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Topics - tykavanaugh

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Curses / 4.07.4- Recuitment not working.
« on: October 09, 2014, 11:57:32 am »
I've been playing around, and something is wrong. Whenever I arrange meeting, no matter how much juice for extra people the recruiter has, the meets just don't happen at all 90%ish percent of the time.

2
General Discussion / Brazilian Jiu Jitsu and Martial Arts
« on: March 22, 2014, 11:32:48 pm »
Hello Bay12- Wondering if anyone else out there like the martial arts and combat sports too. I dabble in wrestling, and did Taekwondo when I was younger, but the combination of practicality, art and competition in BJJ has given me the bug. Anyone else out there like to grapple?

Anyway, I'm also going to shamelessly brag about my tournament today: I only got third (on the right) but it happen that both the guys in my division who beat me for 1st and 2nd are both training partners, so in the end it's all good.

3
Anyone know of an adventure mode mod that uses some sort of placeholder or has elves, kobolds and goblins build human structures?

4
DF Modding / Modding in modern weapons- getting around the limitations
« on: December 14, 2013, 10:15:34 am »
I've played the modern mod, as well as a very similar but less balanced and elaborate mod I made of my own but didn't release for adventure mode. While it's fun for a short time, I run into the same problems.
The main issue is the rate of fire, which is so slow that unarmed opponents or yourself can pretty much cover the distance on a flat plain from encountering your opponent to touching them in two to three shots if you're lucky.
Bullets also were a huge problem in my mod, as giving them enough power to do the damage a real bullet would required so much force that full sized men would be flung out of the line of sight with more powerful weapons. The modern mod had a much better balance of realism between force and damage than mine, but I still see the issue even in that modern weapon mod.
Also, the AI and current game mechanics, like ambushes, really sucks at dealing with the lethality of firearms. Typically, ambushes even on my very high level dodger character result in me escaping badly wounded about half the time and blown to pieces before I can react the rest of the time.

The questions I have for you more experienced modders:
1. Has anyone figured out ways or tools to modify the game in a such a way that rate of fire isn't super slow and entirely dependent upon the user of the weapon?
2. Has anyone made bullets that behave more like real bullets with very high speeds and penetration but without requiring an absurd amount of force to achieve this?
3. Is it currently possible to fix the AI and game mechanics to improve combat?

5
DF Adventure Mode Discussion / Best Mod for adventure mode?
« on: December 10, 2013, 11:21:25 pm »
I so far haven't found any that provide a new experience while playing adventure mode. While the modern mod with weapons was interesting, the combat is so lethal that everyone dies the first time I run into an ambush. Any suggestions?

6
I've been an avid fan of the game, but haven't posted in the forum yet.
My idea is to make the grappling system much more realistic and interesting. I don't believe this would be too technically difficult, though my understanding of programming is cursory at best.
Anyway, I've been doing Brazilian Jiu-jitsu, Muy Thai and Wrestling for some time and the wrestling system kinda annoys me, given the ability to grab someone's head with your lower arm while locking their knee with your upper arm, it dosen't make any sense.
Many of you may not understand what I mean by "mount, turtle, side control" and other grappling terms, but these can be easily looked up if you're confused.
Instead, overlay a list of relative positions, such as double-underhooks, guard, full mount, etc, and the other guy being "inside urist mcGracie's mount". The game could use the current system without too much change by seeing the position, say double underhooks, as both arms gripping the body. This will be even more useful with the upcoming update and less-than-lethal combat.
If you developers like this idea and want to implement them, I would be more than happy to help with the details of grappling.
Available grips would be changed based upon what you and your opponent are wearing.
 Each position provides options, like so:
+ or - to denote the strengths of strikes.

Mount-to understand:http://en.wikipedia.org/wiki/Mount_(grappling):
Punch ++
No kicks
Choke
Armlock/Wrist/Shoulder locks
Transition to back
Transition to side control
Break contact
All locks and chokes have an advantage while in this position.

Inside Mount:
Punch -
No kicks
Some locks available but with massive penalties.
Escape to halfguard
Escape to back

The grappling system would almost be a flowchart, and these positional transitions can be implemented in a very simplified or very detailed way, for example-
Simple: Takedown/Throw->Back->Armlock
More detail: Grab wrist & shirt->Over/under hooks->Double underhooks->Suplex(Throw)->Turtle Position->Turtle with hooks in->Back->Armbar position->Armbar

If you're not familiar with MMA, BJJ, Wrestling etc this might be very confusing, but would be extremely interesting. Again, I've competed quite a bit as a blue belt in BJJ and am happy to help with any of the confusion.
EDIT: No make this easier to understand, I added two flowcharts which illustrates the transitions between different positions and how the system could be made very simple or very detailed.
http://jiujitsubrotherhood.com/wp-content/uploads/2010/03/flow1.jpg
http://passmyguard.files.wordpress.com/2011/02/mind_map_bjj.jpg

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