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Messages - Stalhansch

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31
Mod Releases / Re: Stal's Armoury Pack v1.5a [40.14]
« on: November 02, 2014, 04:33:37 pm »
Awesome mod! Can anyone tell me how Stal changed the time it takes to fire a ranged weapon in this mod? Vanilla DF ranged weapons seemed to take a lot longer to fire.

It seemed like this to me when testing in the Arena, but I'm not sure to be honest. I couldn't find any values that seemed to affect reload speeds and the like for ranged weapons, but it could be that I don't understand something.

I never did test to see if my ranged weapons actually were faster than vanilla.

Code: (My crossbow) [Select]
[ITEM_WEAPON:ITEM_WEAPON_CROSSBOW]
[NAME:crossbow:crossbows]
[SIZE:3000]
[SKILL:HAMMER]
[RANGED:CROSSBOW:BOLT]
[SHOOT_FORCE:1300]
[SHOOT_MAXVEL:350]
[TWO_HANDED:125000]
[MINIMUM_SIZE:50000]
[MATERIAL_SIZE:7]
[ATTACK:BLUNT:500:0:bash:bashes:stock:1250]
[ATTACK_PREPARE_AND_RECOVER:3:4]

Code: (Vanilla crossbow) [Select]
[ITEM_WEAPON:ITEM_WEAPON_CROSSBOW]
[NAME:crossbow:crossbows]
[SIZE:400]
[SKILL:HAMMER]
[RANGED:CROSSBOW:BOLT]
[SHOOT_FORCE:1000]
[SHOOT_MAXVEL:200]  This is just to make sure a near-weightless object doesn't go faster than the string could possibly go.
[TWO_HANDED:0]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]

32
Mod Releases / Re: Stal's Armoury Pack v1.5 [40.xx]
« on: October 26, 2014, 03:32:35 am »
Looks like this needs a tiny bit of tweaking with .14. entity and tools are the only offenders by the looks of it, so the end user can just tweak the current version

edit: actually, item_tool seems like a bit of a mess, difference wise. Maybe it's best to wait for someone who knows what they're doing to fix it.
Thank you for telling me. I will look into it soon.

Edit: Should be sufficiently updated. Please let me know if there are any more complications.

33
I considered drawing animals as well, but that requires much more patience and commitment than I can currently give. Perhaps some time in the future.

34
Mod Releases / Re: Stal's Armoury Pack v1.5 [40.xx]
« on: September 28, 2014, 05:33:50 pm »
Also i am kind of new to DF modding. So i have a question. If i overwrite for example Obsidian tileset with you would it work ? I mean those tilesets have files the same as yours and overwriting them would probably cause some conflicts...
If by that you mean overwriting Obsidian's tileset set with my own tileset, then my own tileset would show instead of Obsidian's. Graphic sets are a bit different, as graphic sets include text files and go in the graphics folder. You would need to remove any conflicting text files from the graphics folder, otherwise things may display weirdly.

By conflicting text files I am referring to text files that include the same entities. For example, I have a text file in my set that is for dwarves, you would need to locate and remove the Obsidian text file for dwarves for mine to display correctly. Keep in mind this has to be done inside save files too if you want them to work.

35
Mod Releases / Re: Stal's Armoury Pack v1.5 [40.xx]
« on: September 26, 2014, 05:14:59 pm »
what does Atlatl shoot ? Arrows ? bolts ? or threre is no ammo ?
It launches Darts. Long Darts and normal Darts.

36
Mod Releases / Re: Stal's Armoury Pack v1.5 [40.xx]
« on: September 21, 2014, 05:57:10 pm »
I was going to ask if increasing armour presence was possible. I didn't think it was.

37
DF Modding / Re: How to make Maces better?
« on: September 17, 2014, 02:35:31 am »
So basically the exact opposite of what happens now?
I suppose you could say that.

It is difficult to differentiate between a mace and a hammer without simply making one of them inferior to the other with the DF system. There simply aren't enough variables. I had a lot of trouble with it myself. Even after all of my work and testing I ended up with some iteration of maces which are nearly identical to hammers. Square one. I'm still working on it.

38
DF Modding / Re: How to make Maces better?
« on: September 16, 2014, 07:25:37 pm »
I, too, struggled with maces and hammers in my own mod.

In reality, hammers specialised in their versatility, often having a spike or beak on one end along side a hammer bite on the other. Maces, on the other hand, were strictly blunt weapons with no (literal) armour penetration capability. They are virtually the same weapon, except the hammer has a bladed spike attack, which leads to problems with DF making bladed attacks get used more often than blunt, and which inevitably drove me to removing the spikes altogether, further stressing the weapons' similarity.

Historically, maces did have the niche of symbolism, much like the sword, and were often represented or used ceremoniously with connotations of authority. The hammer was strictly a brutal anti-armour weapon, through and through.

For what it's worth, as a weapon enthusiast: If you want to give maces their own identity while still respecting the reality of the weapon, it should be kept in mind that maces bite/strike rather than bash, unlike the war hammer. They do pin-point damage with very small contact areas to try and send their force directly through the armour, while the hammer attempts to turn the armour itself into an extension of the weapon with force distribution over a large area.

39
Mod Releases / Re: Stal's Armoury Pack v1.5 [40.xx]
« on: September 15, 2014, 04:04:12 pm »
Can I include these weapons in my mod?
You may.

40
Mod Releases / Re: Stal's Armoury Pack v1.5 [40.xx]
« on: September 15, 2014, 05:38:14 am »
If Dwarves can use glaives I will be a happy person. I have no idea why but I have a demented fondness for the weapon. Regardless, the armor alone basically being in line with how I do uniforms makes this worth getting.
They can, technically. Glaives are just below the limit for an average-sized dwarf to wield them. They can only wield glaives multigrasp for this reason, and weaker, more sickly dwarf specimens may not be able to wield glaives at all. (You can of course change this yourself by editing MINIMUM_SIZE for the glaive appropriately.)

You will also need to add the glaive to the dwarf civilisation in entity_default yourself, as it is not there by default.

41
Mod Releases / Re: Stal's Armoury Pack v1.5 [40.xx]
« on: September 11, 2014, 10:40:13 pm »
This mod looks great and I'd like to use it in an Extented Crafting mod I'm working on.

A question though: Many items have a COVERAGE of >200. Why? From what I gathered, the COVERAGE tag is a percentage, and a value of more than 100 has no additional effect.
Most of my testing and research on values other than the attack values was done long ago.

Based on the testing and research I had done, it seemed that the higher the percentage, including beyond 100, the more that the attacks were absorbed by the piece of armour. Armour was the first part of my mod to be "completed", as I wanted to tailour the weapons to the armour. It made more sense to me that way, and I thought that trying to tailour the armour to the weapons would be a longer and more haphazard process of trial and error. That is why most of the weapons (if not all, come to think of it) in my mod are technically piercing weapons. They need to try and get through several "layers" (%'s) of armour, and this can only really be done through either pierce or blunt damage.

It could very well be that my model is wrong or no longer accurate with recent versions, however it appears to work how I intended it to currently, so I don't see a use in changing it unless someone else can educate me further.

42
Tilesets and Graphics / Stal's Tile and Graphic Set v1.0 [16x16][40.xx]
« on: September 05, 2014, 07:34:14 pm »
[Preamble]
I had always used the vanilla tileset for Dwarf Fortress, with no graphics to speak of. After these years of use I found that the intense contrast and bright colours, mixed with the iconic lopsided-ness of the vanilla tileset, started to give me headaches, and bore painfully into my retinas during late night binges. It was at this point that I decided to try out tile and graphic sets to hopefully fix my problem.

There are some very good tile and graphic sets out there, but to me almost all of them shared a flaw. Dwarf Fortress already has a lot of information on the screen to try and take in all at one time, and these tile and graphic sets seemed to make it worse for me. I set out to create a tileset that was not only easy on the eyes, but also made important information stand out. Half way through completion I decided that I would release the set for others with a similar idea or want.

[Tileset]
The main focus of this tileset is simplicity and visual ease. It contains nothing especially original. Most vanilla tileset characters remain the same, but improved upon. The font was carefully chosen and edited not only for its style, but for an obvious yet pleasant contrast between information one must see, and information one must read.

I also created an optional graphic set, but it currently only has graphics for the main 5 races (dwarf, elf, human, goblin, kobold).

[Images]
I don't currently have an impressive fortress to showcase my tileset, but this should change in the future. In the meantime the following images will have to do.
Spoiler: Map and Text sample (click to show/hide)
Spoiler: Environment sample (click to show/hide)

[Download]
Download link
Mirror

43
Mod Releases / Re: Stal's Armoury Pack v1.5 [40.xx]
« on: September 03, 2014, 04:04:05 pm »
Can weapons and armour be damaged? Could they? And how's ranged combat?
If I'm not mistaken, armour can only be damaged if left on a refuse pile. I don't think I've ever seen a worn weapon though. This is all part of vanilla functionality of course. I did nothing to change this. I don't know if it's possible to make it so items take damage with use regardless.

Ranged combat is almost as effective as it is in vanilla against anything but plate armour. Plate armour, and to an extent chain armour, will stop a good portion of projectiles. Note that they may still cause internal wounds such as bruising. Crossbows are the only ranged weapon that can consistently damage through plate, as they were intended to upon invention, however, even crossbows have trouble actually killing through plate.



Here would be a bow test with 25 arrows, however, I was unable to run a test where the target didn't arrive at the bow user and kick his butt. For the most part, the target was completely safe from the bow user, save for one test (out of 6) where the bow user managed to headshot the target straight through a bascinet.

44
Mod Releases / Re: Stal's Armoury Pack v1.5 [40.xx]
« on: September 01, 2014, 10:11:19 pm »
An aketon, bascinet, upper and lower greaves, chain mail gauntlets and mittens, and a kite shield, the weapons were scimitars, arming swords, and adzes.
You weren't wearing any metal body armour. The aketon is (should) be made only of cloth. The gambeson is a slightly bulkier variant of cloth armour. They would only be useful against daggers and the like, and even then you would be better off with leather armour.

Also, in case, make note that lower greaves are boots, so you should be wearing two of them if you were not.

45
Mod Releases / Re: Stal's Armoury Pack v1.5 [40.xx]
« on: September 01, 2014, 05:18:44 pm »
I was using a bunch of the armour set ups in arena mode, and, oddly, I found severed parts were more common with new armours than with the old. I may have just been leaving parts uncovered by accident, but cloven arms, hands, and feet were all over the place in the most of my tests.
That doesn't sound likely. What set-ups were you using? Material plays a large role as well.

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