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Messages - RysanMarquise

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61
DF Modding / Re: A method for applying poison
« on: April 26, 2010, 11:33:39 pm »
Perhaps I should clarify. The problem with indirect breath attacks is that they don't trigger outside of combat, and initiating it at the right location is the problem.

It will however poison all weapons in the area.

62
DF Modding / Re: A method for applying poison
« on: April 26, 2010, 11:10:41 pm »
I have managed to test it, though getting the cloud to trigger is sometimes a bit of a pain (works fine if the creature is just wandering around). Everything in the area is coated, everything will infect the target if it deals damage. The mist will also harm any dwarfs with open wounds, but that is a relatively minor problem. 

63
DF Modding / A method for applying poison
« on: April 26, 2010, 08:13:16 am »
Currently, the method I have discovered for applying poisons is to create a poisonous blob that sprays poison vapor in every direction in combat.

[MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:FLUID:UNDIRECTED_VAPOR]

The vapor, however, is injection/blood-only so it will not harm creatures directly. The blob itself is also basically harmless.

The creature is then chained to an ammo store-room and all ammunition is now coated in poison. By making the poison fast-acting I then enable dwarves to have their own poisoned crossbows.


So far this has been the only way I can think to weaponize syndromes effectively. Has anyone else come up with other ideas?

64
DF Modding / Re: Help me test and improve these weapons please.
« on: April 21, 2010, 09:12:16 pm »
Attack momentum is used to determine damage. Therefore the multiplicative result of mass and velocity results in a strict measure of blunt damage. This damage is the damage that will be done by all weapons through layers. Edged weapons are simply better blunt weapons.

In order to get your sling to to damage you will need to have a larger rock and/or a far higher velocity. These are the factors you should compare, not whatever it is it used.

65
DF Modding / Re: Fantasy Flavor mod [Release 7 - Trees]
« on: April 20, 2010, 09:55:50 pm »
BURN is not a valid attack type, therefore your weapons cannot perform the action.


I myself have experimented a great deal with hot and cold metals, and your weapons right now will probably cause mass-melting. You might not have noticed this because the game doesn't begin measuring temperature until the item comes in contact with something, therefore in arena mode you would need to have a dwarf drop then pick up a sword.

My heat-based metals were designed to be used with everything though, and were generated by expensive alchemy. The idea was that you could even create heat-traps with them, or use them as incredibly deadly weapons if you managed to get your dwarf to wear cold protection gear. Additionally, they are especially awesome because if you manage to get a bolt of the material stuck in the enemy then that enemy will ignite then melt away. Have yet to fully test consequences.


66
Blood doesnt work as structural integrity for a system as simple as a bronze collousous. Without proper tissue properties, the blood will all just leak out of a foot when you hit it. Additionally, the blood can be load-bearing, but it is just a liquid so the limbs will fall off when tapped if you rely only on it.


On to better news: I found out how to make maces work!

Damage for blunt weapons is largely a function of their size and velocity. By increasing the SIZE by 50-100 points, the weapon becomes vastly more effective in combat. In testing a squad of 5 master macedwarves in full plate beat 5 master axedwarves, unless the axes were sufficiently awesome. Additionally the maces have their own set of materials for improvement, but I did not test those beyond the fact that a slade mace with wreck you.

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