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Messages - Pirate Bob

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226
DF Modding / Re: Broken Arrow - Fixed Archery Balance
« on: July 22, 2014, 01:44:27 pm »
It seems like this would be compatible with .40.xx, but I don't think I know enough to check.

Any updates on bolt physics in DF2014?
I created a thread about this.  The short answer is no, there do not appear to be any significant changes. 

Sorry for no updates in a long time.  I got busy with other things (like having a baby...), and also had interpreted that dev logs as meaning there *would* be significant changes in the new version, which made me less excited about reverse engineering the old version.

I believe Agent_Irons posted raws should result in 100% deflection of bolts/arrows by armor (provided the armor material is equal to or better than the bolt material, with adamantine>divine metal>steel>iron=bronze>copper>silver).  At least, if I am reading my own plots correctly.  Unmodified bolts/arrows have masses of about 1, so the momentum of the projectile will be about 25-30.  The contact area being 5 instead of 10 doesn't matter much, as (contact_area*layer_thickness) gets rounded to the nearest 100, and layer thickness is 15 or 20.  I prefer contact area 10 so that thick armor (helms, breastplate) gets rounded to 200, and gives better protection than the rest of the armor, which rounds down to 100.
Wild animals are trickier to kill than they were before, but wood bolts still cut up some giraffes and smash cavy skulls, so everything seems to work.

Relevant raws
Spoiler (click to show/hide)

I made crossbows a little better than bows. I should feel shame.
I'm not sure what you mean that animals are harder to kill.  Do you mean just with wood bolts?  I did controlled testing and found no significant difference in deadliness of bolts with momentum ~75 against unarmored targets, so I would think 25-30 would still be effective, but maybe not.

Anyhow, if you want there to be some chance of projectiles penetrating the lower armors (copper, bronzer) you can increase SHOOT_FORCE to 40 or 50.  I like setting it closer to 70-75 to make lower armors mostly ineffective, iron about 50% effective and steel/addy almost 100% effective.  If you are happy with armor always deflecting projectiles provided the armor material is equal or better than the projectile, then your raws are fine.

Also, if what I am saying seems to be way off, please say so and I will check things more carefully when I have more time/sleep.

227
Given the raws, I will be happy to work out the properties of divine cloth both theoretically and experimentally.  Is "divine cloth" actually used to make fabric clothes, or is it armor?  If it is fabric, then the protection offered will be very small (I think).  Even adamantine cloth offers almost no protection from attacks.  The only way I am aware of fabric offering significant protection is on demons, where due to their huge size and a bug with scaling of clothes the layer thickness of cloth becomes too large for most weapons to penetrate. 

Then again, I haven't actually tested to see if cloth is capable of slowing or deflecting weak attacks, so I can definitely look into that.  The only thing I ever tried was putting clothes on under armor, and found that they offered no additional protection against vanilla bolts/arrows, but nothing does anything against vanilla projectiles so that doesn't really prove anything.

228
DF General Discussion / Re: Killer Trees?
« on: July 22, 2014, 10:48:56 am »
It's the elves finally taking their revenge on us for chopping down all those trees.  Their weapons and armor are worthless, so they just convinced all the trees to commit suicide and take out as many dwarves as possible  :P.

On a serious note, does this happen completely at random, or just when you dig up the roots?  I haven't tried 40.04 yet, but in 40.03 trees would collapse if you dug up the roots on the Z level below.  If this is the case, you might be able to avoid treemurder by chopping down the trees before mining underneath them.

Either that, or just dedicate your fort to chopping down all trees, all the time.  Kill all the trees.  And the elves.  Elves make the trees grow faster.

229
Here are the raws for new Metals, they are all the same except for name/sphere relation and are generally better than steel and worse than adamantite

Spoiler (click to show/hide)
For starters, sorry if this has already been said, but I skimmed the thread and didn't see a clear explanation yet.

I agree that the new metals will be just slightly less powerful than adamantine, at least for armor.  Their effectiveness as armor (at least against projectiles, and I believe the behavior in melee is similar) is determined by (IMPACT_FRACTURE-IMPACY_YIELD/2) (see the wiki).  Adamantine has IMPACT_FRACTURE=IMPACY_YIELD=5000000, so IF-IY/2 = 2500000.  The new metals will have IF-IY/2=1500000, so they will deflect projectiles with 3/5 the momentum which can be blocked by adamantine (note that neither can block the insane momenta of vanilla bows/crossbows, but they are of course quite effective against melee weapons). 

As far as making weapons, they may actually be better than adamantine against everything except divine metal armor, because they have a higher density than adamantine (1000 vs 200), and almost as high a SHEAR_FRACTURE (2000000 vs 5000000).  Higher density means higher momentum, which in turns means higher damage and better armor penetration.  The high SHEAR_FRACTURE will cause edged weapons made of these metals to ignore any armor made of metals without SHEAR_FRACTURE and/or SHEAR_YIELD of at least 2000000 (everything except themselves and adamantine).  Adamantine, with its even higher SHEAR_YIELD, can also cut through the divine metals, but not itself.  Since neither metal can ignore adamantine armor, the divine metal, with its higher mass, stands a better chance of penetrating adamantine because it will have a higher momentum.  This is definitely true for ranged weapons, and I suspect also for melee but I have not yet worked out all the details of melee mechanics so I'm not sure (it's possible that attackers could swing heavier weapons slower, giving them similar momentum to lighter ones, but the conventional wisdom is this is not the case and heavier weapons are better).  The superior material properties of adamantine may also cause it to do more damage and/or penetrate deeper into flesh, but I am not sure about this either.

In any case, I am working on melee testing now, and would definitely like to include the divine metals.  I can't seem to find the raws for them - which file contains them?  I guess I can just copy the numbers from this post, but it would be nice to know where DF keeps them.

230
Not research, but a simple obserevation - in 40.01 I witnessed a bowgoblin emty his entire load of arrrows into a single capybara, before he went and finished the poor creature in close combat. He was carrying copper bow and arrows.

I did some testing vs. capybaras, and it doesn't appear anything strange is going on.  It does appear that I don't know what a capybara is (I thought they were rat sized), as they are actually rather large (45000 vs. 60000 for a dwarf).  It takes on average 12 hits to kill a capybara (using copper crossbows and bolts).  While projectiles are extremely good at incapacitating targets (via chipped/broken bones), they only occasionally hit vital organs causing instant death.

The rate of an unskilled dwarf hitting a capybara appears pretty high, although a few of them needed upwards of 40 shots to kill their targets, and that was with the target in a 1x1 cell 2 spaces away from the shooter (through a fortification).  If the capys could dodge, the hit rate would be lower.  Anyhow, since capybaras are the size of large dogs, it makes sense they take a bit of damage to kill, so it is not particularly odd for it to take more than 30 shots to kill one, although typical would be more like 15-20.  I searched through the logs, and there are no strange deflections etc.  It was an interesting experiment though...

231
I think the problems here are that DF assumes that you have a continuous force behind the bolt and that the Armor-metal is only paperthin so to say. Imagine a block of balistic gelatin, if you fire a bullet at it, it will bore in but somewhere down the way it will stop.

If the simulation assumes that the projectile has a continuous force behind it, it would go all the way through.

The second point of failure might be that the Armor is virtually paperthin in the simulation so that the projectile dosent dissipate enough energy (if at all) on the Armor since the thickness of the armor isnt taken into account.
I'm not sure I understand what you are saying, but I don't think it's correct.  The reason bolts/arrows defeat plate armor is very simple.  They are modeled as being very massive (about 1 kg), traveling at very high speed, and having a very small impact area.  There is nothing about the force being applied continuously or the armor being very thin.  As far as I can tell (from extensive testing, see the wiki article and previous thread I linked in the OP), the mechanics for armor are fine, more or less (good armor stops melee attacks most of the time).  It's just that bolts and arrows have such enourmous momentum that they cannot be stopped.

Also bolts should be more deadly against Chainmail - if the bolt hit, normally it should rupture one or two rings of the mail thus removing any resistance from the armor. As it stands now i would think the [STRUCTURAL_ELASTICITY_CHAIN_ALL] token (that raises the "STRAIN_AT_YIELD" to 50000) is what makes the chainmail better at blocking arrows/bolts.
Agreed.  The [STRUCTURAL_ELASTICITY_CHAIN_ALL] causes armor to convert incoming edged attacks to blunt attacks.  This makes them slightly less deadly, but still quite devastating in the case of bolts/arrows.  I believe that chainmail can fail to convert edged to blunt if the attack has extremely high momentum, but even bolts/arrows do not have enough momentum for this, and I can't remember if this is true.

isn't it kind of ridiculous that arrows get through steel plate by default anyway? i mean, at very close ranges maybe. but at long? the arrow will bleed off a ton of it's kinetic force at even medium ranges. no way a high quality steel armored dwarf should die to a +bone bolt+

just seems silly. if he gets hit in the throat or something maybe, but the chest? makes no sense.
By default, plate armor does not cover the neck or face (including the throat) or upper arms, and therefore would provide no protection to these areas even if it did normally stop bolts.  Chainmail covers the neck and upper arms, but I don't think it covers the face.

Since this thread seems pretty well derailed anyway, what I would ideally like to see is modeling projectiles as hitting armor at some angle, with the momentum transferred (and hence damage and armor penetration) proportional to the cosine of the incident angle.  This would mean that even crappy armor would have some chance to deflect projectiles if they hit at a glancing angle, while a perfectly true hit might penetrate even good armor.  In the simplest case, you could just still assume each part is hit with likelihood proportional to its size, and treat all parts as spheres.  Then the probability to hit at given angle is just a simple function which does not depend on body part size [Edit - just set the angle equal to asin(sqrt(Rand)), where Rand is a random number equally distributed between 0 and 1].

If you want to get even more realistic, you could allow shooters to target a given body part, and then calculate how close they come to hitting the center of this (based on skill, range etc).  A miss would then have a chance of hitting other connected body parts, depending on their size and how far away they are from the targeted part.  This would require somewhat more complicated calculations, but would be fun as you could realistically target body parts.  Also, this would make legendary archers more deadly than novices, as they would be able to hit targets dead center.

I suspect Toady has something more detailed (if not this, then something else) in mind, which is why he's not bothered to fix the current system - he probably wants to do a major rewrite at some future time to make ranged attacks more realistic.

232
Not research, but a simple obserevation - in 40.01 I witnessed a bowgoblin emty his entire load of arrrows into a single capybara, before he went and finished the poor creature in close combat. He was carrying copper bow and arrows.
Did the goblin empty his quiver *into* the capybara, or just *at* it?  Small creatures are very hard to hit with ranged weapons, so my guess is he didn't hit it at all.  If you think he actually hit it, then I will have to put this on my list of future !!SCIENCE!!.  Also, that cat disturbs me. 
The cat knows what you did.
I didn't read the logs carefully, but SoundSense implied that the animal was hit. The capybara was already unconcious and severely wounded, but alive.
Sounds like !!SCIENCE!! is needed.  This should be pretty easy for me to test.  If I don't post something in a few days, feel free to remind (i.e. PM) me.  Probably what happened is only a few of the goblin's arrows hit the poor rodent, but I will run a test to make sure there isn't something funny going on with very small creatures.  I have previously found that creature size had no impact on the effectiveness of armor against bolts, but I don't think I went to extreme sizes.

It does seem easier to reflect them with shields, however.
Playing adventure mode, I encountered a Goblin Bowman who shot all but 2 of his copper arrows at me before trying to flee.
All of those arrows would have hit me if I didn't block with my shield, with some help from batting them out of the air (ninja dwarves) and simple dodging.
Note that I was a Proficient Shield User and Dodger.
I was unscathed.
Only one or two of the arrows actually missed without my interference.
I'm going to make an assumption that you are somewhat smarter than the AI, and kept yourself (and hence your shield) pointed towards the enemy.  At least in arena tests, dwarves being shot from behind don't even turn around to see what's hitting them, so that could render them somewhat vulnerable to ranged attacks...


233
One of the biggest issues with ranged combat is the fact that getting a bone hit on anything is extremely easy and makes anything instantly pass out in vanilla due to the absurd amount of pain receptors.

and mind you this isn't a momentary drop to the floor, this is a very lengthy loss of consciousness
which also means that whatever chipped the bone gets a lot of free shots
which means more pain
which means more passing out
which means more shots
which means more pain
which means that you are dead, kiddo
dead
Yes, all of that.  Particularly in adventure mode, where there is no backup squad to come rescue you.  In adventure mode, if you get hit with a projectile, you are almost always dead.  And chainmail really doesn't help, as you still get just as many chipped and broken bones through chainmail (chainmail just converts edged damage to blunt, which causes all the broken bones).

234
Not research, but a simple obserevation - in 40.01 I witnessed a bowgoblin emty his entire load of arrrows into a single capybara, before he went and finished the poor creature in close combat. He was carrying copper bow and arrows.
Did the goblin empty his quiver *into* the capybara, or just *at* it?  Small creatures are very hard to hit with ranged weapons, so my guess is he didn't hit it at all.  If you think he actually hit it, then I will have to put this on my list of future !!SCIENCE!!.  Also, that cat disturbs me. 

Back to the main point, my testing thus far has revealed no significant differences in ranged weapons between 34.11 and 40.03.  I had thought that the fire rate was now faster, but in one-on-one combat in the arena a marksdwarf that I controlled was attacked by a melee opponent roughly twice as often as he fired bolts in both versions, so there does not appear to be a significant difference.  Has anyone observed a difference in ranged weapons in the new version, and if so can you describe it?

One thought I have is that maybe the new line-of-sight mechanics have made the existing problems with ranged weapons more noticeable, especially in fort mode?  To explain, I made a slightly fort with 34.11 modded so that steel armor would deflect projectiles roughly 50% of the time (instead of never).  I then played for many years, and many sieges.  In all this time, I *NEVER* observed a deflection off any of my trained military, as they never got hit by projectiles.  Some of the new recruits got hit a few times, but the legendaries are so good at blocking and dodging that they almost never get hit.  In the new version, I believe that any attack from outside a units cone of sight will be treated as "from behind", and cannot be blocked or dodged.  This means that your legendary fighters are much more likely to be hit (and brutally maimed) by ranged weapons.  I have not yet tested this (and won't likely have time to), but it seems likely.  Can anyone confirm or disprove this?

Bottom line, it looks like ranged weapons are exactly as (over)powerful as they were before.  The issues just might be more noticeable in fort mode now.  In 34.11 fort mode, the power of ranged weapons was balanced by the fact they rarely hit their targets.  In adventure mode, they were always extremely frustrating, for (at least) 3 reasons:
1)  You are often fighting outnumbered, in the open, and surrounded.  This dramatically increases the number of ranged hits you take, and may result in hits from behind.
2)  You don't get to train your adventurer to legendary levels before he sees real combat, so his shield user/dodge skills are not high enough to block all incoming fire.
3)  There is no backup.  If your adventurer passes out from a chipped bone etc, it is very unlikely that your companions will win the fight and save him.

235
Projectiles are very effective at piercing armor due to their extremely small contact areas. Here's a quick cut and paste from the wiki that explains it.
This is exactly right.  The contact area of bolts and arrows is (and has been for a while) only 2.  This means that even adamantine plate armor provides no protection from them.  For example, wood bolts (density about 600) have a mass of 0.09.  Since this is less than 1, they are fired at SHOOT_MAXVEL=1000, and have a momentum of 1000*0.09 = 90. 

The maximum momentum bolt which can be stopped by armor is about (from the wiki page, ignoring armor user skill and quality)
Code: [Select]
momentum = (IF-IY/2)*round100(C*S)/(2400000) where for adamantium
IF=IMPACT_FRACTURE=5000000
IY=IMPACT_YIELD=5000000
C=CONTACT_AREA (of the bolt) = 2
S=LAYER_SIZE (of the armor) = 15 or 20 (depending on which piece)
round100(C*S) = 100, because C*S is less than 100
(IF-IY/2)*round100(C*S)/(2400000) = 104

Meaning adamantine armor can stop bolts with momentum up to 104, and can just barely stop wood bolts (momentum 90).  All other armor cannot stop even wood, and adamantine cannot stop any metal bolts.

If you want protection from projectile attacks then stick with chain armor.
Also mostly correct.  Chain armor will convert edged damage to blunt damage, meaning that instead of causing tears and bleeding bolts will chip bones and bruise internal organs.  In fort mode, chain armor is good enough protection, as if one of your dwarves passes out from a chipped bone the rest of your army can probably save him.  In adventure mode there is nothing that can save you from ranged attacks, other than maybe this
I think the only viable defense against projectiles in DF is legendary+ shield user. Unless that has been nerfed.

Plate armor provides protection from blunt damage such as mace and hammer attacks.
This however, is not quite correct.  Edged weapons with larger contact areas definitely can be deflected by plate armor.  I believe it follows a similar mechanism as ranged weapons, but I haven't done extensive testing and don't know how "forces" are calculated for melee attacks.  Anyhow, things like axes and sword slashes can be stopped, but I'm not sure about say spear points (contact area 20).  I believe these could be stopped at least sometimes by steel/candy armor, but I haven't confirmed this.  [Edit - even copper armor appears to deflect stabs from (copper) spears most, if not all, of the time.  This further illustrates how silly ranged weapons are right now - armor which gives 100% protection against all melee attacks should at least do something against ranged attacks.  On that note, does anyone know of a melee attack which is not deflected by armor (provided it meets the material requirements explained below?)]

One other important detail - armor ONLY has an effect if it is made of a material with SHEAR_YIELD and/or SHEAR_FRACTURE equal or better to the weapon, where adamantium>steel>iron=bronze>copper>silver>wood.  Otherwise it does nothing.  This goes for both plate and chain armor, and melee and ranged attacks.

I feel that the wiki page (which I mostly wrote) may not explain this clearly enough.  Maybe I need some plots or something?  Suggestions would be appreciated...

236
Quick update - I found it took 1319 hits to kill 72 dwarves (18.3 per dwarf) using vanilla conditions on 40.03, and 1420 (19.7 per dwarf) in 34.11.  All dwarves were wearing full adamantium plate armor, which provided no protection at all against the incoming copper bolts.

It is not clear if the difference between 40.03 and 34.11 is significant.  I will have to test a larger sample to see, and more carefully analyze the logs.  I did notice that body parts were sometimes "cloven asunder", but this appeared to be mainly small things like fingers and eyes, which I don't think would cause speedier death.

Bottom line - if there is a difference in deadliness per shot, it is small.  The major difference is in rate of fire, which is huge (at least that's my impression).  I will try to quantify the rate of fire difference next.  I'm not really sure how to do this - suggestions would be appreciated.  My current idea is to measure how many shots I take with a marksdwarf I control, and how many melee attacks an opponent makes in the same period.  I can adjust the materials/raws so that both melee and ranged attacks are harmless. 

The pulping of body parts is likely to make a larger difference against undead targets, as it was intended.  Clearly it is possible to destroy body parts with ranged attacks, which I assume would kill undead creatures (although I do not know how to test this in the arena).  Living creatures are likely to bleed to death, suffocate or get shot in the head before any important body parts become pulped.

237
[Edit - DISCLAIMER - it does not actually appear that there is any significant difference in the power of ranged weapons in 40.XX vs 34.11.  I had heard rumors that they were, but so far all tests show them to be equal.  If you have evidence of differences, I am VERY interested]

I heard some rumors that ranged weapons are even more deadly in this version than the last, so I decided to do some testing, following the methods outlined in this thread  Here are some initial results, and I will try to update with more details as I complete more testing.

1) Initial results suggest there is no change the the protection armor offers against projectiles, as outlined on the wiki here.  For vanilla DF, this is somewhat irrelevant as plate armor offers absolutely no protection, but by adjusting the raws for [SHOOT_FORCE] of crossbows I found that the force required to pierce adamantium armor with copper bolts is unchanged since 34.11:
[Edit - in vanilla DF SHOOT_FORCE is 1000, which is over 10 times what can be blocked by even adamantine armor.  The crazily high forces combined with tiny contact area render plate armor useless against projectiles in both 34.11 and 40.03]

As an aside, this deflection vs. force curve has an interesting kink in it.  These results are for shooting at custom creatures with only an upper and lower body:
Spoiler: Arena Blob (click to show/hide)
and for some reason deflections occur off the upper body at a higher force than the lower body, as illustrated by repeating the experiment with the breastplate removed and the blobs wearing only greaves:
Spoiler: Only Greaves (click to show/hide)
I thought maybe this was because greaves have different layer thickness than breastplates, so I copied all the properies of breastplates to greaves and repeated, but obtained the same result (the "uniform" dataset), so I am puzzled as to what is causing the difference.  Anyhow, back to the main point.

2) The rate of fire for crossbows and bows seems to be much higher in this version than the last one.  As far as I can tell, ranged weapons fire as the same speed as melee attacks in 40.03, while they were much slower in 34.11.  I have not quantified this yet, but significantly increasing the rate of fire definitely would make ranged weapons (even more) deadly.
[Edit - my initial testing does NOT show a significant difference in fire rate between 40.03 and 34.11.  It appears that melee attacks are roughly twice as fast as ranged attacks in both versions, but this is very hard to quantify as melee attacks by the AI are quite variable.  In any case, it's not a major difference].

3)  Ranged weapons can now completely destroy body parts using the pulping mechanics (at least I assume this is what's going on).  In my tests, I found that body parts could be "mostly cut away" or "cloven asunder", which both are fatal to Arena Blobs.  This caused the majority of Blob targets to be killed in tests where deflection was not 100%, while no blobs were killed at any forces tested (up to F=128) in 34.11.  It is not clear how this would impact the deadliness of bolts under vanilla conditions, as I believe these mechanics require the same part to be stuck multiple times, and most living creatures will give in to pain/bleed to death before a single body part is struck repeatedly.  However maybe at high force a single bolt hit can now cleave body parts?  This will be my next line of investigation.

Anyhow, I would like to do a lot more testing of this, but my time is somewhat limited as I have a 1 month old baby (who currently wants to be fed).  If anyone else is interested in pursuing this, I have a library of perl scripts and DF macros that I use for running automated large scale testing in the arena, which I would be happy to share.  They are set up to run on Linux, but it should be relatively easy to convert them to Windows if needed.

238
DF General Discussion / Re: Elf sites are beautiful! Well done.
« on: July 18, 2014, 09:48:43 am »
It appears that I was wrong, and regular "ignited" fires are in fact sufficient to burn down trees.  The problem is it takes a very long time for fires to spread, such that they do not appear to spread at all on the adventurer time scale.  I spawned a dwarf in the arena and had him set a fire near the trees.  He literally died of thirst by the time the fire had spread to the trees.  But the one ignited fire was enough to burn down all the grass, and most of the trees (sometimes the trees don't fully catch on fire even when all the grass below them is burning).

I'm not sure if the time scale for fire being so slow in adventure mode would be considered a bug?  Even if so, I doubt it would be very high on Toady's list, as the only use for setting fires in adventure mode would be to burn down his beautiful trees, even if there might be...ahem...significant demand for said feature...

239
DF General Discussion / Re: Elf sites are beautiful! Well done.
« on: July 18, 2014, 07:11:15 am »
As promised, here is a !!beautiful elf site!!
Spoiler (click to show/hide)
It required modding in a dragon adventurer to get sufficient burning - setting fires by "igniting" things was not enough.  Even dragonfire set fires don't really spread very well, so I just had to breathe fire on everything.  In the arena, fires set by magma would spread nicely from the grass up to the trees, and then burn the whole tree, but I'm not good enough at modding to get magma in adventure mode...

240
DF General Discussion / Re: Elf sites are beautiful! Well done.
« on: July 17, 2014, 09:17:48 am »
Why aren't any of these elf trees on fire?
I spent much of the evening last night trying to set elf trees on fire, without much luck.  I didn't get the option to ignite trunks or leaves as an adventurer.  Twigs can be ignited, but I wasn't finding any of those in elf trees (maybe I didn't look hard enough?) - just in regular trees.  Even if that is possible, it wouldn't be particularly satisfactory, as the fire doesn't seem to spread to the rest of the tree.

I guess I will have to do a little modding to find out what the impact of dragonfire and/or magma is on elf trees. 

This got me all excited
Quote from: Toady One date=07/14/2013
I've got the elf sites up to where they need to be. The last thing I updated was the firest -- they affect trees differently now, tile-by-tile. They tend to burn off leaves and smaller branches and keep larger parts intact or dead-but-still-around, depending on the intensity of the overall fire, so all the grass usually goes with some blackened stumps/branches left behind. There are still tree chopping and the continuing raw entry as I mentioned, but I'll work those out as we go.
but seems to require a "stronger" fire than what an adventurer can conjure.  This clearly calls for !!Science!!

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