v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing v0.31:Combat
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "v0.31"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | {{quality| | + | {{quality|Tattered|08:00, 22 May 2010 (UTC)}}{{AV}} |
− | (This page ''will'' cover the mechanics of combat - once they're figured out. For now, you may want to refer to | + | (This page ''will'' cover the mechanics of combat - once they're figured out. For now, you may want to refer to {{L|combat skill}}s, {{L|military}}, or {{L|squad}}s.) |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
==General Observations== | ==General Observations== | ||
Line 15: | Line 7: | ||
* Blunt weapons probably use "contact area" and weapon mass for relative strength | * Blunt weapons probably use "contact area" and weapon mass for relative strength | ||
− | * Edge weapons seem to use the progression Silver->Copper-> | + | * Edge weapons seem to use the progression Silver->Copper->Iron->Bronze->Steel->Adamantium for material strength |
* Edge weapons probably use "penetration size" for relative strength | * Edge weapons probably use "penetration size" for relative strength | ||
Line 29: | Line 21: | ||
:'''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation) | :'''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation) | ||
:'''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material | :'''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material | ||
− | :''' | + | :'''Elasticity''' (or ''IMPACT_STRAIN_AT_YIELD'' in RAWs) is the amount of deformation (bending) that occurs at the yield point |
:Implications to Dwarf Fortress Combat | :Implications to Dwarf Fortress Combat | ||
Line 38: | Line 30: | ||
::*'''Impact yield''' | ::*'''Impact yield''' | ||
::*'''Impact fracture''' | ::*'''Impact fracture''' | ||
− | ::*'''Impact | + | ::*'''Impact elasticity''' |
:* Edge Protection | :* Edge Protection | ||
::*'''Shear yield''' | ::*'''Shear yield''' | ||
::*'''Shear fracture''' | ::*'''Shear fracture''' | ||
− | ::*'''Shear | + | ::*'''Shear elasticity''' |
*Item Properties | *Item Properties | ||
Line 60: | Line 52: | ||
::*'''Mass''' is likely material '''Density''' times weapon '''Size''' | ::*'''Mass''' is likely material '''Density''' times weapon '''Size''' | ||
::*'''Momentum''' is '''Mass''' times '''Velocity''' | ::*'''Momentum''' is '''Mass''' times '''Velocity''' | ||
− | |||
::*Any impact must have a conservation of momentum, and thusly, impart the weapon's momentum to the target | ::*Any impact must have a conservation of momentum, and thusly, impart the weapon's momentum to the target | ||
::*'''Stress''' is the '''Force''' of the strike divided by the '''Contact Area''' | ::*'''Stress''' is the '''Force''' of the strike divided by the '''Contact Area''' |