HCWAS: Happycrow's Weapon and Armor System
#1
Posté 21 août 2014 - 09:56
#2
Posté 21 août 2014 - 10:31
Sounds ambitious. The one concern I would have is about moving the curved blades to exotic--in many cultures they were just the standard bladed weapon type. I think just grouping weapons like you have would take care of the issue.
#3
Posté 21 août 2014 - 10:57
The one concern I would have is about moving the curved blades to exotic--in many cultures they were just the standard bladed weapon type.
Surely those were *exotic* cultures (from a eurocentric point of view). ![]()
#4
Posté 22 août 2014 - 12:48
Indeed. My specialty is east-central european military history, and I am routinely shocked at the degree to which military equipment I utterly take for granted in my research is considered absolutely *outlandish* by my western-euro-oriented peers.
There is plenty to critique in such a system and lots of places where this won't make all comers happy. In general, the exotic weapons are slightly superior in some ways, but also less versatile in others. The vanilla version of this being set for Faerun, where the cultures using the curved weapons *are* by and large exotic, it fits reasonably well, but as always, I would expect a DM/designer to fold, spindle, and mutilate for his own ends, just as Gygax and Arneson suggested. ![]()
#5
Posté 22 août 2014 - 02:04
Ah, well okay. I thought this was intended to be generally applicable, rather than specific to western-euro. No matter.
#6
Posté 22 août 2014 - 02:49
A lot of the Forgotten Realms areas appear to be based on mediaeval europe, where katanas or scimitars would certainly have been seen as 'exotic' weapons not usually trained in. However if you were playing as a character from Calimshan or Shou-lung, such weapons would indeed be every-day weapons.
Unfortunately NWN2 doesn't have any true regional feats; only more generic 'background traits'. Otherwise you could have characters choose a region of origin, and the appropriate feats could be added automatically. A character from Shou-lung could receive exotic weapon proficiency for free, for instance, and perhaps take penalties in other areas (such as in bluff and diplomacy, due to a slight language barrier).
#7
Posté 22 août 2014 - 04:19
Absolutely agreed, Dann-J. Most of nwn2-land is entirely devoid of culture to begin with. Culture and race are assumed synonymous. On an older PW I helped develop, regions were used as subraces to affect pretty much exactly what you're talking about. In one of those steppe cultures, for example, everybody had weapon-spec composite shortbow, whether they were warriors or not...because that's how they got dinner. If they knew how to use it in the first place, they were damn good with them.
Rjshae, making every weapon in the game either simple or martial is about twenty minutes in baseitems.2da -- It's not a show-stopper at all for somebody who wants to roll it that way... just change 46 to 45 in the proficiency column on ten rows or so (may have the wrong number, it's late) and you're completely good to go. Flip stats around in baseitems.2da to your heart's content -- that's a single evening's task to determine the your desired balance points (note that in this system, a heavy sabre is mechanically superior to a longsword) and then mod to suit.
- rjshae aime ceci
#8
Posté 22 août 2014 - 04:45
Absolutely agreed, Dann-J. Most of nwn2-land is entirely devoid of culture to begin with. Culture and race are assumed synonymous.
I believe it's a problem of what's presented to us in these offerings. The Forgotten Realms sourcebooks and novels are very good in painting detailed pictures of very different cultures amongst the various races. The wood elves of Meredelain have an entirely different culture from the sun elves of Myth Drannor, for instance. But we generally aren't getting that diversity in the computer games based on the setting. There's a strong tendency on the part of publishers to give people what they're most familiar with, especially as development costs soar ever higher, as a safer bet.
One thing that annoyed me with the early Pathfinder setting material of Golarion was that while they made a great effort in creating different and distinct cultures, they seemed to be focused almost entirely on human ones. Humans seemed to be the only polycultural race, at least at first, with everyone else having monocultures. It seems that there's been more development for the other races since those early days, though, so this probably isn't a problem anymore in that area.
#9
Posté 22 août 2014 - 03:25
#10
Posté 22 août 2014 - 03:47
Yup, Kamal. That's partly why the (distinctly non-western) leather and metal lamellar is in there, as well as various non-western weapon variants. I was seriously tempted to alter/include the armor from My Samurai is Fight, but I'm still not entire confident of my ability to convert that to the other races, since it's set up as human only. If there was interest I'd be happy to include additional non-western armor variations (though they'll still need to ride on the "efficient" models, since hak size is an issue in PW-land where I "live.").
This is an angle I wasn't really expecting. If folks are interested, Char-ai-neh, behter, yushman, and jawshan would be all pretty simple additions to include (though I am hardly a pro texturer -- it will be instantly obvious what I've made, vs. what I've cadged from the far-superior ACME folks), and I've done metal and chitin "turkish pot-lid" armors (having a brain fart, can't remember the name) in the past as well.
#11
Posté 22 août 2014 - 04:06
i would rather base a custom amor rules system on damage reduction than the stacking of ac. the heavier the armor is the easier the wearer is to hit, but the less damage comes through. also armor should reduce walking speed. combine this with individual damage reductions and you instantly create a tactical element. now the weapon and attack rate is more important to overcome armor. how much speed/agility am i willing to sacrifice for security?
#12
Posté 22 août 2014 - 04:47
Personally I'm fine with the abstracted AC system.
#13
Posté 22 août 2014 - 05:04
I dev'd on one of the worlds (World of Charun) which implemented precisely that -- in fact, it was my system.
Tales of Moonsea uses a hybrid AC/DR system currently. This is an evolution out of that, using abstracted AC plus %damage immunity versus a given attack type. Basically, what I discovered and confirmed with other folks is that AC-tanks still tend to rule the game, because at the right "ledge" (for a given AC-vs-Ab), a single point of AC is functionally equivalent to 100% damage immunity. They're thus fundamentally fungible.
The problem with going with static DR on armor then goes into how many other class/feat/spell abilities wind up getting devalued/crunched because of it. So this system moves away from that into %immunities combined with AC so as to make all three damage types worthwhile and all armor/weapon choices worthwhile, as opposed to the known "pointless" weapon/armor choices currently existing.
#14
Posté 28 août 2014 - 03:15
Hey gents.
Got all the armor blueprints done and ready (at least all the base ones - model and texture refinements such as additional non-western stuff will come in round 2, and I figured out how to make a helmet with an honest-to-goodness shoulder-covering mail or scale coif, too).
But I'm going through and doing the weapon blueprints, and have stumbled into a bit of a head-scratcher:
Why would nwn2 recognize my baseitems.2da in override, but not in my campaign folder? I've certainly seen modules put 2das in the campaign folder before (Bad Habits being the one in question), and eventually this stuff will probably have to go into a hak anyway, but I'm a little leery of making a product which would require a 2da in override.
Any ideas?
#15
Posté 28 août 2014 - 04:26
Baseitems is one of the 2DAs that won't work in the campaign folder; only in override or in a HAK. Why this should be the case for some 2DAs but not others is a mystery.
#16
Posté 28 août 2014 - 01:36
That explains it! Thanks, Dann-J.
#17
Posté 02 septembre 2014 - 08:06
Non-western armor options added:
- Karuta
- Kikko
- Behterets
- Char-ai-neh
- Krug
#18
Posté 04 septembre 2014 - 07:57
Added hide variations: snakeskin, carapace, crocodile.
Added felt tabard.
All the weapons 2da work is done, now going through and tightening up on some of the models, should have a version-1 release this week, and of course some pictures so people can take a look at whether they think it's worth using and/or pillaging for their own needs. =)
- rjshae aime ceci
#19
Posté 23 octobre 2014 - 02:20
Well. This is mostly a fail.
I can set up a module where the additional weapons show and work just fine, but they're not working in the haks for my PW for some reason. And the belt layer will display if you make an armor ahead of time in the toolset and build it that way, but it won't display dynamically if a player takes it off or puts it on (nobody cares about this sort of thing for module play, where everybody runs around fully-armored and sword-in-hand the entire adventure, myself included, but for PW roleplay it's quite different). So I will soon release the files publicly in case anybody's interested in having a go with the material or, if nothing else, picking-and-choosing through some new models.
#20
Posté 23 octobre 2014 - 02:51
And the belt layer will display if you make an armor ahead of time in the toolset and build it that way, but it won't display dynamically if a player takes it off or puts it on
I've got the same problem (which is why I haven't released the Valsharess's set yet): the belt appears/disappears as expected in the toolset, but in game you have to move to another area for the belt slot to be visually updated. I even made several blueprints (with belt/without belt), same problem.
The only way I had it working was if the armor was on the ground: putting it on/off worked nicely.
Maybe in your case an OnEquip/OnUnequip script (forcing the PC to put the armor on the floor and then take it and equip it) would solve your issue?
It wouldn't work for me as I intend the armor to be part of a set (armor, belt, helm, boots) so the Equip/Unequip is not an option because each time the armor is equiped/unequiped, its properties and those of the the other items are modified.
#21
Posté 23 octobre 2014 - 02:56
they're not working in the haks for my PW for some reason.
What are the results? If "not working" means the appearance is not correct, maybe you've got an item part number conflict? If on the other hand the problem is for spells or properties, maybe it's related to the 2da not being compatible with haks? (sorry I can't be more precise, I just remember that some 2da HAVE to be in the override; they won't be used if put in haks. But I don't know exactly which ones are concerned).
#22
Posté 23 octobre 2014 - 05:08
I'm not aware of any 2das having problems in HAKs. Not unless they are something specific to an expansion or something, and even then, HAKs should work. We have just about every 2da in the game in our HAKs and not aware of any issues with them.
I'd also be interested in hearing what not working in this case means, and which 2das.
#23
Posté 23 octobre 2014 - 05:23
baseitems.2da is one of those, which is where the new weapon types like lances, glaives, etc, appear.
I'm stuck on the belt-type issue. Only thing I can think of is that there used to be floating around a sort of adjunct to charlie's appearance changer used on some PWs which let you tailor the appearance of your gear. But I haven't the foggiest how it works or what's required to make it work.
#24
Posté 23 octobre 2014 - 05:24
4760, you can confirm that if a player equips a belt-item, and then transitions to a new area, that belt item visibly updates on the model?
If that's all the problem is, then it's a system quirk I can easily put up with, and that part's a go.
#25
Posté 23 octobre 2014 - 06:12
Yes Happycrow, I confirm that items which are equipped in the belt slot and which appear in the toolset (meaning they must have a mdb file and be set as belt items in the blueprint) also appear in game after an area transition.





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