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Dwarf Fortress => DF Modding => Topic started by: Kilroy the Grand on January 19, 2012, 02:11:00 am

Title: Dwarf Fortress: UFO Defense
Post by: Kilroy the Grand on January 19, 2012, 02:11:00 am
I am planning a mod based on X-COM: ufo defense. I'm planning to do all of the aliens, their weapons, and their terror units. I will probably try and do the units from Terror From The Deep also. I probably won't do much past the basic anatomy since the new version promises to allow quite a few interesting things.

This thread also serves a few other purposes, the first is allowing you to suggest things for this mod. The other is me asking for help.

(http://operatorchan.org/vg/src/vg93013_Advice-Rookie-10-Bravery-Lets-do-th.jpg)

EBM's addition
Spoiler (click to show/hide)

Shintaro Fago's addition

Spoiler (click to show/hide)
Title: Re: Dwarf Fortress: UFO Defense
Post by: flieroflight on January 19, 2012, 02:45:55 am
as dwarfs cant breath underwater, the tftd uns will need to be amphibious.
laser and plasma can probably be simulated by giving high temp ammo or syndromes
Title: Re: Dwarf Fortress: UFO Defense
Post by: slawr34 on January 19, 2012, 06:50:24 am
I am planning a mod based on X-COM: ufo defense. I'm planning to do all of the aliens, their weapons, and their terror units. I will probably try and do the units from Terror From The Deep also. I probably won't do much past the basic anatomy since the new version promises to allow quite a few interesting things.

This thread also serves a few other purposes, the first is allowing you to suggest things for this mod. The other is me asking for help.


OMGWTFBBQ
Title: Re: Dwarf Fortress: UFO Defense
Post by: kerlc on January 19, 2012, 08:29:30 am
one thing: FINALLY!
Title: Re: Dwarf Fortress: UFO Defense
Post by: Kilroy the Grand on January 19, 2012, 01:10:50 pm
I was wondering if I should make the terror units into cavern civilizations, so you can find them someplace other than seiges and ambushes. What do you guys think?
Title: Re: Dwarf Fortress: UFO Defense
Post by: kerlc on January 19, 2012, 01:16:17 pm
i agree. there should be some left for HFS, though!  ;D
Title: Re: Dwarf Fortress: UFO Defense
Post by: Kilroy the Grand on January 19, 2012, 03:44:47 pm
I justed tested my Chryssalid in the arena. A no skill chryssalid, can easily kill a no skill dwarf in full iron armor. The chryssalid more or less opens the dwarf like a can of meat, then snip off body parts. Or it just injects venom into the dwarf, killing him almost instantly. I'm thinking instead of using the standard chitin, I should make it as strong as copper.


Also, at 20 tiles, 20 dwarves with crossbows and iron bolts couldn't bring a single one down, out of 20. When I tested a grandmaster crossbowdwarf, he ALMOST killed one, but the chryssalid closed the distance far to quickly, and lopped his head off. To be somewhat fair, I'm not letting the chryssalids have weapons or armor, because that would be crazy.
Title: Re: Dwarf Fortress: UFO Defense
Post by: StephanReiken on January 20, 2012, 05:08:45 am
Ha, with the next version you could get your Chryssalid mutating its targets into a Chryssalid or hopefully close.

Personally I'd throw them all into a single race as castes and have the only male/female caste as a machine creature. They are after all, all genetically created creatures iirc.
Title: Re: Dwarf Fortress: UFO Defense
Post by: Kilroy the Grand on January 20, 2012, 08:06:33 am
Ha, with the next version you could get your Chryssalid mutating its targets into a Chryssalid or hopefully close.

Personally I'd throw them all into a single race as castes and have the only male/female caste as a machine creature. They are after all, all genetically created creatures iirc.
True, but wouldn't I have to set the litter size to something crazy big? To ensure that each alien wouldn't get out competed.
Title: Re: Dwarf Fortress: UFO Defense
Post by: kerlc on January 20, 2012, 08:48:04 am
*reads about the testing procedure*

glee!

*a muffled squeal*
Title: Re: Dwarf Fortress: UFO Defense
Post by: Kilroy the Grand on January 20, 2012, 11:58:24 pm
I haven't modded in a lot of weapons, but I was thinking of making a material just below the ignition point of dwarves, but slighter higher for for all the aliens
Title: Re: Dwarf Fortress: UFO Defense
Post by: Alternatecash on January 21, 2012, 02:16:49 am
Oh, with the transforming syndromes, this will rapidly become made of win.
Title: Re: Dwarf Fortress: UFO Defense
Post by: Kilroy the Grand on January 21, 2012, 02:25:30 am
Oh, with the transforming syndromes, this will rapidly become made of win.

My thoughts exactly, this will make marksdwarves the only option.

Also, I modded in an "Raw Elerium" as a gem, since I couldn't think of a way to make invaders carry it with them... and I didn't want something silly happening like "elerium-115 maces".

To make most alien equipment you are going to need to refine elerium, then use it with Alien alloys (Which I haven't modded in). For laser rifles I was thinking of using clear glass and maybe aluminium... I could just make a reaction that spits out free ammo for it, but then I'd need to nerf the damage.
Title: Re: Dwarf Fortress: UFO Defense
Post by: StephanReiken on January 21, 2012, 03:51:29 am
If you do TFTD's races they can manufacture Zrbite unlike Elerium which can't be crafted. But if you are including TFTD you mine as well let the original races manufacture it too.
Title: Re: Dwarf Fortress: UFO Defense
Post by: Kilroy the Grand on January 21, 2012, 05:15:28 am
If you do TFTD's races they can manufacture Zrbite unlike Elerium which can't be crafted. But if you are including TFTD you mine as well let the original races manufacture it too.

True I might as well! Now for the alein platic and alloy, I was thinking of making a reaction to turn any two metal into either of them. But I am sadly lacking in experience, might someone care to help?
Title: Re: Dwarf Fortress: UFO Defense
Post by: EBM on January 21, 2012, 03:25:59 pm
I wouldn't mind lending a hand.

Using any two metal to make the alien plastic or alloy will result in a lot of reactions, especially if you have reactions for both the ores and bars. Each will need its own name, too. You might want to limit it to major metals or some other process.

Still, making the reactions is simple enough. Check reaction_smelter.txt in the raws for how to convert from one metal to the other. Examples using the brass reactions as a template:

Two different metal ores:
Code: [Select]
[REACTION:MAKE_ALIEN_ALLOY]
[NAME:make alien alloy (use iron + copper ore)]
[BUILDING:SMELTER:NONE]
[REAGENT:A:1:METAL_ORE:IRON]
[REAGENT:B:1:METAL_ORE:COPPER]
[PRODUCT:100:2:BAR:NO_SUBTYPE:METAL:ALIEN_ALLOY][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

Two different metal bars:
Code: [Select]
[REACTION:MAKE_ALIEN_ALLOY2]
[NAME:make alien alloy (use iron + copper bars)]
[BUILDING:SMELTER:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:IRON]
[REAGENT:B:150:BAR:NO_SUBTYPE:METAL:COPPER]
[PRODUCT:100:2:BAR:NO_SUBTYPE:METAL:ALIEN_ALLOY][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

Two identical metal bars:
Code: [Select]
[REACTION:MAKE_ALIEN_ALLOY3]
[NAME:make alien alloy (use iron bars)]
[BUILDING:SMELTER:NONE]
[REAGENT:A:300:BAR:NO_SUBTYPE:METAL:IRON]
[PRODUCT:100:2:BAR:NO_SUBTYPE:METAL:ALIEN_ALLOY][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

With these done you just need to make a new metal for the alloy, like so (template is the iron entry in inorganic_metal, unchanged except for the names):
Code: [Select]
[INORGANIC:ALIEN_ALLOY]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:alien alloy]
[STATE_NAME_ADJ:LIQUID:molten alien alloy]
[STATE_NAME_ADJ:GAS:boiling alien alloy]
[DISPLAY_COLOR:0:7:1]
[MATERIAL_VALUE:10]
[SPEC_HEAT:450]
[MELTING_POINT:12768]
[BOILING_POINT:15150]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:542500] Was 1080000, but just using 3.5x tensile multiples for everything until better numbers are available, which might not be likely
[IMPACT_FRACTURE:1085000]
[IMPACT_STRAIN_AT_YIELD:319]
[COMPRESSIVE_YIELD:542500]
[COMPRESSIVE_FRACTURE:1085000]
[COMPRESSIVE_STRAIN_AT_YIELD:319] bulk modulus 170 GPa
[TENSILE_YIELD:155000]
[TENSILE_FRACTURE:310000]
[TENSILE_STRAIN_AT_YIELD:73] young's modulus 211 GPa
[TORSION_YIELD:155000]
[TORSION_FRACTURE:310000]
[TORSION_STRAIN_AT_YIELD:189]
[SHEAR_YIELD:155000]
[SHEAR_FRACTURE:310000]
[SHEAR_STRAIN_AT_YIELD:189] shear modulus 82 GPa
[BENDING_YIELD:155000]
[BENDING_FRACTURE:310000]
[BENDING_STRAIN_AT_YIELD:73]
[MAX_EDGE:10000]

With these in place, you need to add all of the new reactions to the alien entity. Look in entity_default and search for PERMITTED_REACTION to see where they go within an entity.
Code: [Select]
[PERMITTED_REACTION:MAKE_ALIEN_ALLOY]
[PERMITTED_REACTION:MAKE_ALIEN_ALLOY2]
[PERMITTED_REACTION:MAKE_ALIEN_ALLOY3]

I recommend you create new files to house your mod data, rather than simply adding it to the existing raws. Keeps things tidier and much easier to locate!

With these in place, you should see three new reactions in the smelter. I didn't test it, though, so I may have forgotten something. Still learning the modding ropes myself!
Title: Re: Dwarf Fortress: UFO Defense
Post by: trees on January 21, 2012, 03:54:32 pm
Personally I'd throw them all into a single race as castes and have the only male/female caste as a machine creature.

I think a better idea is to put them in to a few different main creatures and entities, organized by difficulty. So first you'd get attacked by sectoids and floaters, then snakemen, then mutons and ethereals. It would put more variety in to their sieges and give you a sense of progression, too. Just give all of the entities [BABYSNATCHER] or something and they should all get along.

Terror units could be implemented as castes of the main creatures, too, though less common. Not sure how you could implement cyberdiscs, though. I guess we'll have to wait to see how far the limits of interactions can be pushed.

Also, I modded in an "Raw Elerium" as a gem, since I couldn't think of a way to make invaders carry it with them... and I didn't want something silly happening like "elerium-115 maces".

In addition to this, you could have a caste of each alien (say, maybe 1 in 5) have the following:

Code: [Select]
[ITEMCORPSE:SMALLGEM:INORGANIC:RAW_ELERIUM] (substitute last part with whatever you titled the elerium)
which would make them drop a piece of it on death instead of a corpse.

If you need any more help, just ask. This could be really interesting.
Title: Re: Dwarf Fortress: UFO Defense
Post by: Shintaro Fago on January 21, 2012, 04:25:32 pm
We need a research center!

First we take an alien artefact (dropped by random enemies) and decide in the building what would we like to get from it.
Code: [Select]
[REACTION:RESEARCH_ARTEFACT_BLUEPRINT]
[NAME:Reverse-Engineer Artefact]
[BUILDING:RES_CENT:NONE]
[REAGENT:A:1:TOOL:ITEM_ALIEN_ARTEFACT:NONE:NONE]
[PRODUCT:20:1:TOOL:ITEM_BLUEPRINT_PLASMAPISTOL:any material you want]
[PRODUCT:10:1:TOOL:ITEM_BLUEPRINT_PLASMARIFLE:any material you want]
[PRODUCT:5:1:TOOL:ITEM_BLUEPRINT_PLASMARIFLE:any material you want]
with a chance of exploding the research center
[SKILL:ALCHEMY]

[REACTION:RESEARCH_ARTEFACT_SALVAGE]
[NAME:Salvage Artefact]
[BUILDING:RES_CENT:NONE]
[REAGENT:A:1:TOOL:ITEM_ALIEN_ARTEFACT:NONE:NONE]
[PRODUCT:30:1:BAR:NO_SUBTYPE:METAL:ALIEN_ALLOY][PRODUCT_DIMENSION:150]
[PRODUCT:20:1:10:TOOL:ITEM_COMPONENT_SOURCE:METAL:ALIEN_ALLOY]
[PRODUCT:10:1:5:TOOL:ITEM_COMPONENT_NAVIGATION:METAL:ALIEN_ALLOY]
with a chance of exploding the research center
[SKILL:ALCHEMY]
And quick mock-ups of items:
Code: [Select]
item_tool_UFO

[OBJECT:ITEM]

[ITEM_TOOL:ITEM_ALIEN_ARTEFACT]
[NAME:alien artefact:alien artefacts]
[VALUE:5]
[HARD_MAT]
[TILE:'x']
[SIZE:50]
[MATERIAL_SIZE:50]
[UNIMPROVABLE]

[ITEM_TOOL:ITEM_BLUEPRINT_PLASMAPISTOL]
[NAME:plasma pistol blueprint:plasma pistol blueprints]
[VALUE:50]
[HARD_MAT]
[TILE:'#']
[SIZE:50]
[MATERIAL_SIZE:50]
[UNIMPROVABLE]

[ITEM_TOOL:ITEM_BLUEPRINT_PLASMARIFLE]
[NAME:plasma rifle blueprint:plasma rifle blueprints]
[VALUE:100]
[HARD_MAT]
[TILE:'#']
[SIZE:50]
[MATERIAL_SIZE:50]
[UNIMPROVABLE]

[ITEM_TOOL:ITEM_BLUEPRINT_PLASMARIFLE]
[NAME:heavy plasma blueprint:heavy plasma blueprints]
[VALUE:150]
[HARD_MAT]
[TILE:'#']
[SIZE:50]
[MATERIAL_SIZE:50]
[UNIMPROVABLE]

[ITEM_TOOL:ITEM_COMPONENT_SOURCE]
[NAME:UFO power source:UFO power sources]
[VALUE:50]
[HARD_MAT]
[TILE:'Q']
[SIZE:50]
[MATERIAL_SIZE:50]
[UNIMPROVABLE]

[ITEM_TOOL:ITEM_COMPONENT_NAVIGATION]
[NAME:UFO navigation:UFO navigations]
[VALUE:100]
[HARD_MAT]
[TILE:'Q']
[SIZE:100]
[MATERIAL_SIZE:50]
[UNIMPROVABLE]
Title: Re: Dwarf Fortress: UFO Defense
Post by: StephanReiken on January 21, 2012, 05:14:08 pm
Well, I'd make the Alien Alloy a specific combination of metals but not the usual metals that Dwarves or Humans would use. Now, what we do know about Alien Alloys is that it is incredibly strong yet light, so the alloy should either be made of less dense materials or have a higher output than input.

How about.. Platinum Ore + 2 Aluminum Ore + 2 Iron Ore = 6 Bars of Alien Alloys

Aliens should have to work for their Alien Alloys :P.
Title: Re: Dwarf Fortress: UFO Defense
Post by: Kilroy the Grand on January 21, 2012, 05:30:47 pm
Splendid, thank for for the advice and help!

This is the chryssalid raws
Spoiler (click to show/hide)

And the Muton
Spoiler (click to show/hide)

I'm not completely sure I did these right, but when I tested them in the arena they seemed to work well, now for snakemen!
Spoiler (click to show/hide)
Title: Re: Dwarf Fortress: UFO Defense
Post by: Markus on January 25, 2012, 08:48:14 am
Dat Title!

Dat Avatar!

Dat GAME!

DAT IDEA!

oh, ahem. Excuse me, I seem to have found a mild interest in your endeavor in the recreation of a recently acquired entertainment program I came across on an online distribution device pertaining to water heated past its boiling point...

carry on.

<_<   >_>

Hey wait. Aren't mutons PURPLE with green suits? I swear I can see a collar on live mutons. Just capture one and look at the info. the autopsy removes the green suit.
Title: Re: Dwarf Fortress: UFO Defense
Post by: Kilroy the Grand on January 25, 2012, 10:56:26 am
Yes, they are... but the suit is from what I understand fused to their normal skin. I will make their skin as tough as leather or whatever to make up for it though.

To be honest, I'm kinda hoping toady releases the update soon, so I can get started in earnest.
Title: Re: Dwarf Fortress: UFO Defense
Post by: EBM on January 25, 2012, 01:38:11 pm
Also note that the egg size in your chryssalid raw is nearly 3.5 times larger than the adult chryssalid itself. [EGG_SIZE:201000] vs. [BODY_SIZE:2:0:60000]. Having 10-20 of them at a time must be quite the trick!
Title: Re: Dwarf Fortress: UFO Defense
Post by: Kilroy the Grand on January 25, 2012, 01:51:26 pm
Also note that the egg size in your chryssalid raw is nearly 3.5 times larger than the adult chryssalid itself. [EGG_SIZE:201000] vs. [BODY_SIZE:2:0:60000]. Having 10-20 of them at a time must be quite the trick!

Woops! I grabbed the nearest egg raws, which just happened to be from the Roc. You could say there is... egg on my face.
Title: Re: Dwarf Fortress: UFO Defense
Post by: Rumrusher on January 25, 2012, 02:59:17 pm
The ability to switch over to Adventure mode or fort mode, store items into forts when you abandon/retire/leave means you could set up encounter missions with dfhack.
Though it would mean either making custom Night creatures that after killing leaves alien tech around and making their "crash sites" visible.
Title: Re: Dwarf Fortress: UFO Defense
Post by: Ramirez on January 25, 2012, 03:19:39 pm
For mutons could you not just add the fused green armour as an extra tissue layer that is placed over the regular skin? Also from my personal experiences in-game of X-com, making them as tough as leather would not do their durability justice (I seem to remember them being practically impervious to kinetic weapons). The only thing tougher are those goddamn lobstermen.

Also to give them even further durability you can play around with the healing rates, pain receptors and vascular values for their tissue layers (particularly to make their green armour not regenerate, but also not bleed and not suffer pain).
Title: Re: Dwarf Fortress: UFO Defense
Post by: Koji on February 01, 2012, 07:01:00 pm
For Mutons:

Add the following to tissue_template_default.txt
Code: [Select]
[TISSUE_TEMPLATE:ARMORSKIN_TEMPLATE]
[TISSUE_NAME:armored plates:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:ARMORSKIN]
[RELATIVE_THICKNESS:2]
[HEALING_RATE:100]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[SETTABLE]
[SPLINTABLE]

Then add this to b_detail_plan_default.txt

Code: [Select]
[BODY_DETAIL_PLAN:ARMORSKIN_TISSUE_LAYERS]
This body detail plan accepts argument tokens that can fill the role of the tissue token.  Most creatures using this plan send in ARMORSKIN, SKIN, FAT, MUSCLE, BONE and CARTILAGE.
[BP_LAYERS:BY_CATEGORY:BODY:ARG4:50:ARG3:5:ARG2:1:ARG1:10]
[BP_LAYERS:BY_CATEGORY:BODY_UPPER:ARG4:50:ARG3:5:ARG2:1:ARG1:10]
[BP_LAYERS:BY_CATEGORY:BODY_LOWER:ARG4:50:ARG3:5:ARG2:1:ARG1:10]
[BP_LAYERS:BY_CATEGORY:ARM:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:6]
[BP_LAYERS:BY_CATEGORY:ARM_UPPER:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:6]
[BP_LAYERS:BY_CATEGORY:ARM_LOWER:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:6]
[BP_LAYERS:BY_CATEGORY:HAND:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:6]
[BP_LAYERS:BY_CATEGORY:LEG:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:6]
[BP_LAYERS:BY_CATEGORY:LEG_UPPER:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:6]
[BP_LAYERS:BY_CATEGORY:LEG_LOWER:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:6]
[BP_LAYERS:BY_CATEGORY:LEG_FRONT:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:6]
[BP_LAYERS:BY_CATEGORY:LEG_REAR:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:6]
[BP_LAYERS:BY_CATEGORY:FOOT:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:6]
[BP_LAYERS:BY_CATEGORY:FOOT_FRONT:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:6]
[BP_LAYERS:BY_CATEGORY:FOOT_REAR:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:6]
[BP_LAYERS:BY_CATEGORY:HEAD:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:6]
[BP_LAYERS:BY_CATEGORY:NECK:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:6]
[BP_LAYERS:BY_CATEGORY:WING:ARG5:50:ARG1:50]
[BP_LAYERS:BY_CATEGORY:TENTACLE:ARG4:50:ARG2:1:ARG1:6]
[BP_LAYERS:BY_CATEGORY:CLAW:NAIL:100]
[BP_LAYERS:BY_CATEGORY:PINCER:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:3]
[BP_LAYERS:BY_CATEGORY:TAIL:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:3]
[BP_LAYERS:BY_CATEGORY:STINGER:ARG5:100]
[BP_LAYERS:BY_CATEGORY:SHELL:SHELL:100]
[BP_LAYERS:BY_CATEGORY:EYE:EYE:100]
[BP_LAYERS:BY_CATEGORY:TOOTH:TOOTH:100]
[BP_LAYERS:BY_CATEGORY:TUSK:IVORY:100]
[BP_LAYERS:BY_CATEGORY:NOSE:CARTILAGE:4:ARG2:1:ARG1:1]
[BP_LAYERS:BY_CATEGORY:PROBOSCIS:CARTILAGE:4:ARG2:1:ARG1:1]
[BP_LAYERS:BY_CATEGORY:ANTENNA:CARTILAGE:4:ARG2:1]
[BP_LAYERS:BY_CATEGORY:MANDIBLE:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:3]
[BP_LAYERS:BY_CATEGORY:EAR:CARTILAGE:4:ARG2:1]
[BP_LAYERS:BY_CATEGORY:LUNG:LUNG:100]
[BP_LAYERS:BY_CATEGORY:MOUTH:ARG5:10:ARG2:1]
[BP_LAYERS:BY_CATEGORY:BEAK:ARG5:100]
[BP_LAYERS:BY_CATEGORY:RIB_TRUE:ARG5:100]
[BP_LAYERS:BY_CATEGORY:RIB_FALSE:ARG5:100]
[BP_LAYERS:BY_CATEGORY:RIB_FLOATING:ARG5:100]
[BP_LAYERS:BY_CATEGORY:HEART:HEART:100]
[BP_LAYERS:BY_CATEGORY:GUTS:GUT:100]
[BP_LAYERS:BY_CATEGORY:LIVER:LIVER:100]
[BP_LAYERS:BY_CATEGORY:STOMACH:STOMACH:100]
[BP_LAYERS:BY_CATEGORY:PANCREAS:PANCREAS:100]
[BP_LAYERS:BY_CATEGORY:SPLEEN:SPLEEN:100]
[BP_LAYERS:BY_CATEGORY:KIDNEY:KIDNEY:100]
[BP_LAYERS:BY_CATEGORY:JOINT:CARTILAGE:4:ARG5:1]
[BP_LAYERS:BY_CATEGORY:SPINE:NERVE:2:ARG5:2]
[BP_LAYERS:BY_CATEGORY:BRAIN:BRAIN:100]
[BP_LAYERS:BY_CATEGORY:HORN:ARG5:2:HORN:2]
[BP_LAYERS:BY_CATEGORY:FINGER:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:3]
[BP_LAYERS:BY_CATEGORY:TOE:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:3]
[BP_LAYERS:BY_CATEGORY:FIN:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:3]
[BP_LAYERS:BY_CATEGORY:FLIPPER:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:3]
[BP_LAYERS:BY_CATEGORY:HUMP:ARG3:50:ARG2:1:ARG1:3]
[BP_LAYERS:BY_CATEGORY:LIP:ARG4:10:ARG3:5:ARG2:1]
[BP_LAYERS:BY_CATEGORY:CHEEK:ARG2:100]
[BP_LAYERS:BY_CATEGORY:EYELID:ARG2:100]
[BP_LAYERS:BY_CATEGORY:THROAT:ARG2:100]
[BP_LAYERS:BY_CATEGORY:HOOF:HOOF:100]
[BP_LAYERS:BY_CATEGORY:HOOF_FRONT:HOOF:100]
[BP_LAYERS:BY_CATEGORY:HOOF_REAR:HOOF:100]
[BP_LAYERS:BY_CATEGORY:SKULL:ARG5:100]

On the Muton creature entry, add the following:

[USE_TISSUE_TEMPLATE:ARMORSKIN:ARMORSKIN_TEMPLATE]
[USE_MATERIAL_TEMPLATE:ARMORSKIN:ARMORSKIN_TEMPLATE]

[SELECT_TISSUE:ARMORSKIN]
        [TISSUE_MATERIAL:INORGANIC:ALIEN_ALLOY]

That might be messier than it needs to be, but it should suffice. Your Muton is now covered in alien alloy from head to toe over its skin. Some parts of its face are exposed, making things like eyes/mouth/etc more vulnerable targets. Other than that it's basically a large hairless human with large_eye_teeth, higher strength/endurance and lower intelligence.
Title: Re: Dwarf Fortress: UFO Defense
Post by: !!Urist Unfortune!! on March 04, 2012, 10:39:09 pm
Wow i never thought i would see the day when these 2 games could become one. im amazingly excited for this... when im telling ppl of the greatest most in depth games of all time, DF and X-com are always the two games i talk about :P
Title: Re: Dwarf Fortress: UFO Defense
Post by: !!Urist Unfortune!! on March 04, 2012, 10:39:47 pm
thank you for takin on this project!
Title: Re: Dwarf Fortress: UFO Defense
Post by: Michael_Almeida on March 28, 2012, 12:31:57 pm
I had a similar idea quite some time ago. Still...
Want want want want want want want SO MUCH WANT!
Title: Re: Dwarf Fortress: UFO Defense
Post by: starvingpoet on March 28, 2012, 12:42:30 pm
This would make my life -

For Mutons, one of the keys is to have them fully armored - making something akin to iron, except for their head.  To not make melee completely useless - is there any way to make short swords... hot?  Nothing better than thermic lances!

There also needs to be a way to weaponize GCS webs - to replicate stun bomb launchers.
Title: Re: Dwarf Fortress: UFO Defense
Post by: Michael_Almeida on March 28, 2012, 03:50:50 pm
-Snip-
is there any way to make short swords... hot?  Nothing better than thermic lances!

There also needs to be a way to weaponize GCS webs - to replicate stun bomb launchers.

Well in theory, you could probably make a metal that is constantly very hot, though this would make handling said material and any items made from it very dangerous, unless you have everyone wearing some sort of heat-proof suit at all times. Mind you, the temperature would probably not make that big a difference unless the weapon ends up lodged or stuck in your opponent's body, which is why it's hard to make poisonous or incendiary ammunition.

The closest thing to stun bomb launchers would be some sort of interaction that spews a glob or a blast of a substance that causes those who are affected by it to be stunned. Though that would be difficult to do since the glob might not have any effect on those hit by it, and the stream of gas would likely take out whomever spewed it as well unless you made whomever used the stuff to be immune to it.
Title: Re: Dwarf Fortress: UFO Defense
Post by: Ramirez on March 28, 2012, 11:52:12 pm
For aquiring elerium, what about making a series of reactions to disassemble alien equipment to salvage alien alloys and elerium? Something like a plasma pistol might give a 10% chance for an elerium crystal and a 25% chance of a bar of alien alloy, while larger alien weapons would give greater chances.

For creating higher-tech human weapons like lasers, I'd say you should create a simple silicon manufacture process (taking any of the silicon based stones and running it through a couple of reactions in different workshops to produce working semiconductor tech). Then possibly adding in a metal bar and a cut clear glass gem for extra components for the weapon. If you don't want the laser to have free ammunition you could instead have a generator workshop that takes empty quivers and stocks them with laser cells at the cost of some sort of fuel, possibly with training ammunition being available at a lower fuel cost.
Title: Re: Dwarf Fortress: UFO Defense
Post by: Tolisk on April 17, 2012, 06:49:09 pm
Or make High tech dwarf magma guns, that get magma safe quivers.
Title: Re: Dwarf Fortress: UFO Defense
Post by: Marrik on April 18, 2012, 03:27:36 pm
that sounds cool