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Author Topic: Two-handed hammers, or "Teaching Goblins to Fly"  (Read 6726 times)

Irongrip

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Two-handed hammers, or "Teaching Goblins to Fly"
« on: February 20, 2011, 10:06:15 pm »

So, I had a question. I seem to remember some glorious days a while back where, when my adventurer hit something with their war hammer, the thing in question would go whizzing halfway across the screen, as demonstrated by this wonderful excerpt that I saved:

Spoiler (click to show/hide)

/drool

So, anyway, I picked up DF again the other day, and got my adventurer going ... and there are no longer any of these wonderful flying lessons! Where did they go? Has there been a change, or does this merely require special gear?
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Sunday

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Re: Two-handed hammers, or "Teaching Goblins to Fly"
« Reply #1 on: February 20, 2011, 10:34:52 pm »

it's a bit harder, & a bit more realistic (remember Newton's 3rd law) now.

You can still send people/things flying, but you generally have to be bigger than them. I think, anyway.
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scout890

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Re: Two-handed hammers, or "Teaching Goblins to Fly"
« Reply #2 on: February 20, 2011, 11:36:32 pm »

Well in one of my forts some invaders were shooting rabbits with bows that had enough force to send them flying. IT WAS HILARIOUS. Oh how I love the sight and thought of impaled rabbits flying across the sky.
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Ultimuh

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Re: Two-handed hammers, or "Teaching Goblins to Fly"
« Reply #3 on: February 21, 2011, 01:07:47 am »

Any way to mod the game to reinstate these awesome flying gobbos?
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Untelligent

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Re: Two-handed hammers, or "Teaching Goblins to Fly"
« Reply #4 on: February 21, 2011, 01:41:24 am »

Self = bronze colossus
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EmperorJon

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Re: Two-handed hammers, or "Teaching Goblins to Fly"
« Reply #5 on: February 21, 2011, 06:17:22 am »

Indeed. BCs will cause anything to fly and explode. They can explode your head by 'pinching'.
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sambojin

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Re: Two-handed hammers, or "Teaching Goblins to Fly"
« Reply #6 on: February 21, 2011, 08:12:49 am »

Modding up the weapon raws should also work. Bigger, faster hammers is an easy edit. Or maybe just change around the metal raws to make them denser, but I'll have to check (you'll need to carry around the heavier weapon all of a sudden). I'll have to try to see the breakpoint of actually getting things moving. They might end up becoming a bit "cutty" as a weapon, or just cause very nice injuries with out a goblin launch.

Maybe just editing yourself to be a bronze collosus is easier really. But super-sonic thunderhammers is cool if you can get it to work.
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Seriyu

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Re: Two-handed hammers, or "Teaching Goblins to Fly"
« Reply #7 on: February 22, 2011, 02:24:00 am »

I recall trying to get this to work with a weapon, and increasing the size of the weapon doesn't have enough of an effect to warrent the speed loss unfortunatly.

Brought an arenadwarf down to I think double digit speed and I think the opposing goblin may have flown a single tile, if that.  :-\

I'd love to hear how to get this to happen if anyone manages it.

Erkki

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Re: Two-handed hammers, or "Teaching Goblins to Fly"
« Reply #8 on: February 22, 2011, 04:29:37 am »

I recall trying to get this to work with a weapon, and increasing the size of the weapon doesn't have enough of an effect to warrent the speed loss unfortunatly.

Brought an arenadwarf down to I think double digit speed and I think the opposing goblin may have flown a single tile, if that.  :-\

I'd love to hear how to get this to happen if anyone manages it.

Just make a new weapon. Super-fast platinum war hammer. Name it Mjöllnir.  ;)
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3

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Re: Two-handed hammers, or "Teaching Goblins to Fly"
« Reply #9 on: February 22, 2011, 05:11:11 am »

I've tried making ludicrously large/fast weapons in the past, and it doesn't help much.
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Deadly Lamarr

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Re: Two-handed hammers, or "Teaching Goblins to Fly"
« Reply #10 on: February 22, 2011, 03:59:20 pm »

Just going to have to wait for magic, I guess.
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Shook

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Re: Two-handed hammers, or "Teaching Goblins to Fly"
« Reply #11 on: February 23, 2011, 11:32:28 am »

Perhaps there is some obscure formula for knockback? I mean, Toady's obviously going for quite a bit of realism in combat, so maybe the weapons are applying joules to the body or something. I'm gonna do some !!SCIENCE!! with this, and see if i can find any kind of correlation between dorf physics and reality. Somehow, i doubt it will happen, but hey.

Edit: Ok, it makes no sense to me. Swinging a 12,56 kg iron thunder-hammer at 120x velocity modifier should knock down a giant, but John McHuman only gets a broken rib. What gives?
« Last Edit: February 23, 2011, 11:47:23 am by Shook »
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noppa354

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Re: Two-handed hammers, or "Teaching Goblins to Fly"
« Reply #12 on: February 23, 2011, 09:33:44 pm »

if you want knockback you need a contact area large enough to hit every body part at once, massive velocity, for real just make every number as large as possible and whack something with it. hitting only the chest, you break ribs, hitting whole body, you fling em!
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UristMcDwarf

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Re: Two-handed hammers, or "Teaching Goblins to Fly"
« Reply #13 on: February 24, 2011, 08:11:07 am »

Perhaps there is some obscure formula for knockback? I mean, Toady's obviously going for quite a bit of realism in combat, so maybe the weapons are applying joules to the body or something. I'm gonna do some !!SCIENCE!! with this, and see if i can find any kind of correlation between dorf physics and reality. Somehow, i doubt it will happen, but hey.

Edit: Ok, it makes no sense to me. Swinging a 12,56 kg iron thunder-hammer at 120x velocity modifier should knock down a giant, but John McHuman only gets a broken rib. What gives?

You should draw it.  :P
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Shook

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Re: Two-handed hammers, or "Teaching Goblins to Fly"
« Reply #14 on: February 24, 2011, 10:17:13 am »

I HAVE ACHIEVED KNOCKBACK!... On a guineafowl.



Size 1500. The hammer is size 1600 and made of iron. A blow to the body sends it flying two urists away. Progress! However, i don't know if it's contact area, size or velocity that plays the dominant role. I guess i'll just have to experiment, then. I did try kicking the bird, and it remained stationary, so i believe the weapon does play a role here.

@Urist: Maybe i should. :U

Edit: OK, speed plays a role, that's for sure. However, multiplying speed by 10 made it fly 9 urists as opposed to 2, which is a bit odd. I shall keep !!SCIENCE!!'ing.

Second edit: So apparently, the relation between your size and the weapon's minimum size matters. If you're not much bigger, don't expect a lot of knockback, but on the other hand, if you're much bigger, you can send people flying. The difference? Well, John McHammer is size 70000. If the minimum size is 10000, he can send a guineafowl several urists away. If it's 70000, he's struggling to bash it one urist away. yes i'm going to keep using urists as a measure for length
So in theory, setting minimum size really low would give a weapon significant knockback power. I MUST TEST IT.

Third edit: Correction, minimum size is irrelevant. Two-handed size, however, isn't.

¯\(°_o)/¯

All in all, very inconclusive so far.
« Last Edit: February 24, 2011, 11:49:06 am by Shook »
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Twitter i guess
also deviantART page
Quote from: Girlinhat
It may be worthwhile to have the babies fall into ring of fortifications or windows, to prevent anyone from catching and saving them.
Quote
[01:27] <Octomobile> MMM THATS GOOD FIST BUTTER
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