Okay. Does ammo stats affect damage in any way? Ergo would a larger projectile do more damage and a smaller one stab in more (for instance if I made a gun that shot a ball that was 50 VS a blunderbuss that fired a fistful of shot that was 3x as large (150) would that change how the damage worked?Yes, ammo affects damage. Essentially, projectiles are treated like any other attack, except the momentum of the attack is determined by the weapon's force and max velocity properties instead of the strength and skill of the wielder. Thus, the stats of the ammunition matter as much as they matter for an axe or a spear.
Ranged Weapon Momentum: M = (w_density*w_size)/10^5 * min(10^5*(SHOOT_FORCE/20)/(w_density*w_size), SHOOT_MAXVEL/10)
(Vanilla) Bow and Crossbow Momentum: M = (w_density*150)/10^5 * min(10^5/(w_density*3), 20)
If 20 is smaller because the ammunition is density 1666 or less, M = w_density*3/100 = w_density*0.03
If 20 is larger because the ammunition is density 1667 or larger, M = 50
(Vanilla) Blowgun Momentum: M = (w_density*20)/10^5 * min(10^5/(w_density*4), 100)
If 100 is smaller because the ammunition is density 250 or less, M = w_density/50 = w_density*0.02
If 100 is larger because the ammunition is density 251 or more, M = 5
where:
M is the momentum.
w_density is the ammunition's density
w_size is the ammunition's size
SHOOT_FORCE is the ranged weapon's SHOOT_FORCE constant, which is used to determine its maximum momentum.
SHOOT_MAXVEL is the ranged weapon's SHOOT_MAXVEL constant, which is used to determine its maximum velocity, where ammo momentum = ammo mass * ammo velocity.
An edged attack undergoes the following comparison:
M >= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*a_quality) / (Sha * w_quality)
where:
aSY is the armor's SHEAR_YIELD, which is based on its material
wSY is the ammo's SHEAR_YIELD, which is based on its material
aSF is the armor's SHEAR_FRACTURE, which is based on its material
wSF is the ammo's SHEAR_FRACTURE, which is based on its material
A is attack contact area
Sha is ammo material sharpness multiplier (1x for most metals, 1.2x for divine metal, 1.5x for glass, 2x for obsidian, 10x for adamantine and 0.1x for all other materials)
w_quality is ammo quality multiplier (1x for normal quality, 1.4x for fine, 2x for masterwork, etc.)
a_quality is armor quality multiplier
Okay here's a new type of question. I'm trying to make Kobolds playable but I can't figure out how to give them more primitive weapons like outta stone or wood. Is there a way to do so? I have been forced to give them up too iron smithing to allow them weapons of any kind but obviously, I don't really want to go past bronze as that kinda takes away from the early civ feel.Unless you give them the tag that allows for vanilla elves to have wood weaponry: [WOOD_WEAPONS] and [WOOD_ARMOR]. Unless you make a fake metal called "bone" or "rock" (which will then be possible to melt down), plus a reaction that produces it (doesn't need any reagents, just the metal as a product) you can't have civs carry around bone or rock equipment.
Alright thanks to everyone who has helped me so far, it actually means a lot to me. I used to do this a lot and even planned to release my personal modifications out into the web by large. My next question is is there a way to add custom workshops? Like a gunshop or an armorer or such?Yes.
[BUILDING_WORKSHOP:FORGE_GUNSMITH]
[NAME:Gunsmith's Forge]
[NAME_COLOR:4:0:1]
[BUILD_LABOR:MECHANIC]
[BUILD_KEY:CUSTOM_SHIFT_F]
[DIM:3:3]
[WORK_LOCATION:2:2]
[BLOCK:1:1:1:1]
[BLOCK:2:1:0:1]
[BLOCK:3:0:0:0]
[TILE:0:1:8:'+':'+']
[TILE:0:2:'+':'+':140]
[TILE:0:3:146:'+':'+']
[COLOR:0:1:7:0:0:7:0:0:7:0:0]
[COLOR:0:2:7:0:0:7:0:0:6:0:0]
[COLOR:0:3:7:0:0:7:0:0:7:0:0]
[TILE:1:1:8:'+':'+']
[TILE:1:2:229:'+':'+']
[TILE:1:3:146:'+':'+']
[COLOR:1:1:7:0:0:7:0:0:7:0:0]
[COLOR:1:2:7:0:0:7:0:0:7:0:0]
[COLOR:1:3:7:0:0:7:0:0:7:0:0]
[TILE:2:1:8:154:'+']
[TILE:2:2:229:'+':209]
[TILE:2:3:146:'+':'+']
[COLOR:2:1:7:0:0:7:0:0:7:0:0]
[COLOR:2:2:7:0:0:7:0:0:7:0:0]
[COLOR:2:3:7:0:0:7:0:0:7:0:0]
[TILE:3:1:8:154:128]
[TILE:3:2:229:210:209]
[TILE:3:3:146:'+':251]
[COLOR:3:1:7:4:0:7:0:0:7:0:0]
[COLOR:3:2:7:0:0:7:0:0:7:0:0]
[COLOR:3:3:7:0:0:7:0:0:7:0:0]
[BUILD_ITEM:1:ANVIL:NONE:NONE:NONE][CAN_USE_ARTIFACT]
[BUILD_ITEM:1:TRAPPARTS:NONE:NONE:NONE][CAN_USE_ARTIFACT]
[BUILD_ITEM:1:CHAIR:NONE:NONE:NONE][CAN_USE_ARTIFACT]
[BUILD_ITEM:1:TABLE:NONE:NONE:NONE][CAN_USE_ARTIFACT]
I know it isn't all that weird it's just a personal preference. Even when I was FAR more active in the community I preferred to add a more personal touch to my things. A new question and I'm kinda tinkering with it. How do egg-laying civs work in fort mode? Is one of my Kobolds just gonna explode eggs one day or will it work differently? Should I be changing them to just live births with a high chance of multiple-litters? Do the couples require bedrooms? And two questions this time or rather three I suppose...Is there a way to mod in a "slave" race for another race ERGO A "slave human" for the goblins? And is there a way to make a DRASTICALLY varying race? Ergo say a small, weak version and a big strong version?No couples require bedrooms for any race to have kids. All that is required is for two intelligent creatures to be of different genders and married. For egg-layers, the female will require a nest box before having any eggs. That's it.