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Messages - Grimlocke

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151
Joint damage seems to be momentum being passed through to the joint bodypart towards the upper body from the bodypart being hit, or if there is no joint the next regular bodypart in line.
The damage is measured against three material properties which were not used before: namely tensile, bending and torsion (for joint pull, bend and twist respectively).

The rest works like regular blunt damage calculation, so the the size of the joint bodypart will also determine how hard it will be to break.

Any tendons and ligaments will also receive a hit with the same kind of damage calculation. I think they get a size from their host joint bodypart but I'm not perfectly sure about that.

This is only from testing ingame so I can't really give any formulas, but this info should do if you just want to balance how strong or weak joints should be.

152
DF Modding / Re: New armor types
« on: December 14, 2016, 11:12:36 am »
Yeah, the face-bits and finger have been quite the thorn in the side for me. I somewhat got the neck and fingers working right, but I had to make facial features embedded to prevent all the longtime soldiers being ear and nose-less. This means it is also impossible to bite someone's nose off in adventurer mode, which is sad.  :-X

153
Mod Releases / Re: Stal's Armoury Pack [43.05] [Armoury v1.9]
« on: December 08, 2016, 06:27:01 pm »
Not entirely sure what you mean by untreated and treated leather, but regular tanned leather is pretty useless for protection.

The type of 'leather armor' that was actually used was boiled leather, made through a different process than tanning. It was a hard substance, a bit like plastic. It would crack and could be run through but provided some protection from cuts and, due to the rigid form, would mitigate some blunt force. It did not really do anything to cushion blows the way cloth armor did though.
It was made into cuirasses, and possibly limb and head protection (evidence is a bit skimpy on that) and usually worn as an addition to mail armor. Some cultures also made a sort lamellar armor out of it. It seems to have no longer been used around the same time plate armor started to pick up development. I recall there were some indications the boiled leather would easily wear and crack over time which may have made it expensive due to frequent replacement, and would explain why commoners aren't really depicted wearing it.

And from various tests I have read/seen, gambesons did offer some resistance to stabs, especially if its from a broad point or if the thrust does not hit at a dead angle.

Another thing to note is that padded or leather armor that might not always have completely turned a blow, but might still have turned a fatal hit into a survivable one. Medieval medicine was not great, but shallow wounds could be treated whereas organ damage and dismemberment were a lot harder.

For realistic-ish gameplay, you could give the leather armor a higher resistance edged attacks, and cloth some advantage against blunt damage.

154
Mod Releases / Re: Stal's Armoury Pack [43.05] [Armoury v1.9]
« on: December 07, 2016, 07:33:38 pm »
Gambesons were fairly decent protection, not actually rigid though. Its layered cloth, sometimes with horsehair in between, and usually made so that it still has flexibility. It will turn aside some cuts, lower velocity projectiles, and sometimes stabs. The padding also helps spread out impact from blunt weapons somewhat.

Wearing only a gambeson for body protection was most common in the high middle ages, where the bulk of armies was made up out of levied peasants, but considerably rarer in the late middle ages when armor was cheaper, and people were richer.

Which was because gambesons and such are not as good as metal armor, be it mail or plate. Gambesons can be cut through with with enough force, and stabbed/shot through even easier. It being invulnerable to swords is not quite right. It is however really kind of a pain to balance properly, as dwarf physics make it either entirely useless against sharp things, or completely invulnerable.


155
I suppose that's one way to do it.

I would miss being able to bite someone's nose off in adventurer mode but it seems like a fair trade-off in general, what with cats and children no longer incapacitating fully armored warriors.

156
General Discussion / Re: Discrimination (racism, sexism etc.)
« on: November 13, 2016, 12:33:56 am »
The movie in question is "The Great Wall" and I don't believe it's released yet. I just laugh during the trailer because he sticks out so hilariously.

Heh oh yes, I remember now. I think my reaction was something along those lines as well. There was also giant monsters and really campy overacting making the whole thing a pretty goofy affair. Maybe I'll go see it once its out.

157
General Discussion / Re: Discrimination (racism, sexism etc.)
« on: November 13, 2016, 12:12:39 am »
The reason why the eggshells is a problem isn't because "You end up having to be too careful" but because it hits another form of racism I like to call "White people being insulted FOR another culture without actually asking if they were even insulted".

Reminds me about some indignant outcry that happened in the US about a Chinese history-inspired movie starring some Western actor. I think it was Matt Damon, the guy who's somewhat expressionless mugshot is always ends up become the movie poster. There was some shouting on social media, name calling in the direction of Damon, white people in general, the movie writer, director, financiers... until it turned out the movie was financed by Chinese businessmen, who specifically commissioned Damon as the lead.

Because apparently the Chinese audience really likes Matt Damon movies. They see domestically made movies as kind of mundane and even second rate, and to them Damon acting out their (here highly fictionalized) history was a form of recognition and prestige. And of course, good money could also be made as the Chinese audience is really mindbogglingly large.

A huge deal was made out of something that was only a problem for a very small number of people: The ethnically Chinese/east-Asian American actors who felt they got snubbed. It does suck that they are stuck playing sidekick forever, but the whole 'cultural appropriation' narrative that got stuck to the story and printed out in various news outlets turned out to be complete rubbish and probably made us look a bit stupid to the people 'we' thought we were defending.

158
General Discussion / Re: Discrimination (racism, sexism etc.)
« on: November 12, 2016, 11:25:51 pm »
OP kind read like some sort of sermon of how we are all born sinful and must repent for our sinfully sinful lives of sin.

That attitude to racism is... tiresome, not helping anyone and even responsible for a lot of discussion on real problems bogging down into this kind of self-defeating rhetoric. You can't enforce complete blindness to culture and ethnicity on yourself, much less on other people and you really don't need to either. Stop walking on eggshells and worrying about thought crimes. Just try and treat people equal, rather than the same.

People's sense of identity are tied to their ethnicity, culture, language, gender, etc. You don't do anyone a favor by denying any of this exists. I have worked and talked to people from all over the world, and not once has any of them been offended when I showed an interest in their culture or made a joke about it while showing there wasn't any actual malice in it.

By all means, make politically incorrect jokes with foreigners, people with different colors and funny accents. Stop it with the eggshells and special treatment, treat them as equals and you can both have a laugh and make some friends.

159
Translating them literally would just end you up with something like 'sword, sword, axe, spear, etc'. Naginata apparently means 'mowing hatchet' which sounds fun, but doesn't really bring to mind the right image.

Descriptive names can work, but might end you up with a bunch of weapons all called just 'sword'. Making them detailed descriptive names is also generally not a great idea, as you end up with really long and silly names like 'curved pole-mounted sword'.

Enemy Post's idea could work, beside that all I think of to make things look a bit more at home is to give entities weapons from a single culture, for instance by separating them between Japanese, Chinese, Nepalese, Central-Asian and Indo-Persian stuff. Then you can name things like 'japanese spear' or 'mongolian saber'. Alternately, if you want to avoid real-world names entirely you could go for 'islander spear' or 'nomad saber'. Not sure how you can force the islanders to actually settle only islands though.

Alternately, you can just embrace the messiness and add some in-game descriptions through dfhack.

160
General Discussion / Re: Religeon discussion: please no arguing.
« on: October 30, 2016, 01:30:13 pm »
Wouldn't boiling carbonated water kind of boil off the carbon acid? I have never tried that actually...

In either case, I support this Culinary Inquisition!

161
Wait, MLP is banned? We have several MLP-themed dwarf fortress mods in the modding section...

162
Its breaking at mostly the right timed again :P unless its hit with a much stronger material, then it kind of comes apart like papier-mache. I've been meaning to look into reducing the difference in shear strengths because carving through iron like it isn't even there is not really a possible thing, at all.

I've spent the rest of my modding time getting the weapons balanced a bit more carefully, buffing blunt attacks which seemed to have became a bit anemic with 45.04 and making the various weapons a more varied in their properties (different 'lengths', weight and attack speeds).

I got joints to break only when hit with substantial force rather then when being punched by a child. Bite attacks seem mysteriously phase through armor though... not entirely sure how to fix that. For the coming while I advice killing things with a tendency to bite as quickly and messily as possible!

163
DF Modding / Re: Reversing combat damage
« on: October 15, 2016, 04:20:46 pm »
I have seen instances where I blunt attack breaks a bone and the subsequent injuries are treated as a piercing attack (edged attack really since there are only the two) but usually that information is included in the combat log. Maybe since it was a toe nail it didn't warrant a combat log report? I suppose it would be worth checking if the nail could do the damage to the skin you are seeing.

I'm still thinking about this.  It seems unlikely that the nail damage was hidden from the combat log.  I say this because hair typically has this pattern.  Damage to hair is typically not ever reported via the combat log.  My understanding is that this is triggered by the HAIR_TEMPLATE having [COSMETIC].  The NAIL_TEMPLATE does not have this attribute. 

While nothing I just said is hard evidence, it suggests to me that something more interesting is going on.

If I remember correctly, strand-like layers with a material with [IMPACT_STRAIN_AT_YIELD:50000] or higher will be ignored combat-wise, its not just not reported but remains undamaged entirely. This is how the ridiculous invincible 'walking hair' zombies happened.

164
DF Modding / Re: I'm Hoping to Make a Purely OP Enemy. Raw Wizard Needed.
« on: October 11, 2016, 01:48:46 pm »
Use
Two Head Are Better than one After all!

[BODY:HUMANOID_2HEAD:4ARMS:2EYES:HUMANOID_JOINTS:5FINGERS:5TOES].

:P

165
DF Modding / Re: Combat Analysis Tool
« on: September 28, 2016, 07:17:24 pm »
Ah that would explain it, I'm running DF from a regular old harddrive. Also fixed my bogus image link...

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