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Poll

Reassign the skills for ranged weapons? (please read the second post before voting)

No, they should remain as they are
- 5 (55.6%)
Yes, by the distinction of "Light" and "Heavy"
- 1 (11.1%)
Yes, by the distinction of "Stringed" and "Throwing"
- 3 (33.3%)

Total Members Voted: 9


Pages: 1 ... 8 9 [10]

Author Topic: [44.xx] Sver's DF Combat Reworked (update v1.5)  (Read 20701 times)

DerMeister

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Re: [44.xx] Sver's DF Combat Reworked (update v1.5)
« Reply #135 on: May 22, 2019, 03:54:13 pm »

I make ogre weapons for vanilla.
Code: [Select]
[OBJECT:ITEM]

[ITEM_WEAPON:ITEM_WEAPON_AXE_GIANT]
[NAME:axe:axes]
[ADJECTIVE:giant]
[SIZE:2600]
[SKILL:AXE]
[TWO_HANDED:300500]
[MINIMUM_SIZE:220500]
[MATERIAL_SIZE:9]
[ATTACK:EDGE:100000:10000:hack:hacks:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:100000:10000:slap:slaps:flat:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:1000:10000:strike:strikes:pommel:750]
[ATTACK_PREPARE_AND_RECOVER:3:3]

[ITEM_WEAPON:ITEM_WEAPON_FLAIL_GIANT]
[NAME:slungshot:slungshots]
[ADJECTIVE:giant]
[SIZE:1500]
[SKILL:MACE]
[TWO_HANDED:300500]
[MINIMUM_SIZE:220500]
[MATERIAL_SIZE:5]
[ATTACK:EDGE:10:200:strike:strikes:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]

[ITEM_WEAPON:ITEM_WEAPON_LUEBER]
[NAME:lueber:luebers]
[SIZE:2000]
[SKILL:WHIP]
[TWO_HANDED:300500]
[MINIMUM_SIZE:220500]
[MATERIAL_SIZE:5]
[ATTACK:EDGE:100000:10000:saw:saws:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]

[ITEM_WEAPON:ITEM_WEAPON_LOGBOW]
[NAME:log bow:log bows]
[SIZE:3000]
[SKILL:SWORD]
[RANGED:BOW:BALLISTIC]
[SHOOT_FORCE:3000]
[SHOOT_MAXVEL:200]
[TWO_HANDED:0]
[MINIMUM_SIZE:300500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:100000:40000:bash:bashes:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]

[ITEM_WEAPON:ITEM_WEAPON_WARLOG]
[NAME:war log:war logs]
[SIZE:5000]
[SKILL:MACE]
[TWO_HANDED:300500]
[MINIMUM_SIZE:220500]
[MATERIAL_SIZE:8]
[ATTACK:BLUNT:200:2000:bash:bashes:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[TRAINING]

[ITEM_AMMO:ITEM_AMMO_GIANT_ARROWS]
[NAME:ballista arrow:ballista arrows]
[CLASS:BALLISTIC]
[SIZE:600]
[ATTACK:EDGE:5:1000:stab:stabs:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
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Burneddi

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Re: [44.xx] Sver's DF Combat Reworked (update v1.5)
« Reply #136 on: June 04, 2019, 03:53:13 am »

Dropping by to say thanks for the old clothing option. The mod installation procedure is getting quite lengthy with all the optional stuff, so I can only imagine it must be a bit of a pain to maintain it all... so thanks!
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Andimar

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Re: [44.xx] Sver's DF Combat Reworked (update v1.5)
« Reply #137 on: September 10, 2019, 07:22:37 pm »

Hey there!

I was wondering... Which armor parts should I take to be completely covered as if I was wearing full plate?

Breastplate, Greaves, Mail Skirt (for the hips), Full Arm Defenses and Full Helm?

For a total cost of 59 metal bars (if using simple iron)?
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Sver

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Re: [44.xx] Sver's DF Combat Reworked (update v1.5)
« Reply #138 on: September 11, 2019, 07:45:00 am »

All correct, but you can replace the Mail Skirt with a metal Belt. The bodies are not three-part yet, so the hips will be protected by the Breastplate anyway.
That would be 45 bars (of any metal below Tempered Steel, which is more demanding).

You can also add Pauldrons for 2 bars to get a 20% blockchance when eyes are hit, with only a small additional weight; Mail Cape is similar, giving a 50% chance, but it cannot stop heavy strikes. Padded Armor, Doublet and Aketon also fully protect the eyes for little weight, but they fare poorly against sharp strikes. If encumbrance and metal are not a concern, Body Plates give 60% blockchance for 8 bars, but I'd say that's overkill for an otherwise full plate: eyes don't get hit that often, unless the wearer is already loosing in some way.
Padded Armor + Mail Cape is probably the best option here, although, you'll need to replace the damaged Padded Armor from time to time.
« Last Edit: September 11, 2019, 07:56:33 am by Sver »
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DF Combat Reworked
The force pulls neck, doing nothing! Also, armor matters, weapons are distinct, organs hurt and other stuff.
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