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Author Topic: Complete Weapons Database  (Read 10586 times)

SirHoneyBadger

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Complete Weapons Database
« on: April 07, 2011, 02:25:35 am »

Here is a (atleast more) complete list of weapons, dating from around the period of Alexander the Great, and in some cases earlier, until very roughly 1700.

The geographical range is from the Scandinavian, Norwegian, and Scottish "Viking" areas, south very slightly into the Islamic/Arabic coastal areas of northern Africa, and the Middle East, and east through India, and perhaps slightly beyond.

There are no gunpowder weapons, and few mechanical weapons, other than crossbows, and while not everything here was invented before 1400 AD, nothing is included which would be beyond the general tech levels of the game.


The list of weapons is very nearly complete (although there are a lot of materials-dependant weapons I plan on adding--bone spears, stone axes, shillelaghs, and etc. that I haven't finished, as of yet), and I've done a ton of research on these, but the balance and implementation is very far from done, and there are a few here that are listed incorrectly as the wrong weapons. I'll correct

Mainly, this is meant as a head start for anyone wishing to add more weapons to the game, by getting much of the grunge-work of doing so, over with, for most concievably appropriate weapons to be found in a "generic" Medieval Western--based fantasy. Eventually, I plan to add descriptions of each weapon, and to finish balancing everything out (which probably won't be done before Toady One is done with most or all of the combat system in the game), but for now I just wanted to get this posted, for anyone else out there who might find this to be useful.

Here is a reasonably complete list of forgeable, metal-based weapons, dating from around the period of Alexander the Great, and in some cases earlier, until very roughly 1700.

The geographical range is from the Scandinavian, Norwegian, and Scottish "Viking" areas, south very slightly into the Islamic/Arabic coastal areas of northern Africa, and the Middle East, and east through India, and perhaps slightly beyond.

There are no gunpowder weapons, and few mechanical weapons, other than crossbows, and while not everything here was invented before 1400 AD, nothing is included which would be beyond the general tech levels of the game.

This isn't meant to be so much a pure mod, as it is a resource to help give other efforts a head start. With a few exceptions, everything here is easily found in Wikipedia, and I also plan to add descriptions, and rebalance everything as the combat arc becomes more complete.
« Last Edit: April 07, 2011, 02:29:55 am by SirHoneyBadger »
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SirHoneyBadger

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Axes/Hammers
« Reply #1 on: April 07, 2011, 02:26:34 am »

Axes:

Spoiler (click to show/hide)

Note: If a dorf can chop down a tree with it on a regular basis without ruining the edge, it's an axe. No, I've never chopped down a tree with a cleaver before, but I have chopped one down with a kukri knife. Yes, that makes me an expert.  :P

Hammers:

Spoiler (click to show/hide)
« Last Edit: April 07, 2011, 04:26:43 am by SirHoneyBadger »
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SirHoneyBadger

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Spears/Pikes
« Reply #2 on: April 07, 2011, 02:27:48 am »

Spears:

Spoiler (click to show/hide)

Pikes:

Spoiler (click to show/hide)

Note: Where a spear becomes a pike in DF is guesswork at best, but I base the distinction here on my own martial arts training and experience with how an English quarterstaff might be employed, Robin Hood style, and methods for wielding a halberd, as a vague basis for pike fighting, opposed to the differing techniques for wielding a Chinese qiang, and light spears in general, and then trying futilely to match weapons to each of those.

Yeah, it doesn't really make a hell of a lot of sense to me either, but it's the closest I've gotten so far.
« Last Edit: April 07, 2011, 04:29:04 am by SirHoneyBadger »
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SirHoneyBadger

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Maces/Mining Tools
« Reply #3 on: April 07, 2011, 02:28:48 am »

Maces:

Spoiler (click to show/hide)

Mining (Picks):

Spoiler (click to show/hide)

This is for variety, but I also plan to mod the more weaponized picks to be much more resource-intensive to manufacture.
« Last Edit: April 07, 2011, 04:31:10 am by SirHoneyBadger »
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SirHoneyBadger

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Whips/Ranged
« Reply #4 on: April 07, 2011, 02:29:04 am »

Whips:

Spoiler (click to show/hide)

Ranged (Various):

Spoiler (click to show/hide)

Quick note: I've got an idea to require crossbow-weapons (and a few others) be built in seige workshops, and require mechanisms. I'm certain I'm not the first person to come up with that, and I'm shakey on how it might work, but it seems like it might be a partial solution to the current overpoweredness of the crossbow.
« Last Edit: April 07, 2011, 04:13:27 am by SirHoneyBadger »
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SirHoneyBadger

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Swords
« Reply #5 on: April 07, 2011, 02:38:45 am »

Swords:

Spoiler (click to show/hide)
« Last Edit: April 07, 2011, 03:15:21 am by SirHoneyBadger »
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SirHoneyBadger

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Daggers
« Reply #6 on: April 07, 2011, 02:46:12 am »

Daggers:

Spoiler (click to show/hide)
« Last Edit: April 07, 2011, 03:16:35 am by SirHoneyBadger »
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SirHoneyBadger

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Training Weapons
« Reply #7 on: April 07, 2011, 02:47:04 am »

Training: Currently a placeholder, I plan to expand this, and make it a lot more interesting. Lead will be involved, which should make lead more valuable.

[ITEM_WEAPON:ITEM_WEAPON_AXE_TRAINING]
[NAME:training axe:training axes]
[SIZE:800]
[SKILL:AXE]
[TWO_HANDED:47500]
[MINIMUM_SIZE:42500]
[MATERIAL_SIZE:4]
[ATTACK:BLUNT:30000:6000:hack:hacks:NO_SUB:1250]
[ATTACK:BLUNT:30000:6000:slap:slaps:flat:1250]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]
[TRAINING]

[ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]
[NAME:training sword:training swords]
[SIZE:300]
[SKILL:SWORD]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:20000:4000:slash:slashes:NO_SUB:1250]
[ATTACK:BLUNT:50:2000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:20000:4000:slap:slaps:flat:1250]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]
[TRAINING]

[ITEM_WEAPON:ITEM_WEAPON_SPEAR_TRAINING]
[NAME:training spear:training spears]
[SIZE:400]
[SKILL:SPEAR]
[TWO_HANDED:47500]
[MINIMUM_SIZE:42500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:200:10000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:10000:6000:bash:bashes:shaft:1250]
[TRAINING]
« Last Edit: April 07, 2011, 04:14:31 am by SirHoneyBadger »
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SirHoneyBadger

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Re: Complete Weapons Database
« Reply #8 on: April 07, 2011, 02:47:33 am »

Reserved for future expansion.
« Last Edit: April 07, 2011, 03:17:24 am by SirHoneyBadger »
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SirHoneyBadger

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Suggestions for Mountain (Dwarf) Civilization:
« Reply #9 on: April 07, 2011, 02:50:59 am »

This is a suggested list of weapons forgeable by our dwarfs in the game, that is (relatively) current to my mod. It seems obvious that a lot of crossover would be inevitable, but I'm pretty confident that there is enough variety here to allow for completeness, while retaining a unique feel. This should make trading a little more interesting, as well, since you could import and utilize exotic weapons from other civs, that your dwarfs are initially unfamiliar with. 

Spoiler (click to show/hide)
« Last Edit: May 11, 2011, 03:10:20 am by SirHoneyBadger »
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SirHoneyBadger

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Suggestions for Goblin Civ:
« Reply #10 on: April 07, 2011, 02:51:17 am »

Suggestions for Goblins: This will include weapons from (roughly) Egypt, Arabia, Persia, the Middle East, and India.

Current (Mod):

Spoiler (click to show/hide)
« Last Edit: May 11, 2011, 03:12:51 am by SirHoneyBadger »
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SirHoneyBadger

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Suggestion for Kobold Civ.
« Reply #11 on: April 07, 2011, 02:51:36 am »

Suggestions for Kobolds. I'm eventually going to create kobolds separate weapons based on south east asia, malaysia, indonesia, etc. but for now they atleast get a slight expansion:

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« Last Edit: May 11, 2011, 03:15:07 am by SirHoneyBadger »
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SirHoneyBadger

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Suggestions for Human Civ/Animal Men Civ.
« Reply #12 on: April 07, 2011, 02:51:59 am »

Suggestions for Animal Men: Feel free to read these as suggestions for Human civs (when I list them). I'm removing humans from my mod, and replacing with various animal men. Their weapons will come from various specific European sources, while dwarfs will retain more "generic" English names, just to help increase interest a bit.
« Last Edit: April 07, 2011, 03:57:47 am by SirHoneyBadger »
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SirHoneyBadger

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Suggestions for Elven Civilization
« Reply #13 on: April 07, 2011, 02:52:18 am »

Suggestions for Elves: So far, I'm probably going with specifically Japanese weapons here...eventually.
The variety should be fine, without going overboard. It will be interesting for me to come up with a source for elven katanas etc., considering their lack of actual metal. Hopefully, the new materials and the unique cultural traits of DF elves will counterbalance any feeling of samurai oversaturation.

...Dwarf sushi, anyone?   

For now, though, they get an expansion of more or less unique weapons that I hadn't assigned elsewhere yet.

Spoiler (click to show/hide)
« Last Edit: May 11, 2011, 03:36:39 am by SirHoneyBadger »
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SirHoneyBadger

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Suggestions for Primitive Civs:
« Reply #14 on: April 07, 2011, 02:52:47 am »

This will be a bit more vague, but I intend it to include little flashes of uniqueness for everything from cyclopes through troglodytes. I plan to elevate animalmen quite a bit in my mod, in terms of forging ability, and so to replace them at the "primitive civ" level, I hope to add a few more species from world mythology.

Spoiler (click to show/hide)
« Last Edit: May 11, 2011, 03:45:52 am by SirHoneyBadger »
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