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Messages - Sver

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421
Mod Releases / Re: [44.xx] Sver's DF Combat Reworked (update v1.2.1)
« on: June 28, 2018, 08:35:26 am »
A new poll is up.

422
Mod Releases / Re: [44.xx] Sver's DF Combat Reworked (update v1.2.1)
« on: June 28, 2018, 08:22:07 am »
v1.3 Released

Major changes:
* Optional: Adrenaline interaction (with some tweaks) from the Grimlocke's History & Realism Mods is included with the author's permission. It gives a substantial boost in willpower and endurance to all live creatures in combat, making fights longer and invaders less affected by the randomness of their physical stats.
* Thickened joints and ribs and gave a bit more reasonable thickness to spine, courtesy of DF Revised.
* Lots of small fixes to material templates, courtesy of DF Revised.
* Increased the strength of cartilage (to that of bone/sinew) for a bit more durable fingers, toes and such.
* Several tissue fixes: fat does not bleed; damage to bone causes more bleeding; removed pain from brain (as it's effects appear to be redundant).
* Added a new type of ammo: war darts. They are used by atlatls and are better suited agaist flesh than armor, very effective against large beasts.
* Added new weapon sets: shepherd arms (sling + mace), ravager arms (sling + headhunting axe), trapper arms (atlatl + hawk axe), beasthunter arms (atlatl + executioner sword), ambusher arms (atlatl + spear).
* Lowered the velocity for all 'thrust' attacks (to that of normal stabs) and gave them slower recover, as they were too good at cutting off limbs.
* Rearranged the multi-attack bonuses/penalties for all weapons. Changed some prepare and recover times accordingly.
* Readjusted the speed for all trap components and made them generally slower.
* The 'hook' attack for halberd was replaced with 'strike' (with spike). A new 'hook' attack is more in line with other weapons.
* Expanded the attacks for falx. Now it can also 'snatch' and 'cleave'.
* Increased the velocity for hammerhead bolts (1.25x modifier).
* Added another "fake" attack to (sling) bullets to make slings more random.
* Renamed 'mail hauberk' to 'mail coat' and 'mail byrnie' to 'mail shirt' for simpler naming and changed the tags accordingly.
* Renamed 'tasset' to 'tassets' as that is more appropriate. Now it only gives 60% block, but requires less bars. Also, lowered its weight. Actually added it to the entity lists, as I forgot to do it the first time.
* Renamed 'plackart' to 'lower plate' for simpler naming and changed the tag accordingly. It now grants 100% block, but requires more bars. Also, lowered its weight.
* Changed the tag for greatsword to fit its name, for easier searching in the entity files. Goodbye, Grutte Pier reference

Minor changes:
** Renamed 'giant club' to 'war club', in accordance with the new DF Revised.
** Renamed 'atlatl dart' to 'thorn dart', to emphasize the wood-only focus.
** Renamed 'hat' to 'warm hat', as that is a more precise description.
** Fixed the 'hook' attack for horned axe having too high velocity.
** Fixed the skill for javelinman arms to DAGGER.
** Lowered the material requirements for broad spear and bladed spear.
** Raised the two-handed size requirement for hatchet to 18000.
** Made glaive a bit slower on attack, but easier to parry with. Overall speed stays the same. Also, removed the 'hook' attack.
** Made hawk axe a bit less penetrating.
** Made war cleaver a bit better at damaging armor.
** Some attack renamings for scimitar and war cleaver.
** Made large arrows heavier and a bit less penetrating.
** Slightly lowered the weight for plate armor, breastplate and chestplate, to simulate their efficient weight distribution.
** Made lamellar armor a bit heavier.
** Lowered the weight of gambeson and padded armor to a more realistic value. Now even more layering possible!
** Slightly inceased the layer permit of pauldrons.
** Fixed the shin guards layer type to COVER and slightly increased their layer permit.

423
Mod Releases / Re: [44.xx] Sver's DF Combat Reworked (update v1.2.1)
« on: June 27, 2018, 11:06:17 am »
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?

Contact area for the broadhead ones equals arrowhead blade width, yes. For other types of ammo, it's a bit more arbitrary: they are given with armor-breaking mechanics in mind and can be safely copied for any other ammo that you intend to be armor-piercing.

For penetration, arrows and bolts use part of the shaft length, yes. Piercing types get about one half of the length and broadhead types get about one third.

Javelins are a specific case. Let's just say that the contact area is taken from the sharpest spear in the mod, the penetration is based off the metal part of the pilum and the velocities are given with pilum's specifics in mind (e.g. the bending shank).
In the upcoming version, there'd be a new type of javelins based on the fletched javelins. For them, attacks will be like these:
Code: [Select]
[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]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:EDGE:800:125:cut:cuts:NO_SUB:50]
[ATTACK_PREPARE_AND_RECOVER:3:3]

with the shaft length in mind being about 60 inches, thus, penetration is either a bit more than one half of the shaft or is one half of the previous value - depending on the attack. Contact area is the roughly calculated head width (couldn't find a precise source) and velocity is applied on the same principle as for arrows.

424
DF Modding / Re: Shun goblins
« on: June 26, 2018, 03:50:19 pm »
Maybe adding the [CRAZED] token in the creature_standard.txt entry for the gobs specie can help?

In the earlier versions it did not affect worldgen in any way, unfortunately. Most probably still doesn't.

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.

The OP's problem, if I understand correctly, is not so much about the goblins having other races in their civs, but rather other races' civs having too much goblins in them, due to the modded goblin fertility. Tinkering with the slavery ethic probably won't make any difference on the aforementioned issue.

However, dashadowlord can try and remove all the LIKES_SITE and TOLERATES_SITE tags from the goblin entity and then add back the [LIKES_SITE:DARK_FORTRESS] and [TOLERATES_SITE:DARK_FORTRESS]. This should minimize the goblin drift to other creatures' sites, while encouraging them to go back to their native sites whenever possible. Increasing the MAX_SITE_POP_NUMBER helps too.
Do note, that any of these changes may cause a huge population boom for the gobs, and walking into their sites in Adventure Mode will produce unbearable lag. On the other hand, it seems that exremely large number of goblins is what dashadowlord is after to begin with.

425
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: June 25, 2018, 10:16:01 am »
What prevents the reworked draconians from attacking other civs?

There is no definitive answer, really. When a civ evaluates whether they are willing to attack or not, there are a lot of things that play a role.
First is ethics. The ones you have here make draconians hated by elves and humans, thus, they probably get attacked by them a lot. They don't hate humans and elves back as much, because it's mostly the draconians who do what is taboo for humans/elves - not the opposite way around. Judging by some of my tests, I also suspect that a "hate overflow" is possible (too much hate turns into very mild hate after a certain number is reached), but that's a wild guess. Anyhow, the table here is helpful for calculating animosity. Note that only certain ethics are taken into consideration for a war.
Second is population. Got a smaller population than the target civ - is less likely to attack the target civ.
Third is the ruler's values. An unlikely culprit here, though, with such a low value for peace.
Fourth is triggers for war. There are some random, out-of-nowhere events in worldgen for this, but ITEM_THIEF and BABYSNATCHER are more steady sources of such triggers. In my tests, BABYSNATCHER almost always made a civ more warlike, so it seems to be the stronger one.
Fifth is the site type shenanigans. For unknown reasons, civs with CAVE_DETAILED tend to be more passive. May also be the case here, with such a weird site type. Try out CITY and see if it makes a difference.
Sixth is borders and competition. Isolated civs and civs that have room to expand usually were less warlike in my tests. They just keep peacefully expanding in their permitted biomes, uncontested.
Sixth is pure luck. Sometimes a civ just ain't willing to do anything. Small ethic alterations here and there usually helped me to push the civ out of such moot point.

426
DF Modding / Re: Stupid question about custom reaction
« on: June 20, 2018, 07:28:42 pm »
The reagent is really off. It should be defined like this:

Code: [Select]
[REAGENT:tag:amount:TYPE:SUBTYPE:MATERIAL:SUBMATERIAL]
If any item is ok to use, all the uppercase ones should be set to NONE, like this:

Code: [Select]
[REAGENT:A:1:NONE:NONE:NONE:NONE]
although, I'm not entirely sure if the reaction will work with not even an item type defined.

REACTION_CLASS:JUNK is not a valid reaction class in vanilla and can only be added manually - to certain materials, in their respective raws. In case you do mod it in, the reagent should look like this:

Code: [Select]
[REAGENT:A:1:NONE:NONE:NONE:NONE]
[REACTION_CLASS:JUNK]

427
If you're still taking some suggestions, one of my personal favorite small modifications is adding back the human guild representative and 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.

Huh? Was the elven diplomat absent for some time? I'm fairly sure it was a vanilla feature for quite long already.

I thoroughly support the idea of human trade representative though.

428
Mod Releases / Re: [44.xx] Sver's DF Combat Reworked (update v1.2.1)
« on: June 15, 2018, 06:07:22 pm »
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)?

It's a bit of both. Regular bows and crossbows will not be able to do much against serious armor, but longbows and arbalests, especially with piercing ammo, perform pretty good. On the other hand, serious armor is expensive to make (and a full set is very rarely generated on invaders) - and cheaper, lower tier armors have gaps. Simultaneously, my mod still has heavy and powerful ranged options, such as atlatls (javelin throwers) and hand ballistas. Slings also perform well against armor, although they are more luck based than other ranged weapons.

I heard halving velocity modifier of unarmed attacks already solves a lot of issues, do you recommend this with your mod too?

This is what Revised does, yeah. Revised also removes biting and scratching from civilized creatures, because of how ridiculous those are within the game's mechanics. Both of these fixes work well with my mod.

This seems a lot in line with battles often not having too many casualties until a rout broke out.

Yep, one of the mod's main goals is to tone down the quick and random lethality of the vanilla DF combat and make the choice of armor less streamlined. Also, I feel like this has a positive effect on the storytelling aspect of the game, as there is now more room for mistakes in combat: having multiple viable armor choices gives the troops more character, and many militias who would have inevitably died in vanilla may end up wounded, yet saved by their comrades.

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?

Short answer: no, lowering the layer size doesn't make the armor any weaker.
Long answer: due to how DF combat formulae handles armor thickness, there is no settling point of difference between the layer size values of 1 and 20 (20 being vanilla for plate), unless the armor in question is sized for a creature with a body size value of seven figures. Essentially, the layer size will only start to matter when worn by something the size of an ogre - and the armor sized for such a creature will be so thick that the difference in protection becomes irrelevant. Also, the weight will render the wearer immobile anyway.

So I wonder, how often do armours break in combat, and how much of a problem does exhaustion become in prolonged big fights?

There are too many variables for any combat situation to give a definitive answer here. In short, plate armors break less often than they do in vanilla, and exhaustion is much less of a problem even for the heaviest armor choices. Both still occur, but, in general, armor in my mod is more durable (due to weakened weapons) and less of a liability.
It should also be noted that exhaustion depends on many, many different factors and still plays one of the most decisive roles in combat - and will continue to do so until Toady teaches the AI to preserve stamina.

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?

Generally speaking, I use real life weapon examples, with the help of modern replica shops and extensive googling.
For the weapon sizes, I've calculated that for an iron weapon to weight somewhere close to 1 kg in the game, the size must be about 150. I set all sizes based on this ratio and the real life weight of the prototype weapon.
For the basic edged attacks, I use the prototype's edge length and, in case of axes, axe head lenght, converting them from inches to raw-units by a ratio. This ratio is based on a number that I've found (after some testing) to be a quite reasonable penetration depth for the short sword (2000), equated to a reasonable blade lenght for the short sword (20 inches). Thus, I multiply a real life value in inches by 100 to get a game-friendly value. It turned out to work surprisingly well in practice.
Things start to get a bit more complicated when it comes to stabbing and other special edged attacks, although the same ratio is used for the most part. As a general guideline, stabbing contact areas equal the prototype's blade width divided by 10; thrusting equals blade width; clean slashes have blade length multiplied by 10 and have limited penetration; cuts are equal or half of blade length and their penetration equals blade width. And then, some attacks have it more arbitrary.
For blunt and pseudo-blunt (fluke/spike strikes) attacks I mostly use arbitrary numbers that are given with the game mechanics in mind. Penetration depth of fluke/spike strikes is capped by the prototype's fluke length, although it is occasionally made lower, for balancing reasons.
The way I calculate velocities is all over the place, but the most important numbers here are the prototype's total length in inches and the total weight in kg. If you give me these two numbers and describe the weapon, I can calculate the velocities for you. Or you can just use the velocities from the closest analogue in my mod.
For attack prepare and recover times it's best to simply use analogues, as those are even more all over the place than the velocities.
I also used to have some genius formulae which I've used to calculate the proper shoot forces for ranged weapons, but I've lost it. So, again, analogues all the way.

As for armor, I got to say that DF item modding lacks the possibility to properly implement lamellar armor and the like, as the armor is either rigid (like plate) or elastic (like mail) - there is no achievable middle ground. My mod does it in a half-assed way: lamellar armor can deflect blunt force (so, essentially, it's rigid), but has a relatively high chance (33%) to let any attack path through; on the other hand, it is relatively light, while covering many bodyparts. I've yet to come up with any way to implement it better.
Layer sizes for my armor are generally made with weight in mind, but you can safely use them by analogy (10 for plate, 6 for mail and so on), as thickness doesn't really affect combat performance anyway. One way to simulate functional thickness, though, is to have the same armor pieces layered upon each other, so keep it in mind for layer permits and the [SHAPED] tag placement.

And yes, you do have my permission, as it is stated in the main post. Regarding making new items in the groove of the mod, I might also be able to give more precise answers to more precise questions =)

429
Mod Releases / Re: [44.xx] Sver's DF Combat Reworked (update v1.2.1)
« on: June 14, 2018, 12:44:45 pm »
Thank you :)

I've never really played or arena-tested with the Grimlocke's mod, so I can only compare it by the raws and the feature list. So, please, take note, that these are mostly my musings and/or personal opinion. Grimlocke's mod does some thing that my mod doesn't, such as reworked material properties of metals, lowered bone density and interactions that make creatures more resistant to fatigue and pain. All of these probably affect how armor and weapons really perform in combat. All tests for my mod are done with vanilla metals, densities and creature attributes in mind, so I can only judge the raws from this perspective.
* Melee weapons. In Grimlocke's mod they seem much more powerful: even sword slashes have small contact areas, very deep penetration and very high velocity. As a result, Grimlocke's weapons are not as functionally different between each other as the weapons in my mod. In my mod, each weapon type has a distict combat purpose (heavy armor breaking, light armor breaking, quick bloodletting, limb chopping, organ damage) in which it excels, then certain subtypes excel in two things at once, but to a lesser degree, and so on; in Grimlocke's mod, most axes and swords would probably perform very similar. As the weapons in my mod are weaker, successful hits aren't always as deadly (thus, a bit less luck based combat) and it's harder to fight off large beasts, especially inorganic ones; in Grimlocke's mod, the weapons seem to be very deadly against everything. Regarding attack speed, in Grimlocke's mod short weapons are easier to parry with, while long weapons are harder to defend against; my mod uses a more simplistic system, where weapons have a gradually growing advantage the longer they are.
* Ranged weapons and ammo. My mod has more variety and functional distinction for ranged weapons: there is a steady progression of power and material cost (and/or min body size limit). My ammo is a lot lighter and shoot velocities are lower, thus, archers in my mod are not as slow, but not as deadly either. Also, in my mod it is possible to have archers with offhand weapons (so called "weapon sets"), so it's entirely possible to train squads that both fight and shoot just as good, and out-of-ammo invaders retain some level of danger.
* Unarmed attacks. My mod doesn't touch creature files at all. Compared to Revised (which I recommend to use together with my mod), Grimlocke's unarmed attacks are significantly weaker, although, even in Revised they are quite non-deadly. Due to tissue changes in my mod (see below), bruising multiple internal organs may render the opponent temporarily disabled, so unarmed combat may serve as a viable non-lethal way of fighting, while in Grimlocke's mod it's plainly nerfed.
* Armor. My mod has a bit more functional differences between armor pieces and more possible combinations. Also, my mod has a broader variety of plate armors, allowing for cheap, lightweight additions to put over existing uniforms, including other plate. These additions partially protect the main armor piece from damage, which might be quite useful when the armor is made from a low-grade material. Armor in my mod is generally lighter, thus, armored soldiers don't get tired as quickly. Some body armors in my mod protect facial features to a varying degree (helms are unable to do this within the game's mechanics), up to metal plate, making actually full plate armor achievable.
* Tissues. My mod does some tissue rebalancing that Grimlocke's mod doesn't. Force transitioning mechanic is significantly nerfed in my mod, which means no more neck snapping from a punch to the head and no more open joint fractures from a strike to the limb; without these fixes even the very best armor would be pretty lame, because it offers zero protection from force transitioning. Additionally, organ wounds have much more severe effects, so torso protection is vitaly important. Together, these changes make the armor in my mod much more powerful and important, while in Grimlocke's it mostly functions the same as vanilla. In my mod, a good enough armor can finally compete with the all-blocking power of a shield, making two-handed weapon wielders viable; doing the same in Grimlocke's mod is not a very good idea, as almost any hit can still deliver debilitating damage. Also, broken fingers in my mod don't cause as much agony, limb damage causes a bit less agony and skulls are more durable (all of this makes combat less inane and luck based).
* Shields. In Grimlocke's mod they are a lot less protective (22% max blockchance, compared to 85% in my mod) and don't seem particularly balanced between each other. In my mod, there is a steady progression of blockchance and weight, thus, larger shields are encumbering, but quite useful. This makes fighting certain creatures (such as dragons) easier in my mod, at least, with due preparations.

Something like this.

EDIT: Grimlocke has posted an answer that addresses some of the wrongful assumptions I've made here, so I suggest to check it out.

430
Mod Releases / Re: [44.xx] Sver's DF Combat Reworked (update v1.2.1)
« on: June 10, 2018, 07:04:41 pm »
A new poll is up.

431
Mod Releases / Re: The Agricultural Revolution [44.10]
« on: June 08, 2018, 09:24:40 am »
This looks awesome! I'll make sure to try it out in the future.

Just one thing: the download link is a bit off.

432
Mod Releases / Re: [44.xx] Sver's DF Combat Reworked (update v1.2.1)
« on: June 07, 2018, 10:33:55 am »
Got it :)

I don't think there will be too much problem packing it into ~450 characters.

Edit: also, PM'd a question.

433
Mod Releases / Re: [44.xx] Sver's DF Combat Reworked (update v1.2.1)
« on: June 07, 2018, 05:30:41 am »
Doesn't look too difficult. Thank you!

Just one more question: considering the character and line limit, would you prefer the descriptions to be be more flavorful (like your example wiki ones), more technical (like the vanilla DFhack ones) or something else?

434
Mod Releases / Re: [44.xx] Sver's DF Combat Reworked (update v1.2.1)
« on: June 06, 2018, 06:16:54 pm »
Well, I certainly will write some descriptions, eventually, but I'm way too unfamiliar with DFhack to implement them in there myself.

So, yeah. Once I'm done with some major stuff that I'm currently working on, at least, the descriptions will be added on this page. But to make them appear in-game I'd need someone who has any clue how that stuff works.

435
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: June 06, 2018, 01:56:04 pm »
If I set humans to be [SITE_CONTROLLABLE] how can I also make them have access to wood burner's workshops and furnaces?

I'm fairly sure they have them by default.
You might want to give them these reactions though:
Code: [Select]
[PERMITTED_REACTION:BITUMINOUS_COAL_TO_COKE]
[PERMITTED_REACTION:LIGNITE_TO_COKE]

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