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Difference between revisions of "v0.31:Combat"

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(minor edit)
(Preliminary combat analysis page)
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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, {{L|military}}, or {{L|squad}}s.)
 
(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==
 +
* Blunt weapons seem to use density for material strength
 +
* Blunt weapons probably use "contact area" and weapon mass for relative strength
 +
 +
* 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
 +
 +
==Mechanics==
 +
 +
:Based on information in the RAWs and in-game, Toady seems to use real-world physics and material properties for in-game behaviour.  Using this as a starting point, we can roughly estimate some of the combat damage mechanics for both blunt and edged weapons.
 +
 +
==General Terms==
 +
:'''Stress''' - Force per area = F/A
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:'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus
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 +
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:'''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation)
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:'''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material
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:'''Elasticity''' (or ''IMPACT_STRAIN_AT_YIELD'' in RAWs) is the amount of deformation (bending) that occurs at the yield point
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:Implications to Dwarf Fortress Combat
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 +
==Armor Properties==
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 +
*Material Properties
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:* Blunt Protection
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::*'''Impact yield'''
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::*'''Impact fracture'''
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::*'''Impact elasticity'''
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:* Edge Protection
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::*'''Shear yield'''
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::*'''Shear fracture'''
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::*'''Shear elasticity'''
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*Item Properties
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:*'''Armor Level''': Layer number in which armor is worn.  Lower numbers will be equipped first, and later numbers equipped if space is available.
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:*'''Coverage'': Some armor covers more of the body than others.
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==Weapon Properties==
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*Material Properties
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:*Common
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::*'''Contact Area''': Determines the surface area hit by the weapon.  Likely in mm<sup>2</sup>.
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::*'''Velocity Multiplier''': Effectively increases the velocity of the weapon swing.
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:*Blunt Weapons
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::*Blunt weapons are all about weapon mass, contact area, and velocity.  Apply a large force to a small area for bone crushing goodness.
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::*'''Mass''' is likely material '''Density''' times weapon '''Size'''
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::*'''Momentum''' is '''Mass''' times '''Velocity'''
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::*Any impact must have a conservation of momentum, and thusly, impart the weapon's momentum to the target
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::*'''Stress''' is the '''Force''' of the strike divided by the '''Contact Area'''
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:::*Material '''Impact Yield''' determines the '''Stress''' required to dent the armor (likely not used)
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 +
:*Edged Weapons
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::*Edged weapons rely on a combination of size, mass, impact area, penetration depth, and velocity
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 +
==Arena Test Results==
 +
 +
* Forthcoming...

Revision as of 00:25, 19 August 2010

Template:AV

(This page will cover the mechanics of combat - once they're figured out. For now, you may want to refer to Template:Ls, Template:L, or Template:Ls.)

General Observations

  • Blunt weapons seem to use density for material strength
  • Blunt weapons probably use "contact area" and weapon mass for relative strength
  • 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

Mechanics

Based on information in the RAWs and in-game, Toady seems to use real-world physics and material properties for in-game behaviour. Using this as a starting point, we can roughly estimate some of the combat damage mechanics for both blunt and edged weapons.

General Terms

Stress - Force per area = F/A
Strain - Deformation of a solid due to stress = Stress/Young's Modulus


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
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

Armor Properties

  • Material Properties
  • Blunt Protection
  • Impact yield
  • Impact fracture
  • Impact elasticity
  • Edge Protection
  • Shear yield
  • Shear fracture
  • Shear elasticity
  • Item Properties
  • Armor Level: Layer number in which armor is worn. Lower numbers will be equipped first, and later numbers equipped if space is available.
  • 'Coverage: Some armor covers more of the body than others.

Weapon Properties

  • Material Properties
  • Common
  • Contact Area: Determines the surface area hit by the weapon. Likely in mm2.
  • Velocity Multiplier: Effectively increases the velocity of the weapon swing.
  • Blunt Weapons
  • Blunt weapons are all about weapon mass, contact area, and velocity. Apply a large force to a small area for bone crushing goodness.
  • Mass is likely material Density times weapon Size
  • Momentum is Mass times Velocity
  • 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
  • Material Impact Yield determines the Stress required to dent the armor (likely not used)
  • Edged Weapons
  • Edged weapons rely on a combination of size, mass, impact area, penetration depth, and velocity

Arena Test Results

  • Forthcoming...