Maybe not memory no, but what about strength or agility, the default max attribute improvement level is 2x normal for any attribute, with the max ceiling being at 5000, but many creatures already start with anywhere between 3000-5000 on their beginning attributes, so all of these creatures will now be able to eventually double that beyond the normal max, so you'd encounter things like superpowered dragons or cyclops with a strength stat that has gone above the previous hardcoded max, that would be extremely damaging for a fortress and for an adventurer.
Then you make some minor tweaks to the raws. That really isn't a big deal.
[/quote]Also, other things you're not taking into account are the stats that affect multiple things, spatial sense for example is directly tied to no less than 21 different skill based activities mining, wood cutting, bone carving, ETC... If you increase the max attributes you're going to end up with dwarfs (and other creatures) who can massively level up the skills because of the increased attributes[/quote]
Not really, no, because attributes being capped at 20,000 instead of 5,000 doesn't mean dwarves are going to get that high. They won't. We're talking about basing the maximum allowed attributes; that doesn't mean all individual creature types will be able to get them. Dwarves and other normalish creatures would be completely unaffected.
and what about the way attributes affect artifacts, the alterations to the system would also mean that artifacts are even more powerful with dwarves having creativity that can go even higher at max then it can now.
See above. It doesn't matter. We're talking about the maximum value for attributes in general, not the value dwarves or other normal creatures would have. I can't believe you're this far into the discussion and don't seem to grasp how the system works.
Even applying a global cap wouldn't work because then toady would have to go through each individual creature that he didn't want to obey the global cap and add in a whole set of attribute range alterations...
Wait, what? Creatures already have
their own caps set, effectively. There's no reason to need any other cap involved; in fact, that's what is presumably causing the problem here in the first place.
The game calculates damage quite simply from what I can tell during modding (including cock-ups), first is the size of the chosen creature say 70000 (for a human) then the relative size of the attacking part (80 for a hand), after it's identified that it goes over to the attack itself, checking the contact and penetration percentage, the hand has a contact of 100% and no penetration, then comes the interesting bit... The game calculates the damage that attack would do (in terms of penetration, physical damage, knockback effect, ETC) based on the attributes of the chosen creature, the type of attack and the creatures size (knockback is only calculated by size) as opposed to it's oppenent, and it's there that the new token would sit... The size of creature A to creature B would not be calculated by its normal size, but by the new token.
You completely missed my point. Many of those aspects involve creature size in a way that you can't fudge. How much "damage" an attack does is based on how big of a cut it makes, or how deeply it penetrates, or how wide of a hole it makes, and that sort of thing. We are not living in an age of hit points anymore; how "damaged" a creature is consists of what injuries are sustained, and to what severity, and where. Let's say you have a vampire with sharp claws. He's human-sized, and his claws are about what you'd expect (think very sharp human fingernails). If you treat his size such that his claws penetrate as deep and wide as they could physically go, then damage isn't really going to be effected (except that maybe there is a more blunt force involved). If you treat his size such that damage is seriously affected, then you wind up with a human-shaped vampire whose fingernails can cut off someone's torso, or penetrate a foot deep, or other ridiculous things, since that
is the sort of thing that determines damage. Having to figure out this kind of absurd behavior and correct for it using two different values for creature/bodypart size is, quite frankly, ridiculous, and the system is by no means equipped to handle it.
So when creature A attacks, the size calculationsm relative size of the hand and the chosen attack (along with the attacks default contact and penetration) are as normal, but when it calculates the attacks penetration, physical damage and knockback (based on attributes and size differential) it'd be calculated by the attributes and the new token instead.
See, this isn't even how it works. For one thing, how deeply an attack can penetrate is still limited by the size of the body part. It doesn't matter how strong you are, you aren't getting your own fingernail (or a tiny knife, or a short horn) to go through twenty inches of flesh, and for good reason. Also, see above: "Physical damage" is primarily determined in many cases by
how large the physical trauma is.
I'm afraid you're not thinking of all of the things that each attribute handles and in turn what those handle and so on, in addition to what I've put above there's the whole personality system that's also tied into some of the attributes.
It doesn't matter how much they handle. No reasonable system would fall apart completely once a character gets "too strong" or "too willful" or anything like that. There are balance issues, but that's why creatures
already have their own attribute ranges and caps applied. The only creatures that would ever be affected are the ones you actually want to be superpowerful.