think defining any other swords would be superfluous.  They'd all act similar to one of these in combat or would be some mix between them, especially because there's no concept of melee weapon range, maneuverability, and other fine details that differentiate most weapons from each other .  Of course, you could define clearly inferior or superior weapons, but then no one would forge the inferior weapons.

Still, being able to forge these weapons (along with the pike) and adding in a 2H axe and hammer (with similar attacks as the 1H ones but with superior damage since you're sacrificing a shield/second weapon) would be cool.  Also, I wish all weapon types had different professions...
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Deon

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Re: Expanded Weapon List Concepts
« Reply #14 on: April 11, 2010, 03:29:22 am »

I'm just mildly disturbed by the fact that you can stab someone with a scimitar.
Ezrakim elves in Genesis mod use scimitars for stabbing.


I do not see a problem with this, especially because it happens not too often and most of attacks are slashing.
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