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Messages - AverageBandit

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Mod Releases / Re: [0.43.03] Deadlier combat! Faster bleeding!
« on: December 31, 2017, 10:15:31 am »
I didn't realize Deadly Bleeding had a forum thread. I first learned of this mod by browsing DFFD.
AverageBandit, try putting a link to the forum thread as the mod's homepage on DFFD.

Done!

3
It would make sense for piercing to lodge often.  I know that my custom sai (a modified dagger with a small contact point and that can only be used for stabbing) almost never get stuck.

Well, it should be easy enough to science in the arena.

Raws?

4
Mod Releases / Re: [0.43.03] Deadlier combat! Faster bleeding!
« on: July 15, 2016, 03:26:09 am »
Does pain inflicted from attacks also increase?

Not at the moment no,but I will be increasing that as well in future versions

I have included a version which does that as well as making the bleeding lethal

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Mod Releases / [0.43.03] Deadlier combat! Faster bleeding!
« on: July 14, 2016, 06:24:54 pm »
It always troubled me how a peasant can shrug off a sword being stabbed through his spleen as if it were a marshmallow gently tickling him till he died of boredom.This mod  fixes just that!

Now,landing a successful slash (or better yet,stab) will immediately cause the other fellow to rapidly lose blood,just like in real life! No longer will a peasant laugh as you plunge your sword into his pancreas!

To be candid:Stabbing and slashing attacks from any weapon are now lethal (when not deflected by armor) even if they don't sever a limb as they induce heavy bleeding.All this mod did was increase the [VASCULAR] values in tissue_templates to much higher values.

For example:A heavy slash across a peasant's lower body from behind him will 75% of the time cause him to bleed to death in a few minutes.

Link: http://dffd.bay12games.com/file.php?id=12260

Props to kiwiphoenix for helping mentioning the [VASCULAR] tag!

6
DF Modding / Re: The Index: Interaction Repository
« on: July 14, 2016, 05:46:36 pm »
NECROTIME

Is it possible to add in a natural ability that stuns the target? Or even better,disarms them completely without harming the target physically?

How about a "spell" like that one in Harry Potter that slashes the target with an invisible sword?

Or one that makes the target behave as if they have been hit with a gust of wind,falling backwards to the ground?

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And ,if possible, can it be disabled for a specific weapon type eg.longsword,mace or warhammer?

8
Was playing The Witcher 3:Wild Hunt and had an idea came across my mind:What if,since adventurers are basically monster hunters (see:witcher),silver weapons were actually viable as cutting weapons when used against undead,werethings,vampires and other supernatural and paranormal beings?

Would it even be possible to make exceptions for material specific damages in creature raws?

Seems to me this could only add another layer of depth to the already quite good adventurer mode and also fortress mode,though in a smaller fashion.

Also,is there a mod which makes being stabbed in the lower/upper body such that when organs are damaged (eg. the blade enters the body) 100% fatal due to bleeding? I feel like the player and,by extension,NPC's should do everything in their power to avoid coming into contact with an opponents weapon in the first place and it's getting rather boring murdering people by having to stab them over 9000 times in the damn chest.

Well, you could go about it, but it would mean creating your own vampires and werebeasts (the interaction examples folder contains some basics to get you started off) and using advanced worldgen to remove all procedurally-generated ones. Up to you whether that's worth the work.



As for combat lethality, the first and last place to go is TISSUE_TEMPLATE_DEFAULT.

[MAJOR_ARTERIES] makes ruptures cause catastrophic, guaranteed-lethal bleeding - I always slap it on the heart (for obvious reasons), brain (for more complicated reasons), and spleen (splenic rupture is still grave business even today, and definitely 100% lethal in DF's time period). That gives you a near-instant-kill spot in the head, upper body, and lower body.

[ARTERIES], well, add arteries to a tissue. These can sometimes be severed in combat, causing bleeding to spike - however, one ruptured ARTERY won't kill.

If you just want things to bleed out faster, one quick-and-dirty option is jacking up [VASCULAR] values by a factor of x10-20 on all the organ tissues. This will make everything bleed that much more, causing exsanguination that much faster. I find that this produces satisfying results, myself - hits to the lung or liver or whatnot are still weirdly survivable for the 15th c., but if multiple organs get nailed, things go sour quickly.
This sort of tweak also makes armour massively more important than it already was to begin with - something to bear in mind.

How would I go about about adding the [TL_MAJOR_ARTERIES] (also:what does the TL stand for?) to say;the spleen as you said?I don't see any body location definitions eg. UPPER_BODY or LOWER_BODY?

My raw (creature_standard right?) also don't contain any [VASCULAR] tags?? Nvm found it in tissue templates

9
Was playing The Witcher 3:Wild Hunt and had an idea came across my mind:What if,since adventurers are basically monster hunters (see:witcher),silver weapons were actually viable as cutting weapons when used against undead,werethings,vampires and other supernatural and paranormal beings?

Would it even be possible to make exceptions for material specific damages in creature raws?

Seems to me this could only add another layer of depth to the already quite good adventurer mode and also fortress mode,though in a smaller fashion.

Also,is there a mod which makes being stabbed in the lower/upper body such that when organs are damaged (eg. the blade enters the body) 100% fatal due to bleeding? I feel like the player and,by extension,NPC's should do everything in their power to avoid coming into contact with an opponents weapon in the first place and it's getting rather boring murdering people by having to stab them over 9000 times in the damn chest.

10
DF Modding / Making the fireball more deadly!
« on: June 03, 2016, 11:30:49 am »
Helloooooo

I've added this interaction to my custom adventurer race to test burning effects:

Spoiler (click to show/hide)

However,it seems to make things "bleed" to death?Is there no way to make them burn and like...damage eyes and digits?

Also:how would I be able to make a slime/glob/gas that behaves like acid?Burning the skin,without setting fire to the target?

11
Kinda funny.

I imagine my adventurer gripping the spear by the tip of the shaft and then slinging it towards a kobold

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