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Author Topic: Elf Weapons... what in the world?  (Read 607 times)

Lyrax

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Elf Weapons... what in the world?
« on: March 20, 2008, 12:37:00 am »

Why is it that elves can make spears and bows out of wood (perfectly reasonable and easy to imagine) and even swords (which is kind of a stretch, because wooden swords are usually 'clubs') but not maces or hammers?  A mace (club) is the easiest weapon in the world to make with wood, and yet the elves can't do it?  Do they have some creed against weapons that don't draw blood?  'cause swords and spears are evidently fine.

I think it would be a good thing if everyone, even dwarves, could make wooden maces or hammers.  Perhaps you could make a club (mace) and club (hammer) in the carpenter's workshop.

They'd be excellent for training, and this would make it possible to arm a small group for battle before year 2 or 3 is out.

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Areyar

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Re: Elf Weapons... what in the world?
« Reply #1 on: March 20, 2008, 07:09:00 am »

wooden hammers are good for tenderising meat too.

I guess elves think clubs and hammers are un-elegant and thus below their esteem.
Wooden staves would make good sparring/policing weapons though, being blunt they would cause only superficial damage, save for the odd broken brain or bone.

...Could guards be coded to use less lethal attacks when arresting?
ie stun-damage.

Besides they are made from wood you tree murderer!   ;)

edit:
I have found that taking along 6 additional picks and maybe a little skill in mining for all dorfs, then setting them all to dig the initial bolt-hole, gives them some nice power-training, creates cameraderie and gives them a weapon(pick) to fight with if needed.

Training them all to be woodcutters is also an option to get free steel axes...I think. You'd have to have low skills to allow the woodcutting to be the highest skill though. Hmm, might be a good way to start a junglehome.

[ March 20, 2008: Message edited by: Areyar ]

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Kagus

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Re: Elf Weapons... what in the world?
« Reply #2 on: March 20, 2008, 07:23:00 am »

Nope, you have to buy each axe.  Hunters come with free loot, but I don't know if any other classes act the same way...


EDIT:  Also, who else heard Larry the Cable Guy when they read the thread title?

[ March 20, 2008: Message edited by: Kagus ]

Xombie

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Re: Elf Weapons... what in the world?
« Reply #3 on: March 20, 2008, 07:50:00 am »

entity_default.txt
before:
code:
[ENTITY:FOREST]
   [CREATURE:ELF]
   [TRANSLATION:ELF]
   [WEAPON:ITEM_WEAPON_SWORD_SHORT]
   [WEAPON:ITEM_WEAPON_SPEAR]
   [WEAPON:ITEM_WEAPON_BOW]
      [AMMO:ITEM_AMMO_ARROWS]
   [WEAPON:ITEM_WEAPON_SWORD_LONG]


after:
code:
[ENTITY:FOREST]
   [CREATURE:ELF]
   [TRANSLATION:ELF]
   [WEAPON:ITEM_WEAPON_MACE]
   [WEAPON:ITEM_WEAPON_SPEAR]
   [WEAPON:ITEM_WEAPON_BOW]
      [AMMO:ITEM_AMMO_ARROWS]
   [WEAPON:ITEM_WEAPON_HAMMER_WAR]

EDIT: If you want things done right - do it yourself.

[ March 20, 2008: Message edited by: Xombie ]

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Areyar

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Re: Elf Weapons... what in the world?
« Reply #4 on: March 20, 2008, 09:56:00 am »

Do you need to replace those entries, can't they just be added?

Shame about the lumberjacks-axesquad, would have been an awesome exploit.

Picks are not as expensive as steel axes though and mining builds character as well as strength.

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Sean Mirrsen

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Re: Elf Weapons... what in the world?
« Reply #5 on: March 20, 2008, 10:57:00 am »

My martial arts mod has clubs (and spiked clubs), though they're not limited to wood.
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Crafty Barnardo

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Re: Elf Weapons... what in the world?
« Reply #6 on: March 20, 2008, 11:18:00 am »

quote:
Originally posted by Kagus:
<STRONG>EDIT:  Also, who else heard Larry the Cable Guy when they read the thread title?</STRONG>

Just... just you.

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Cosmonot

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Re: Elf Weapons... what in the world?
« Reply #7 on: March 20, 2008, 02:21:00 pm »

quote:
Originally posted by Areyar:
<STRONG>Do you need to replace those entries, can't they just be added?

Shame about the lumberjacks-axesquad, would have been an awesome exploit.

Picks are not as expensive as steel axes though and mining builds character as well as strength.</STRONG>


You can just add them or replace them. If you wanted to you could look at the syntax for other entries in item_weapon.txt and add your own, then change entity_default.txt to make someone use the new weapons.

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