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Author Topic: armor sets  (Read 1622 times)

detsuo04

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armor sets
« on: May 11, 2010, 09:51:31 pm »

It would be nice if you had the option to make armor gloves boots pants ect. individually like you can now but also have an option for the entire set in one button.  so i can click chain armor set and it fills my que with the individual parts.
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SirHoneyBadger

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Re: armor sets
« Reply #1 on: May 11, 2010, 10:27:36 pm »

I'm really hoping, at some point, that ToadyOne will set up a sortof "3-d model" for armour, that would then allow you to assign pieces of armour, of any given size/shape, and hopefully include things like undergarments and layered armour.
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Capntastic

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Re: armor sets
« Reply #2 on: May 11, 2010, 10:31:56 pm »

That's not really relevant to what Detsuo is suggesting; he's talking about assigning creation of a full set of armor or clothing with a single selection.
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SirHoneyBadger

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Re: armor sets
« Reply #3 on: May 11, 2010, 10:33:19 pm »

Oh you mean like you would click on "plate" and then it would automatically produce breastplate, greaves, gauntlets, helm, etc?

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Kavalion

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Re: armor sets
« Reply #4 on: May 11, 2010, 10:38:20 pm »

Perhaps we could be able to tell the manager to simply queue up the uniforms we've designated?  So, with just one command our economy would get to work on complete sets of clothes, armor, and weapons for our military.
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SirHoneyBadger

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Re: armor sets
« Reply #5 on: May 11, 2010, 10:39:32 pm »

I think this is a really good idea. Sorry detsuo04, I wasn't quite getting what you were suggesting at first. But yeah, I'd use that all the time.

Infact, it would be nice if the "quewe" would give you the option to either only begin if you had enough materials for a full suit, or just keep building until it ran out of stuff.
« Last Edit: May 11, 2010, 10:41:16 pm by SirHoneyBadger »
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G-Flex

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Re: armor sets
« Reply #6 on: May 11, 2010, 10:40:04 pm »

I'm really hoping, at some point, that ToadyOne will set up a sortof "3-d model" for armour, that would then allow you to assign pieces of armour, of any given size/shape, and hopefully include things like undergarments and layered armour.

The problem with this is that the model would have to be generated from scratch for the creature (difficult, since the game would need to know a lot about the size, shape, etc. of the parts, and be able to generate something good), and it might wind up being inconsistent with the rest of the user interface.
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Lord Shonus

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Re: armor sets
« Reply #7 on: May 11, 2010, 10:44:36 pm »

I like this. It's a major interface simplificaton, but it doesn't remove any options.
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SirHoneyBadger

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Re: armor sets
« Reply #8 on: May 11, 2010, 10:44:54 pm »

I'm really hoping, at some point, that ToadyOne will set up a sortof "3-d model" for armour, that would then allow you to assign pieces of armour, of any given size/shape, and hopefully include things like undergarments and layered armour.

The problem with this is that the model would have to be generated from scratch for the creature (difficult, since the game would need to know a lot about the size, shape, etc. of the parts, and be able to generate something good), and it might wind up being inconsistent with the rest of the user interface.

I think you'd have to link it to the bodyplans, somehow.

Like how you set up creature templates in the Raws, to tell the game to put the fingers at the end of the hands, for instance. Basically, I kind of see it just being an extension of that, like a metal "skin", with a lot of individual "armour organs", which the computer would only recognise when the creature is wearing armour, or clothes, or whatever it wears.
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G-Flex

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Re: armor sets
« Reply #9 on: May 11, 2010, 10:49:47 pm »

Yeah, but without a notion of shape and a better notion of relative location, you wind up with every body part being a sphere connected to the last one (which is also a sphere!), the head being in front of the torso if it feels like it, and so forth.
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SirHoneyBadger

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Re: armor sets
« Reply #10 on: May 11, 2010, 10:58:11 pm »

In terms of game mechanics, would that become a problem? I can see where it would on a wireframe model, but I'm not quite getting why it would be bad in the semi-abstracted model DF uses.
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G-Flex

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Re: armor sets
« Reply #11 on: May 11, 2010, 11:01:24 pm »

Maybe we're not talking about the same thing. I thought you were talking about a sort of 3D paper-doll kind of thing that you can view in order to assign armor/clothing graphically. Reading over it again, I guess you're not, and I was confused.
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SirHoneyBadger

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Re: armor sets
« Reply #12 on: May 11, 2010, 11:42:09 pm »

That would be really nice, but it's a little more graphic than I tend to assume any idea in DF really should be. Even mentioning something like 1980's wireframe 3D tends to get me yelled at, so it's not really worth it to come up with systems that don't subscribe to the basic ASCII model.

 
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detsuo04

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Re: armor sets
« Reply #13 on: May 12, 2010, 02:08:15 am »

this got a great deal more attention then i thought it would for such a simple idea lol.  i dont think it would be a super great idea for the automation of smelting and gathering metals from this single command but i love the command to wait until you can produce so many before starting.  that way you get all full sets and no orphan pieces.  I also like the idea of a paper doll of sorts for assigning uniforms.  im still confused about the 3d thing your talking about however.

sorry for the bad grammar im typing in pitch blackness :P
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SirHoneyBadger

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Re: armor sets
« Reply #14 on: May 12, 2010, 03:11:01 am »

Well, the "3d idea" is basically that you could create a set of armour that would be as complex and realistic as you wanted it to be, by allowing the set to cover the entire body, with a series of pieces, which could be assigned separate names, sizes, shapes, materials, locations on the body, and even separate layers...in a simulation of a 3D "paper doll" (without actually/necessarily being a 3D image).

I'm guessing it could be done by mapping out the body with a series of points (like you might do with wireframing), and then assigning armour pieces to one or more of those points, with some pieces allowed to exist under others.

Alternately, you could create "bodies" of armour, which would only become active, as your dwarf etc. equipped each piece. For instance, putting on a helmet would cause a "skin" of steel to appear and surround the back, sides, and top of that dwarf's head. You could then break that helmet down into X amount of separate pieces (cheek guards, nose guard, mail coif, etc., and/or add a visor, neck guard, etc.), and do the same for each part of the body, until you get into some serious detail/micromanagement. 
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