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Editing v0.31:Combat

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{{quality|Fine|20:16, 26 December 2010 (UTC)}}{{av}}
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{{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 [[Combat skill]]s, [[Armor]] or [[Weapon]]s)
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(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, [[Armor]] or [[Weapons]])
  
Combat in Dwarf Fortress is unlike that in most strategy and role playing games. Rather than having hit points, units have a collection of body parts, such as limbs, head(s) and a torso. These have sub parts: limbs have skin, fat, muscle, tendons, bones, nerves and arteries; heads have brains; and torsos have internal organs. Damage to these parts and sub parts causes various negative effects, such as fainting, vomiting, loss of mobility due to bone fractures or nerve damage, and eventually leading to death from organ failure or blood loss. The combat system tries to present a fairly realistic depiction of combat, with several important consequences.
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Combat in Dwarf Fortress is unlike that in most strategy and role playing games. Rather than having hit points, units have a collection of body parts, such as limbs, head(s) and a torso. These have sub parts: limbs have skin, fat, muscle, tendons, bones, nerves and arteries; heads have brains; and torsos have internal organs. Damage to these parts and sub parts causes various negative effects, such as fainting, vomiting, loss of mobility due to bone fractures or nerve damage, and eventually leading to death from organ failure or blood loss. The combat system tries to present a fairly realistic depiction of combat, with several important consequences.  
  
Although creatures and players may direct and focus their attacks, combat is random in nature. A glancing blow can get lucky and damage a vital organ, or open an artery to cause massive blood loss. Weapons cause damage specific to their class, be they axes or swords or backpacks. You will often see creatures attacked with impaling weapons such as spears or crossbow bolts die of asphyxiation when their lungs are pierced, while slashing weapons are more likely to open an artery or lop off a limb, and blunt weapons will cause fractures. Some weapons may become stuck in the enemy, if the weapon wielder can maintain control he can continue to do damage and immobilize the enemy, but if the enemy gains control of the stuck weapon, the weapon's wielder will be disarmed.  
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First, combat is very random. Almost anything can get lucky and damage an enemy's vitals, or open an artery causing massive blood loss. Numbers seem to matter, defending against multiple opponents can be difficult even for a decent warrior. Weapons cause damage appropriate to their type. You will often see creatures attacked with impaling weapons such as spears or crossbow bolts die of asphyxiation when their lungs are pierced, while slashing weapons are more likely to open an artery or lop off a limb, and blunt weapons will cause fractures. Some weapons may become stuck in the enemy, if the weapon wielder can maintain control he can continue to do damage and immobilize the enemy, but if the enemy gains control of the stuck weapon, the weapon's wielder will be disarmed.  
  
Reading the combat 'r'eports will give you a gruesome blow-by-blow of the fighting, telling you exactly what each strike did. It is important to note that while most natural creatures have the same sorts of vulnerabilities due to their similar collection of body parts, procedurally generated creatures such as Titans, Megabeasts and Demons may lack these vulnerabilities entirely. Killing a shambling pile of refuse may prove to be a very, very long process due to the fact that it has no vital parts, and metallic creatures may prove to be nearly invulnerable. When all else fails, a cave-in means certain death for anything caught underneath.
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Reading the combat 'r'eports will give you a gruesome blow-by-blow of the fighting, telling you exactly what each strike did. It is important to note that while most natural creatures have the same sorts of vulnerabilities due to their similar collection of body parts, procedurally generated creatures such as Titans, Megabeasts and Demons may lack these vulnerabilities entirely. Killing a shambling pile of refuse may prove to be a very, very long process due to the fact that it has no vital parts, and killing an adamantium creature may prove impossible using normal means due to the fact that its parts are nearly impervious to damage. When all else fails, a cave-in means certain death for anything caught underneath.
  
As in real life, combat in Dwarf Fortress is chaotic, deadly, and gruesome. Numbers seem to matter, as defending against multiple opponents can be difficult even for a decent fighter.  Your warriors will not suffer loss of generic hit points, and can not simply rest to regain them. Injuries must be dealt with in an appropriate fashion for healing to occur, broken bones must be set, wounds must be cleaned and stitched up, and for some things such as concussions, you can only wait and hope the victim eventually regains consciousness.
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As in real life, combat in Dwarf Fortress is usually chaotic, deadly, and gruesome. Your warriors will not suffer loss of generic hit points, and can not simply rest to regain them. Injuries must be dealt with in an appropriate fashion for healing to occur, broken bones must be set, wounds must be cleaned and stitched up, and for some things such as concussions, you can only wait and hope the victim eventually regains consciousness.
  
 
==General Observations==
 
==General Observations==
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* 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->Bronze->Iron->Steel->Adamantine for material strength
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* Edge weapons seem to use the progression Silver->Copper->Bronze->Iron->Steel->Adamantium for material strength
 
* Edge weapons probably use "penetration size" for relative strength
 
* Edge weapons probably use "penetration size" for relative strength
  
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:'''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  
:'''Strain at yield''' is the amount of deformation (bending) that occurs at the yield point
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:'''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
  
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::*'''Impact yield'''
 
::*'''Impact yield'''
 
::*'''Impact fracture'''
 
::*'''Impact fracture'''
::*'''Impact strain at yield'''
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::*'''Impact elasticity'''
  
 
:* Edge Protection
 
:* Edge Protection
 
::*'''Shear yield'''
 
::*'''Shear yield'''
 
::*'''Shear fracture'''
 
::*'''Shear fracture'''
::*'''Shear strain at yield'''
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::*'''Shear elasticity'''
  
 
*Item Properties
 
*Item Properties
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::*'''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'''
::*'''Velocity''' is based on the '''Mass''' of the weapon, the '''Strength''' of the wielder, and the '''Velocity Multiplier''' of the weapon
 
 
::*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'''

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