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Author Topic: Gun question  (Read 1739 times)

wolflance

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Re: Gun question
« Reply #15 on: May 07, 2011, 07:35:45 am »

What about "Archery" skill (The general ranged combat skill )instead?
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Deon

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Re: Gun question
« Reply #16 on: May 07, 2011, 07:54:55 am »

Oops, missed that one. It should be bow/crossbow/blowgun if you want it to work properly.
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ztyler

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Re: Gun question
« Reply #17 on: May 07, 2011, 09:12:26 am »

I changed it back to EDGE. It was only bruising things again. And by the way, it works perfectly fine. I set up 2 lines of 10 dwarfs each with a Steel Musket and 5 Steel rounds. Each line fired back and forth, and even managed to kill a few people. Then they charged at each other and fought hand to hand. Exactly what I want.
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wolflance

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Re: Gun question
« Reply #18 on: May 07, 2011, 09:29:55 am »

If the musket can actually produce smoke when fired, then it will be perfect.
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Foamy

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Re: Gun question
« Reply #19 on: May 07, 2011, 03:00:09 pm »

You may want to check out my mod (see sig). Got muskets and pistols plus all sorts of other extra bits for their manufacture and stuff. I've experimented with the damage for ages but i am sure there's some unrealistic element. You're free to take anything you want.
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kulik

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Re: Gun question
« Reply #20 on: May 09, 2011, 12:13:38 pm »

I probably know the answer but im going to ask anyway. Can you make it so that you don't load the weapon automatically after a shot? Like when somebody is charging at you you could choose not to load the musket and not get beat by him while you loading?
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Foamy

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Re: Gun question
« Reply #21 on: May 09, 2011, 01:11:43 pm »

Unfortunately not. I expect this will come with the addition of timed events in the next few big updates.
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Nikov

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Re: Gun question
« Reply #22 on: May 09, 2011, 10:11:00 pm »

There's just one problem with using edged bullets. Metals which do not keep an edge, such as lead, are deflected by so much as iron chain mail. Meanwhile blunt bullets of the same force can't pierce a wool coat. I think there's a problem with how the engine handles blunt trauma as no degree of fiddling with surface area and force is getting these rounds to break skin, even though I am sending targets flying across the map and splattering against walls.

Bullet porn.

Clearly there is a difficulty in simulation. I'm fiddling with obscene force figures trying to get a lead bullet that shreds cloth, brute-force injures or penetrates through steel chain, yet is occasionally defeated by steel plate.
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narhiril

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Re: Gun question
« Reply #23 on: May 09, 2011, 11:15:44 pm »

There's just one problem with using edged bullets. Metals which do not keep an edge, such as lead, are deflected by so much as iron chain mail. Meanwhile blunt bullets of the same force can't pierce a wool coat. I think there's a problem with how the engine handles blunt trauma as no degree of fiddling with surface area and force is getting these rounds to break skin, even though I am sending targets flying across the map and splattering against walls.

Bullet porn.

Clearly there is a difficulty in simulation. I'm fiddling with obscene force figures trying to get a lead bullet that shreds cloth, brute-force injures or penetrates through steel chain, yet is occasionally defeated by steel plate.

The engine fundamentally isn't designed to deal with damage figures for small objects moving at high speeds.  I encountered this problem with one of the weapons from LFR.  The solution I came to was to give it an unrealistically large contact are/percentage and make it deal EDGE damage.  While I realize that this is not entirely realistic, it did at least give the combat results I wanted.

My solution, if you're intent on using lead, is to make a duplicate version of lead [INORGANIC:LEAD_SPEC] that does hold an edge, but is identical in name to regular lead.  Then, using a custom (i.e. "make lead shot") reaction, silently swap it in as the material for the bullets and make them do EDGE damage with a small contact area.  Make sure to remove [ITEMS_BARRED] and associated tokens, or you'll get weird duplicate entries showing up in the forge.

The only problem I can foresee here is that it will be impossible to tell when a dwarf prefers the special lead over the stock one, but if you avoid nobles with a lead preference, this shouldn't be much of an issue.

Foamy

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Re: Gun question
« Reply #24 on: May 10, 2011, 01:15:33 pm »

Well i don't think there's much point in that. The only weapons lead is useful for is musket shot and it is easy to disallow lead for making anything other than ammo. I did a similar thing with mine but the problem i encountered was them making lead arrows and such so i had to remove them.
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Jake

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Re: Gun question
« Reply #25 on: May 12, 2011, 06:11:31 pm »

You should probably use the spear skill and have the round do blunt damage. That will make it preferable to use lead bullets.
I tried that with my own black-powder firearms mod, but in arena tests, lead bullets were deflected by a pig tail cloth shirt and would only kill when they scored a headshot. No, I don't understand that either.
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