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Mod Releases / Re: [44.xx] Sver's DF Combat Reworked (update v1.2.1)
« on: June 28, 2018, 08:35:26 am »
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However, if you don't mind I have some more questions regarding the ammo. I take it the contact area is a value of the blade width ratio of the used arrowhead. However the penetration depth is based on what, is it part of the shaft length? As for the javelins, are these calculations based on the ammo calculations or weapon calculations for spears?
[ATTACK:EDGE:125:1670:stab:stabs:NO_SUB:700] shank can bend on hit
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:EDGE:125:3500:thrust:thrusts:NO_SUB:1000]
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[ATTACK:EDGE:800:125:cut:cuts:NO_SUB:50]
[ATTACK_PREPARE_AND_RECOVER:3:3]Maybe adding the [CRAZED] token in the creature_standard.txt entry for the gobs specie can help?
Goblins take away people as slaves when they successfully raid a site that get converted into citizens because they're dragged back to settlements to work, so turning their slavery off in raws can be a easy fix to that issue by giving a large or slighted negative (like MISGUIDED which is -1 below the justifying it under special reasoning) to the ethic raws.
What prevents the reworked draconians from attacking other civs?
[REAGENT:tag:amount:TYPE:SUBTYPE:MATERIAL:SUBMATERIAL][REAGENT:A:1:NONE:NONE:NONE:NONE][REAGENT:A:1:NONE:NONE:NONE:NONE]
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If you're still taking some suggestions, one of my personal favorite small modifications is adding back the human guild representativeand the elven diplomat(looks like they've been added to the vanilla raws in the latest versions, oops) to their respective civ entities . The guild rep allows players to make specific caravan requests from human civs, and the diplomats will bicker about tree cutting quotas once you get some landed nobility. Not sure if these are the sort of gameplay enhancements you'd be interested in, of course.
Regarding the ammo, doesn't the very small size basically make them unable to harm armoured targets, or does the power of the (cross)bows make up for that? Or does the coverage of armour make up for this by sometimes allowing projectiles to bypass armour (like hitting through gaps in the armour)?
I heard halving velocity modifier of unarmed attacks already solves a lot of issues, do you recommend this with your mod too?
This seems a lot in line with battles often not having too many casualties until a rout broke out.
I take it you lowered the weight of your armours by lowering the size, doesn't this also make the armours weaker and easier to broke by repeated hits?
So I wonder, how often do armours break in combat, and how much of a problem does exhaustion become in prolonged big fights?
Also to calculate weapon sizes and contact areas in attack do you use specific formulas, or do you kinda improvise per weapon so it feels right?


If I set humans to be [SITE_CONTROLLABLE] how can I also make them have access to wood burner's workshops and furnaces?
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