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Difference between revisions of "v0.31 Talk:Weapon"
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:Unfortunately it is a great deal more complicated than just the weight of a weapon. If the weapon an edge(such as a sword or axe) then the shear values of the material used become important. On the other hand, mass seems to be much more important to blunt type weapons such as mauls and war hammers. But it isn't know exactly how any of this works. It is all very unbalanced right now anyway, partly because Toady intends to add item damage to the combat system in the "soon™". Some of the counter intuitive quirks that are observed are because of the incomplete physical modeling. Some are bugs, others are design decisions that seem to stem from compromises in other parts of DF. Explanations of how the weapon/armor/wound system work from Toady are needed to understand what is going on, though a broad understanding may be possible on the basis of empirical testing. Regardless, extensive empirical testing is necessary to establish and test balance issues. It is all very much still a work in progress, especially given the current rapid rate of bug fix roll outs. It might not be a bad idea to start by creating creature like format pages for each of the weapons and materials, sense they are all in the raws now. -[[User:PencilinHand|PencilinHand]] 18:27, 13 April 2010 (UTC) | :Unfortunately it is a great deal more complicated than just the weight of a weapon. If the weapon an edge(such as a sword or axe) then the shear values of the material used become important. On the other hand, mass seems to be much more important to blunt type weapons such as mauls and war hammers. But it isn't know exactly how any of this works. It is all very unbalanced right now anyway, partly because Toady intends to add item damage to the combat system in the "soon™". Some of the counter intuitive quirks that are observed are because of the incomplete physical modeling. Some are bugs, others are design decisions that seem to stem from compromises in other parts of DF. Explanations of how the weapon/armor/wound system work from Toady are needed to understand what is going on, though a broad understanding may be possible on the basis of empirical testing. Regardless, extensive empirical testing is necessary to establish and test balance issues. It is all very much still a work in progress, especially given the current rapid rate of bug fix roll outs. It might not be a bad idea to start by creating creature like format pages for each of the weapons and materials, sense they are all in the raws now. -[[User:PencilinHand|PencilinHand]] 18:27, 13 April 2010 (UTC) | ||
− | I propose a table of weapons on this page. The list of weapons from the raws follows. --[[ | + | I propose a table of weapons on this page. The list of weapons from the raws follows. --[[User:StrongAxe|StrongAxe]] 16:28, 15 April 2010 (UTC) |
*[ITEM_WEAPON:ITEM_WEAPON_WHIP] | *[ITEM_WEAPON:ITEM_WEAPON_WHIP] | ||
*[ITEM_WEAPON:ITEM_WEAPON_AXE_BATTLE] | *[ITEM_WEAPON:ITEM_WEAPON_AXE_BATTLE] |
Revision as of 16:28, 15 April 2010
Template:L now seems to play a significant factor in determining a weapon's effectiveness. A weapon that is very light (made of Template:L, for instance) will not be as effective as a heavier one. This needs more research. -Moved discussion material to the discussion page Studoku 03:03, 13 April 2010 (UTC)
- Unfortunately it is a great deal more complicated than just the weight of a weapon. If the weapon an edge(such as a sword or axe) then the shear values of the material used become important. On the other hand, mass seems to be much more important to blunt type weapons such as mauls and war hammers. But it isn't know exactly how any of this works. It is all very unbalanced right now anyway, partly because Toady intends to add item damage to the combat system in the "soon™". Some of the counter intuitive quirks that are observed are because of the incomplete physical modeling. Some are bugs, others are design decisions that seem to stem from compromises in other parts of DF. Explanations of how the weapon/armor/wound system work from Toady are needed to understand what is going on, though a broad understanding may be possible on the basis of empirical testing. Regardless, extensive empirical testing is necessary to establish and test balance issues. It is all very much still a work in progress, especially given the current rapid rate of bug fix roll outs. It might not be a bad idea to start by creating creature like format pages for each of the weapons and materials, sense they are all in the raws now. -PencilinHand 18:27, 13 April 2010 (UTC)
I propose a table of weapons on this page. The list of weapons from the raws follows. --StrongAxe 16:28, 15 April 2010 (UTC)
- [ITEM_WEAPON:ITEM_WEAPON_WHIP]
- [ITEM_WEAPON:ITEM_WEAPON_AXE_BATTLE]
- [ITEM_WEAPON:ITEM_WEAPON_HAMMER_WAR]
- [ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT]
- [ITEM_WEAPON:ITEM_WEAPON_SPEAR]
- [ITEM_WEAPON:ITEM_WEAPON_MACE]
- [ITEM_WEAPON:ITEM_WEAPON_CROSSBOW]
- [ITEM_WEAPON:ITEM_WEAPON_PICK]
- [ITEM_WEAPON:ITEM_WEAPON_BOW]
- [ITEM_WEAPON:ITEM_WEAPON_BLOWGUN]
- [ITEM_WEAPON:ITEM_WEAPON_PIKE]
- [ITEM_WEAPON:ITEM_WEAPON_HALBERD]
- [ITEM_WEAPON:ITEM_WEAPON_SWORD_2H]
- [ITEM_WEAPON:ITEM_WEAPON_SWORD_LONG]
- [ITEM_WEAPON:ITEM_WEAPON_MAUL]
- [ITEM_WEAPON:ITEM_WEAPON_AXE_GREAT]
- [ITEM_WEAPON:ITEM_WEAPON_DAGGER_LARGE]
- [ITEM_WEAPON:ITEM_WEAPON_SCOURGE]
- [ITEM_WEAPON:ITEM_WEAPON_FLAIL]
- [ITEM_WEAPON:ITEM_WEAPON_MORNINGSTAR]
- [ITEM_WEAPON:ITEM_WEAPON_SCIMITAR]
- [ITEM_WEAPON:ITEM_WEAPON_AXE_TRAINING]
- [ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]
- [ITEM_WEAPON:ITEM_WEAPON_SPEAR_TRAINING]