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Messages - SirHoneyBadger

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1
DF Modding / Re: The Ark Project - Help Wanted
« on: February 12, 2017, 10:10:03 am »
Oh yeah...I think you're probably right, Putnam.

Well, in a way that's good, because we still ended up with lots of new animals.


2
DF Modding / Re: The Ark Project - Help Wanted
« on: February 02, 2017, 02:06:40 am »
I might just have to Frankenstein it, then. There's plenty of good information here that can be recycled...

Apparently, there were technical issues that caused work on it to be halted, "temporarily", while the game itself was being updated. Between then and now, lack of anything to work on, or to actively support; caused the project to wither on the vine.

Does anyone happen to know if those original problems were ever addressed, whatever they were?

As far as necroing goes, although it can be annoying when people dredge up old forgotten arguments that have no real bearing on current events; it's not always a universally-terrible practice, and it can actually have a lot of benefits.

In part, it helps keep these boards from becoming ever more cluttered, while preserving still-pertinent comments and perspectives. In the case of mods, of course, it keeps intact all the time, hard work, and creativity that have been put into such a project. Particularly, such an enormous and potentially-useful
resource as this mod is. It would be a shame to just waste it...


3
DF Suggestions / Request for skill modding, please!
« on: January 30, 2017, 08:30:03 pm »
I'd like to request the ability to mod in new skills,
that could either be linked to weapons, or to specific tasks.

I'd be happy with just the ability to divide up the current skill categories into new weapon-skills,
linked to specific groups of weapons.
(I suspect that would likely be easier, and less prone-to-bugginess, and that's mainly what
I personally want to be able to add, for now anyway.)

but I think it would be FUN, and foster a lot of creativity, if there were also the ability to add new
skills, in general, if that wouldn't become a nightmare! 

If that's not doable, then I would at least like to request the following new weapon skill categories,
please,
for FUN and terror!

(Man = Dwarf, obviously!)

(Sword, separated into:)
Short Sword/Shortswordsman       
Arming Sword/Armingswordsman  <---one handed swords
Bastard Sword/Bastardswordsman   <---"hand and a half" swords
Two-Handed Sword/Greatswordsman
Saber/Saberman                                 <---slashing swords
Dueling Sword/Duelingman                <---rapiers, foils, katanas, etc.

Daggers/Daggerman                      <---the martial use of dagger weapons in duels, for thrusting and parrying, separated from knives (knife/knife user), which are balanced and weighted differently, and are more for slashing and general-purpose use. Compare a stilleto, a kris, or a main-gauche (daggers) to a Bowie knife, a folding knife, or a kukri (knives)

Staves/Staffman <---quarterstaff, as well as clubs, truncheons, batons, shillelaghs, and other club weapons, which are used differently from maces.

Glaives/Glaiveman <---Halberds, glaives, bardiches, etc. Separate from Pikes, Spears, and Staves

Flails/Flailman <---for flails and ball-and-chain weapons heavier than a whip or a scourge.

Fist/Fistman <---For "fist" weapons such as iron claws, brass knuckles, weaponized gauntlets, and the like.

Slings/Slingman <---For slingshot weapons


These last two might not strictly be necessary, but I think they would be appropriate,
and very nice to have. It's not just the size and weight of large weapons that makes a
difference. Two-handed weapons use different skills and techniques, and they have
different balances, and reaches, that add up to a much different set of skills, and
muscle-training, to use effectively in combat.

Choppers/Chopperman <---For heavy hacking/hewing/chopping weapons, rusty cleavers, etc. This is to allow the separation of massive, often two-handed axes (bipennis, Danish axe, doloire, tabar zin) from smaller and handier axes (hatchet, tomahawk, francisca, war axe), while also allowing the tracking of skill with the huge weapons used by giants and ogres.

Crushers/Crusherman <---For mauls and other massive clubs, hammers, maces, etc. Like Choppers, only blunt and bash-ey smash-ey.


I think that covers most-everything, sufficiently.

Thank you!

4
DF Modding / Re: The Ark Project - Help Wanted
« on: January 30, 2017, 07:17:41 pm »
(Call me Mr Necromancer!)

If I haven't said so before, I just want to mention that you're welcome to use anything you want from my Multitudinous Vermin postings, on the Forum, for the Ark Project. I think there's a few couple thousand different Vermin-type animals on there, and some others as well.
I'm not sure how many... Lots! They're not finished, but a lot of the set-up work has already been accomplished.
 

5
They're definitely worth reading, Alev!

6
I love Threetoe's stories. I always look forward to them!--They're insightful, interesting, memorable, and deep.

THANK YOU!!!

Zach, you're really VERY talented! Have you ever thought of writing, on a professional level? I'd call your stories here already at least semi-professional, as it is. I think that you could easily write a book, or an anthology, or even just publish the stories here, that you've already written.

It would be very nice to have them, in book-form. I'd buy that book! And, it might bring more people into Dwarf Fortress, if your writing had a wider circulation. I love that they're free, in digital form--don't get me wrong--but, to me, physical books are special. The look of them, the ease of reading, the feel, even the smell of books--as weird as that sounds--they all add to the experience.

Plus, like I said, you've really got the chops to write professionally, and I think you'd find a welcoming audience.

7
DF Suggestions / Re: Elf/Human/Goblin Fortress
« on: March 15, 2013, 10:14:05 pm »
CaptainLambcake is right. Humans are dull.

You're all so god-damned DULL!

 >:(

8
I've been thinking about armour coverage, and I'd like some feedback, if anyone would be so kind:

Ideally, I'd like armour/clothing to consist of a series of up to 7 total layers. Yes, I know that's a lot, but hear me out.

The layers would consist of the following:
Undergarments--These would cover the chest, shoulders, armpits, belly, and thighs, so maybe 60%

Padding (soft leather, or tough woven cloth, possibly silk)--Everything but the head and neck, so 90%

Stiff, boiled leather backing--Shoulders, upper torso, belly, thighs, but less so than undergarments, so 50%. This could also consist of boiled leather combined with many layers of silk, for more comfortable, but much more expensive, armour. 

Leather armour would basically stop on this layer.

maille--This would consist of shoulders, armpits, front and back neck, top and back of head, chest, thighs, calves.  75%

Maille armour would basically stop here, but there would be the possibility of heavier double-maille.

Things like studded leather, scale armour, etc. would also stop here, but have different coverage and qualities.

Plate pieces--These could be made to cover everything but the eyes, the neck, the inside elbows, the backs of the knees, and the armpits, so up to 90%, but there should be many individual pieces that all have to be forged separately, and tailored to fit, and it should be rare to have a complete set of plate, because of the high skill of the armourer, the necessary tailoring and fitting, and the hideous expense (equivalent to buying a nice mid-price house today, at minimum).

Plate Adornments--These are attachments and accessories to the plate pieces, and would consist of things like rondels (circular plate pieces covering areas like the heart, elbows, etc.), besajews (special shaped rondels covering the armpits), and poleyns (additional plate protection for the knees). Some helmets may also have an additional plate layer. These would cover no more than 20%. Additionally, jousting armour could have several pieces designed to ablate off upon being hit, and these would also be located on the adornment layer. 

Outer garments--These would be things like tabards, to show the wearer's allegiance, cloaks, fur coats, and woven cloth greatcoats, for greater arrow protection, and protection from the elements, in extreme cold.

These layers would allow the realistic creation of just about any possible historical armour. The eyes would always be completely vulnerable, however, and the neck, armpits, the inside elbows, and the backs of the knees would always be weak points.

Armour should also really be species-specific (as should clothing!), atleast because of tailoring problems and cultural differences, but ofcourse, a horse, an ogre, and a dragon all have vastly different body shapes.

9
DF General Discussion / Re: Wear Something DF-ish Day 2013: August 8
« on: March 01, 2013, 01:40:20 am »
I'm wearing the traditional dwarfish colours: Brown with plaid and a beard.

10
DF Suggestions / Re: Total Interface Overhaul (now with sparkles)
« on: February 27, 2013, 10:49:06 am »
Apologies if this has been suggested, I haven't read the entire thread.

One non-graphical item that is already in the game that could be spread to other menus is the way we can narrow the work order list by typing in part of the name (e.g. throne, copper, bone, etc.). If this were possible in the corpse and animal lists, for instance, then that would be helpful.

I'm not sure if it has been, either (I think it probably has...), but yes, that would be really nice to be able to type "toy steel anvil", instead of having to hunt for it, so it's a good idea.

11

Actually a low and wide stance with good balance slows you down, you can spring into movement faster with a less steadfast stance but you might be toppled easier by sweeps or whatever.



I was agreeing with you about the ability of a creature in balance to "spring into movement", Helarl ("springing into movement" would seem to mean "acting and reacting") and I'm not saying you're wrong about the bigger creatures, but I'd like to see some real evidence of that, because mass and momentum seem like they would be factors, as would the overall design of a being's body structure.

Strength and coordination may not be relative.

Pound-for-pound, smaller creatures are often much stronger, more agile, and more coordinated than large creatures, because it seems they have to be, in order to survive.

If an elephant weighed the same as a house cat, it would be considerably less strong, agile, or coordinated than the cat, because a lot of it's bodily structure needs to be dedicated to just supporting it's great mass, and that great mass causes great stress on it's body, every time the elephant moves. To compensate, it has less bones (at 140, compared to the housecat's 230), meaning less moving parts, and less places for muscles to attach to, and to work against.


Even with an very pointy sword you will not be able to go around piercing all of the knights.


I'm not sure why not? You'd only try to pierce through the plate itself as an absolute last resort, ofcourse. You'd damage the armour, if possible, and either find or make a weak spot, then shove the point in.

Your own quote supports that, so I don't know why you're arguing against it?

It's not always going to be easy, which is why plate was popular in the first place, despite costing as much as house, but every suit of armour still has those mentioned gaps and joints. The article just says that thrusts through the armour itself don't always work, not against the weak spots it goes on to mention, which is exactly what such swords were designed to access.

These also weren't enormous swords, either. They were long, but didn't need to be massive, just very strong, which takes high quality steel. Including the handle, they were maybe 4-5 feet long, and included a particularly long grip, a wide, very sturdy metal crossguard (for hooking your opponent or hammering their helmet), and a thick but narrow, not very sharp if sharpened at all (sharpness weakened the sword, would mean nothing against plate, and razor sharpness would just cut your hand when you grabbed the blade--grabbing the blade was referred to as "half-swording", by the way), blade that came to a nasty point, which would be sharpened, the last few inches only.   

Ofcourse, knocking the other guy off his feet would work against even the finest dwarfen plate. Then you'd just need to step on him, keep him down, and ask leading questions about how much he might be worth for ransom.

12
DF Suggestions / Re: Mercenarys
« on: February 27, 2013, 12:30:24 am »
In a way, it's possible to mod this in, already.

You could, in the same way that elves bring caged animals, purchase "caged" mercenaries from different entities. These could be whatever you want them to be, and they could, hypothetically, become active members of your Fortress.

The main part that I'm not sure about is how exactly they would interact with your dwarfs, so that would take some thought, but I'm pretty confident that it's possible to mod in "mail-order-mercs" in this manner.

 

13
Kinesthetic sense includes depth perception, as well, I believe. I should have included that too, really, but the idea is that they be two separately tracked skills--depth perception is important when using a sword or a spear, by the way, not just when aiming a ranged weapon (which might have been why Odin needed a magic spear that never missed it's target--his own targeting had been compromised).

So, you could have depth perception, as a skill, with 2 eyed characters; plain sight, as an ability, which cyclopes would still have;
and proprioception (sorry, see above post), which everyone would have, but that might be trained extensively, as a skill, when "blind-fighting".

Actually, the more I read about it (it was really late last night, when I stumbled upon the concept), proprioception wouldn't necessarily include the awareness of others around you, so it may not be what the game would use to track whether someone's sneaking up behind you, or how well you would respond to being flanked.

That would be situational awareness, which is also important, as it tracks both others/objects entering your personal space (and how fast), and other environmental elements, with respect to both time, and space.

Situational awareness would be the mental skill which would go hand-in-hand with the physical skill of dodging, and it would also be the skill used for shooting at a moving target, and the "trainable skill" part of a being's reflexes and reaction-time.

You could even add body awareness, as a skill that measure how aware a dwarf is of their overall sensitivity to their own health and condition (as opposed to the diagnostician skill), which might seem like an obvious thing, but considering the suicidal nature of dwarfs, the appearance in the game of beings that go berserk, as well as the presence of syndromes and poisons, it might be a very useful skill, that would govern at what point a dwarf begins to realize they are in danger, and to make the judgement that it's time to take steps to put themselves out of danger.

This would directly work against the emotion of fear, although that may sound at first counter-intuitive, because it would allow the dwarf, etc. to make rational assessments, rather than just react on a primitive level, to fear stimuli.

This would lead to pain tolerance, as an inherent ability, and pain conditioning--training to increase a being's ability to endure pain, and in particular, to continue making rational, logical decisions, while under duress--as a skill.

Drifting further from the topic: Fear could be a measured condition as well, and really should be, I think. Courage could be the inherent ability to resist fear, with bravery as the skill to increase that resistance, and discipline being a skill that, in part, increases resistance to fear, while in a disciplined squad.

To take it back to the topic: discipline could also measure the "balance" of a group, while in formation, and the ability to remain in an effective formation. It could also measure a being's ability to stay on guard, while tired, and not be distracted by pain, worry, or other factors (and even the ability to awaken quickly and alertly, when there's a danger).

Also, fighting a group does use different techniques than fighting an individual. I'm not just quoting 'Princess Bride', either, I've been jumped a few times in my misspent youth, by both individuals, and by up to 7 people at a time, and you do have to fight differently, and react differently.

It's a different skill, and one that dwarfs would need, since they're short enough to already be at a disadvantage in group-fighting, and they have low numbers, so fighting groups is just something that would naturally happen.

A group, unless trained to fight together, reacts more slowly, with less balance (they get in each other's way, which, in addition to my own training, saved me), so there should additionally be a tracker for squads, and how used they are to fighting together.

That would leave us with:

Depth perception:
Spoiler (click to show/hide)

Proprioception:
Spoiler (click to show/hide)

Situational Awareness:
Spoiler (click to show/hide)

Body Awareness:
Spoiler (click to show/hide)

Group Fighting:
Spoiler (click to show/hide)

and Tactics:
Spoiler (click to show/hide)

Along with:
Balance,
Concentration,
Stress,
and Discipline.

Possibly also:
Center of gravity,
Reflexes,
Fear,
Courage
and Sight (Visual Acuity? I think it would be truly awesome if DF actually tracked whether our dwarfs possessed 20/20 vision.), as abilities and conditions that these skills work upon.


NW_Kohaku: I'm not certain I understand the problem with the bridges, other than support arches not possessing brains, complex or otherwise. 

I'm guessing it has to do with the idea that different bridges designed to span different gulfs would require different means of support, but that's just a guess.


Helarl: It's harder to get a big body to start moving, that's absolutely true, and a good point, but once you do, it's also harder to get it to stop moving, as well, and harder for a big body to recover.
Better balance equaling slower movement and less ability to react is another good point, too.

Hammers, war picks, and spiked maces and flails were great for foiling plate, even axes could do a good job, but they weren't as versatile as a sword, and not as good in single combat, or for parrying.

It's interesting (to me, anyway) how different swords (and arguably maces, see below) really were, in terms of culture and origin, than almost any other weapon.

There were almost never any straight swords that were real tools (The flensing knife, and the hunting sword are the only exceptions I can think of, both designed for killing/butchering, and you could maybe make an argument for the pool-cue--I don't count machetes and the like, because they really grew out of the desire for a tool that combined the versatility of a knife, with the power of an axe--There could have never been a single battle, ever, and a pacifistic culture might still have invented the machete in roughly the same amount of time), and almost every other weapon grew out of a tool, from poignards to flails to pole-arms.

I think swords grew from sickles, although my dad thinks they were always weapons, and grew out of clubs, which is quite reasonable. I just disagree.

Maces are another exception, but they were culturally more of a symbol of power (atleast after the Egyptians got their hands on swords), than a pure symbol of war. Kings wear crowns, and hold spheres (representing the world) and scepters (representing their power over it), which are just fancy maces. If my dad's right, then maces would be even more of a weapon (as opposed to a tool), than even the sword.

Anyway...finally...my point is...

There were a class of big swords (generally bastard sword-sized), specifically designed to pierce plate. An example would be the French espadon. These were big enough to be used with one hand or both, as bashing weapons, but were fairly thin, unsharpened atleast near the hilt, so you could grab the blade  itself and press on it, attaining greater leverage in close combat thrusting/impaling, and had needle points.


14
I'm working on that in my mod. For one thing, your average pick axe is a two-handed tool. Same thing with a wood axe, a spear, crossbow, what have you.

Using two-handed tools/weapons can be used to recover balance, too, though. Like someone using a pole to balance themselves while they walk across a rope. 

This would also be something to consider, as a possible factor in the attributes of weapons and armour. Better quality often means better balance for weapons, and well-made armour is going to "sit" or "hang" (depending on the type of armour), better on the body.

Sheer body size, and center of gravity, are other factors to consider. Having a bigger body means that, objectively, the body is easier to tilt off balance, because of the weight involved, but subjectively, the one with the big body means they have had a lot of practice balancing, and may actually be more coordinated.

NW_Kohaku: It would be nice if the game tracked PROPRIOCEPTION
Spoiler (click to show/hide)
(sorry, I was in a rush, and I misread/misspelled!):

From Wikipedia: The sense of the relative position of neighbouring parts of the body and strength of effort being employed in movement.

Basically, it's a measure of your ability to be self-aware of exactly what your body is doing, exactly what position each part of it is in, how tense and how relaxed all the different muscles of your body are, exactly how much force you're applying, moment by moment, and how those factors relate to your balance, center of gravity, and then in direct relation to your surroundings, and potential combatants.

It's specifically mentioned as being something that is highly developed by Zato Ichi (from the excellent 'Zatoichi, the blind swordsman' series), allowing him to fight very effectively with a sword, while blind, so it reminded me of dwarfs learning to use canes, as a skill, after they lose a leg. 

Ofcourse, anyone involved in any physical activity could benefit from it, but the idea that there are semi-hidden skills that aren't always developed at all, but that the game still tracks and still considers important, and that special training can bring to prominence, is an interesting one.

Especially since I believe Toady One has mentioned being interested in adding martial arts (including magical versions), sometime in the future.

15
There's also the idea that a two-handed weapon (a staff, a spear, a greatsword, etc.), was in some ways used as a dual-weapon as well (they definitely require independent, coordinated action from both hands, anyway), and a free hand was, itself, a weapon, so if the game could track the actions of both hands in combat (and the feet, knees, hips, shoulders, elbows, and head, as well), it would be more realistic and more interesting, in all circumstances of combat, so I'm definitely for it.

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