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Author Topic: Armor token [COVERAGE] over 100?  (Read 1747 times)

DWARFFRAWD

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Armor token [COVERAGE] over 100?
« on: December 04, 2021, 06:26:04 am »

Is there any other effect if [COVERAGE] token exceeds 100?

Or, does it have no effect from more than 100?
« Last Edit: December 05, 2021, 06:38:38 am by DWARFFRAWD »
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chipathingy

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Re: Armor token [COVERAGE] over 100?
« Reply #1 on: January 19, 2022, 04:21:45 am »

From the thread for Sver's combat mod (I think):

From here: http://www.bay12forums.com/smf/index.php?topic=146737.msg5976243#msg5976243

Coverage, for some reason not shared with the public, is factored in to armor thickness and can be larger than 100%. A 50% coverage armor is not only ignored by half the hits, but is also half as thick.

Armor thickness for creatures of the same size is Coverage*Layer size*(1.25*stepping tokens), with this mod I attempted to keep the armor thickness for the various bodyparts the same where it should be.
« Last Edit: October 25, 2023, 06:54:24 pm by chipathingy »
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Author of Fantastic Fantasy Fortress (http://www.bay12forums.com/smf/index.php?topic=180748.0)

FantasticDorf

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Re: Armor token [COVERAGE] over 100?
« Reply #2 on: January 19, 2022, 07:04:30 am »

Doesn't it also increase/decrease its melting and smelting bar requirement? I remember that tidbit of information somewhere when hard-numbers aren't input into it's reaction and it's passed over to forging/smelting allowances handled by the game itself so you could force a helmet to be made for 3 bars, but it actually gives back 6 when melted.

I only see numbers above 100 pop up sporadically when im looking through mods, since often its purposeful enough for their needs or perhaps the mod-creator isn't aware of the particularities of armor coverage.
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