Out of curiosity, why the VASCULAR and PAIN_RECEPTORS changes? Is it to make combat faster and deadlier? This likely makes combat much harsher on anything without armor, which may or may not be desirable.
The new values for nerves seem a little high. They're sturdier than stone with the new values.
The new values for nerves seem a little high. They're sturdier than stone with the new values.
Do you know how compatible this would be with other mods? Like if I install this, and then careful not to overwrite anything, install a mod that adds new civs/creatures, will they use the new combat system? Or would I have to go back and mod those creatures too?
Could you consider adding some more sword options for dwarven civs? Currently short swords and war knives seem to be the only ones they can use. It'd be nice if they got scimitars as an extra one-handed option and longswords as a two-handed sword, or something.
PS: motivated by this mod and my civ not knowing how to make any of the cloth armor like gambesons, I wrote a small DFHack script to teach dwarves how to make items unknown to them without messing with entity_default.txt or re-embarking. It should be included with DFHack in a release or two, but in the mean time you can get it here (https://www.reddit.com/r/dwarffortress/comments/8o6l44/dfhack_script_to_enable_crafting_of_unknown_items/).
Well, I certainly will write some descriptions, eventually, but I'm way too unfamiliar with DFhack to implement them in there myself.That particular part of DFHack is very simple; the only thing you'll have to concern yourself with is a file that contains a single Lua table. You can take look at the default item-descriptions.lua (https://github.com/DFHack/scripts/blob/master/item-descriptions.lua) file in DFHack which contains descriptions for items in the base game. It's not too dissimilar to raws, being a similar kind of text-based markup. Basically, what would need to be created would look like this (excuse the crappy example descriptions paraphrased off of Wikipedia):
So, yeah. Once I'm done with some major stuff that I'm currently working on, at least, the descriptions will be added on this page. But to make them appear in-game I'd need someone who has any clue how that stuff works.
descriptions = {
ITEM_ARMOR_GAMBESON_SVER = {
"The gambeson, also known as the aketon,",
"the padded jack, or the arming doublet,",
"is a padded defensive jacket, that can be",
"worn both separately and underneath mail or",
"plate armour. It is a thick, quilted jacket,",
"and can also double as a winter coat."
},
ITEM_ARMOR_BRIGANDINE_SVER = {
"Brigandine is a form of armour made of heavy",
"cloth or leather lined with metal plates.",
"It was commonly worn over a gambeson and",
"a mail shirt, though even then it did not",
"offer protection as good as plate armour.",
"It is, however, lighter and offers greater",
"mobility than plate, making it favoured by",
"soldiers who prefer to fight unencumbered."
}
}
Doesn't look too difficult. Thank you!Technical with a hint of flavour would probably be the best. It'd be ideal if players could get by without reading external descriptions or figuring out the different size, coverage and permit values, but that can be difficult to achieve. Here's what I would consider the essential information I'd be looking for myself:
Just one more question: considering the character and line limit, would you prefer the descriptions to be be more flavorful (like your example wiki ones), more technical (like the vanilla DFhack ones) or something else?
* Ranged weapons and ammo. My mod has more variety and functional distinction for ranged weapons: there is a steady progression of power and material cost (and/or min body size limit). My ammo is a lot lighter and shoot velocities are lower, thus, archers in my mod are not as slow, but not as deadly either. Also, in my mod it is possible to have archers with offhand weapons (so called "weapon sets"), so it's entirely possible to train squads that both fight and shoot just as good, and out-of-ammo invaders retain some level of danger.
* Unarmed attacks. My mod doesn't touch creature files at all. Compared to Revised (which I recommend to use together with my mod), Grimlocke's unarmed attacks are significantly weaker, although, even in Revised they are quite non-deadly. Due to tissue changes in my mod (see below), bruising multiple internal organs may render the opponent temporarily disabled, so unarmed combat may serve as a viable non-lethal way of fighting, while in Grimlocke's mod it's plainly nerfed.I heard halving velocity modifier of unarmed attacks already solves a lot of issues, do you recommend this with your mod too?
* Armor. My mod has a bit more functional differences between armor pieces and more possible combinations. Also, my mod has a broader variety of plate armors, allowing for cheap, lightweight additions to put over existing uniforms, including other plate. These additions partially protect the main armor piece from damage, which might be quite useful when the armor is made from a low-grade material. Armor in my mod is generally lighter, thus, armored soldiers don't get tired as quickly. Some body armors in my mod protect facial features to a varying degree (helms are unable to do this within the game's mechanics), up to metal plate, making actually full plate armor achievable.This seems a lot in line with battles often not having too many casualties until a rout broke out. I take it you lowered the weight of your armours by lowering the size, doesn't this also make the armours weaker and easier to broke by repeated hits?
* Tissues. My mod does some tissue rebalancing that Grimlocke's mod doesn't. Force transitioning mechanic is significantly nerfed in my mod, which means no more neck snapping from a punch to the head and no more open joint fractures from a strike to the limb; without these fixes even the very best armor would be pretty lame, because it offers zero protection from force transitioning. Additionally, organ wounds have much more severe effects, so torso protection is vitaly important. Together, these changes make the armor in my mod much more powerful and important, while in Grimlocke's it mostly functions the same as vanilla. In my mod, a good enough armor can finally compete with the all-blocking power of a shield, making two-handed weapon wielders viable; doing the same in Grimlocke's mod is not a very good idea, as almost any hit can still deliver debilitating damage. Also, broken fingers in my mod don't cause as much agony, limb damage causes a bit less agony and skulls are more durable (all of this makes combat less inane and luck based).
* Shields. In Grimlocke's mod they are a lot less protective (22% max blockchance, compared to 85% in my mod) and don't seem particularly balanced between each other. In my mod, there is a steady progression of blockchance and weight, thus, larger shields are encumbering, but quite useful. This makes fighting certain creatures (such as dragons) easier in my mod, at least, with due preparations.
Something like this.
Regarding the ammo, doesn't the very small size basically make them unable to harm armoured targets, or does the power of the (cross)bows make up for that? Or does the coverage of armour make up for this by sometimes allowing projectiles to bypass armour (like hitting through gaps in the armour)?
I heard halving velocity modifier of unarmed attacks already solves a lot of issues, do you recommend this with your mod too?
This seems a lot in line with battles often not having too many casualties until a rout broke out.
I take it you lowered the weight of your armours by lowering the size, doesn't this also make the armours weaker and easier to broke by repeated hits?
So I wonder, how often do armours break in combat, and how much of a problem does exhaustion become in prolonged big fights?
Also to calculate weapon sizes and contact areas in attack do you use specific formulas, or do you kinda improvise per weapon so it feels right?
However, if you don't mind I have some more questions regarding the ammo. I take it the contact area is a value of the blade width ratio of the used arrowhead. However the penetration depth is based on what, is it part of the shaft length? As for the javelins, are these calculations based on the ammo calculations or weapon calculations for spears?
[ATTACK:EDGE:125:1670:stab:stabs:NO_SUB:700] shank can bend on hit
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:EDGE:125:3500:thrust:thrusts:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:EDGE:800:125:cut:cuts:NO_SUB:50]
[ATTACK_PREPARE_AND_RECOVER:3:3]
My solution was to change those in the material templates for muscle and other tissues used by joints, and increase the joint bodyparts in size to have their relative strength make sense.
My armor is overall a little weaker, because the DF AI doesn't quite understand how to aim for weak spots in armor
Now that I think about it, with my current balancing scheme its fairly rare for fights to go on long enough to run soldiers out of stamina. I wonder if there are ways to make fights more tiring in a shorter amount of time without affecting running stamina?
Is FRACTURE:22000 enough to prevent limbs from being disabled by force transfer all so often? Or do you intentionally keep it not too high, so that torn muscles will still occur from time to time? I'm having a hard time finding a sweet spot where light weapons cannot break armoured limbs, while heavy weapons can.
And it's pretty much the same with the nervous tissue: it got tiring to see almost any successful strike (including punches) to the head end up in inevitable death by suffocation, but increasing the material strength high enough made it so that not even a poleaxe can deal with it.
I'm not sure if I've seen what I've seen, but throughout the armor-vs-shield testing I've been noticing that the AI have been consistently focusing on bodyparts not covered by armor. I've staged several 1x1 fights between a human who worn almost full plate armor with no shield and a lightly armored human with a large shield: the shield user very often attacked the facial features, which were uncovered. There was a similar pattern in the other test, where one side had no hand protection. I'm not 100% sure that wasn't just a coincidence, though: as in, there were many blocked strikes in those tests, and they could've been aimed at something else.
And, if any consideration, AI got pretty good with removing armor from unconscious opponents. That is another benefit of two-handed weapons, btw - units with a weapon and a shield cannot do this.
How exactly the armor in your mod is weaker?
In my mod, there are several weapons which can pierce right through plate of the same material, even if only when the target is prone. Seemed fair enough to me, taking into account that plate in my mod is very expensive to make, and any damage to it is a hole in the fort's smithing resources. Together with the armor-removal AI and more protective shields, this creates a system where fights are long, but will immediately speed up the moment one of the sides looses their ground. I personally love the fights this way. Not a fan of wall-to-wall combat, where, in the end, it's all about the relative skills/stats and some luck. In this system, both sides flail on each other with only occassional casualities, until either one side starts getting tired/panicked or the other gets some tactics up and outmaneuvers the foe.
Thank you :)
* Ranged weapons and ammo. My mod has more variety and functional distinction for ranged weapons: there is a steady progression of power and material cost (and/or min body size limit). My ammo is a lot lighter and shoot velocities are lower, thus, archers in my mod are not as slow, but not as deadly either. Also, in my mod it is possible to have archers with offhand weapons (so called "weapon sets"), so it's entirely possible to train squads that both fight and shoot just as good, and out-of-ammo invaders retain some level of danger.
1. My hunters have equipped various weapon sets, and they go out and hunt for a while, but eventually on one of their trips back to get ammo they seem to fall into a bugged loop. They stand on top of the ammo they want and switch between "No Job" and "Pickup Equipment" extremely quickly, never picking anything up. It's not in a bin, and it's definitely the appropriate ammo type. Does this sound familiar? I'm playing on top of Meph's tileset/launcher, which I think does some light modding in the background, but I was pretty careful about copying in this mod's changes.
2. I'm overwhelmed by the weapon options! Could you suggest a couple of weapon sets/melee weapons for general purposes?
...Just out of curiosity, what sort of weapon is he carrying (and what sort of ammo does it use)? Also, what sort(s) of ammo (if any) are already in his quiver?
Edit: I've got one guy in a permanent loop: he goes to "Pickup equipment," stands on top of the ammo stack flickering back and forth to "No job," eventually gives up and wanders a dozen tiles away, and then starts all over again.
Let me look at uploading that save. Would you need the Meph launcher/packaging as part of one big zip, or do you think the save folder itself is enough? (I don't know how much data gets duplicated into the saves.)
For weapons of a broad type (like 1H axes), does increasing expense indicate a series of better, higher-tier weapons that should always be preferred, or are there still subtleties in use cases? For example, should a Battle Axe or a Hatchet (both 1) always be ignored if a Hawk Axe or Headhunting Axe are within reach? ...Although as I write this, I realize I don't know the distinction between axes of the same expense anyway.
My dwarf civ is unable to create greaves - is this intended? I believe it's due to this mod, but I'm not certain.
* Optional, but included by default: Stone weapons for subterranean tribes! Flint, obsidian and malachite weapons have replaced the wood ones for subterranean animal peoples, so as to make them a bit more capable in combat.
I must say, I find the omission of pants a bit strange! Personally I would prefer if pants just existed like they used to, as their absence bothers me much more than the fact that they're worn over armour (which I'd never noticed until now, and doubt I'll notice it even now that I know of it!). I went through some trouble changing it back myself in entity_default.txt and hopefully got it right, but it'd be nice if this process was made easier similar to the =SVER_STEELS= etc. tags.
Perhaps instead of removing the default pant lines entirely, prefix them with a tag similar to that (or some symbol such as { like Revised does) so the game interprets them as a comment?
Hello! So far I think I've gotten everything working correctly. However, how do I change pikeman/dwarf profession titles to greatarmsman/dwarf? The instructions didn't include where that's located and I couldn't find it
This mod can be compatible with taffer revision 2.0.0 too?I've made a quick and dirty merge for Revised 2.0 since I'm an impatient person: http://dffd.bay12games.com/file.php?id=14128
Or incomptible?
Hm. The thing is, the clothing will get simplified altogether in the next verion, with all the unused stuff getting moved into an optional folder. In the same folder, I can make a preset file for each civ (containing the old clothing lines) and tag the new clothing in entity_default.txt as something like =SIMPLE_CLOTHING= to make it clear which lines should be overwriten if you want old clothing. Would that be alright?
I was thinking more along the lines of what Revised does in the new version, where everything that's removed from the files is actually just commented out. But as long as I can restore clothing to how it's in the vanilla game, I'll be happy. I quite like the flavour the clothing variety in the base game brings (eg. in my desert fort I had all my dwarves dress up in togas), and really don't care about the bug associated with legwear because my dwarves practically never wear armour on top of regular clothing anyway (do people even do this? I just find it confusing to layer clothes and armour pieces as the mechanics behind it are very opaque in fortress mode, so I avoid it as best I can).
The issue stemmed from the padded leggings, really. I figured that people who conserve metal (and thus, don't forge mail skirts or lower plates if the lower body is already covered by torso armor) would get annoyed by padded pants getting damaged through breastplates as much as I am.Oh, right. For some reason I did not even realise this applied to armour pants, too, even though I went through the raws to merge the new version of Revised.
I gotta say I just don't like the thought of my dwarves not wearing pants, and I think it makes the armour coverage/layering system even more confusing and unintuitive than it already was (what covers the legs now?
Also, don't breastplates have LBSTEP:0? They shouldn't be protecting loincloths in the first place, right?
Hey I've been playing this for the last couple days and it's been good. A few questions though: some weapons like a horned axe I have, have multiple types of attacks that seem to be the same thing (eg hack, cleave, cleanly slash), is that the case or are there differences I don't know about?
Then, I'm not sure if this is normal but I ended up defeating a necromancer tower using my horned axe mainly, and have like ~80 kills on it, though I don't seem to have increased my greatarms skill (1/3 gain from competent) or axeman skill (at all)?
Also for the moment I've been using this as my general armor setup for my adventurers, I think Im doing everything correctly?
cave spider silk padded coif/armor
1 chain coif, helm (heaven found full helm to see if it layers)
For all of this I just generally go with the highest quality material I can use which I assume is tempered/dwarven steel though I've read that it's useful to have copper as an under layer to defend against striking blows?
[EDIT] I just noticed a couple threads about enemies in adventure mode being really passive at times and to test it out I did a vampire mission and they just ran from me. That necromancer tower I dismantled, too, I noticed that the necromancers were more interested in raising chopped off bits of themselves and comrades than directly attacking me. Would that skill buff to enemies affect adventure mode behavior and, if so, I assume I'd have to make a new world right?
Sorry for all the posts but I also just noticed that Wren harpies' race is noted as "Nothing", not sure if that's something I should post here or in Revised.
4) Suggested: replace/add flavor profession names to civilized creatures, as pikemen now don't only use pikes, bowmen don't only use bows and lashers don't really use lashes.Spoiler (click to show/hide)
Random feedback on this: I thought that "greatarmsdwarf" sounded a bit silly, so personally I've gone with "armsdwarf" (and "armsman") instead, and "Armsmaster" for the master title. I'm not sure if it's historically accurate (I don't think there's any real definition for armsman though), but in the context of the game I think it sounds a lot better than greatarmsdwarf or -man.
Also flailsman loses its plural for the master title, so personally I went with Flailsmaster instead.
Yeah, I've been pondering an idea of an optional giant civ with equally giant weapons - to go along with the rest of the "tactical" civs. Not sure how giant exactly, though. Vanilla ogre size seems a bit overkill.Vanilla goblins have ogres and trolls.
Indeed, but the way they are treated by the game, they won't receive any weapons intended for them. Rather, there would be some goblins wielding oversized weapons.In goblin fortress mode equipment work normal. Goblins need trolls for use big weapons.
Yeah, I've been pondering an idea of an optional giant civ with equally giant weapons - to go along with the rest of the "tactical" civs. Not sure how giant exactly, though. Vanilla ogre size seems a bit overkill.Make skulking aboveground civ of ogres. They use weapons from trap components, wear only loincloth or not wear any clothes, send thief to fortress with big pop, live on swamps in kobold-like aboveground sites.
In goblin fortress mode equipment work normal. Goblins need trolls for use big weapons.
Make skulking aboveground civ of ogres. They use weapons from trap components, wear only loincloth or not wear any clothes, send thief to fortress with big pop, live on swamps in kobold-like aboveground sites.
DF allows weapon pants :)In goblin fortress mode equipment work normal. Goblins need trolls for use big weapons.Make skulking aboveground civ of ogres. They use weapons from trap components, wear only loincloth or not wear any clothes, send thief to fortress with big pop, live on swamps in kobold-like aboveground sites.
I ain't really keen on making stuff which will only ever be usable in other mods. So, yeah, something like you suggested most likely, although, I think I would pick trolls over ogres, because ogres are really damn huge for any weapon to make sense at that size. It is unfortunate DF doesn't allow for some sort of weaponizable spiked boots...
Trolls civ will be underground. I prefer blizzard man civ. All as ogre civ, but for glacier and tundra. Blizzard man weapons also usable by trolls.
Kobold live in caves, but "CAVE" site type can be aboveground. Good for small or even large tribes.Trolls civ will be underground. I prefer blizzard man civ. All as ogre civ, but for glacier and tundra. Blizzard man weapons also usable by trolls.
Yes, but kobold-like civs live in caves anyway, so this isn't much of a stretch.
And there is a problem with Blizzard men civs in that they don't procreate without modification, leading to their civs quickly disappearing. A sasquatch/yeti civ, perhaps?
[OBJECT:ITEM]
[ITEM_WEAPON:ITEM_WEAPON_AXE_GIANT]
[NAME:axe:axes]
[ADJECTIVE:giant]
[SIZE:2600]
[SKILL:AXE]
[TWO_HANDED:300500]
[MINIMUM_SIZE:220500]
[MATERIAL_SIZE:9]
[ATTACK:EDGE:100000:10000:hack:hacks:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:100000:10000:slap:slaps:flat:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:1000:10000:strike:strikes:pommel:750]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ITEM_WEAPON:ITEM_WEAPON_FLAIL_GIANT]
[NAME:slungshot:slungshots]
[ADJECTIVE:giant]
[SIZE:1500]
[SKILL:MACE]
[TWO_HANDED:300500]
[MINIMUM_SIZE:220500]
[MATERIAL_SIZE:5]
[ATTACK:EDGE:10:200:strike:strikes:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ITEM_WEAPON:ITEM_WEAPON_LUEBER]
[NAME:lueber:luebers]
[SIZE:2000]
[SKILL:WHIP]
[TWO_HANDED:300500]
[MINIMUM_SIZE:220500]
[MATERIAL_SIZE:5]
[ATTACK:EDGE:100000:10000:saw:saws:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ITEM_WEAPON:ITEM_WEAPON_LOGBOW]
[NAME:log bow:log bows]
[SIZE:3000]
[SKILL:SWORD]
[RANGED:BOW:BALLISTIC]
[SHOOT_FORCE:3000]
[SHOOT_MAXVEL:200]
[TWO_HANDED:0]
[MINIMUM_SIZE:300500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:100000:40000:bash:bashes:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ITEM_WEAPON:ITEM_WEAPON_WARLOG]
[NAME:war log:war logs]
[SIZE:5000]
[SKILL:MACE]
[TWO_HANDED:300500]
[MINIMUM_SIZE:220500]
[MATERIAL_SIZE:8]
[ATTACK:BLUNT:200:2000:bash:bashes:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[TRAINING]
[ITEM_AMMO:ITEM_AMMO_GIANT_ARROWS]
[NAME:ballista arrow:ballista arrows]
[CLASS:BALLISTIC]
[SIZE:600]
[ATTACK:EDGE:5:1000:stab:stabs:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
Current poll:
Currently, all ranged weapons and their sets in the mod are assigned a skill based on their vague mutual alikeness of whether they require to be loaded, then aimed and then shot (like crossbows) or loaded, aimed and shot at the same moment (like bows and throwing weapons). As I personally see it, this has two issues: (1) the Bowman (aka Skirmisher) skill is an unintuitive mess, and (2) the way worldgen hunters/adventurers work, they mainly train the Crossbowman skill, which, in the mod, contains 2/3rds battlefield ranged weapons, rather than those fit for hunting.
However, only these two skills, Bowman and Crossbowman, are properly recognized by ranged npc unifroms.
As such, I've came up with two alternative skill distributions for ranged weapons, based on their nature/purpose, rather than mechanics:
"Light" vs "Heavy".
In the other words, "hunting/skirmish" vs "battlefield". "Light" would include crossbows, bows, slings and javelins/darts; using the Crossbowman skill as a base (renamed to "Skirmisher"), to match the way worldgen treats it. "Heavy" would include arbalests, longbows and hand ballistas; using the Bowman skill as a base (renamed to "Marksman/Marksdwarf").
"Stringed" vs "Throwing".
Not as much in terms of realism mechanics, as in tune with the balance of the mod, where sling and spear-thrower weapon sets allow for shields. "Stringed" would include crossbows, arbalests, bows, longbows and hand ballistas; using the Crossbowman skill as a base (renamed to "Marksman/Marksdwarf"), as stringed weapons are probably more fit for hunting than the throwing ones. "Throwing" would include slings and javelins/darts; using the Bowman skill as a base (renamed to "Skirmisher").
The only downside in both cases is the displacement of bows/crossbows from their usual respective skills. As such, "no to both" remains an option :)
Also, feel free to comment and propose your own ideas.
Im planning on using this mod, but would like to add scales or boiled leather as a non-metal substitute for some of the shaped armors. Can I get your feedback on a few questions?
I haven't modded df, but I figure I need to add a new material, a reaction to create that material, and a reaction to turn it into armor, and make sure those reactions are added to the entity file. Is there anything I am missing?
...
Anything else I should be aware of?
How do I avoid scales/boiled leather being usable for other leather goods, like bags or trousers? Can I do it by having the material-change reaction affect the prepared armor instead?
Any suggestions as to raw values and material quantities?
The main advantage for light/heavy is a possible balance concern in connection with the weapon sets. It doesn't allow crossbowmen+bowmen to easily switch to heavier weapons, and hunting crosstraining will be more difficult If you want the split to be flexibility/better melee options (and sometimes shields) vs ranged power, it's probably the way to go.
Separately, can you add info on ranged weapons to post 13, similar to what you have for melee?
--boiled leather tips--Thanks! I got sidetracked by some other changes I wound up making, but I'll dig into this at some point.
Cool, looking forward to it!
That is an interesting perspective I haven't even considered!
Hm-hm... so far, the poll results are quite divided and I was on the verge of just letting this idea go for the sake of keeping it vanilla and, thus, newbie-friendly. I'll have to ponder it for some time in the context of skill versatility. Especially since the ongoing two-handed vs one-handed rebalance will prompt some changes to weapon sets.
I've been digging into the raws, and was wondering why slings appear to fire edged weapons?
2. Place the text files from the mod's main folder in .../%DF folder%/raw/objects. Overwrite when prompted.
3. Open the mod's 'for civs' folder. Here you can either choose to use my personal equipment presets for entities or assemble your own using the full list. Or, if your entity_default.txt is unmodified, you can simply copy the entity_default.txt from the folder (Revised or vanilla).
Thank you for your great work. The mod makes the experience of playing DF much more enjoyable.
For inspiration you could search videos 'Fantasy Re-Armed', this will give you ome ideas about weapon sets for every civ in game.
This videos are good, because they about thinking. What effective weapon giant will use versus human army? Long stick/staff as blunt, scythe as edged weapon, bows and slings as ranged weapons, buckler and greaves for prodect lower body from enemy's spear. So, example, you could make tactical civ of ettins/ogres/cyclops with this equipment.Thank you for your great work. The mod makes the experience of playing DF much more enjoyable.
Glad to hear!For inspiration you could search videos 'Fantasy Re-Armed', this will give you ome ideas about weapon sets for every civ in game.
Watched those some time ago :)
Unfortunately, though, many of the realistic conventions Shad points out do not apply in DF, while some other things come into play. For instance, the whole elf question revolves around them only having random wood instead of metal, which pretty much downgrades their damage to zero - so I've turned them all into fast supporting units, while the heavy lifting is done by their pets. I did amplify their extra-skillfulness in the optional combat boost, but with wood weapons it's just not enough.
Another good example of such divergence is how the game handles armor and shields. Unless taken to the extreme, armor thickness does not matter in the game's combat, while weight scales rapidly with the size, which means smaller races get armor that is just as protective, but much lighter than that used by larger races. On the oppostite end, shields have a fixed volume and blockchance, meaning their protection scales with the user, while their weight does not, which is beneficial for larger races. The opposite of realism perspective.
Meanwhile, I've had to make sure that dwarves have access to a wide enough variety of equipment to allow the player to pick their own style. Same for kobolds, to give a feeling of mix-and-match stolen weapons they're supposed to use from lore perspective.
And then there's the problem of how non-player armies mix and randomize equipment, but that I was able to partially resolve through the "tactical civs" thing. And yeah, I'll likely make them even more thematic in the future, like giving more of an Isengard flavor to goblin pike-and-shot civ.
Expanding upon civilizations for more variety of combat situations is on my to-do list, but there's just a ton of balancing stuff to do beforehand. I don't wanna rush new features.If you will do expanding with logic, logic will make realistic balance for you.
Quite the opposite, because game mechanics. Taking giant races as example, there is no difference between giving them a scythe-like weapon or a big-ish axe, because in DF there are no AoE weapon strikes and no simulation of reach (outside of the attack speed crutch I use), and large attack contact area is a detriment when fighting human-sized creatures and below. So any such addition requires lots of brainstorming and testing for it to make sense, which isn't in priority since I still need to fine-tune already existing features of the mod.Difference will be for you, for logic and for further versions. Even if in current version scythe will work as axe. Probably, for imitation AoE you could make faster weapon using.
Hello!What percentage of ingots is obtained by remelting your weapons and armor?
Just a heads up: since Toady went on to work on the Steam DF for now as it seems, I'm wrapping up the next mod release in a few days.I'm looking forward to it :)
All my life (and I'm not young anymore, lol) I've been very interested in "old-style" games that simulate personal combat pre-gunpowder. If you've heard of RuneQuest, GURPS, etc... I spent lots of my youth's free time making my own game, kind of a super-detailed medieval combat game based off of the best parts of about a half-dozen paper & pencil RPGs.
Does your body rework include all humanoid creatures, or just dwarfs?
One other thing, will your full mod include an updated (to 47.04) version of DF Revised, or is that not available yet?
Taffer hasn't updated his mod so far, so that installation point shall be obscured for now.
Working on it.
Also trying to report things on the bug tracker; for all the community wants to fix things, not all of these raw fixes were ever reported to Toady.
Good to hear! Didn't mean to poke you about that though - I know these things take time and effort.
You mean, the sort of things Revised works around, like that "item-thieving creatures 'steal' their own clothes and turn around at the map border"?
Just a few textual fixes so far. I've never actually seen that bug in action before; verifying it is on my to-do list for the next release, because I want to either revert the change or report it. Have you seen it? Thanks for the reminder!
The problem with wooden weapons in DF is that they are basically worse than bare fists, because fists are considered to be made of bone, which is a superior material. Granted, you can't make melee weapons out of bone either - this is something I have planned as reactions for the future; might as well throw wooden reactions in too, I guess, maybe with a bit stronger "fake wood" as the end product's material.For better wooden weapons you may just set more speed, like whip has 5.0, bigger size of weapon and smaller contact area.
Otherwise, if you want to get things bleeding without metal, your best bet are wooden ranged weapons with wood/bone ammo - or rock/clay ammo in case of slings.
Or you can use wooden weapon sets as effectively wooden melee weapons; some of them, like the large dagger sets (such as "marksman arms"), might even be decent. This is something I want to patch out in the future, but right now it is a possible use for them. You can also butcher some dogs and make the same out of bone - they'd be better than wood anyhow.
To be honest, for a single purpose, it's easier adding a new material than an array of specialized weapon-copies. Less maintenance and unintended consequences (such as artifacts) this way.You may just boost wood to real fire-hardened wood, but make training weapons with the worst weapon characteristics. This will be simpler than adding hardened counterpart for each wood type in game.
There is a bit more in play here. To make wooden weapons worthwhile and sensible, the wood used would need to have a fixed density, much beyond that of vanilla wood. So reflecting the variety of natural woods in the new material(s) would be mostly meaningless, as their variety is almost entirely about their densities.Have vanilla wood realistic density or not? If have, there is no ways to make wood really better, but a way to make realistic - some types of wood was used for tools and weapons due to their big density.
There is a bit more in play here. To make wooden weapons worthwhile and sensible, the wood used would need to have a fixed density, much beyond that of vanilla wood. So reflecting the variety of natural woods in the new material(s) would be mostly meaningless, as their variety is almost entirely about their densities.Have vanilla wood realistic density or not? If have, there is no ways to make wood really better, but a way to make realistic - some types of wood was used for tools and weapons due to their big density.
Fake wood is bad solution, not best. Or you will add 71 new type of fake wood? You may just make shear properties of vanilla wood more realistic (maybe, from fire-hardened wood), but also downgrade training weapons as weapons. Also you may enlarge wood maximum sharpness.There is a bit more in play here. To make wooden weapons worthwhile and sensible, the wood used would need to have a fixed density, much beyond that of vanilla wood. So reflecting the variety of natural woods in the new material(s) would be mostly meaningless, as their variety is almost entirely about their densities.Have vanilla wood realistic density or not? If have, there is no ways to make wood really better, but a way to make realistic - some types of wood was used for tools and weapons due to their big density.
Vanilla wood density is fairly realistic. The problem arises because weapon volumes are balanced towards being made out of a solid hunk of material - so, the volume that results in a reasonable weight for an iron spear would also result in a way too light wooden spear, as DF does not support multi-material weapons. Thus, if I'd want to allow wooden weapons that (1) would not result in weird artifacts, such as 10+ kg iron spears, and (2) would not be as useless as simply making weapons out of vanilla wood, new "fake wood" with higher density and shear properties seems like the best solution.
As I said earlier, there's really no point in making the "fake wood" as variable, as that would be 1% flavor, 99% interface clutter. The only differences between wood types in DF is their density, color and temperature properties - the problem with the former I've already covered, and the latter two don't matter for equipment.What is wrong with wooden shields? In real life the most of shields was wooden or covered by wood. Density of wood solve the problem: why papaya wood is bad for weapons, when dense wood is better. If you make wood just sharper, you not boost nor shields, nor blunt weapons. So you really can upgrade basic wood, especially if you want remove vanilla wooden shields from civs (exclude elves and cavern animal people). This will be simpler for code and for play.
How to go about vanilla wood properties is another topic that I'm going to tangle in the future. Right now, it's applicability causes an awful lot of balance problems - I can't make it stronger, as that would make wooden shields and weapon sets too good, and I can't keep it weak, as that keeps wooden ammo and elven weapons fairly useless. Contemporary plan is to remove military uses from basic wood entirely (to prevent AI usage and shield/weapon set exploit), add various wood processing reactions to give elves and subterraneans their own military grade "fake woods", and wood-to-item reactions for the player to create actually decent weapons, ammo, shields and maybe armor out of it. I may account for interesting uniques there, such as fake feather wood for super light wood armor, or fake nether-cap for magma-safe equipment (not sure about this one though, it's not of much use since the wearer still burns).
What is wrong with wooden shields? In real life the most of shields was wooden or covered by wood.
Density of wood solve the problem: why papaya wood is bad for weapons, when dense wood is better.
If you make wood just sharper, you not boost nor shields, nor blunt weapons.
You try to make mod with balance or with realism? Spear will not be 10 kg, if you boost only speed (why vanilla whip is so deadly).What is wrong with wooden shields? In real life the most of shields was wooden or covered by wood.
They are too cheap for what they can do. In real life shields had to be leather-covered or otherwise reinforced to hold up in combat, and still got damaged fairly frequently. In DF as it stands, that's just 1 log of wood. They do wear out in combat due to shield-bashing, but they also come with the benefit of very low encumbrance compared to metal shields, which overall makes metal shields unattractive as an option. Also, there's literally no reason to make smaller wooden shields, because, again, even the tower shield is very light when made of wood. Shields also have hardcoded trade value attached to their volume, which basically allows the player to turn wood into gold. All of these need to be fixed, but the only way to go about it is to remove the relevant item tags from basic wood. Which would call for creating new "fake wood" to give the elves and cavern people something to make shields out of.Density of wood solve the problem: why papaya wood is bad for weapons, when dense wood is better.
None of the vanilla woods are dense enough to make for a decent weapon, unless the weapon in question has its volume rebalanced towards being made of wood (e.g. much higher than for metal weapons). There are three reasons why I don't want to add new weapons for it:
1) Weapon tweaking is probably the most labor-intensive part of the mod's development and I really wouldn't want to bloat it more than it already is. To clarify: each time I make some broad tweak to, say, stabbing attacks, each weapon needs to be tweaked into it one by one; 1 additional weapon turns into a miriad of additional steps when updating.
2) Artifacts. Sure, the chance of those exact "wooden" weapons being picked for a metal artifact is pretty low, but I really don't want to have a 10+ kg metal spear, even as just a possibility. Can probably be prevented by marking the weapon as "training", but then onto the third point...
3) Player has little control over which types of wood they have on the map - and, without some serious reaction clutter, as well as strockpile microing, would have little control over which types of logs are actually used in production. This discourages me from going into too much nuance between the wood densities. After all, realistically speaking, materials that are too light for weapons would simply not be used, whilst heavier materials would be made into different shapes and sizes to account for their density. This isn't something that can be easily reflected in DF, which rather encourages streamlining all wood into single product "fake wood" with universally decent properties.If you make wood just sharper, you not boost nor shields, nor blunt weapons.
This is correct, but the deal is I would like to have functional wooden blunt weapons - for the sake of common sense realism, if nothing else.
Also, this change will affect wooden weapon sets -> which I already plan to make non-available -> which is only possible through the removal of all wooden ranged weapons (hardcoded reactions) -> which promts creating custom "fake wood" for standalone wooden ranged weapons (because they're reasonable to have) -> which means I can use the same fake wood for other new wood-related reactions to reduce clutter and ensure universal balance -> which would allow me to remove/rebalance some elven-specific items, further reducing clutter. It's all tangled together.
You try to make mod with balance or with realism?
Spear will not be 10 kg, if you boost only speed (why vanilla whip is so deadly).
If you not want drag away from vanilla setting, you may not boost elven weapons at all or boost wood only a little (to bone-like properties). Prior elven weapon is bow, prior elven melee are war animals.You try to make mod with balance or with realism?
Main focus is on the balance, some focus on sensibility - not realism per se, as that would be frankly unachievable and/or completely drag away from what vanilla DF setting is. The overall goal is to have things behave as sensible as possible in action, but try to ensure that as much of the equipment and materials has its use and doesn't just exist for the sake of existing.Spear will not be 10 kg, if you boost only speed (why vanilla whip is so deadly).
I just explained why I wouldn't want to add more weapons, especially with a different formula for velocities that would require individual recalc each time. It's not as simple as applying a constant modifier.
Prior elven weapon is bow, prior elven melee are war animals.
Yes, this ghouls are wearing steel armor, half plates, boots and some sort of a helmet. But this last time I checked their wounds - they had fractured skulls, spines and even "fractured brain", yet they they didn't go down.
As for counters they require, come on, that's not dragons or some legendary beasts, it's just human sized undead, the ghouls, a sheer "volume of fire" coming their way and numerical superiority 35 vs 2, brain wounds, spine wounds, this stuff need to be able to take them down. Otherwise this strict rock-paper-scissors kind of thing is simply no fun for this pretty regular type of enemy.
I prepared 2 saves, before and after, how may I provide them?
Yeah the last time I played Dward Fortress was like a 1.5 years ago, without any mods, and I remember fighting such undead, they were wearing copper armor so dwarves could eventually break through it and smash their skulls or cut off their heads and kill them.
So anyways, not sure if the saves are needed anymore, now that we clarified the situation.
I'll keep playing your mod and then share some more of the experiences here if that's not too annoying.
One very minor thing that doesn't go off my mind tho. I get it's a balancing feature, but still, how do pieces of body armor, such as pauldrons or doublet, protect your eyes? Do they come with a pair of armored glasses or something? :D
When will be update?
In the end, the monster fell by a mighty strike of the RUSTY PICK in the head, delievered by one of my brave miners who was all broken and wounded and struck down the creature focusing all the hatred and rage into that blow. A lucky strike at the gap in the helmet after we literally locked it down in the corner by the mass of dwarf bodies.
Now looking at the contents of what the creature carried, I see it was not only dressed in steel armor but that armor was all of superiour and exceptional quality. At least it's chestpiece appears to be heavily damaged so it wasn't virtually indestructible as I first thought. Also, that's a lot of steel equipment for us to melt.
Which also brings up a question I wanna ask. Could you please clarify which two handed weapons do NOT use pikeman skill? Cause I see a rookie whom I gave a bearded axe is training an axedwarf skill and he's certainly not huge enouhg to use it one handed.
Tier 1:
(p) hatchet - weak, chopping one-handed (high) axe: low pen, light, slow prep, fast rec, damages ie-armor, good vs humanoid limbs, inefficient
(a) flail - bashing one-handed (avg) lash: no pen bash, 1/4 unlucky, fast prep, slow rec, bad mult, damages and punches through ie-armor (prone), damages br-armor
(s) spear - average one-handed (high) spear: low pen, narrow, quick, pierces ie-armor, feint, inefficient
(o) pick - weak one-handed (high) mining tool: low pen, narrow, 1/3 unlucky, slow, worst mult, may pierce ie-armor, inefficient
(o) whip - cutting one-handed (avg) lash: very low pen, light, fast prep, slow rec, worst mult, damages ie-armor
Tier 2:
(a) spiked staff - average two-handed (high) mace-polearm: low pen, no pen bash, narrow, may pierce ie-armor, damages br-armor (prone), may break joints
(s/p) war knife - weak, cutting one-handed (avg) sword: low pen, quick, bad mult, may pierce ie-armor, decent vs humanoid limbs
(s) parrying dagger - defensive one-handed (low) dagger: low pen, narrow, light, zero rec, best mult, pierces ie-armor
(s) short spear - short one-handed (low) spear: average pen, narrow, pierces ie-armor
Tier 3:
(p) battle axe - chopping one-handed (avg) axe: low pen, pierces ie-armor (prone), great vs humanoid limbs
(a) morningstar - piercing two-handed (low) mace: low pen, narrow, slow, may pierce ie-armor, may pierce br-armor (prone), may break joints, efficient
(b/p) short sword - versatile one-handed (avg) sword: average pen, bad mult, may pierce ie-armor, decent vs humanoid limbs, decent vs beasts
(s/p) bladed spear - cutting two-handed (avg) spear: low pen, quick, pierces ie-armor, decent vs humanoid limbs, feint
Tier 4:
(p/a) hawk axe - piercing one-handed (low) axe: low pen, pierces ie-armor, damages br-armor (prone), great vs humanoid limbs
(p/b) horned axe - chopping two-handed (high) axe-polearm: average pen, may pierce ie-armor, great vs humanoid limbs, decent vs beasts
(p) dagger-axe - piercing two-handed (high) axe-polearm: low pen, good mult, pierces ie-armor, great vs humanoid limbs, feint
(p) scimitar - cutting two-handed (low) sword: low pen, fast rec, bad mult, may pierce ie-armor, good vs humanoid limbs, feint, efficient
(a/p/s) halberd - versatile two-handed (high) axe-polearm: low pen, heavy, quick, may pierce ie-armor, damages br-armor, damages sr-armor, decent vs humanoid limbs, feint
(a/s) scourge - bashing two-handed (high) lash: blunt-only, 1/3 unlucky, fast prep, slow rec, worst mult, punches through ie-armor, damages br-armor, damages sr-armor (prone), easily breaks joints
(a) war hammer - piercing one-handed (high) hammer: low pen, narrow, slow, pierces ie-armor, may pierce br-armor (prone), power-bash (33%), inefficient
(a) mace - bashing one-handed (low) mace: blunt-only, punches through ie-armor, damages br-armor armor, breaks joints
Tier 5:
(p/a) hooked axe - piercing two-handed (low) axe: low pen, slow prep, pierces ie-armor, may pierce br-armor (prone), great vs humanoid limbs, efficient
(p/s/b) glaive - long, versatile two-handed (high) sword-polearm: average pen, quick, zero rec, best mult, may pierce ie-armor, good vs humanoid limbs, decent vs beasts, feint
(p) bearded axe - chopping two-handed (high) axe: average pen, may pierce ie-armor, great vs humanoid limbs, broad
(b) war cleaver - chopping one-handed (avg) sword: average pen, bad mult, damages ie-armor, good vs humanoid limbs, decent vs beasts, broad
(b/p/s) falx - versatile two-handed (high) sword-polearm: high pen, may pierce ie-armor, good vs humanoid limbs, good vs beasts, feint
(b/p) two-handed sword - versatile two-handed (high) sword-polearm: high pen, fast rec, may pierce ie-armor, great vs humanoid limbs, good vs beasts
(s/a) heavy spear - very long two-handed (high) spear: average pen, narrow, very heavy, best speed, best mult, pierces ie-armor, damages br-armor (prone), feint
(s/b) pike - very long two-handed (high) spear-polearm: very high pen, narrow, pierces ie-armor, feint, pike-whip
Tier 6:
(a/p) large dagger - offensive one-handed (high) dagger: low pen, narrow, light, slow, pierces ie-armor, power-thrust (66%), inefficient
(a) maul - bashing two-handed (high) hammer: blunt-only, very heavy, slow rec, worst mult, punches through ie-armor, damages br-armor (prone), easily breaks joints
(a) polehammer - strong, piercing two-handed (high) hammer-polearm: low pen, narrow, slow prep, pierces ie-armor, may pierce br-armor (prone), damages sr-armor (prone), power-bash (25%), feint
(b/p/a) longsword - versatile two-handed (high) sword: high pen, bad mult, may pierce ie-armor, good vs humanoid limbs, good vs beasts, power-thrust (16%), feint, guard-bash
Tier 7:
(p/a) poleaxe - strong, versatile two-handed (high) axe-polearm: low pen, slow prep, pierces ie-armor, damages br-armor, damages sr-armor (prone), great vs humanoid limbs, power-bash (25%), feint
(a/p/b) estoc - stabbing two-handed (high) sword: high pen, narrow, bad mult, pierces ie-armor, may pierce br-armor (prone), power-thrust (33%), feint, guard-bash
(b/p) greatsword - strong, versatile two-handed (high) sword-polearm: very high pen, very heavy, fast rec, may pierce ie-armor, great vs humanoid limbs, great vs beasts
(b) great cleaver - strong, chopping two-handed (high) sword: high pen, bad mult, may pierce ie-armor (prone), good vs humanoid limbs, good vs beasts, broad
So now we got all that salvage from them, that's probably like 2000+ bars of steel. Basically, an unlimited supply for the rest of the game and no more " steel scarcity" immersion.
I think, only dwarves are Late Medieval, when humans are not.So now we got all that salvage from them, that's probably like 2000+ bars of steel. Basically, an unlimited supply for the rest of the game and no more " steel scarcity" immersion.
Indeed, goblinite creates an imbalance in that regard, I'm still figuring ways to counteract that. On the other hand, I wouldn't want to go too much into the other direction either, as even steel equipment will break from time to time and need replacement. Also, there are multiple uses for huge amounts of metal designed for mid-to-late game, such as full plate armors, unbreakable shields, hand ballistas and various steel ammo (mainly war darts to counter forgotten beasts and the like).
Edit: as to why these zombies are all clad in steel, the reason is the necro who raised them apparently comes from some type of human civilization that only uses steel (there are 2 or 3 like that, I recall). The "lore" behind it is that they're on a Late Medieval tech level.
Vanilla DF is abstractly up to mid 14th century, as there's no full plate, but the metallurgy is all over the place. Either way, "tactical civs" in my mod got their own themes and accompanying tech levels.In vanilla DF dwarves caped to absctract 14th century, when humans has lower tech level than dwarves.
What if I go to the new Human/Goblin entity files and delete:
[PERMITTED_REACTION:STEEL_MAKING]
[PERMITTED_REACTION:TEMPERED_STEEL_MAKING_SVER] =SVER_METALREWORK=
[PERMITTED_REACTION:TEMPERED_STEEL_MAKING_FLUX_SVER] =SVER_METALREWORK=
from each one of them that have it. Is it gonna make them use bronze/iron instead of steel but keep them as designed otherwise?
Also, a bit of a feedback on metals. I think it could make sense to reduce grease requirements for Iron a bit. Cause right now, it's arguably MORE expensive to make than Steel, if you have flux on your map. it requires twice as much grease as steel (made with flux), and acquiring tallow for grease takes significantly more effort than just collecting bayberries or burning more charcoal from wood. Therefore I just skip Iron without even considering it. Wouldn't it be better to set it's grease requirement to 2 buckets per smelt, down from 4, same as steel?
Not to mention those enemy civs that didnt have steel to begin with, ain't that so?
If by turtling you mean locking yourself away from the surface completely with invasions unable to reach you, IMO that's cheap. And shouldn't be a factor in balancing things like metal costs. Idk if it's considered a viable strategy in DF community but to me it's just an exploit.
P.S. Steel with flux requires 0.5 sacks of coal more per bar if your "new metals.png" table doesn't lie
Hello!Oh oops, I forgot to make this clear: I really love your mod and hope to integrate it with the The Lord of the Rings mod.
So a long while ago I planned to make a The Lord of the Rings mod for Dwarf Fortress. However, I was way over my head and overly ambitious, as I was still relatively new to Dwarf Fortress. With summer coming up, I am going to resume work on the mod.
Anyway, in your mod scimitars are of a size that only large dwarves can wield them. In Tolkien's books (not the movies), orcs are small, certainly smaller than dwarves, for 2 chief reasons:
- Frodo and Sam, who are hobbits, were able to disguise themselves convincingly as orcs
- A an orc-chieftain who is described as huge for an orc is also described as being almost man-high, which means even the biggest orcs aren't as tall as men
So I am going to be using goblin-size creatures for orcs. Now in Tolkien's books orcs also wield scimitars and shields, but they certainly won't be able to do so because of the size of scimitars in this mod. Is it possible you could add a smaller scimitar to the mod? This would make sense because historically one-handed scimitars did exist—the word "scimitar" encompasses a wide variety of swords.
my sling bullets were glancing off of unarmored goblin heads and getting stopped by their tattered clothes
Pretty much all the ammo is super small, too small to do any damage.
Also, I don't think bayberries are the only way you should be able to craft tempered steel, as not every embark will have them.
Hey there, i downloaded the standalone version of this modWell, the lack of pants is because Sver removed pants (due to a bug in vanilla). Pants have been replaced with belts.
Im using the Meph tileset and i think it has a couple mods that are conflicting or maybe i just am doing something wrong. The issue is my dwarves have no pants at spawn XD and there are no pants at all. anywhere. Combat takes forever, even longer.
What i did was drag the text files into dwarf fortress raw objects and then put the for civs/entity default/ entity default.txt into dwarf fortress raw objects entity default.txt.
I overwrote everything and the game works fine, just i have 0 ways of making pants and combat takes way way too long, even longer than before, so im just asking for any tips/help of maybe doing something wrong.
On another note, I do have a complaint for Sver: the metallurgy flowchart posted on Imgur is too blurry for me to read, unless I'm doing something wrong. A higher-resolution flowchart would make me very happy
Hi Sver. I can't make any armor or weapons out of mild steel, as far as I can tell. Is this intended?
-- Rusty iron is light, brittle, with very poor edge; implying a work-hardened iron that has corroded overtime, thus, it's a bit tougher, although less sharp than vanilla iron. Very cheap, intended mainly for embark items. It cannot be made into ranged weapons or armor.
-- Wrought iron is still brittle and with poor edge compared to tempered steel, but is cheaper. Good for mail, hacking/stabbing weapons and piercing ammo. All-purpose.
-- Hardened bronze is dense, hard, with decent edge and durability, but dependent on trading for tin/copper. Good for high-impact weapons/ammo, and small armorpieces. All-purpose.
-- Tempered steel is durable, flexible, with good edge, but very costly to make. Good for everything. It cannot be made into mining picks.
Here's my biennial post thanking you for this awesome mod :-)
I've probably asked this before and gotten an answer, but is there some reason the suggested tweaks stuff isn't just the default? It's a bit annoying to do by hand, and especially the profession names and enemy buffs seem pretty reasonable to me!
I can bring siege onagers as animals on embark
a migrant brought one as a pet
[ITEM_WEAPON:ITEM_WEAPON_SCOUT_ARMS_SVER] anti-beast
[NAME:scout arms:scout arms]
[SIZE:240]
[SKILL:SWORD]
[RANGED:CROSSBOW:ARROW]
You can make onagers that embarkable but aren't pets. Make them EVIL and SLOW_LEARNER, so you get them and also trolls.I can bring siege onagers as animals on embark
Intended behavior.a migrant brought one as a pet
Not intended behavior!
I guess it does no harm though? They aren't particularly powerful if anything; at worst, stray siege onagers may arrive and be sold at a small fortune, but the same goes for visitor equipment and the goddamned shields.
I don't think it is possible to ban migrant pet "siege pieces" specifically. Banning them from being pets as a whole will probably remove them from the embark screen and might have other unintended consequences.
Is arrow use intentional here? This is the only occurrence of [RANGED:CROSSBOW:ARROW] , all other crossbows are [RANGED:CROSSBOW:BOLT]
You can make onagers that embarkable but aren't pets. Make them EVIL and SLOW_LEARNER, so you get them and also trolls.
I'm digging it, but I must say I ended up editing it a little to remove the parts that permanently consume bags/buckets/barrels so they just don't require a container. I'm assuming it's a technical limitation that they're consumed for the recipe, but nonetheless I didn't like it eating all my bags :-).
If I use this mod with a tileset like Vettlingers will it automatically assign backup-tiles to the items present in the mod or will they be represented by ASCII?
I'd love to use this, I have fond memories of it from previous playthroughs but I want to make sure it will work well before I pull the trigger.
- This mod doesn't deal with unarmed combat in any way, although there's room for it in the future. DF Revised deals with it to some extent and I highly recommend to install it first. When Revised is not up to date, my mod will come packaged with its unarmed rebalance for civilized creatures at least.Could you always include these combat changes by default please? And not only when DF Revised is out of date. I liked those features from Revised (no bites, half velocity), but don't really like all the other features from there.
So if there is a way to get the other civs to stop bringing so much steel to sieges, that would have made the few steel I managed to produce a lot more meaningful and precious.
Another problem is that the humans that joined my fort are a bit...odd. The strangest thing is that quite a few of them are extremely old, like over 110 years. I let a few of them join my fort but I get tired of them dying of old age shortly afterwards.
But, all of them, even the centenarians, are ridiculously good fighters. With the bonuses they get to training military skills, they blow all my dwarf units out of the water. Plus, most of them started with legendary skill in various military skills when they emigrated. So, that's taken a bit of fun out of training my squads, because it feels like such a slog compared to training up a squad of humans. It seems like you were trying to give the humans a buff to add challenge, but now with the update where we can have human soldiers ourselves, it's having the opposite of its intended effect.
One last niggle is that it seems weird that it takes fuel to boil bayberries into wax. None of the other "cooking" reactions like making drinks at a still require fuel, so this seemed unintuitive.
I'm all for more difficulty, but did the first contact I ever had with the goblins have to be an elite crossbowman killteam wearing full plate when I'm struggling to make a few bars of iron? Seems like it encourages turtling even more than vanilla would.
Has anyone gotten this working on 47.05? I wouldn't think there would be a significant difference, but copying just the raws will crash on embark.
Are the gear reactions for normal iron & steel supposed to be available using the Lite version? I have the 'military metallurgy' menu for the new stuff, but also the normal iron-pig iron-steel.
- New metals: rusty iron, wrought iron and hardened bronze. Dwarven steel has been removed, and tempered steel has been adapted into the new metals' balance.
- All metals (except rusty iron) have their Shear (edged resistance) values set to that of tempered steel, but their Impact (blunt resistance), Sharpness (edged power) and other values vary. This sets a better balance for armor penetration, preventing "gamey" oddities such as steel cutting through work-hardened bronze plate. Also, none of them can be made into crafts or such, their only civilian uses being constructions and tools.
-- Rusty iron is light, brittle, with very poor edge; implying a work-hardened iron that has corroded overtime, thus, it's a bit tougher, although less sharp than vanilla iron. Very cheap, intended mainly for embark items. It cannot be made into ranged weapons or armor.
-- Wrought iron is still brittle and with poor edge compared to tempered steel, but is cheaper. Good for mail, hacking/stabbing weapons and piercing ammo. All-purpose.
-- Hardened bronze is dense, hard, with decent edge and durability, but dependent on trading for tin/copper. Good for high-impact weapons/ammo, and small armorpieces. All-purpose.
-- Tempered steel is durable, flexible, with good edge, but very costly to make. Good for everything. It cannot be made into mining picks.
- New metals have much more elaborate creation processes, requiring multiple industries be involved. Here's a crappy mspaint flowchart.
-- Wrought iron and tempered steel take a lot more coal per bar than hardened bronze, as theire creation process requires higher temperature and multiple reheatings. They also both need "maintenance materials" (grease and wax as water-repellents and lubricants, vinegar and sand as rust remedies), with wrought iron being more needy in amount, although not being dependent on wax, unlike tempered steel.
-- Tempered steel takes additional coal to increase carbon content.
-- Hardened bronze needs molds to be cast into, taking 3 mold parts per bar, but does not require any maintenance.
- New ore: bog iron. Idea credit to Warlord255.
-- Can be found in veins in some aquifer-bearing topsoils. "Deep Soil", "Light Aquifer", "Shallow Metal(s)" and the absence of "Sand" is a good four-point indicator that a location has bog iron. Veins can sometimes surface out of the ground, but otherwise require prospecting through the aquifer. Open quarries with drains are recommended for easier mining.
-- Smelts into 4 rusty iron bars (at 100% chance) and 0-4 iron bars (at 88% chance).
-- Very heavy. Wheelbarrows/minecarts recommended for transportation. Caravans are unlikely to bring it.
- Anvils can now be made at the Smelter.
Why not just make a normal steel weapon instead of tempered?
Any plans to update this mod for Steam release (currently 50.03)? This was a great mod for combat balance and equipment variety.