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Author Topic: Sizes of Tools, Weapons, etc. built should scale to the creatures building them.  (Read 1067 times)

Bohandas

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I think that it would make sense for the sizes of the weapons, tools, clothing, and armor built by a civilization should be automatically scaled up or down according to the average size of the creatures producing them.(While this has been implemented to a limited extent with armor, it would be nice for it to be implemented with weapons too, and for the armor implementation to be polished up a bit (no pun intended))

This could be accomplished by adding a token to weapon, armor, etc., raws stating what size of creature the item is designed for as written. Then, at the beginning of world generation, the size of each civilization's items* would be set as the default item size, multiplied by the quotient of the average creature size (as defined in the creature raws) of that civilization's members divided by the intended creature size stated in the item definition.
(If the new token were omitted, the item would then always be produced in its default size, just as things are handled now)

*As well as sizes of creature that the item is usable by and size-derived calculations such as item weight.



Edit: changed title from "Sizes of Armor, Weapons, etc. built should scale to the creatures building them." to "Sizes of Tools, Weapons, etc. built should scale to the creatures building them." so that the fact that armor does scale to a limited degree would not lead to the assumption that this entire idea has already been implemented. Added parenthetical note in first paragraph
« Last Edit: February 25, 2011, 06:28:43 pm by Bohandas »
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Granite26

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I think that it would make sense for the sizes of the weapons, tools, clothing, and armor built by a civilization should be automatically scaled up or down according to the average size of the creatures producing them.

This could be accomplished by adding a token to weapon, armor, etc., raws stating what size of creature the item is designed for as written. Then, at the beginning of world generation, the size of each civilization's items* would be set as the default item size, multiplied by the quotient of the average creature size (as defined in the creature raws) of that civilization's members divided by the intended creature size stated in the item definition.
(If the new token were omitted, the item would then always be produced in its default size, just as things are handled now)




*As well as sizes of creature that the item is usable by and size-derived calculations such as item weight.

How is this different from how it works now?

Sowelu

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Pretty sure this already happens.
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Bohandas

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I think that it would make sense for the sizes of the weapons, tools, clothing, and armor built by a civilization should be automatically scaled up or down according to the average size of the creatures producing them.

This could be accomplished by adding a token to weapon, armor, etc., raws stating what size of creature the item is designed for as written. Then, at the beginning of world generation, the size of each civilization's items* would be set as the default item size, multiplied by the quotient of the average creature size (as defined in the creature raws) of that civilization's members divided by the intended creature size stated in the item definition.
(If the new token were omitted, the item would then always be produced in its default size, just as things are handled now)




*As well as sizes of creature that the item is usable by and size-derived calculations such as item weight.

How is this different from how it works now?

Weapons and tools currently have a fixed size, for example, a cauldron is always
[SIZE:4000] and a whip is always [SIZE:100] (and can only be wielded by a creature of at least [MINIMUM_SIZE:22500]). This suggestion would make those sizes and size requirements scale to the creatures building them.

Additionally, while armor does scale to creature size to some extent, the way that it is abstracted causes it to always use the same amount of materials to build, (and to weigh the same, IIRC) no matter whether it is SMALL or LARGE or normal.
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Granite26

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So you're saying, use 3ed D&D weapon scaling techniques, where a hobbit long sword is a human short sword is an ogre dagger?

NW_Kohaku

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I did this back in 31.12, so I may be incorrect about this in the current version, but I did a quick mod as an experiment where I made positively huge dwarves so that I could send in untrained dwarven wrestlers into the HFS and see if I could wall off the HFS and stop any more clowns from spawning. 

When I did this, my dwarves were reduced to a crawl because even though their strength was proportionate, the amount of slowdown based upon the mass of their items was not based upon proportionality.  And my dwarves were wearing 20-ton pig tail socks. 

I had them make an axe, and it wound up weighing 65 tons (but still only took the normal number of bars).

These things are completely proportionate to the race making it.
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Bohandas

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I did this back in 31.12, so I may be incorrect about this in the current version, but I did a quick mod as an experiment where I made positively huge dwarves so that I could send in untrained dwarven wrestlers into the HFS and see if I could wall off the HFS and stop any more clowns from spawning. 

When I did this, my dwarves were reduced to a crawl because even though their strength was proportionate, the amount of slowdown based upon the mass of their items was not based upon proportionality.  And my dwarves were wearing 20-ton pig tail socks. 

I had them make an axe, and it wound up weighing 65 tons (but still only took the normal number of bars).

These things are completely proportionate to the race making it.

Question: Did the axe's damage scale in accordance? And did its size requirements scale in accordance?
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NW_Kohaku

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It didn't really say, it was just in-game.  I didn't use any sort of hack utilities to find out things like how much damage it was doing, and there is no in-game indication of whether a smaller creature could or could not carry it.  Besides, carrying anything, even basic clothing, weighted my dwarves down so severely as to make them nearly useless unless I ordered them to strip naked.

My pet Moo Moo Cows of Armok did most of the damage, since they were so much faster and more numerous than my dwarves were, and were set to be the same size and consistency as the dwarves.

I can put the save up on DFFD if you really want, though.
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Bohandas

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Oh, and also, I probably should have mentioned that for the purposes that I want to use this for, it is more important that item sizes scale down than it is that they scale up...
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