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Editing v0.31 Talk:Armor

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just curious -- how does it rate?
 
just curious -- how does it rate?
  
Some woods are better then others depending on density. Overall though, worse then metal, but better then leather and clothing. IT 000 --[[Special:Contributions/97.116.30.29|97.116.30.29]] 21:46, 21 June 2011 (UTC)
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==New armor layering rules==
 
==New armor layering rules==
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==Bugs==
 
==Bugs==
 
I just thought I'd point out the bar number bug is probably due to the fact that a steel bar is now 150 steel, much like cloth and thread. The smelting reactions require 150 units as input, but the forge reactions appear to be asking for number of bars instead of amount of metal. Input for a breastplate should then be 450 steel instead of 3. --[[User:Dapanman|Dapanman]] 22:00, 1 May 2010 (UTC)
 
I just thought I'd point out the bar number bug is probably due to the fact that a steel bar is now 150 steel, much like cloth and thread. The smelting reactions require 150 units as input, but the forge reactions appear to be asking for number of bars instead of amount of metal. Input for a breastplate should then be 450 steel instead of 3. --[[User:Dapanman|Dapanman]] 22:00, 1 May 2010 (UTC)
:I tested this by editing the raws; if you multiply all the material size tokens by 150 you get the correct results (breastplates take 3 bars, chain shirts/greaves take 2, etc). So a breastplate should have material size 1350. (And if you don't have enough, it will again misrepresent it as "needs 450 bars" but oh well.) You have to gen a new world though. [[Special:Contributions/96.224.166.17|96.224.166.17]] 02:27, 21 November 2010 (UTC)
 
::I'm curious, would that workaround of increasing the MATERIAL_SIZE tokens adversely affect other things, like the weight (and therefore damage) of hammers, or the surface area (and therefore ability to spread out force from attacks) or armor, etc. ?
 
  
 
Note that for optimal loadout in Fortress mode, be sure to select 'replace clothing' rather than 'over clothing' -- I tried to add breastplate, mail shirt and leather cloak to someone already wearing a shirt, and they'd just spin in 'Pickup Equipment' trying to overload themselves, swapping the mail shirt and breastplate.  If you don't mind specifying every piece of garb in their uniform, it's easier if they start naked and you build up from there.
 
Note that for optimal loadout in Fortress mode, be sure to select 'replace clothing' rather than 'over clothing' -- I tried to add breastplate, mail shirt and leather cloak to someone already wearing a shirt, and they'd just spin in 'Pickup Equipment' trying to overload themselves, swapping the mail shirt and breastplate.  If you don't mind specifying every piece of garb in their uniform, it's easier if they start naked and you build up from there.
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Am I missing something, or is listing the distinction in the table between these types of armor an outdated concept? As far as I know, the game doesn't currently use these terms to categorize armor, and some of them don't even make sense anymore, like metal caps being categorized as "leather". Surely the "Armor Level" column covers the concept comprehensively without causing confusion? --[[User:Soronhen|Soronhen]] 16:53, 15 October 2010 (UTC)
 
Am I missing something, or is listing the distinction in the table between these types of armor an outdated concept? As far as I know, the game doesn't currently use these terms to categorize armor, and some of them don't even make sense anymore, like metal caps being categorized as "leather". Surely the "Armor Level" column covers the concept comprehensively without causing confusion? --[[User:Soronhen|Soronhen]] 16:53, 15 October 2010 (UTC)
:It's useful to note down what material can be used to make it for vanilla dwarves, but otherwise armor 'levels' aren't used anymore 2010 version, as far as I can tell. They just pick up the most expensive stuff that's unowned and unclaimed that fits. Not sure how to clean it up well, though. [[User:AutomataKittay|AutomataKittay]] 07:54, 20 June 2011 (UTC)
 
  
 
== Human-sized armor ==
 
== Human-sized armor ==
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Is there any issue with dwarves wearing human-made and human-sized armor pieces, e.g., "large cap", "large breastplate"?  (If dwarves can wear them, why can't they make them?)  Elf-sized armor?  And would humans be interested in elf-made armor pieces?
 
Is there any issue with dwarves wearing human-made and human-sized armor pieces, e.g., "large cap", "large breastplate"?  (If dwarves can wear them, why can't they make them?)  Elf-sized armor?  And would humans be interested in elf-made armor pieces?
 
It seems an obvious issue to ask about, but I haven't seen any answers... --  [[User:Maunder|Maunder]] 05:21, 26 October 2010 (UTC)
 
It seems an obvious issue to ask about, but I haven't seen any answers... --  [[User:Maunder|Maunder]] 05:21, 26 October 2010 (UTC)
:Any armor/clothing that is labeled as "large" or "small" cannot be equipped; thus, gear worn by [[Human]]s, [[Troll]]s, and [[Kobold]]s is useful only for melting or for trading. [[Goblin]]s and [[Elf|Elves]] are the same size as Dwarves, so your dwarves can wear them just fine. --[[User:Quietust|Quietust]] 21:43, 27 October 2010 (UTC)
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:Any armor/clothing that is labeled as "large" or "small" cannot be equipped; thus, gear worn by {{L|Human}}s, {{L|Troll}}s, and {{L|Kobold}}s is useful only for melting or for trading. {{L|Goblin}}s and {{L|Elf|Elves}} are the same size as Dwarves, so your dwarves can wear them just fine. --[[User:Quietust|Quietust]] 21:43, 27 October 2010 (UTC)
  
 
== Adamantine dress and robe ==
 
== Adamantine dress and robe ==
  
 
I verified that adamantine dresses and robes will protect everything except hands, feet, and heads. (Including toes, fingers, necks, and noses.) I believe that this makes adamantine robes the mose efficient use of the metal, granting near-immunity to piercing and slashing attacks. [[User:Decius|Decius]] 23:57, 7 November 2010 (UTC)
 
I verified that adamantine dresses and robes will protect everything except hands, feet, and heads. (Including toes, fingers, necks, and noses.) I believe that this makes adamantine robes the mose efficient use of the metal, granting near-immunity to piercing and slashing attacks. [[User:Decius|Decius]] 23:57, 7 November 2010 (UTC)
 
However, it seems that other materials might be better vs. blunt weapons. It seems that blunt attacks will do damage "through the pig tail fiber cloak" instead of an adamantine dress or shirt. Has anyone tested nonmetals for protection from blunt? [[User:Decius|Decius]] 00:28, 28 April 2011 (UTC)
 
 
Arena mode results: Troll fur, pig tail, toad leather, and steel all provide roughly the same protection vs silver whips. Blows would regularly chip bone through the armor, damage organs, and kills were from putting the skull through the brain. A mixture of goblins and dwarves was used, 1v1, competent lasher and no other skills. Fortress mode confirms the adamantine robe hypothesis: Ten pages of fortress mode combat logs of a lasher and axegoblin beating on an unconscious swordsdwarf wearing adamantine robe, gauntlets, helm and high boots. The lasher inflicted massive organ damage, the axegoblin inflicted nothing. Somehow the dwarf managed to survive long enough to be carried to the hospital, and appears to be breathing now. Surprisingly, only the lower body and upper body were targeted during the curbstomp. [[User:Decius|Decius]] 01:47, 28 April 2011 (UTC)
 
 
Whips and Scourges are lightsabers, due to their ridiculously high speeds and low contact area. Because of this, it is unwise that you do any tests with them. Instead you should use other weapons for more accurate data. IT 000 --[[Special:Contributions/97.116.30.29|97.116.30.29]] 21:50, 21 June 2011 (UTC)
 
  
 
== Changes in 0.31.17? ==
 
== Changes in 0.31.17? ==
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I've just had a strike to a goblin toe deflected by his copper low boot. The article claims that it is impossible due to a bug. Recheck of armor coverage rules is in order.[[File:Foot_toe-deflected.png]]--[[User:Another|Another]] 16:37, 12 November 2010 (UTC)
 
I've just had a strike to a goblin toe deflected by his copper low boot. The article claims that it is impossible due to a bug. Recheck of armor coverage rules is in order.[[File:Foot_toe-deflected.png]]--[[User:Another|Another]] 16:37, 12 November 2010 (UTC)
 
:You must have updated to the latest version. 31.17 made toes and fingers covered by boots and gauntlets respectively.--[[User:Furlion|Furlion]] 17:24, 12 November 2010 (UTC)
 
:You must have updated to the latest version. 31.17 made toes and fingers covered by boots and gauntlets respectively.--[[User:Furlion|Furlion]] 17:24, 12 November 2010 (UTC)
 
== Modding Gloves ==
 
 
I'm working on a mod to be able to produce armor in adventure mode -- but I've hit a snag.  Gloves of all sorts are in "left" and "right" pairs.  I can't figure out the raws to stop producing "cheetah leather glove" as opposed to "cheetah leather right glove".  Anyone happen to know this? --[[User:Aescula|Aescula]] 02:31, 27 November 2010 (UTC)
 
 
 
== Growing attached ==
 
One of my dwarves just grew attached his the left mitten. This means that armor probably can also be named like a weapon. I'll do mre research. --[[User:Blur|Blur]] 08:51, 27 December 2010 (UTC)
 
 
== quality of armor? ==
 
 
I was wondering, how does the crafted quality of armor affect its performance in combat? --Mark 20:28, 21 January 2011 (UTC)
 
 
== Clothes classified as foreign based on your civilization ==
 
 
I was preparing my military uniform, when it said high boots were foreign. They weren't foreign in my other save which is the same version. I have v.31.18. What's going on? --[[User:Joejr50|Joejr50]] 21:53, 9 February 2011 (UTC)
 
 
:Some dwarf civs can make high boots, some can only make low boots. You got a low-boot one. [[Special:Contributions/220.253.80.140|220.253.80.140]] 10:03, 20 February 2011 (UTC)
 
 
Shouldn't a new symbol be added to the wiki table? I am looking at a possibly related issue in version 0.31.25 where my robes are listed as foreign, which does not agree with the wiki table. <- Sorry, didn't see the note previous to the clothing table.
 
 
== Size & Permit ==
 
 
These are confusing... e.g., the helmet + 2 caps example. Why is this allowed? The sizes, added together, are 50. This is not LESS than the helmets size + permit. Wouldn't this violate the 2nd rule?
 
 
Also, isn't the first rule identical to the last rule? (If an item is not a layer:cover item, the last rule applies, if it is a layer:cover item, both the first & the last rule apply, but will always evaluate the same, as written.) - Morik 2011-03-28
 
 
:The examples were quite confusing, and poorly written. I discussed the topic on the DF forums, and have posted a new section explaining the equipment process.
 
:However, the information you are referring to may still hold some useful information, so I am leaving it intact. Someone more experienced may want to clean it up. --[[User:RadGH|RadGH]] 15:35, 6 June 2011 (UTC)
 
 
 
:Every time that I have assigned dwarves to wear caps with helms, they do not wear caps, no matter what material (or any material) the caps are made of. Even if I tell them to remove all civilian clothing and wear exact matches, they will not wear caps with helms. Anyone else experiencing this? ----[[User:Stromko|Stromko]] 05:55, 13 June 2011 (UTC)
 
 
== Equipping Clothing ==
 
 
I added a verify link in hopes that someone can confirm the equipping logic for the following line:
 
 
"If two items share the same permit value, the highest size item will be equipped first." --[[User:RadGH|RadGH]] 15:12, 6 June 2011 (UTC)
 
 
 
In the Arena when I equip armor in the order of
 
Breastplate,
 
Mail x4
 
The breastplate drops and leaves me with 4 Mail armors on.
 
 
When I tried
 
Mail x2 ,
 
Breastplate,
 
Mail x2
 
The breastplate also drops
 
 
When I tried
 
Mail x4,
 
Breastplate
 
A mail armor came off
 
 
It appears that the logic, when looking to equip armor, forces the largest size item off
 
 
In Fortress mode when you assign armor through individual equipping (and likely uniforms composed of personal choice) it will knock off the first item equipped.
 
 
I equipped
 
Mail x2
 
Breastplate
 
Mail
 
 
after doing so I told him to equip another mail the end results were
 
Mail
 
Breastplate
 
Mail x2
 
 
It also claimed that the first mail (that was pushed off) was still equipped (green check mark in the equip screen)
 
 
Therefore the end logic simply appears to remove the largest size item when equipping a new one over the permit limit in Adventure/Arena mode and in Fortress mode it simply knocks off the first item. (Dennislp3 on the forum)
 
 
== Cleanup Request ==
 
 
Many of the examples following my new "Equipping Clothing" section are unclear, poorly written, and/or redundant information. While the information held there may still have use, it might be worth cleaning up. I will leave that to someone else, as writing the section which makes these redundant seems to put me in an awkward position. --[[User:RadGH|RadGH]] 15:37, 6 June 2011 (UTC)
 
 
=== Yes, please ===
 
 
The explanations are unclear and the examples are conflicting. --[[Special:Contributions/188.61.29.254|188.61.29.254]] 21:30, 20 August 2011 (UTC)
 
 
== Quivers/Backpacks ==
 
 
I have experience that dwarves with full body equipment (3xmail, 1xplate, 6xcloak) who happen to pickup quiver will onlz wear 5 cloaks and then get stuck on picking up sixth cloak. Deducing from that that it has actuall size that affects permit. Is there any research on layering/size of quivers and backpacks?
 
 
== Shields and Bucklers - info missing ==
 
 
I was looking for info on how shields and bucklers work when equipped, and whether they can be used with all weapons or just single handed ones. I couldn't find it. Perhaps someone with good knowledge of the topic can add it?
 

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