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Messages - Stalhansch

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16
Mod Releases / Re: Stal's Armoury Pack v1.6 [40.14+]
« on: December 19, 2014, 05:16:05 pm »
Version 1.7 out.

Fixed a few oversights.

Stoneage pack is being attempted first, but testing stone weapons has proven to be difficult, as stone doesn't seem to show up in the testing arena. A work-around has been to just list the stone material in the inorganic_metal.txt with appropriate values, but it's a hassle. It may be a while yet.
Didn't take as long as anticipated. Prehistoric Pack now available, but requires a lot of testing and thought.

17
DF Modding / Re: Community Mods and utilities list.
« on: December 17, 2014, 12:46:48 am »
Added 12-15-2014
(Finally saw this when I was not at work)
Thanks!

18
Mod Releases / Re: Stal's Armoury Pack v1.6 [40.14+]
« on: December 15, 2014, 06:48:09 pm »
Version 1.6 out.

Temporary fix for ranged weapons shooting faster than intended. Still working on something better.

I'm laying down some stonework for themed packs, as mentioned before.

Stoneage pack is being attempted first, but testing stone weapons has proven to be difficult, as stone doesn't seem to show up in the testing arena. A work-around has been to just list the stone material in the inorganic_metal.txt with appropriate values, but it's a hassle. It may be a while yet.

19
Mod Releases / Re: Stal's Armoury Pack v1.5a [40.14+]
« on: December 05, 2014, 12:13:14 am »
Sorry if I was a bit unclear. I meant Pollaxe specifically. I really like their versatile use. You can hook and hack with the axe head, catch blades between the axe head and head spike, stab with the head spike, hook and perform blunt strikes with the hammer face opposite of the axe head, and stab with the point at the end of the haft. I always really liked the weapon because it provides a lot of versatility from a long range. I'd understand if you didn't add them, since you already have a lot of very detailed and specialized weapons, I was just wondering.

Also, what's your personal favorite sword type? I know it's a bit off topic, but I was just wondering.

In truth, a pollaxe did once exist during the pre-release stage of my mod. I had difficulties balancing it, as it turned out to be a bit too effective. That is when I decided to break weapons down for variety and the pollaxe eventually manifested as the axehammer instead, which is still perhaps a weapon that is also too effective. I may re-include the pollaxe and similar weapons in a later release as an option. Though, going along with the idea of themed packs, I may create a late-medieval pack that includes more advanced weaponry.

As for my favourite sword type, I'd have to say migration period and early-medieval nordic pieces--or more colloquially, "viking" swords--for the variety of ways their hilts are shown to be decorated and designed. I also have a fondness for the look of traditionally pattern welded blades.

20
Mod Releases / Re: Stal's Armoury Pack v1.5a [40.14+]
« on: December 04, 2014, 02:04:35 pm »
And not to sound stupid (I'm not a weapon expert or anything,) but don't halberds already sorta-fill the role of poleaxe in DF?

Well this is when weapon classifications get a little muddy. Quartz_Mace used the term "pollaxe" which means something entirely different and more vague than simply "poleaxe". All poleaxes are pollaxes but not all pollaxes are poleaxes. That is to say, the term "poleaxe" can most typically refer to an axehead mounted upon a pole, but the term "pollaxe" refers to any type of non-spear weapon head mounted upon a pole--but not a halberd or an axe; halberds and axes are specific classifications.

Regardless you still have a point: halberds in DF very well do fill in the role of a poleaxe, and there already exists a couple of two-handed blunt weapons to speak of.

It's worth noting that many weapon names and classifications are quite modern... and quite arbitrary, evidently. Especially when it comes to swords.

21
Mod Releases / Re: Stal's Armoury Pack v1.5a [40.14+]
« on: December 04, 2014, 08:06:37 am »
A few of questions:
1. How did you handle the vanilla problem of maces being worse than hammers at everything?

2. will you add pollaxes and if so, what weapon skill will they use?

3. For ranged weapons, are they still loaded and shot in one action as in vanilla in adventure mode?

4: Is the "War pick" a Horseman's pick?
1. In theory, my maces should be better suited against lightly- or un-armoured victims opponents while hammers have better performance against armoured ones. However, this is DF, so results may vary.

2. The problem with adding new weapons such as that is that it can get difficult to make them... unique, in terms of performance. There already exists a few redundant weapons as it is. I opted to not include some weapons so that I could expand on the sub-type with better variety that filled in the gaps instead.

3. They should, at least from my observations. But it was recently brought to my attention that ranged doesn't quite work as I intended. I'm currently trying to re-figure it.

4. It can be described as that, yes.



Question: the item list, while varied, seems very eurocentric; do you have any plans to expand the mod in the future with other culture's weapons and armours? There's many medieval Persian, Indian, Chinese, south-east Asian swords and axes to consider, not to mention the obvious katanas of Japan. Notable examples that would be interesting to see: the dao, urumi, parashu, ciupaga, assegai/iklwa, gada, and bulawa come to mind, in terms of weapons.
My knowledge of weapons can be described as "eurocentric". I'm not too familiar with weapons outside of western europe--save for some common examples. This also ties in with my answer about redundant weapons above. On top of this I don't particularly feel that eastern weapons really fit into the style of DF; it would feel rather ham-handed of me to try and include them, especially the more 'obscure' examples.

Not to say I would be against trying to make a more eastern-focused pack should I feel inspired to do so. I would have to do a fair bit of research though.

I noticed also that you included roman armour and clothes like the caligae; which opens up a world of possibilities in terms of ancient and prehistoric weapons + armour one could use as well. I know this is a lot of potential work; but I believe the mod would be that much more satisfying for it. Who says all dwarves have to be limited to being merely small vikings, after all?
The items in question are actually examples that could be found in Britannia, or the Roman era of Britain, and while the items carry Roman names it does not necessarily restrict their style to that, merely their construction. These particular styles of footwear would have been found in many places, and while they may have fallen out of fashion-favour in most it does not mean their use fell so rapidly with it.

A prehistoric pack for DF does sound interesting, however. I'll have to consider that rather heavily.

22
Mod Releases / Re: Stal's Armoury Pack v1.5a [40.14]
« on: November 18, 2014, 05:45:35 pm »
Dwarves are only granted the hauberk in the entity file that comes with the mod. In fact I'm pretty sure I have it so that only plains humans use haubergeons.

The tests were in the Arena, though fort mode testing reveals that habergeon-armored dwarves would also refuse to equip breastplates (one civ having not developed the hauberk while another did, with similar results.)
I'm going to keep testing until I narrow down what exactly could be causing this. I appreciate the help you've given so far.

23
DF Modding / Re: Community Mods and utilities list.
« on: November 18, 2014, 05:32:04 pm »
Please add Stal's Armoury Pack

Suggested description: Contains about 70 historical weapons and 65 historical articles of armour and clothing. Also changes how weapons and armour behave.

Should be compatible with 40.14 and onward.

24
Mod Releases / Re: Stal's Armoury Pack v1.5a [40.14]
« on: November 18, 2014, 05:17:19 pm »
After extensive testing I still can't seem to make sense of why it's happening.

I can only agree with the above suggestion. I don't see why you would give a civ both the haubergeon and the hauberk anyway since they work identically, it would be best to only give them one to avoid whatever bug this is.

25
Mod Releases / Re: Stal's Armoury Pack v1.5a [40.14]
« on: November 11, 2014, 05:52:21 pm »
Alright, well, here are the two armours in question:
Code: [Select]
[ITEM_ARMOR:ITEM_ARMOR_HAUBERGEON]
[NAME:haubergeon:haubergeons]
[ARMORLEVEL:2]
[UBSTEP:1]
[LBSTEP:1]
[LAYER:ARMOR]
[COVERAGE:200]
[LAYER_SIZE:12]
[LAYER_PERMIT:16]
[MATERIAL_SIZE:3]
[METAL]
[STRUCTURAL_ELASTICITY_CHAIN_ALL]
Code: [Select]
[ITEM_ARMOR:ITEM_ARMOR_HAUBERK]
[NAME:hauberk:hauberks]
[ARMORLEVEL:2]
[UBSTEP:1]
[LBSTEP:2]
[LAYER:ARMOR]
[COVERAGE:200]
[LAYER_SIZE:12]
[LAYER_PERMIT:16]
[MATERIAL_SIZE:3]
[METAL]
[STRUCTURAL_ELASTICITY_CHAIN_ALL]
Virtually identical. It must be something else, and I can't seem to figure out what. I'm at a loss.

We know haubergeons can be worn with breastplates, I've found that easily enough, as can hauberks. It must be some kind of preference conflict.

26
Mod Releases / Re: Stal's Armoury Pack v1.5a [40.14]
« on: November 11, 2014, 12:10:21 pm »
The test uniforms consist of a cloth outfit (tunic or in this case a regular shirt, trousers, hood, cloak, and leg/hand wraps,) and an iron suit of armor, generally a barbute, chain coif, hauberk, breastplate, upper and lower greaves, and gauntlets. Even when I try the exact same set-up with a tunic or with the cloak and shirt removed the habergeon-equipped dwarves keep throwing thier breastplates on the floor.
I did some testing throughout the day today and yesterday and I can't seem to figure out why you're having this problem. I've had dwarves toss breastplates as well, but most of them have not.

I want to say it's a DF logic problem, but I'm not 100% sure. Needs more testing.

27
Mod Releases / Re: Stal's Armoury Pack v1.5a [40.14]
« on: November 10, 2014, 01:09:59 pm »
That's strange. Then why aren't the habergeons useable with a breastplate then?
I'm not encountering your problem. If you've made both hauberks and haubergeons, they can be worn overtop each other and will prevent the creature from wearing a breastplate; you may have manufactured some confusion if so. It could also be some other layers of clothing stacking similarly that overwhelms the layer permit of the breastplate. Those are the only conditions I can think of, as my character is currently wearing both a breastplate and a haubergeon perfectly fine.

28
Mod Releases / Re: Stal's Armoury Pack v1.5a [40.14]
« on: November 10, 2014, 12:46:22 pm »

Unrelated question, what's the difference between the haubergeon and hauberk? Last time I tried to give soldiers with haubergeons breastplates they threw them on the floor, but I can give them to soldiers with hauberks just fine. I ask this because I just tested it and the habergeon-equipped unit ditched thier breastplate and at a glance I can't see any difference.
I appreciate the feedback. It doesn't come off as ranty to me. Going along with the reason I gave breastplates an obvious weakpoint, most of the armours are made with a specific time frame in mind: that being the 900ad-1300ad period. A complete plate harness didn't exist during this period, save for the potential few prototype creations.

If you wish to solve the breastplate problem yourself its as simple as changing this:
Code: [Select]
[ITEM_ARMOR:ITEM_ARMOR_PLATE]
[NAME:breastplate:breastplates]
[ARMORLEVEL:3]
[UBSTEP:0]
[LBSTEP:0]
[SHAPED]
[LAYER:ARMOR]
[COVERAGE:300]
[LAYER_SIZE:20]
[LAYER_PERMIT:28]
[MATERIAL_SIZE:15]
[HARD]
[METAL]
into this:
Code: [Select]
[ITEM_ARMOR:ITEM_ARMOR_PLATE]
[NAME:breastplate:breastplates]
[ARMORLEVEL:3]
[UBSTEP:1] <--
[LBSTEP:0]
[SHAPED]
[LAYER:ARMOR]
[COVERAGE:300]
[LAYER_SIZE:20]
[LAYER_PERMIT:28]
[MATERIAL_SIZE:15]
[HARD]
[METAL]
This will make it cover the upper arms (ignoring the arrow for hilighting the changed bit).

Regarding the difference between the byrnie, haubergeon and hauberk: Historically the haubergeon and hauberk are two names for the same thing, but granted a few generations of development and you then have that typically hauberks are a bit longer than haubergeons, and the outlier byrnie being the shortest. Byrnies have a LB of 0, haubergeons 1, and hauberks 2. Otherwise essentially identical, thrown in for flavour.

29
Mod Releases / Re: Stal's Armoury Pack v1.5a [40.14]
« on: November 10, 2014, 11:43:53 am »
Seems there's one hiccup in the armor in this mod (which is stellar by the way,) and that's lack of protection for the upper arms. In some testing I've been doing I've had many people killed due to a distinct lack of upper arm protection against more-or-less blunt strikes. Don't suppose there's an idea on how I can fix this is there? Something smallish on the layering so it can be fitted with a breastplate and mail hauberk.
This is actually intentional.

Breastplates are nearly invulnerable to attacks, so they only cover vital organs in the torso. Slightly lesser armours that are not-so-invulnerable cover more body space, such as lamellar armour and brigandines. I thought it would be slightly ridiculous if one could be completely safe from normal attacks.


30
Mod Releases / Re: Stal's Armoury Pack v1.5a [40.14]
« on: November 08, 2014, 12:31:45 pm »
I was wondering, what is the purpose of the tiles for most of the tools and such being changed?
I don't recall changing them. It might have been tied to my tileset where I might have changed them for preference and forgot about it. They can be easily changed again by editing the item_tool.txt.

I believe that ranged weapons are limited to one shot on the screen at a time, and having a faster velocity means faster firing, if I remember correct.
Interesting... I'll have to test that out.

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