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Messages - Grimlocke

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301
DF Modding / Re: Helmet impairment! Can we do it?
« on: March 12, 2016, 07:04:25 am »
Hmm that would do just fine, if there is also a way to reduce parrying independently of weapon skill it would be perfect.

Adding 'muck around with DFhack scripts until they make sense' to the list of things to do!

302
DF Modding / Helmet impairment! Can we do it?
« on: March 12, 2016, 02:24:27 am »
Ok, so I have in the last few days re-balanced and replaced much of the armor in my arms and armor mod. I solved some issues and generally I'm fairly happy about the result, but...

The helmets don't make sense the way I have them, or at least not as much as I would like. Historically helmet design was always a trade-off between protection, and the ability to see and breathe properly. The ability to breathe, move and see well was important enough for people to risk taking an arrow to the face, but in DF such impairments don't really exist until armor become really, really heavy and slows down the user.

So I was wondering, is there any way I can use DFhack to reduce things like sight range, observation skills and whatnot depending on what items are being worn?

303
Sure you may! If you need any help with adding new items and such, feel free to ask. Metals and weapons do need some modifications compared to the vanilla ones, else balance can get severely wonky.

304
@Taffer: A couple posts up someone mentioned renaming the skills themselves with a memory editor, but beside that and doing the same with DFhack there isn't any way I am aware of.

Including the animal men with skill renames would be a good idea though.

@EuchreJack: Those names would work for fantasy mods, but using these for a historical mod would seem rather out of place. Sadly most historical terms I know of (footman, man-at-arms, mounted knight, sergeant, disposable peasant levy) mostly denote class and whether or not they are mounted, which is a problem since DF societies simply don't have any class structure to them and mounted combat is nearly non-existent.

Terms like 'footman' and 'man-at-arms' are a bit more suited, though neither denote what kind of weapons are used. I am vaguely considering giving both two-handed and one-handed skills the same name, using footman for lower skills and man-at-arms for 'master' skills. I could still prefix the two-handed skill with 'heavy' or something.

305
Included the new body_default file as a compatibility patch, thanks!

For the cuir bouilli armor: I somehow didnt even notice the silly metal versions. That was not supposed to happen... Boiled leather is not at all suited to thinks like brigandines and coats of plates either as its a fairly hard and brittle material. Its odd that it happened too as it does not actually have a [METAL] tag in there.

I at some point considered calling 'cuir boilli' 'boiled leather' instead, but it made it sound a bit like the armor was the thing that got boiled, rather than the leather.

Getting rid of the creature-specific names entirely would probably be best but I haven't found any way to get entities to use a specific material for a specific item. I could also make 'boiled' an adjective, meaning it would become 'boiled donkey leather armor'... As long as you look past that sounding a bit like 'armor made from boiled donkeys', it sounds kind of alright.

As an aside, arbitrarily using foreign words to describe a specific thing is fairly common practice. Take 'hatchet, mallet or katana' for instance. Translated back to their original language they just mean 'axe, hammer, sword'.

306
Hehe and that isn't even all of them. No English bills, forks, various spears, pikes, pollaxes, etc. The omission of poleaxes makes sense though since its 'development of commoner forms'. Poleaxes are no commoner's weapon.

One thing to keep in mind for this is that names for polearms (and the vast majority of other old weapons, armor and whatnot) are not really an exact science. Names got used for different things in different times and places, lots of names got made up and used wrong well after the fact often by inexpert people (like Victorian historians and role playing game writers), and lots of things have no specific name as far as we know and just got named 'sword' or 'axe'.


307
Show us on the doll which one... touched you.
Spoiler (click to show/hide)

Hahah nice one  :P

But in the internet spirit of answering a joke sincerely (and since they are so nicely chronologically lined up), id say its around 4 and 5.

...

Small I'm-not-dead update: Bloomeries give good use for all that wood we get since .42, I cannot seem to make bog iron actually appear in bogs only (sad face) and shoe layering does not want to work with me, at all. This might explain various issues I and other have with dwarf mode soldiers only wearing a single boot.

308
<Skyrim modding woes>

This is why Mod Organizer. Its the thing NMM should have been!

Basically it makes thing easier than manual installs, has full rollback support, but still is transparent about what bits go where and still lets you control them manually if you want/need to.

So uh, since you might be rebuilding your game soon anyway, you might want to consider it  :P

Also manual installs is still an option. I got up to 60-ish mod that way until a Skyrim patch hit me and everything went bonkers. (thanks for that btw, Steam)

<Woeful woes>

'Dodgy school cafeteria' comes to mind...

309
I've put the skill modifications on ice for now, the metallurgy parts will be fairly easy to keep as a separate module.

One things to keep in mind though, is that this mod already modifies the stock metals, and relies on any other weapon/armor materials (including cloth) to be modified in the same way (a substantially increased impact elasticity and yield point for all of them and substantially reduced shear strengths on cloth), so keep in mind that with mods that introduce new materials/modify existing ones, some manual fitting needs to be done.

Next up will be some rearranging of armor layering to work out a few bugs/oddities and some extra armor items. (an ocular kettle helm, because they look way too cool to omit, and possibly cuir bouilli arm/leg/head armor. As soon as figure out whether the scant evidence for their existence is compelling enough. It should be noted that knowledge on cuit bouilli is pretty spotty in general, as it has a nasty habit of completely decomposing and was used in an era where surcoats were still in use, making it quite hard to see what they are wearing underneath).

I also noticed a particularly vicious looking polearm that I want to include in a number of medieval paintings, supposedly from different times and artists. It look like the bastard child of a longsword, spear and a cleaver. Just got to find out what it could be called and be sure it was not just some artists getting creative.

Oh and, your welcome, glad you like it ^^

310
Yes, I have been playing for a while with the version that came out during .04

Hmm think it would a good idea to clarify this in the title?

311
DF General Discussion / Re: What Would Urist Do?
« on: February 12, 2016, 03:03:00 pm »
Spend it and the next few days on having a single drink.

WWUD if he was the hammerer, and found himself ordered to hammer the hammerer?

312
General Discussion / Re: LEGO Detection Confirmed!
« on: February 12, 2016, 11:34:54 am »
Heheh nice one, gave me a few chuckles :P

313
General Discussion / Re: Things that made you sad today thread.
« on: February 11, 2016, 08:54:22 am »
i keep having this terrible dream, where my alarm clock goes off

then, later, i wake up for real, but then i'm too groggy and confused to tell whether i dreamed the alarm clock or if it really went off and i fell asleep again after

inevitably, it never really went off, and i only get back to sleep about 10 minutes before the alarm clock really does go off

Argh, hate it when that happens. And it happens to me about every time I have a particularly unappealing day ahead. The only way to break that cycle for me is to drag myself out of bed and have a drink or something.

314
Rats. I can't find it anywhere. I'm absolutely sure I read a discussion about it some time ago (a year-ish? not sure), and reasonably sure someone at least had a working prototype.

Searching for 'tanning' and 'leather' yields nothing relevant from the mods section.

I get the feeling it might be a feature in a larger mod. I thought it was an optional for modest mod but as it turns out its not. Maybe its somewhere in one of the masterwork mod packs for the older versions...

Gah this is annoying. Might be an idea to make a thread in the modding section to ask about where this stranded because it was a pretty neat idea.


EDIT: Scratch all that, found it! http://www.bay12forums.com/smf/index.php?topic=122003.0

Aaand its kinda ancient, from Jan 2013. Bit older than I thought but it might actually still work with the recent version since not all that much was changed where the mod does its magic.

315
Tissue volume calculation is actually already in the game and implemented on things like meat and bones. Why this was not extended to leather I don't know but I think there is a mod that basically changes the skin butchery to yield a varying amounts.

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