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Dwarf Fortress => DF Modding => Topic started by: Just Some Guy on March 28, 2012, 03:07:11 pm

Title: Trench warfare mod idea
Post by: Just Some Guy on March 28, 2012, 03:07:11 pm
I have an idea, but I think I lack the skill to carry it out.

What if we simulated WWI style trench warfare by modding Dwarf Fortress? Is this a bad idea? If so, should we do it anyway? Has it been done before?
Title: Re: Trench warfare mod idea
Post by: EmperorJon on March 28, 2012, 03:10:09 pm
Madness.
Yes.
Yes.
Don't think so.

In that order.
Title: Re: Trench warfare mod idea
Post by: i2amroy on March 28, 2012, 03:21:22 pm
Certainly possible and I don't think it has been done before. I'm daily certain the biggest drawbacks of a mod such as that are that:
1) AoE ranged weapons aren't really possible right now. You might be able to rig up a flamethrower type weapon, but grenades and rocket launchers are out.
2) Siege weapons can't be edited. So all of your weapons need to be hand held.
Title: Re: Trench warfare mod idea
Post by: Pokon on March 28, 2012, 04:17:48 pm
First off, this might be the only game that could possibly convay the brutality of such warfare correctly, so cudos to you for that idea. Second, how do you plan on making sure such fighting is carried out the "traditinal" method?
Title: Re: Trench warfare mod idea
Post by: TomiTapio on March 28, 2012, 04:52:58 pm
Try the Wasteland mod's bullet weapons first, see how they feel in adventurer mode.
Title: Re: Trench warfare mod idea
Post by: Vanaheimer on March 28, 2012, 05:51:36 pm
This could be awesome, and it could make sieges a little more exciting.

Just imagine if instead of some gobbos showing up with a few bows, you had 2 squads of machine gunners and a small squad of snipers.

It would be hard to do I think, but it would be very fun to play.
Title: Re: Trench warfare mod idea
Post by: GreatWyrmGold on March 28, 2012, 07:58:32 pm
Maybe you could make a "machine gun" item that could be used in a reaction that creates a cloud of gas that turns dwarves who breathe it into machine gunners, and stuff like that?
Title: Re: Trench warfare mod idea
Post by: sackhead on March 28, 2012, 10:26:17 pm
most ww1 machine guns were emplacements not hand held. i have heard its possible to simulate rapid fire with interactions so make machine gun a creature instead of a weapon and use them like masterwork turets
Title: Re: Trench warfare mod idea
Post by: TomiTapio on March 29, 2012, 06:09:21 am
Too bad you can't separate movement speed from attack speed; if you double a creature's attack rate from [SPEED:900] to 450, that also doubles its movement speed.
Title: Re: Trench warfare mod idea
Post by: GreatWyrmGold on March 29, 2012, 08:10:36 am
You could make them immobile.
Title: Re: Trench warfare mod idea
Post by: Niyazov on March 29, 2012, 05:51:49 pm
Bent double, like old beggars under XXpig tail sacksXX,
Knock-kneed, coughing like night hags, we cursed through sludge,
Till on the haunting flares we turned our backs
And towards our distant rest began to trudge.
Dwarves marched asleep. Many had lost their +boots+
But limped on, blood-shod. All went lame; all blind;
Drunk with fatigue; deaf even to the hoots
Of tired, outstripped Five-Nines that dropped behind.
!!Ash!! !!Ash!! Quick, boys! – An ecstasy of fumbling,
Fitting the clumsy helmets just in time;
But someone still was yelling out and stumbling,
And flound'ring like a !!dwarf!! in fire or lime . . .
Dim, through the misty panes and thick green light,
As under a green sea, I saw him drowning.
In all my dreams, before my helpless sight,
He plunges at me, guttering, choking, drowning.
If in some smothering dreams you too could pace
Behind the wagon that we flung him in,
And watch the white eyes writhing in his face,
His hanging face, like a clown's sick of sin;
If you could hear, at every jolt, the blood
Come gargling from the froth-corrupted lungs
Obscene as cancer, bitter as the cud
Of vile, incurable sores on innocent tongues,
My friend, you would not tell with such high zest
To children ardent for some desperate glory,
The old Lie; Dulce et Decorum est
Pro Boatmurdered mori.
Title: Re: Trench warfare mod idea
Post by: Destroid on March 30, 2012, 12:49:21 am
I wish toady would make weapon properties as flexible as interactions.
Title: Re: Trench warfare mod idea
Post by: Just Some Guy on April 04, 2012, 01:21:25 pm
Can you link me to the Wasteland mod?
Title: Re: Trench warfare mod idea
Post by: slathazer on November 19, 2012, 04:51:42 am
Necroing, but any further development? Any thoughts?
Title: Re: Trench warfare mod idea
Post by: Deon on November 19, 2012, 03:11:08 pm
What was the point of your post? You did not add a ything to the discussion.

Next DF version will not have the problem described by TomiTapio.
Title: Re: Trench warfare mod idea
Post by: Suds Zimmerman on December 19, 2012, 01:03:19 am
Sort of a necro, but if there's still any interest in this, I think I could do it pretty easily. I've got a good base for firearms and emplaced machine guns from Underhive Settlement and I think I can imagine how this might work - no farming (unless there's any precedent that states otherwise. or if no farming proves unfun), soil-only digging. During one season, caravans bring supply crates full of rifles, machine guns, uniforms and ammunition with a negative cost, blocks of concrete for bunkers, packs of cigarettes, water and food. During all the rest you're swamped with invaders. Wood would be your primary building material. Rather than child immigrants, you get wounded soldiers that "grow up" in a year at most. (Actually, is it possible to make a race be born as adults? There wouldn't be in-game reproduction, at any rate.) Might have to fiddle with emotions, too. Tantrum spirals may not be suited to a trench warfare setting.

I see it looking sorta like Kobold Camp but with a lot more gun violence. And trench clubs.

Also, should there be human soldiers or just dorfs, goblins, etc updated to a WWI-ish setting? I'm leaning strongly for the latter.
Title: Re: Trench warfare mod idea
Post by: Godlysockpuppet on December 19, 2012, 05:43:18 am
What? Tantrum spirals would be very suiting! People being driven mad by the constant shelling... Actually I quite like the idea of this mod :) For explosives you could have deadly dust interactions! Dwarf 1 throws a grenade at dwarf 2, giving him an interaction to spray undirected dust which he is not immune to for a few seconds! I think it would work nicely!
Title: Re: Trench warfare mod idea
Post by: Flare on December 19, 2012, 08:12:43 am
With clouds of poisonous fog no doubt.

I don't know about the trench, but I'm pretty sure a bunker like situation would work out well enough since you can't exactly make it so that enemies appear from one side without bridging up all around the map.
Title: Re: Trench warfare mod idea
Post by: Godlysockpuppet on December 19, 2012, 10:51:47 am
With clouds of poisonous fog no doubt.

I don't know about the trench, but I'm pretty sure a bunker like situation would work out well enough since you can't exactly make it so that enemies appear from one side without bridging up all around the map.
Dropped in behind enemy territory! And migrants are reinforcements to help keep your position! Start as an outpost, or strategic post,  then work your way up to a HQ!
Title: Re: Trench warfare mod idea
Post by: Just Some Guy on December 22, 2012, 09:20:36 pm
This thread is still alive?

Anyway, I've done some work on the mod, but I have a problem. The tanks aren't moving.

Here's the raws:

Code: [Select]

[CREATURE_TANK]
[DESCRIPTION:An armored vehicle built for war. It propels itself with treads.]
[NAME:tank:tanks:tank]
[CASTE_NAME:tank:tanks:tank]
[CREATURE_TILE:'T'][COLOR:2:0:1]
[NOT_BUTCHERABLE]
[NOBREATHE][NOEXERT][NONAUSEA][NOPAIN][NOTHOUGHT][NOEMOTION]
[NO_DIZZINESS]
[NO_FEVERS]
[NOT_LIVING]
[NO_DRINK][NO_EAT][NO_SLEEP]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[PREFSTRING:treads]
[SPEED:500]
[BODY:TANK]
[USE_MATERIAL_TEMPLATE:INORGANIC:STEEL]
[TISSUE:STEEL]
[TISSUE_NAME:steel:steel]
[TISSUE_MATERIAL:INORGANIC:STEEL]
[TISSUE_LAYER:BY_CATEGORY:ALL:STEEL]
[BODY_SIZE:0:0:10717]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:fire machine gun]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:NOSE]
[CDI:MATERIAL:INORGANIC:STEEL:LIQUID_GLOB]
[CDI:VERB:opens fire with its machine gun:fires its machine gun:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:3]
[CDI:WAIT_PERIOD:0]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:fire guns]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:FLOW:FIREBALL]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:15]


and here's the body:

Code: [Select]

[BODY:TANK]
[BP:UB:hull:hulls][UPPERBODY][LOWERBODY][CATEGORY:BODY_UPPER]
[BP:LF:left tread:left treads][CON:UB][STANCE][LEFT][CATEGORY:FOOT]
[BP:RF:right tread:right treads][CON:UB][STANCE][RIGHT][CATEGORY:FOOT]
[BP:LMOUTH:left turret:left turrets][CON:LF][CATEGORY:MOUTH]
[BP:RMOUTH:right turret:right turrets][CON:RF][CATEGORY:MOUTH]
[BP:LEYE:left porthole:STP][CONT:UB][SIGHT][APERTURE]
[BP:REYE:right porthole:STP][CON:UB][SIGHT][APERTURE]
[BP:NOSE1:first machine gun:STP][CON:UB][CATEGORY:NOSE]
[BP:NOSE2:second machine gun:STP][CON:UB][CATEGORY:NOSE]
[BP:NOSE3:third machine gun:STP][CON:UB][CATEGORY:NOSE]


What am I doing wrong?
Title: Re: Trench warfare mod idea
Post by: P(ony)SI on December 22, 2012, 09:26:28 pm
Well, I don't know if this is the problem, but none of the body parts have a DEFAULT_RELSIZE tag.
Title: Re: Trench warfare mod idea
Post by: Just Some Guy on April 17, 2013, 10:00:19 pm
IT LIVES!
I've could've made a different thread for this, but I already had this one.
I've done some more work on the mod. I removed all metal armor that isn't a helmet and shields and have begun to work on the poison gases. I haven't started on the actual materials themselves, but I do have the syndromes they need:
Code: [Select]
[SYNDROME]
[SYN_NAME:phosgene poisoning]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INHALED]
[CE_IMPAIR_FUNCTION:SEV:100:PROB:100:BP:BY_CATEGORY:LUNG:ALL:START:1200:PEAK:1200] Nasty stuff, phosgene gas. Colorless, smells like hay, and suffocates you to death a day after you inhale it.

[SYNDROME]
[SYN_NAME:mustard gas poisoning]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INHALED]
[CE_BLISTERS:SEV:100:PROB:100:BP:BY_CATEGORY:LUNG:ALL:START:1200] Yes, this did happen.
[CE_BLISTERS:SEV:100:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:1200]
[CE_SWELLING:SEV:100:PROB:100:BP:BY_CATEGORY:EYELID:ALL:START:1200]
[CE_COUGH_BLOOD:SEV:100:PROB:100:START:1200] Mustard gas may cause bleeding in the respiratory system. Figured this would work.
Any tips for improvement? How long should mustard gas poisoning last? Wikipedia said it could take weeks to heal.
Title: Re: Trench warfare mod idea
Post by: WisdomThumbs on April 18, 2013, 03:13:04 am
Holy shit yes, this and more of that Pikmin mod are what I've always wanted out of Dwarf Fortress.

The mustard gas poisoning would probably last a week, but that might be too long for this mod. Depending on how things work out, I bet most "forts" won't last more than a few days. So start small at first (a few days?) and then tweak it as you playtest it, I guess?

I'm pumped for this.
Title: Re: Trench warfare mod idea
Post by: Just Some Guy on June 12, 2013, 06:59:04 pm
I'm baaack.

And I have a problem.

Tanks can be torn to pieces with by punching them. How do I fix this?

Here's the creature raw for reference:

Code: [Select]
[CREATURE:TANK]
[DESCRIPTION:An armored vehicle built for war. It propels itself with treads.]
[NAME:tank:tanks:tank]
[CASTE_NAME:tank:tanks:tank]
[CREATURE_TILE:'T'][COLOR:2:0:1]
[NOT_BUTCHERABLE]
[NOBREATHE][NOEXERT][NONAUSEA][NOPAIN][NOTHOUGHT][NOEMOTION]
[NO_DIZZINESS]
[MOUNT]
[COMMON_DOMESTIC][TRAINABLE_WAR][NATURAL][PET][PETVALUE:30]
[NO_FEVERS]
[NOT_LIVING]
[NO_DRINK][NO_EAT][NO_SLEEP]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[PREFSTRING:treads]
[SPEED:500]
[BODY:TANK]
[USE_MATERIAL_TEMPLATE:INORGANIC:STEEL]
[TISSUE:STEEL]
[TISSUE_NAME:steel:steel]
[TISSUE_MATERIAL:INORGANIC:STEEL]
[TISSUE_LAYER:BY_CATEGORY:ALL:STEEL]
[BODY_SIZE:0:0:10717]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:fire machine gun]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:NOSE]
[CDI:MATERIAL:INORGANIC:STEEL:LIQUID_GLOB]
[CDI:VERB:opens fire with its machine gun:fires its machine gun:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:3]
[CDI:WAIT_PERIOD:0]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:fire guns]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:FLOW:FIREBALL]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:15]

and the body template as well:

Code: [Select]
[BODY:TANK]
[BP:UB:hull:hulls][UPPERBODY][LOWERBODY][CATEGORY:BODY_UPPER]
[BP:LA:gearbox:gearboxes][CONTYPE:BODY_UPPER][INTERNAL][CATEGORY:LEG_FRONT]
[BP:RA:gearbox:gearboxes][CONTYPE:BODY_UPPER][INTERNAL][CATEGORY:LEG_FRONT]
[BP:LF:left tread:left treads][CON:UB][STANCE][LEFT][CATEGORY:FOOT]
[BP:RF:right tread:right treads][CON:UB][STANCE][RIGHT][CATEGORY:FOOT]
[BP:LMOUTH:left turret:left turrets][CON:LF][CATEGORY:MOUTH]
[BP:RMOUTH:right turret:right turrets][CON:RF][CATEGORY:MOUTH]
[BP:LEYE:left porthole:STP][CON:UB][SIGHT][APERTURE]
[BP:REYE:right porthole:STP][CON:UB][SIGHT][APERTURE]
[BP:NOSE1:first machine gun:STP][CON:UB][CATEGORY:NOSE]
[BP:NOSE2:second machine gun:STP][CON:UB][CATEGORY:NOSE]
[BP:NOSE3:third machine gun:STP][CON:UB][CATEGORY:NOSE]
Title: Re: Trench warfare mod idea
Post by: Sergarr on June 13, 2013, 09:10:15 am
I guess you can add [GENERAL_MATERIAL_FORCE_MULTIPLIER:1:100] to the tank raws? That would make it x100 more durable.
Or MATERIAL_FORCE_MULTIPLIER for selective organic materials immunity.
Title: Re: Trench warfare mod idea
Post by: Just Some Guy on June 13, 2013, 01:25:20 pm
I did [GENERAL_MATERIAL_FORCE_MULTIPLIER:1:10000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000] and it still was reduced to it's hull.

Can someone help me with MATERIAL_FORCE_MULTIPLIER? From what the wiki says, I'm not sure how I'll be able to make it resist all organic material.
Title: Re: Trench warfare mod idea
Post by: smakemupagus on June 13, 2013, 02:07:33 pm
It's usually not constructive to use numbers that big when you aren't sure of the internal data structure, because often there is a max value and if you go over you're doing modulus(crazy number, unknown number) = who knows.

Not that I necessarily think that is your core problem, here.

I don't see a problem with your definition of STEEL, but check that they're actually made of steel, just to rule it out.

10717 is a really small body size.  I guess the enemy are just picking it up like a lego toy truck and ripping the bits off.
Title: Re: Trench warfare mod idea
Post by: Hugo_The_Dwarf on June 13, 2013, 02:08:00 pm
Since your tanks are made out of steel any blunt damage that would exceed the FRACTURE values will snap it off, I'd add another tissue that is a bit more springy (like skin) and call it rivets or bolts or weld lines whatever would be a valid attachment method. Since the steel will deflect most edged attacks, blunt just snaps it off.
Title: Re: Trench warfare mod idea
Post by: Just Some Guy on June 13, 2013, 03:55:45 pm
Well, turns out the tank was to small. Here's the updated code:

Code: [Select]
[CREATURE:TANK]
[DESCRIPTION:An armored vehicle built for war. It propels itself with treads.]
[NAME:tank:tanks:tank]
[CASTE_NAME:tank:tanks:tank]
[CREATURE_TILE:'T'][COLOR:2:0:1]
[NOT_BUTCHERABLE]
[NOBREATHE][NOEXERT][NONAUSEA][NOPAIN][NOTHOUGHT][NOEMOTION]
[NO_DIZZINESS]
[MOUNT]
[COMMON_DOMESTIC][TRAINABLE_WAR][NATURAL][PET][PETVALUE:30]
[NO_FEVERS]
[NOT_LIVING]
[NO_DRINK][NO_EAT][NO_SLEEP]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[PREFSTRING:treads]
[SPEED:500]
[BODY:TANK]
(GENERAL_MATERIAL_FORCE_MULTIPLIER:1:100)keeping this just in case
[USE_MATERIAL_TEMPLATE:INORGANIC:STEEL]
[TISSUE:STEEL]
[TISSUE_NAME:steel:steel]
[TISSUE_MATERIAL:INORGANIC:STEEL]
[TISSUE_LAYER:BY_CATEGORY:ALL:STEEL]
[BODY_SIZE:0:0:107170098]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:fire machine gun]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:NOSE]
[CDI:MATERIAL:INORGANIC:STEEL:LIQUID_GLOB]
[CDI:VERB:opens fire with its machine gun:fires its machine gun:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:3]
[CDI:WAIT_PERIOD:0]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:fire guns]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:FLOW:FIREBALL]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:15]

Still got torn to pieces, though. What would make a good rivet layer?
Title: Re: Trench warfare mod idea
Post by: Hugo_The_Dwarf on June 13, 2013, 04:09:07 pm
also this line is not needed
   [USE_MATERIAL_TEMPLATE:INORGANIC:STEEL]

idk if it's giving you any errors or not, try.

   [USE_MATERIAL_TEMPLATE:RIVET:METAL_TEMPLATE]
   [STATE_NAME_ADJ:ALL_SOLID:steel]
   [STATE_NAME_ADJ:LIQUID:molten steel]
   [STATE_NAME_ADJ:GAS:boiling steel]
   [IMPACT_YIELD:5000000]
   [IMPACT_FRACTURE:5000000]
   [IMPACT_STRAIN_AT_YIELD:0]
   [COMPRESSIVE_YIELD:5000000]
   [COMPRESSIVE_FRACTURE:5000000]
   [COMPRESSIVE_STRAIN_AT_YIELD:0]
   [TENSILE_YIELD:5000000]
   [TENSILE_FRACTURE:5000000]
   [TENSILE_STRAIN_AT_YIELD:0]
   [TORSION_YIELD:5000000]
   [TORSION_FRACTURE:5000000]
   [TORSION_STRAIN_AT_YIELD:0]
   [BENDING_YIELD:5000000]
   [BENDING_FRACTURE:5000000]
   [BENDING_STRAIN_AT_YIELD:0]

then a tissue

call using [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:RIVET]

in which you will layer the rivet first then the steel
Title: Re: Trench warfare mod idea
Post by: Godlysockpuppet on June 13, 2013, 04:41:39 pm
I feel tanks should be invader only. As you have set up a fort, you are a defending force, so instead of tanks I'd recommend stationary defences such as pill boxes (maybe a unit/workshop that runs a syndrome stone reaction giving access to a rapid for "throw" attack?) Or stationary artillary
Title: Re: Trench warfare mod idea
Post by: Aseaheru on June 13, 2013, 04:55:56 pm
Posting to watch, ponder and abuse.

Also, there where a few hand held MGs in WWI, mostly lewis guns and the hotchkiss...

Is there a way to add siege weapons? i know that with dwarf hack you can choose the target z-level...
and it might be nice to still be able to dig stone, just have it take an age and a half and leave behind some near-useless item?
Title: Re: Trench warfare mod idea
Post by: Sergarr on June 14, 2013, 09:38:49 am
So I just looked on bronze colossus raws and there's the tissue definition:
Code: [Select]
[TISSUE:BRONZE]
[TISSUE_NAME:bronze:bronze]
[TISSUE_MATERIAL:INORGANIC:BRONZE]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

Try adding some of these and see if that helps.
(Obviously replacing bronze with steel)
Title: Re: Trench warfare mod idea
Post by: Brilliand on June 14, 2013, 04:41:02 pm
I don't think there should be tanks in this mod, except possibly in some enemy faction that invades very late.  Tanks were basically the antidote to the horrors of trench warfare, because machine guns didn't do much to them.

Is there a way to add siege weapons? i know that with dwarf hack you can choose the target z-level...

No, but perhaps DFHack could make ballistas smaller (or transform a small building into a ballista that sticks partway into the ground) and make ballista bolts more similar to machine gun bullets.  There's also the option of DFHacking in a moving projectile every time a particular reaction is completed.

Getting the enemies to dig trenches and actually hide in them will probably be the hardest part of this mod.
Title: Re: Trench warfare mod idea
Post by: Aseaheru on June 14, 2013, 04:44:41 pm
Good point...
Perhaps in the next version...
Title: Re: Trench warfare mod idea
Post by: Brilliand on June 14, 2013, 05:00:43 pm
Good point...
Perhaps in the next version...

I don't think the next release of DF will help with this any.  However, a "digging enemies" DFHack plugin has been released recently, and with a bit of work it could be modified to handle trenches.  Doing something to the "no man's land" terrain to make it unwalkable (floor tiles with really high temperature?) would help with keeping both dwarves and enemies from stupidly walking to their deaths, and might be a reasonable alternative to having machine guns that actually shoot.
Title: Re: Trench warfare mod idea
Post by: sackhead on June 15, 2013, 10:54:24 pm
you could use puntams itim sydrome script for machine guns.
when the dwarf sees an hostile it transforms into an imobile creature with a projectile reaction with low cooldown, or the Mg could just be supper heavy so it would be slow moving
Title: Re: Trench warfare mod idea
Post by: Propman on June 23, 2013, 05:15:47 am
Code: [Select]
[TISSUE:STEEL]
[TISSUE_NAME:steel:steel]
[TISSUE_MATERIAL:INORGANIC:STEEL]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:STEEL]

Replace the tank's current tissue listing with this, and it should hold up against anything other then profuse whipping and AP crossbows.

I'm quite interested in this mod, and would like to ask if I could borrow and modify the tank's body code for a little side project of mine.
Title: Re: Trench warfare mod idea
Post by: Just Some Guy on August 17, 2013, 10:48:07 am
I've worked on artillery. Artillery relies on weapons called field guns. Here's the raw:
Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_ARTILLERY]
[NAME:field gun:field guns]
[SIZE:36481]
[RANGED:PIKE:SHELL]
[SHOOT_FORCE:1000]
[TWO_HANDED:0]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:3]

As you can see, field guns fire shells:
Code: [Select]
[ITEM_AMMO:ITEM_SHELL]
[NAME:shell:shells]
[CLASS:SHELL]
[SIZE:3648]

Notice that shells do not have and attack token. This is because shells can't be forged like normal ammo, but made at a new workshop called a munitions factory. There are two types of shells so far: high explosive and incendiary. Since I used Putnam's Modder Utilities, I had to make seperate materials for shells. Raws here:
Code: [Select]
[INORGANIC:SHELL_EXPLODE]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:high explosive]
[STATE_NAME_ADJ:LIQUID:molten high explosive]
[STATE_NAME_ADJ:GAS:boiling high explosive]
[DISPLAY_COLOR:0:7:1]
[BUILD_COLOR:0:7:1]
[MATERIAL_VALUE:30]
[SPEC_HEAT:500]
[MELTING_POINT:12718]
[BOILING_POINT:14968]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:1505000]
[IMPACT_FRACTURE:2520000]
[IMPACT_STRAIN_AT_YIELD:940]
[COMPRESSIVE_YIELD:1505000]
[COMPRESSIVE_FRACTURE:2520000]
[COMPRESSIVE_STRAIN_AT_YIELD:940] 160
[TENSILE_YIELD:430000]
[TENSILE_FRACTURE:720000]
[TENSILE_STRAIN_AT_YIELD:225] 200
[TORSION_YIELD:430000]
[TORSION_FRACTURE:720000]
[TORSION_STRAIN_AT_YIELD:215]
[SHEAR_YIELD:430000]
[SHEAR_FRACTURE:720000]
[SHEAR_STRAIN_AT_YIELD:215] no data, used 200
[BENDING_YIELD:430000]
[BENDING_FRACTURE:720000]
[BENDING_STRAIN_AT_YIELD:215]
[MAX_EDGE:10000]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[STATE_COLOR:ALL_SOLID:GRAY]
[REACTION_CLASS:DFHACK_DUST]
[REACTION_CLASS:DFHACK_DISSAPEARS]

[INORGANIC:SHELL_BURN]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:incendiary]
[STATE_NAME_ADJ:LIQUID:molten incendiary]
[STATE_NAME_ADJ:GAS:boiling high incendiary]
[DISPLAY_COLOR:0:7:1]
[BUILD_COLOR:0:7:1]
[MATERIAL_VALUE:30]
[SPEC_HEAT:500]
[MELTING_POINT:12718]
[BOILING_POINT:14968]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:1505000]
[IMPACT_FRACTURE:2520000]
[IMPACT_STRAIN_AT_YIELD:940]
[COMPRESSIVE_YIELD:1505000]
[COMPRESSIVE_FRACTURE:2520000]
[COMPRESSIVE_STRAIN_AT_YIELD:940] 160
[TENSILE_YIELD:430000]
[TENSILE_FRACTURE:720000]
[TENSILE_STRAIN_AT_YIELD:225] 200
[TORSION_YIELD:430000]
[TORSION_FRACTURE:720000]
[TORSION_STRAIN_AT_YIELD:215]
[SHEAR_YIELD:430000]
[SHEAR_FRACTURE:720000]
[SHEAR_STRAIN_AT_YIELD:215] no data, used 200
[BENDING_YIELD:430000]
[BENDING_FRACTURE:720000]
[BENDING_STRAIN_AT_YIELD:215]
[MAX_EDGE:10000]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[STATE_COLOR:ALL_SOLID:GRAY]
[REACTION_CLASS:DFHACK_VAPOR_UNDIRECTED]
[REACTION_CLASS:DFHACK_SPECIFIC_MAT]
[REACTION_CLASS:BRIMSTONE]
[REACTION_CLASS:DFHACK_DISSAPEARS]
To make high explosive shells, you need to make TNT at a laboratory from tallow:
Code: [Select]

[REACTION:TNT]
[NAME:produce TNT]
[BUILDING:LAB:CUSTOM_T]
[REAGENT:tallow:1:GLOB:NONE:NONE:NONE][REACTION_CLASS:TALLOW][UNROTTEN]
[PRODUCT:100:1:BAR:NONE:TNT:NONE][PRODUCT_DIMENSION:150]
[SKILL:ALCHEMY]

Then you need an assembly line worker (AKA strand extractor) to take the TNT and some steel to make 25 high explosive shells.
Code: [Select]
[REACTION:SHELL_EXPLODE]
[NAME:make high explosive shells]
[BUILDING:FACTORY:CUSTOM_E]
[REAGENT:explosive:150:BAR:NONE:TNT:NONE]
[REAGENT:steel:150:BAR:NO_SUBTYPE:METAL:STEEL]
[PRODUCT:100:25:AMMO:ITEM_SHELL:SHELL_EXPLODE]
[SKILL:EXTRACT_STRAND]

The munitions factory can also produce ammo for rifles and pistols.

Code: [Select]
[REACTION:BULLET_RIFLE]
[NAME:manufacture rifle rounds]
[BUILDING:FACTORY:CUSTOM_R]
[REAGENT:steel:150:BAR:NO_SUBTYPE:METAL:STEEL]
[PRODUCT:100:100:AMMO:ITEM_RIFLE_BULLET:STEEL]
[SKILL:EXTRACT_STRAND]


[REACTION:BULLET_PISTOL]
[NAME:manufacture pistol rounds]
[BUILDING:FACTORY:CUSTOM_P]
[REAGENT:steel:150:BAR:NO_SUBTYPE:METAL:STEEL]
[PRODUCT:100:100:AMMO:ITEM_PISTOL_BULLET:STEEL]
[SKILL:EXTRACT_STRAND]

Or at least the munitions factory should do all that. None of the reactions work for some strange reason. The shells work fine, I just can't make them.
Title: Re: Trench warfare mod idea
Post by: Suds Zimmerman on August 18, 2013, 12:12:11 am
I've worked on artillery. Artillery relies on weapons called field guns. Here's the raw:
Code: [Select]
-snip-

Then you need an assembly line worker (AKA strand extractor) to take the TNT and some steel to make 25 high explosive shells.
Code: [Select]
[REACTION:SHELL_EXPLODE]
[NAME:make high explosive shells]
[BUILDING:FACTORY:CUSTOM_E]
[REAGENT:explosive:150:BAR:NONE:TNT:NONE]
[REAGENT:steel:150:BAR:NO_SUBTYPE:METAL:STEEL]
[PRODUCT:100:25:AMMO:ITEM_SHELL:SHELL_EXPLODE]
[SKILL:EXTRACT_STRAND]

The munitions factory can also produce ammo for rifles and pistols.

Code: [Select]
[REACTION:BULLET_RIFLE]
[NAME:manufacture rifle rounds]
[BUILDING:FACTORY:CUSTOM_R]
[REAGENT:steel:150:BAR:NO_SUBTYPE:METAL:STEEL]
[PRODUCT:100:100:AMMO:ITEM_RIFLE_BULLET:STEEL]
[SKILL:EXTRACT_STRAND]


[REACTION:BULLET_PISTOL]
[NAME:manufacture pistol rounds]
[BUILDING:FACTORY:CUSTOM_P]
[REAGENT:steel:150:BAR:NO_SUBTYPE:METAL:STEEL]
[PRODUCT:100:100:AMMO:ITEM_PISTOL_BULLET:STEEL]
[SKILL:EXTRACT_STRAND]

Or at least the munitions factory should do all that. None of the reactions work for some strange reason. The shells work fine, I just can't make them.

Glad to see this is still in development. Did you place the reactions in your entity file?
Title: Re: Trench warfare mod idea
Post by: Just Some Guy on August 18, 2013, 10:09:52 pm
Yes, I did. They show up, but don't produce anything.
Title: Re: Trench warfare mod idea
Post by: Suds Zimmerman on August 18, 2013, 10:35:43 pm
Yes, I did. They show up, but don't produce anything.
Oh, I see where your problem is. Your material tokens are all messed up. Here, I fixed them for you.

Code: [Select]
[REACTION:TNT]
[NAME:produce TNT]
[BUILDING:LAB:CUSTOM_T]
[REAGENT:tallow:1:GLOB:NONE:NONE:NONE][REACTION_CLASS:TALLOW][UNROTTEN]
[PRODUCT:100:1:BAR:NONE:INORGANIC:TNT][PRODUCT_DIMENSION:150]
[SKILL:ALCHEMY]

[REACTION:SHELL_EXPLODE]
[NAME:make high explosive shells]
[BUILDING:FACTORY:CUSTOM_E]
[REAGENT:explosive:150:BAR:NONE:INORGANIC:TNT]
[REAGENT:steel:150:BAR:NONE:INORGANIC:STEEL]
[PRODUCT:100:25:AMMO:ITEM_SHELL:INORGANIC:SHELL_EXPLODE]
[SKILL:EXTRACT_STRAND]

[REACTION:BULLET_RIFLE]
[NAME:manufacture rifle rounds]
[BUILDING:FACTORY:CUSTOM_R]
[REAGENT:steel:150:BAR:NONE:INORGANIC:STEEL]
[PRODUCT:100:100:AMMO:ITEM_RIFLE_BULLET:INORGANIC:STEEL]
[SKILL:EXTRACT_STRAND]

[REACTION:BULLET_PISTOL]
[NAME:manufacture pistol rounds]
[BUILDING:FACTORY:CUSTOM_P]
[REAGENT:steel:150:BAR:NONE:INORGANIC:STEEL]
[PRODUCT:100:100:AMMO:ITEM_PISTOL_BULLET:INORGANIC:STEEL]
[SKILL:EXTRACT_STRAND]

In addition, METAL is a pretty old material token which might get deprecated any day now. It's better to use INORGANIC.
Title: Re: Trench warfare mod idea
Post by: Just Some Guy on August 22, 2013, 08:00:10 pm
Great, the factory and lab work now!

Now that conventional weapons are complete, work on chemical warfare can begin.

Meet chlorine:
Code: [Select]
[INORGANIC:CHLORINE]
[USE_MATERIAL_TEMPLATE:GAS_TEMPLATE]
[STATE_COLOR:ALL_SOLID:LIME]
[STATE_NAME:ALL_SOLID:frozen chlorine]
[STATE_ADJ:ALL_SOLID:frozen chlorine]
[STATE_COLOR:LIQUID:LIME]
[STATE_NAME:LIQUID:liquid chlorine]
[STATE_ADJ:LIQUID:liquid chlorine]
[STATE_COLOR:GAS:LIME]
[STATE_NAME:GAS:chlorine]
[SATE_ADJ:GAS:chlorine]
[DISPLAY_COLOR:204:255:0]
[MATERIAL_VALUE:15]
[SPEC_HEAT:NONE]
[IGNITE_POINT:NONE]
[MELTING_POINT:9816]
[BOILING_POINT:9939]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:76]
[LIQUID_DENSITY:70]
[MOLAR_MASS:55845]
[IMPACT_YIELD:0]
[IMPACT_FRACTURE:0]
[IMPACT_STRAIN_AT_YIELD:0]
[COMPRESSIVE_YIELD:0]
[COMPRESSIVE_FRACTURE:0]
[COMPRESSIVE_STRAIN_AT_YIELD:0]
[TENSILE_YIELD:0]
[TENSILE_FRACTURE:00]
[TENSILE_STRAIN_AT_YIELD:0]
[TORSION_YIELD:0]
[TORSION_FRACTURE:0]
[TORSION_STRAIN_AT_YIELD:0]
[SHEAR_YIELD:0]
[SHEAR_FRACTURE:0]
[SHEAR_STRAIN_AT_YIELD:0
[BENDING_YIELD:520000]
[BENDING_FRACTURE:0]
[BENDING_STRAIN_AT_YIELD:0]
[MAX_EDGE:0]
[ABSORPTION:0]
Chlorine is an aspiring war criminal's best friend. It's an essential ingredient in both phosgene and mustard gas production. This is how it's produced at a laboratory:
Code: [Select]
Rock salt + bucket of water + steel barrel + empty bucket = chlorine (in steel barrel) + bucket of lye
To produced phosgene, you need carbon monoxide and activated carbon:
Code: [Select]
barrel of carbon monoxide + steel barrel of chlorine + block of activated carbon + steel barrel = barrel of phosgene.
Then you use the phosgene to make phosghene gas shells at the munitions factory:
Code: [Select]
barrel of phosgene + steel bar = phosgene gas shells [25]

Mustard gas is a bit more complicated. First you need to produce sulfur dichloride at the lab:
Code: [Select]
brimstone + barrel of chlorine + barrel = SCl2
Then you combine it with ethylene:
Code: [Select]
Barrel of SCl2 + ethylene + steel barrel = Mustard gas
To make ethylene, you have to make ethanol at the still:
Code: [Select]
Dwarven sugar + steel barrel = barrel of ethanol
Code: [Select]
[INORGANIC:ETHANOL]
[USE_MATERIAL_TEMPLATE:PLANT_ALCOHOL_TEMPLATE]
[STATE_COLOR:ALL_SOLID:PALE_BLUE]
[STATE_NAME:ALL_SOLID:frozen ethanol]
[STATE_ADJ:ALL_SOLID:frozen ethanol]
[STATE_COLOR:LIQUID:PALE_BLUE]
[STATE_NAME:LIQUID:ethanol]
[STATE_ADJ:LIQUID:ethanol]
[STATE_COLOR:GAS:PALE_BLUE]
[STATE_NAME:GAS:ethanol vapor]
[STATE_ADJ:GAS:ethanol vapor]
[DISPLAY_COLOR:175:238:238]
[MATERIAL_VALUE:5]
[IGNITE_POINT:10653]
[MELTING_POINT:9795]
[BOILING_POINT:10142]
[IGNITE_POINT:NONE]
[MELTING_POINT:9816]
[BOILING_POINT:9939]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:76]
[LIQUID_DENSITY:70]
[MOLAR_MASS:55845]
[IMPACT_YIELD:0]
[IMPACT_FRACTURE:0]
[IMPACT_STRAIN_AT_YIELD:0]
[COMPRESSIVE_YIELD:0]
[COMPRESSIVE_FRACTURE:0]
[COMPRESSIVE_STRAIN_AT_YIELD:0]
[TENSILE_YIELD:0]
[TENSILE_FRACTURE:00]
[TENSILE_STRAIN_AT_YIELD:0]
[TORSION_YIELD:0]
[TORSION_FRACTURE:0]
[TORSION_STRAIN_AT_YIELD:0]
[SHEAR_YIELD:0]
[SHEAR_FRACTURE:0]
[SHEAR_STRAIN_AT_YIELD:0
[BENDING_YIELD:520000]
[BENDING_FRACTURE:0]
[BENDING_STRAIN_AT_YIELD:0]
[MAX_EDGE:0]
[ABSORPTION:0]
Then you have to combine it with sulfuric acid at the lab:
Code: [Select]
ethanol + sulfuric acid + steel barrel = ethylene

The first of two problems pop up here. I can't decide how to produce sulfuric acid.
Since this mod is inspired by the First World War, any technology developed after 1920 is out of the question, so the wet sulfuric process is eliminated, so I's stuck with the contact (http://en.wikipedia.org/wiki/Contact_process) and the lead chamber process (http://en.wikipedia.org/wiki/Lead_chamber_process), both of which, oddly enough, require sulfuric acid.

You may have noticed the second problem already. Note how none of the reactions are in RAW format. That's because I can't decide which item token to use. Any ideas?
Title: Re: Trench warfare mod idea
Post by: Just Some Guy on August 22, 2013, 11:09:12 pm
Code: [Select]
[TISSUE:STEEL]
[TISSUE_NAME:steel:steel]
[TISSUE_MATERIAL:INORGANIC:STEEL]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:STEEL]

Replace the tank's current tissue listing with this, and it should hold up against anything other then profuse whipping and AP crossbows.

I'm quite interested in this mod, and would like to ask if I could borrow and modify the tank's body code for a little side project of mine.

I finally got around to doing that, and it holds up pretty well. I just tested how a tank would fare against 24 grand master kobold lashers. It had a few dents, but left no survivors.

As for borrowing the code... go ahead.
Title: Re: Trench warfare mod idea
Post by: Zanzetkuken The Great on August 22, 2013, 11:19:15 pm
I'll be wanting to keep my eye on this thread...
Title: Re: Trench warfare mod idea
Post by: iamthelol on August 23, 2013, 10:50:08 am
nice.
Title: Re: Trench warfare mod idea
Post by: Just Some Guy on September 16, 2013, 07:59:10 pm
Since my requests regarding industrial chemistry have gone unanswered, I've added some weapons!

The first one is the magnum pistol:
Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_PISTOL_MAGNUM]
[NAME:magnum pistol:magnum pistols]
[SIZE:150]
[SKILL:HAMMER]
[RANGED:BOW:MAGNUM]
[SHOOT_FORCE:3000]
[SHOOT_MAXVEL:3000]
[TWO_HANDED:20000]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10000:4000:bash:bashes:handle:1250]

Magnum pistols are unique to human civilizations. They use magnum rounds:
Code: [Select]


Next is the sniper rifle:
Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_RIFLE_SNIPER]
[NAME:sniper rifle:sniper rifles]
[SIZE:400]
[SKILL:CROSSBOW]
[RANGED:RANGED_COMBAT:RIFLE]
[SHOOT_FORCE:1000]
[SHOOT_MAXVEL:1000]
[TWO_HANDED:0]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10000:4000:bash:bashes:butt:1250]

The sniper rifle is just like the regular rifle, except it uses the archery skill instead of the crossbow skill. Why? Because archery determines the target's chance to dodge. (http://www.bay12forums.com/smf/index.php?topic=117284.0) Also, sniper rifles can't be made like regular rifles. They have to be made at the Gunsmith's workshop:
Code: [Select]
[REACTION:SNIPER_RIFLE]
[NAME:manufacture rifle rounds]
[BUILDING:GUNSMITH:CUSTOM_R]
[REAGENT:steel:150:BAR:NO_SUBTYPE:INORGANIC:STEEL]
[REAGENT:rifle:1:WEAPON:ITEM_WEAPON_RIFLE:NONE:NONE]
[REAGENT:glass:1:ROUGH:GLASS_CLEAR:NONE:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_RIFLE_SNIPER:GET_MATERIAL_FROM_REAGENT:rifle:NONE]
[SKILL:BOWYER]

Does anyone know how to get rid of the bowyer's workshop? Because that's kinda obsolete now.
Title: Re: Trench warfare mod idea
Post by: Aseaheru on September 16, 2013, 08:07:39 pm
I think it may be hard-coded. Just leave it, but have it so that the only thing it can make is some wimpy ass thing that is good only for training.
Title: Re: Trench warfare mod idea
Post by: Zanzetkuken The Great on September 16, 2013, 08:57:09 pm
Does anyone know how to get rid of the bowyer's workshop? Because that's kinda obsolete now.

Remove 'Bowyer' as a job allowed by the civilization.
Title: Re: Trench warfare mod idea
Post by: Aseaheru on September 16, 2013, 08:59:05 pm
Or that.
Title: Re: Trench warfare mod idea
Post by: sackhead on September 17, 2013, 12:45:23 am
no removing bowyer would just mean you cant do tasks there it will still appear in the menus
Title: Re: Trench warfare mod idea
Post by: Zanzetkuken The Great on September 17, 2013, 11:32:41 am
no removing bowyer would just mean you cant do tasks there it will still appear in the menus

I don't mean in the game, I meant in the raws.  I am quite certain that the forge was gotten rid of when I removed the metalsmithing jobs in the raws for one of my mods.
Title: Re: Trench warfare mod idea
Post by: Lt_Alfred on September 17, 2013, 12:43:33 pm
Can you guys compile all of these things for us and upload the file a prepacked version onto DFFD? it looks awesome!
Good job guys.
Title: Re: Trench warfare mod idea
Post by: Funk on September 17, 2013, 03:51:38 pm
Just a quick edit of a mod i was working on, infantry with iron helmets.
The helmet should get knocked of and expose the head to damage, steel or better ammo should piece then as well. 

Spoiler: infantry (click to show/hide)

Spoiler: to body_default (click to show/hide)
Title: Re: Trench warfare mod idea
Post by: Just Some Guy on September 17, 2013, 07:07:49 pm
I've made great strides on the chemical weapons front. It resulted in two new workshops, one new tool, and a few new materials. Gases will use the LIQUID_MISC item token, and will be stored in gas canisters:
Code: [Select]
[ITEM_TOOL:ITEM_TOOL_GAS_TANK]
[NAME:gas canister:gas canisters]
[VALUE:10]
[HARD_MAT]
[TOOL_USE:LIQUID_CONTAINER]
[TILE:229]
[SIZE:3000]
[MATERIAL_SIZE:1]
[CONTAINER_CAPACITY:10000]

Gas canisters use a special kind of steel:
Code: [Select]
[INORGANIC:STEEL_CANISTER]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:Steel]
[STATE_NAME_ADJ:LIQUID:molten Steel]
[STATE_NAME_ADJ:GAS:boiling Steel]
[DISPLAY_COLOR:0:7:1]
[BUILD_COLOR:0:7:1]
[MATERIAL_VALUE:30]
[SPEC_HEAT:500]
[MELTING_POINT:12718]
[BOILING_POINT:14968]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR]

[ITEMS_ANVIL]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[MAT_FIXED_TEMP:9540]
[IMPACT_YIELD:1505000]
[IMPACT_FRACTURE:2520000]
[IMPACT_STRAIN_AT_YIELD:940]
[COMPRESSIVE_YIELD:1505000]
[COMPRESSIVE_FRACTURE:2520000]
[COMPRESSIVE_STRAIN_AT_YIELD:940] 160
[TENSILE_YIELD:430000]
[TENSILE_FRACTURE:720000]
[TENSILE_STRAIN_AT_YIELD:225] 200
[TORSION_YIELD:430000]
[TORSION_FRACTURE:720000]
[TORSION_STRAIN_AT_YIELD:215]
[SHEAR_YIELD:430000]
[SHEAR_FRACTURE:720000]
[SHEAR_STRAIN_AT_YIELD:215] no data, used 200
[BENDING_YIELD:430000]
[BENDING_FRACTURE:720000]
[BENDING_STRAIN_AT_YIELD:215]
[MAX_EDGE:10000]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[STATE_COLOR:ALL_SOLID:GRAY]
It has a fixed temp to keep the gas liquid.

Due to the uselessness of a gas canister without this property, a special reaction is needed to make them, which takes place at the first of the new workshops, the Crafts Factory:
Code: [Select]
[REACTION:GAS_CANISTER]
[NAME:manufacture gas canisters]
[BUILDING:FACTORY_CRAFTS:CUSTOM_G]
[REAGENT:steel:150:BAR:NO_SUBTYPE:INORGANIC:STEEL]
[PRODUCT:100:5:TOOL:ITEM_TOOL_GAS_TANK:INORGANIC:STEEL_CANISTER]
[SKILL:EXTRACT_STRAND]

As the name suggests, the crafts factory can also produce crafts:
Code: [Select]
[REACTION:CRAFTS_FACTORY]
[NAME:manufacture crafts]
[BUILDING:FACTORY_CRAFTS:CUSTOM_C]
[REAGENT:metal:150:BAR:NO_SUBTYPE:INORGANIC:NONE]
[PRODUCT:100:8:CRAFTS:GET_MATERIAL_FROM_REAGENT:metal:NONE]
[SKILL:EXTRACT_STRAND]

Mustard gas still needs work, but phosgene is complete. Here are the required reactions:
Code: [Select]
[REACTION:CARBON_MONOXIDE]
[NAME:make carbon monoxide]
[BUILDING:SMELTER:NONE]
[REAGENT:carbon source:1:BAR:NO_SUBTYPE:COAL:COKE]
[REAGENT:canister:1:TOOL:ITEM_GAS_TANK:INORGANIC:STEEL_CANISTER][EMPTY]

[PRESERVE_REAGENT]
[PRODUCT:100:30000:LIQUID_MISC:INORGANIC:CARBON_MONOXIDE][PRODUCT_DIMESION:150]

[PRODUCT_TO_CONTAINER:canister]

[REACTION:CHLORINE]
[NAME:produce chlorine]
[BUILDING:LAB:CUSTOM_C]
[REAGENT:sodium chloride:1:BOULDER:NO_SUBTYPE:INORGANIC:ROCK_SALT]
[REAGENT:water:150:LIQUID_MISC:NONE:WATER]
[REAGENT:water container:1:NONE:NONE:NONE:NONE][CONTAINS:water]

[PRESERVE_REAGENT]
[REAGENT:canister:1:TOOL:ITEM_TOOL_GAS_TANK:INORGANIC:STEEL_CANISTER]

[PRESERVE_REAGENT][EMPTY]
[PRODUCT:100:3000:LIQUID_MISC:INORGANIC:CHLORINE][PRODUCT_DIMENSION:150]

[PRODUCT_TO_CONTAINER:canister]
[PRODUCT:100:750:LIQUID_MISC:NONE:LYE][PRODUCT_DIMENSION:150]

[PRODUCT_TO_CONTAINER:water container]
[SKILL:ALCHEMY]

[REACTION:PHOSGENE]
[NAME:produce phosgene]
[REAGENT:chlorine:3000:LIQUID_MISC:INORGANIC:CHLORINE]
[REAGENT:chlorine canister:TOOL:ITEM_TOOL_GAS_TANK:INORGANIC:STEEL_CANISTER]

[CONTAINS:chlorine][PRESERVE_REAGENT]
[REAGENT:carbon monoxide:LIQUID_MISC:INORGANIC:CARBON_MONOXIDE]
[REAGENT:CO canister:TOOL:ITEM_TOOL_GAS_TANK:INORGANIC:STEEL_CANISTER]

[CONTAINS:carbon monoxide][PRESERVE_REAGENT]
[REAGENT:activated carbon:150:BAR:NO_SUBTYPE:COAL:COKE][PRESERVE_REAGENT]
[REAGENT:canister:1:TOOL:ITEM_TOOL_GAS_TANK:INORGANIC:STEEL_CANISTER][EMPTY]

[PRESERVE_REAGENT]
[PRODUCT:100:3000:LIQUID_MISC:INORGANIC:PHOSGENE][PRODUCT_DIMENSION]

[PRODUCT_TO_CONTAINER:canister]
[SKILL:ALCHEMY]


[REACTION:SHELL_PHOSGENE]
[NAME:make phosgene shells]
[BUILDING:FACTORY_AMMO:CUSTOM_SHIFT_P]
[REAGENT:steel:150:BAR:NO_SUBTYPE:INORGANIC:STEEL]
[REAGENT:phosgene:3000:LIQUID_MISC:INORGANIC:PHOSGENE]
[REAGENT:phosgene canister:1:TOOL:ITEM_TOOL_GAS_TANK:INORGANIC:STEEL_CANISTER][CONTAINS:phosgene]

[PRESERVE_REAGENT]
[PRODUCT:100:25:AMMO:ITEM_SHELL:INORGANIC:SHELL_PHOSGENE]

I'm pretty sure I did something wrong. I've recently become acquainted with the errorlog, and it says that the gas reactions don't work.
In fact, all of my reactions are probably messed up. I'm pretty sure that the one for chlorine is wrong, but I can't find out what's wrong with the others.

But anyway, the second new workshop is the Arms Factory. It lets you manufacture weapons much like the Munitions factory lets you manufacture ammo:
Code: [Select]
[REACTION:RIFLE_FACTORY]
[NAME:manufacture rifles]
[BUILDING:FACTORY_ARMS:CUSTOM_R]
[REAGENT:steel:150:BAR:NO_SUBTYPE:INORGANIC:STEEL]
[PRODUCT:100:10:WEAPON:ITEM_WEAPON_RIFLE]
[SKILL:EXTRACT_STRAND]

[REACTION:PISTOL_FACTORY]
[NAME:manufacture pistols]
[BUILDING:FACTORY_ARMS:CUSTOM_P]
[REAGENT:steel:150:BAR:NO_SUBTYPE:INORGANIC:STEEL]
[PRODUCT:100:20:WEAPON:ITEM_WEAPON_RIFLE:INORGANIC:STEEL]
[SKILL:EXTRACT_STRAND]

[REACTION:ARTILLERY_FACTORY]
[NAME:manufacture field guns]
[BUILDING:FACTORY_ARMS:CUSTOM_A]
[REAGENT:STEEL:150:BAR:NO_SUBTYPE:INORGANIC:STEEL]
[PRODUCT:100:5:WEAPON:ITEM_WEAPON_RIFLE:INORGANIC:STEEL]
[SKILL:EXTRACT_STRAND]

I've been thinking about aerial combat. Flying mounts don't really work right now, but I have an idea on how enemy plane behavior should work. The planes should circle above the fort and occasionally swoop down to strafe any dwarves outside. Not sure how to implement this, though.
Title: Re: Trench warfare mod idea
Post by: Funk on September 18, 2013, 09:10:42 am
Ok i have been trying to make hand grenades, now my plan was to have reaction change them from normal steel to explosive.
What i cant get is the high explosive to work.

Spoiler: item_weapon (click to show/hide)
Spoiler: Reaction (click to show/hide)
Title: Re: Trench warfare mod idea
Post by: Baffler on September 18, 2013, 03:42:57 pm
Don't know how I missed this, looks awesome guys. Something cool you could do, and there's no need to go along with this, is see if you can change evil areas to be "No Man's Land" and put dead grass and mud all over the place in there. I have no idea if this is possible, but you could also try to mod the weather to "rain" explosive shells to simulate getting the shit bombed out of you, or make it a cloud of your gas weapons for extra fun.
Title: Re: Trench warfare mod idea
Post by: Just Some Guy on September 18, 2013, 04:46:20 pm
Guys, question. The poison gases for the shells are stored in a file called inorganic_gas, and the reagents required to make them are in a file called inorganic_chemical.

Apparently the game doesn't think they exist, according to errorlog. Help?
Title: Re: Trench warfare mod idea
Post by: Nahere on September 18, 2013, 05:00:47 pm
Do you have this at the top of each file?
Code: [Select]
inorganic_whatever


[OBJECT:INORGANIC]
Title: Re: Trench warfare mod idea
Post by: Lt_Alfred on September 28, 2013, 05:13:43 pm
once again, may I request that one of you Raw-savvy people compile these modifications and share them with us either by uploading the files or making a post with all the edits in spoiler code with titles to what file each part is going and what needs to be deleted/overwritten etc.. please?
Title: Re: Trench warfare mod idea
Post by: Zorbeltuss on October 06, 2013, 02:21:06 am
The first of two problems pop up here. I can't decide how to produce sulfuric acid.
Since this mod is inspired by the First World War, any technology developed after 1920 is out of the question, so the wet sulfuric process is eliminated, so I's stuck with the contact (http://en.wikipedia.org/wiki/Contact_process) and the lead chamber process (http://en.wikipedia.org/wiki/Lead_chamber_process), both of which, oddly enough, require sulfuric acid.
There are a few ways to get around this.
A Add the medieval way of doing sulfuric acid to the civilization to kickstart things they will do it and then you can embark with it, have the reaction require input of sulfur.
B Reduce the output of sulfuric acid by the amount that should be put into the reaction only.
C As B gives the civilization access to sulfuric acid you can embark with, put one in the workshop like the anvil of the forge, use the same reaction and any reaction using the acid with reclaimable acid would be placed there with the sulfuric acid removed from the reaction.

The medieval way is to bubble the smoke of burning brimstone through water quite simply, horribly inefficient but it works.

/Zorbeltuss
Title: Re: Trench warfare mod idea
Post by: Just Some Guy on October 09, 2013, 04:49:28 pm
Guys, you know how I mentioned that the reactions RAWs for the gases were probably messed up?

Well, I've been doing a little play-testing and for both carbon monoxide and chlorine, I get "liquid" instead of gas. Not that I can actually do the chlorine reaction at the moment; I seem to lack a water containing item.

Also of note is how the sniper rifle reaction will use any rough gem, not just clear glass. And it's labeled "manufacture rifle rounds." The crafts reaction for the Crafts Factory? That's broken too. It currently turns out gems of unknown material. So, yeah. Help?
Title: Re: Trench warfare mod idea
Post by: Just Some Guy on November 05, 2013, 04:16:30 pm
It's been almost a month, and I have no idea what I did wrong.

Anyway, I've decided work on something else: concrete production. This resulted in two new materials:
Code: [Select]
[INORGANIC:SLAG] Using ferric slag only at this time
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:slag][DISPLAY_COLOR:192:192:192][TILE:'#']
[IS_STONE]
[MELTING_POINT:12758]
[SOLID_DENSITY:1060]


[INORGANIC:CONCRETE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:concrete][DISPLAY_COLOR:192:192:192][TILE:'#']
[IS_STONE]
[MELTING_POINT:12938]
[SOLID_DENSITY:2400]

A new workshop:
Code: [Select]
[BUILDING_WORKSHOP:CONCRETE_MILL]
[DIM:5:5]
[NAME:Concrete mill]
[BLOCK:1:0:0:0:0:0]
[BLOCK:2:0:0:0:0:0]
[BLOCK:3:0:0:0:0:0]
[BLOCK:4:0:0:0:0:0]
[BLOCK:5:0:0:0:0:0]
[TILE:0:1:32:10:254:32:32]
[TILE:0:2:32:32:32:32:32]
[TILE:0:3:32:32:32:32:186]
[TILE:0:4:32:32:32:32:186]
[TILE:0:5:32:32:8:248:93]
[COLOR:0:1:0:0:0:7:0:0:7:0:0:0:0:0:0:0:0]
[COLOR:0:2:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[COLOR:0:3:0:0:0:0:0:0:0:0:0:0:0:0:7:0:0]
[COLOR:0:4:0:0:0:0:0:0:0:0:0:0:0:0:7:0:0]
[COLOR:0:5:0:0:0:0:0:0:7:0:0:7:0:0:7:0:0]
[TILE:1:1:10:10:254:32:32]
[TILE:1:2:0:0:0:32:32]
[TILE:1:3:32:8:32:8:186]
[TILE:1:4:32:32:32:32:186]
[TILE:1:5:32:32:32:248:93]
[COLOR:1:1:7:0:0:7:0:0:7:0:0:0:0:0:0:0:0]
[COLOR:1:2:7:0:0:7:0:0:7:0:0:0:0:0:0:0:0]
[COLOR:1:3:0:0:0:7:0:0:0:0:0:7:0:0:7:0:0]
[COLOR:1:4:0:0:0:0:0:0:0:0:0:0:0:0:7:0:0]
[COLOR:1:5:0:0:0:0:0:0:0:0:0:7:0:0:7:0:0]
[TILE:2:1:8:8:186:32:32]
[TILE:2:2:205:205:188:32:32]
[TILE:2:3:32:8:205:8:32]
[TILE:2:4:32:32:32:32:32]
[TILE:2:5:32:32:32:248:93]
[COLOR:2:1:7:0:0:7:0:0:7:0:0:0:0:0:0:0:0]
[COLOR:2:2:7:0:0:7:0:0:7:0:0:0:0:0:0:0:0]
[COLOR:2:3:0:0:0:7:0:0:7:0:0:7:0:0:0:0:0]
[COLOR:2:4:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[COLOR:2:5:0:0:0:0:0:0:0:0:0:7:0:0:7:0:0]
[TILE:3:1:10:10:186:32:32]
[TILE:3:2:205:205:188:32:32]
[TILE:3:3:32:8:205:8:32]
[TILE:3:4:32:32:32:32:93]
[TILE:3:5:32:32:32:248:32]
[COLOR:3:1:7:0:0:7:0:0:7:0:0:0:0:0:0:0:0]
[COLOR:3:2:7:0:0:7:0:0:7:0:0:0:0:0:0:0:0]
[COLOR:3:3:0:0:0:7:0:0:7:0:0:7:4:0:0:0:0]
[COLOR:3:4:0:0:0:0:0:0:0:0:0:0:0:0:7:0:0]
[COLOR:3:5:0:0:0:0:0:0:0:0:0:7:0:0:0:0:0]
[BUILD_ITEM:2:BLOCKS:INORGANIC:NONE:NONE]
[BUILD_ITEM:2:TRAPPARTS:INORGANIC:STEEL:NONE:NONE][CAN_USE_ARTIFACT]

And a reaction I'm assuming won't work:
Code: [Select]
[REACTION:MAKE_CLAY_BRICKS]
[NAME:make clay bricks]
[BUILDING:CONCRETE_MILL:CUSTOM_B]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[REAGENT:limestone:1:BOULDER:NONE:INORGANIC:LIMESTONE]
[REAGENT:slag:1:BOULDER:NONE:INORGANIC:SLAG]
[REAGENT:water:150:LIQUID_MISC:NONE:WATER]
[REAGENT:water container:1:NONE:NONE:NONE:NONE][CONTAINS:water][PRESERVE_REAGENT]
[PRODUCT:100:16:BLOCKS:NONE:INORGANIC:CONCRETE]
[FUEL]
[SKILL:POTTERY]

Is anything wrong with either of the above?
Title: Re: Trench warfare mod idea
Post by: Aseaheru on November 05, 2013, 04:26:58 pm
Dunno. test it and see.
Title: Re: Trench warfare mod idea
Post by: Just Some Guy on November 05, 2013, 05:14:52 pm
The workshop appears, but not the reaction.
Title: Re: Trench warfare mod idea
Post by: Aseaheru on November 05, 2013, 05:23:52 pm
Odd, but I dunno. I cant really mod myself.
Title: Re: Trench warfare mod idea
Post by: Grim Portent on November 05, 2013, 07:32:50 pm
Did you make sure to permit the reaction in the entity?
Title: Re: Trench warfare mod idea
Post by: Just Some Guy on November 05, 2013, 07:48:31 pm
Yes, I did. Still not showing up.
Title: Re: Trench warfare mod idea
Post by: Grim Portent on November 05, 2013, 08:03:56 pm
I don't know if this is possible, but could it be conflicting with the hardcoded reaction used to make bricks in a kiln?
Title: Re: Trench warfare mod idea
Post by: Zanzetkuken The Great on November 05, 2013, 09:03:35 pm
I don't know if this is possible, but could it be conflicting with the hardcoded reaction used to make bricks in a kiln?

Possibly, I would recommend changing this:

Code: [Select]
[REACTION:MAKE_CLAY_BRICKS]
[NAME:make clay bricks]

to something more appropriate.  You really aren't making clay.



By the way, could you compile the changes into .txt files in a .zip directory?  It would make the addition of these raws to DF raws far simpler.
Title: Re: Trench warfare mod idea
Post by: Just Some Guy on November 05, 2013, 09:37:40 pm
Already changed that. Still should work.
Title: Re: Trench warfare mod idea
Post by: cheesemcmuffin88 on November 07, 2013, 09:12:19 pm
Ok this is awsome PTW
Title: Re: Trench warfare mod idea
Post by: Just Some Guy on November 09, 2013, 04:48:08 pm
I decided I should get SOMETHING done, so I made some stuff.

This is inconsequential:
Code: [Select]
[ITEM_HELM:ITEM_HELM_COWBOY]
[NAME:ten-gallon hat:ten-gallon hats]
[LAYER:OVER]
[COVERAGE:50]
[LAYER_SIZE:10]
[LAYER_PERMIT:15]
[MATERIAL_SIZE:1]
[LEATHER]

These, on the other hand, aren't:
Code: [Select]

[ITEM_TOOL:ITEM_TOOL_ENGINE]
[NAME:engine:engines]
[VALUE:10]
[HARD_MAT]
[METAL_MAT]
[TOOL_USE:NONE]
[TILE:232]
[SIZE:1000]
[MATERIAL_SIZE:1]


[ITEM_TOOL:ITEM_TOOL_TANK_GUN]
[NAME:tank gun:tank gun]
[VALUE:10]
[HARD_MAT]
[METAL_MAT]
[TOOL_USE:NONE]
[TILE:232]
[SIZE:47389]
[MATERIAL_SIZE:1]

[ITEM_TOOL:ITEM_TOOL_PROPELLER]
[NAME:tank gun:tank gun]
[VALUE:10]
[WOOD_MAT]
[TOOL_USE:NONE]
[TILE:232]
[SIZE:47389]
[MATERIAL_SIZE:1]

I should probably get around to making magma version of the blast furnace and the steel mill.

Anyone know a plugin that would fix the flier pathfinding bug? Or how to give dwarfs mounts?
Title: Re: Trench warfare mod idea
Post by: Icefire2314 on November 15, 2013, 04:30:34 pm
Certainly possible and I don't think it has been done before. I'm daily certain the biggest drawbacks of a mod such as that are that:
1) AoE ranged weapons aren't really possible right now. You might be able to rig up a flamethrower type weapon, but grenades and rocket launchers are out.
2) Siege weapons can't be edited. So all of your weapons need to be hand held.

Key word is weapons... of course nothing stops you from making your entire civ shoot giant flaming balls of death...
Title: Re: Trench warfare mod idea
Post by: Funk on November 16, 2013, 07:57:20 pm
The best way to get dwarfs to have mounts is to change them in to a new creature that is a cross of dwarf and horse.
a simple body transformation Reaction can be used.
Siege weapons can be done in much the same way, transforming the dwarf in to  dwarf with A)a bigger body so it can use massive weapons
B) turn them in to a weapon/dwarf that can do an interaction I.E. fireball or shoot frozen gas.

im working on a plane, im just not sure how to handle the pilot? do i try and have normal humanoid in the cockpit or do i just add a small part called pilot?