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Author Topic: procedutally generated weapons...and cats.  (Read 3813 times)

antymattar

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procedutally generated weapons...and cats.
« on: May 11, 2011, 06:35:55 am »

soithought it would be nice to have (it should be possible to also not have) procedurally generated weapons. like during worldgen.i  think that in verry rare cases, dwarves who are weaponsmiths and have a moodshould be able tocrate a procedural weapon. What do you think about the concept?

where do cats come in? i think it would be interesting that if a dwarf had a pet like,say, a cat,then he might name it after the cat. :P

blizzerd

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Re: procedutally generated weapons...and cats.
« Reply #1 on: May 11, 2011, 07:10:50 am »

i think you mean weapon types right?

like a blabbercunt, a weapon made from a metal bar with edge of X and blunt of Y, size of Z etc etc and a skill assigned to it (for example axe skill, or maybe a unique "blabbercunt" skill depending on how you handle the problem)

then a fort can make blabbercunts, and they could be used by the forts military
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antymattar

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Re: procedutally generated weapons...and cats.
« Reply #2 on: May 11, 2011, 07:19:01 am »

yes! You get a cookie!  8)

Urist McArmok

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Re: procedutally generated weapons...and cats.
« Reply #3 on: May 11, 2011, 07:32:33 am »

This would be pretty interesting, actually. Each culture/civ/settlement could make its own variations on basic weapon types based on its basic "personality" and needs. Goblins, for example, could have crude, barbed and sharpened sticks for spears. Elven axes would be essentially clubs/artwork. Dwarves could have different types of crossbows for different purposes.

Supported fully.
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Funk

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Re: procedutally generated weapons...and cats.
« Reply #4 on: May 11, 2011, 10:23:58 am »

if the weapon is broken up in to parts e.g.
Code: [Select]
[COMPONENT:POMMEL1]
   [SIZE:20]
   [WOOD][METAL]
   [ATTACK:BLUNT: MISC_WEAPON:100:1000:strike:strikes:pommel:1000]
[SOCKET:BLADE]
[DESCRIPTION:the pommel is shaped like a Brazil-nut]
[WOOD] [METAL][BONE]
(the idead for brakeing weapon down to parts go's to Max White)
 a weapon can be build from a range of parts i.e. swords can use Alfred Geibig Sword Typology and Oakeshott Sword Typology  or some other Typology.

every part need to add a line to the weapons description,to do so every part need a simple tag [DESCRIPTION:ponity blade]
with every part haveing its own there own [DESCRIPTION] tag and Rarity i.e.

Code: [Select]
[WEAPON:ITEM_WEAPON_SWORD_SHORT]
         [COMPONENT:POMMEL1:COMMON]
         [COMPONENT:POMMEL2:COMMON]
         [COMPONENT:GRIP_1HAND:COMMON]
         [COMPONENT:BLADE_SHORT:COMMON]
         [COMPONENT:BLADE_SHORT_CURVING:UNCOMMON]

only rarely will a short sword have a curving blade, and it description will say that this short sword has one.

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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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irmo

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Re: procedutally generated weapons...and cats.
« Reply #5 on: May 11, 2011, 11:41:33 am »

I'm not sure this makes sense. "Here's an axe head on a chain. I invented it and now they are the standard weapon of our civilization because I said so." Weapons are tools; they're designed to serve a purpose.
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loose nut

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Re: procedutally generated weapons...and cats.
« Reply #6 on: May 11, 2011, 11:51:54 am »

Specifically, weapons are designed to defeat enemies. Which could open up some weird possibilities, since DF has some very weird enemies.

Also, weapons are designed to work with available materials – a civ that only has access to copper is going to have very different weapons than a civ with steel.
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Mckee

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Re: procedutally generated weapons...and cats.
« Reply #7 on: May 11, 2011, 01:34:28 pm »

For example: Ancient greek tactics and weapons as opposed to late medieval weaponry.
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Starmantis

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Re: procedutally generated weapons...and cats.
« Reply #8 on: May 11, 2011, 02:29:49 pm »

I quite like this idea, would add more variety to the world
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Urist McArmok

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Re: procedutally generated weapons...and cats.
« Reply #9 on: May 11, 2011, 04:34:25 pm »

I'm not sure this makes sense. "Here's an axe head on a chain. I invented it and now they are the standard weapon of our civilization because I said so." Weapons are tools; they're designed to serve a purpose.

Perhaps it became a standard weapon because it was an effective weapon during worldgen battles?
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IT 000

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Re: procedutally generated weapons...and cats.
« Reply #10 on: May 11, 2011, 06:25:06 pm »

I really like this idea.

The only thing wrong I could see happening is odd weapons. Such as a sword that breaks the sound barrier, or a spear that has the penetration of a barrel.

Perhaps we could have a specific raw file designed for randomly generated weapons. It would just hold a bunch of attacks. When a randomly generated weapon is made, it randomly picks a name, and a number of attacks from the raws. This way the weapons can be within reason.
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Fidna

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Re: procedutally generated weapons...and cats.
« Reply #11 on: May 11, 2011, 06:49:03 pm »

I really like the idea posited in Funk's post, though I don't think component types should be 'common' and 'uncommon' like in the entities files currently, but rather done in ratios.
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antymattar

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Re: procedutally generated weapons...and cats.
« Reply #12 on: May 12, 2011, 01:25:29 am »

I really like this idea.

The only thing wrong I could see happening is odd weapons. Such as a sword that breaks the sound barrier, or a spear that has the penetration of a barrel.

Perhaps we could have a specific raw file designed for randomly generated weapons. It would just hold a bunch of attacks. When a randomly generated weapon is made, it randomly picks a name, and a number of attacks from the raws. This way the weapons can be within reason.
exactly. Also a 'spear' with the penetration of a barrel already exists:



also: axehead to a chain is a really cool idea. It would be like a flail except it has more of a chance to slash!

sockless

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Re: procedutally generated weapons...and cats.
« Reply #13 on: May 12, 2011, 03:48:21 am »

Well, to be historically correct, the most common dedicated weapon of DF times and around that vague medieval/viking/roman time period, was the spear. This is because they are cheap and don't require much metal and time to make. Most other weapons were re-used farm implements. This even applies to the Vikings, who's axes were actually just woodcutting axes and swords weren't very common, but they did use these machete like things, which were also used on farms.

I think that maybe procedural descriptions should be made, like how it is for dwarves. It would be mostly cosmetic, maybe a slight performance difference in different areas.
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antymattar

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Re: procedutally generated weapons...and cats.
« Reply #14 on: May 12, 2011, 10:52:15 am »

why kight? Yes it would mostly be cosmetic but other than that its an interesting thing.

This is a tinglaar! It is a curved sword-like weapon with curved spikes on the side.
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