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Dwarf Fortress => DF Modding => Topic started by: Inquisitor Saturn on May 27, 2008, 11:26:00 am

Title: Antman Mod?
Post by: Inquisitor Saturn on May 27, 2008, 11:26:00 am
Stop me if you've heard this one before, but how about a mod that makes Antmen playable?
The way I would imagine it working is that, since Antmen are all female, then you should start out with a Queen noble(the only antmen noble?) whose only job is to make more Antmen, in addition to your seven starter ants.
Any thoughts on how to make this happen?
Title: Re: Antman Mod?
Post by: Pyrorex on May 27, 2008, 11:49:00 am
A girl I know is working on a Solen mod at the moment. Just wait for her to finish it up. It's like antmen, but with extra rape. Also what you described with the queen is pretty much impossible.
Title: Re: Antman Mod?
Post by: Kagus on May 27, 2008, 11:57:00 am
Nope, sorry pal.  One-sex races and queen-based reproduction aren't implemented.  You have to have equal sexes that breed with each other individually.
Title: Re: Antman Mod?
Post by: Inquisitor Saturn on May 27, 2008, 12:18:00 pm
Antmen are already all female.
Title: Re: Antman Mod?
Post by: Kagus on May 27, 2008, 12:21:00 pm
Yes but they're creatures, not entities.  Entities are handled differently, since they have to breed themselves to victory.  Creatures are spawned spontaneously when the need arises.  

If you have an all-female entity, the game will refuse to finish a map because it can't create an entity.  The only way you can get a one-sex or no-sex entity to exist is to make them immortal, so you'll just have the "starter pack" sitting around in one or two sites.

Title: Re: Antman Mod?
Post by: Inquisitor Saturn on May 27, 2008, 12:42:00 pm
Damn. There goes my antfarm.

[ May 28, 2008: Message edited by: Inquisitor Saturn ]

Title: Re: Antman Mod?
Post by: lastofthelight on May 27, 2008, 02:58:00 pm
I was thinking about this. What if you ignored the repduction thing and just concentrated on the civilization. I'm not sure making an 'authentic' antmen civilization would be possible.


For example, could you set it - I've been looking at tokens and I'm not sure - so that the civilization only spawns near caves (or chasms?) What controls the 'style' of buildings a civilization has? Ignoring the gender thing would be fine if they'd stick to living in caves, or better yet have bridge cities over chasms.

Title: Re: Antman Mod?
Post by: Inquisitor Saturn on May 27, 2008, 03:01:00 pm
Yeah, I've been working on it. I've hit a stumbling block, though. I can generate new worlds, but when I go to play dwarf mode, it crashes. Any clues why? Here's the code:
code:
 
[ENTITY:DESERT]
   [CIV_CONTROLLABLE]
   [CREATURE:ANTFOLK]
   [TRANSLATION:GOBLIN]
   [DIGGER:ITEM_WEAPON_PICK]
   [WEAPON:ITEM_WEAPON_AXE_BATTLE]
   [WEAPON:ITEM_WEAPON_HAMMER_WAR]
   [WEAPON:ITEM_WEAPON_SPEAR]
   [WEAPON:ITEM_WEAPON_MACE]
   [WEAPON:ITEM_WEAPON_BOW]
      [AMMO:ITEM_AMMO_ARROWS]
   [WEAPON:ITEM_WEAPON_PIKE]
   [WEAPON:ITEM_WEAPON_HALBERD]
   [WEAPON:ITEM_WEAPON_MAUL]
   [WEAPON:ITEM_WEAPON_AXE_GREAT]
   [WEAPON:ITEM_WEAPON_FLAIL]
   [WEAPON:ITEM_WEAPON_MORNINGSTAR]
   [ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]
   [ARMOR:ITEM_ARMOR_CHAINMAIL:COMMON]
   [ARMOR:ITEM_ARMOR_LEATHER:COMMON]
   [ARMOR:ITEM_ARMOR_COAT:COMMON]
   [ARMOR:ITEM_ARMOR_SHIRT:COMMON]
   [ARMOR:ITEM_ARMOR_VEST:COMMON]
   [HELM:ITEM_HELM_HELM:COMMON]
   [HELM:ITEM_HELM_CAP:COMMON]
   [PANTS:ITEM_PANTS_PANTS:RARE]
   [PANTS:ITEM_PANTS_GREAVES:COMMON]
   [PANTS:ITEM_PANTS_LEGGINGS:COMMON]
   [PANTS:ITEM_PANTS_SKIRT:COMMON]
   [PANTS:ITEM_PANTS_SKIRT_SHORT:COMMON]
   [PANTS:ITEM_PANTS_SKIRT_LONG:COMMON]
   [PANTS:ITEM_PANTS_BRAIES:UNCOMMON]
   [SHIELD:ITEM_SHIELD_SHIELD]
   [SHIELD:ITEM_SHIELD_BUCKLER]
   [SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
   [TOY:ITEM_TOY_PUZZLEBOX]
   [TOY:ITEM_TOY_BOAT]
   [TOY:ITEM_TOY_HAMMER]
   [TOY:ITEM_TOY_AXE]
   [INSTRUMENT:ITEM_INSTRUMENT_HARP]
   [INSTRUMENT:ITEM_INSTRUMENT_DRUM]
   [SUBTERRANEAN_CLOTHING]
   [CURRENCY:COPPER:1]
   [CURRENCY:SILVER:5]
   [CURRENCY:GOLD:15]
   [SELECT_SYMBOL:ALL:CAVERN]
   [SELECT_SYMBOL:ALL:EARTH]
   [CULL_SYMBOL:ALL:SUBORDINATE]
   [CULL_SYMBOL:ALL:EVIL]
   [CULL_SYMBOL:ALL:UNTOWARD]
   [CULL_SYMBOL:ALL:NEGATIVE]
   [CULL_SYMBOL:ALL:UGLY]
   [CULL_SYMBOL:ALL:NEGATOR]
   [SELECT_SYMBOL:CIV:NAME_ENTITY_KINGDOM]
   [SELECT_SYMBOL:SITE:NAME_ENTITY_TOWN_FOUNDER]
   [STONE_PREF]
   [RIVER_PRODUCTS]
   [OCEAN_PRODUCTS]
   [INDOOR_FARMING]
   [USE_ANIMAL_PRODUCTS]
   [COMMON_DOMESTIC_PACK]
   [COMMON_DOMESTIC_PULL]
   [COMMON_DOMESTIC_MOUNT]
   [COMMON_DOMESTIC_PET]
   [USE_MISC_PROCESSED_WOOD_PRODUCTS]
   [EQUIPMENT_IMPROVEMENTS]
   [SPHERE_ALIGNMENT:WAR:512]
   [ART_FACET_MODIFIER:FANCIFUL:640]
   [ART_FACET_MODIFIER:OWN_RACE:512]
   [FRIENDLY_COLOR:7:0:1]
   [DEFAULT_SITE_TYPE:CAVE]
   [LIKES_SITE:CAVE]
   [TOLERATES_SITE:CITY]
   [TOLERATES_SITE:TREE_CITY]
   [TOLERATES_SITE:CAVE_DETAILED]
   [CAN_HAVE_MILITARY_LEADER]
   [SITE_LEADER_TYPE:STANDARD]
   [LEADER_TYPE:QUEEN]
   [START_BIOME:ANY_DESERT]
   [START_BIOME:ANY_SAVANNA]
   [START_BIOME:ANY_GRASSLAND]
   [BIOME_SUPPORT:ANY_WETLAND:1]
   [BIOME_SUPPORT:ANY_DESERT:8]
   [BIOME_SUPPORT:ANY_FOREST:3]
   [BIOME_SUPPORT:ANY_OCEAN:3]
   [BIOME_SUPPORT:ANY_LAKE:2]
   [BIOME_SUPPORT:ANY_GRASSLAND:6]
   [BIOME_SUPPORT:ANY_SAVANNA:7]
   [BIOME_SUPPORT:ANY_SHRUBLAND:5]
   [BIOME_SUPPORT:ANY_RIVER:5]
   [DIPLOMAT_BODYGUARDS]
   [MERCHANT_BODYGUARDS]
   [PROGRESS_TRIGGER_TRADE:2]
   [ACTIVE_SEASON:SPRING]
   [ENTITY_GROUPING:FRIENDLY]
   [SIEGER]
   [MAX_STARTING_CIV_NUMBER:10]
   [START_GROUP_NUMBER:10]
   [MAX_POP_NUMBER:500]
   [MAX_SITE_POP_NUMBER:200]
   [RELIGION:ANY_AVAILABLE_POWER]
   [RELIGION_SPHERE:CAVERNS]
   [RELIGION_SPHERE:AGRICULTURE]
   [RELIGION_SPHERE:ORDER]
   [RELIGION_SPHERE:CHILDREN]

If you're wondering about "ANTFOLK," I renamed antmen to that. It sounded better to me.

code:
 
[CREATURE:ANTFOLK]
   [NAME:antfolk:antfolk:antfolk]
   [TILE:'a'][COLOR:0:0:1]
   [GENPOWER:4]
   [BLOODTYPE:W]
   [BUTCHERABLE_NONSTANDARD]
   [CAN_LEARN]
   [CANOPENDOORS]
   [BENIGN][EQUIPS]
   [INTELLIGENT]
   [CAVE_ADAPT]
   [DIURNAL][SPEECH:goblin.txt]
   [STOUT][DAMBLOCK:1]
   [HASSHELL][NOBONES][CHITIN][NOSKIN]
   [LAYERING:40]
   [PREFSTRING:altruism]
   [PREFSTRING:shiny shells]
   [BODY:HUMANOID_4ARMS:2EYES:HEART:GUTS:BRAIN:MOUTH]
   [BODYGLOSS:INSECT_UPPERBODY:INSECT_LOWERBODY]
   [SIZE:5]
   [MAXAGE:30:60]
   [CHILD:3][BABY:1][LITTERSIZE:1:5][CHILDNAME:antfolk youngling:antfolk younglings]
   [ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]
   [ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:2:GORE][ATTACKFLAG_CANLATCH]
   [FEATURE_ATTACK_GROUP]
   [EQUIPS]
   [FAT:1]
   [ALL_ACTIVE]
   [HOMEOTHERM:10040]
   [SWIMS_LEARNED][SWIM_SPEED:2500]
   [STANDARD_FLESH]
   [CRAFTSMAN_NAME:craftsant:craftsants]
   [FISHERMAN_NAME:fisherant:fisherants]
   [HAMMERMAN_NAME:hammerat:hammerants]
   [SPEARMAN_NAME:spearant:spearants]
   [CROSSBOWMAN_NAME:marksant:marksants]
   [AXEMAN_NAME:axeant:axeants]
   [SWORDSMAN_NAME:swordsant:swordsants]
   [MACEMAN_NAME:maceant:maceants]
   [PIKEMAN_NAME:pikeant:pikeants]
   [BOWMAN_NAME:bowant:bowants]
   [PERSONALITY:ACTIVITY_LEVEL:50:80:100]
   [PERSONALITY:ALTRUISM:40:65:100]
   [PERSONALITY:COOPERATION:25:65:100]
   [PERSONALITY:ORDERLINESS:25:65:100]  

[ May 27, 2008: Message edited by: Inquisitor Saturn ]

Title: Re: Antman Mod?
Post by: lastofthelight on May 27, 2008, 04:32:00 pm
Why the [TOLERATES_SITE:CAVE_DETAILED]? Wouldn't they like any sort of cave over a regular city?

Also - how does the weapon pick thing you have in there work. You can name their digging implements anything you want, then? Could you name it 'mandible covering' or whatever?

Title: Re: Antman Mod?
Post by: Pyrorex on May 27, 2008, 04:48:00 pm
[HAMMERMAN_NAME:hammerat:hammerants]
Hammerat.
Title: Re: Antman Mod?
Post by: Inquisitor Saturn on May 27, 2008, 05:15:00 pm
quote:
Originally posted by lastofthelight:
<STRONG>Why the [TOLERATES_SITE:CAVE_DETAILED]? Wouldn't they like any sort of cave over a regular city?

Also - how does the weapon pick thing you have in there work. You can name their digging implements anything you want, then? Could you name it 'mandible covering' or whatever?</STRONG>



I guess it designates it as their digging tool. I don't know, I'm not Toady.
Title: Re: Antman Mod?
Post by: Inquisitor Saturn on May 27, 2008, 05:56:00 pm
Aha, found the problem. It seems that [SELECT_SYMBOL:ALL:CAVERN] is not something that exists. Duh, why didn't I check this sooner?
Title: Re: Antman Mod?
Post by: Kagus on May 27, 2008, 06:34:00 pm
[DIGGER:????] points to a weapon.  You can't just rename it, you'd have to create a new weapon for it to refer to.

You can, however, assign it to any weapon you want.  You can have them digging with whips for all it cares.

Also, note that in Fortress mode you cannot assign pikes or bows to your troops.  You can make them, but you can't use them.

[INTELLIGENT] includes [CAN_LEARN].  [HASSHELL] does not affect creatures larger than vermin.  [NOSKIN] overrides [CHITIN] (you can only get leather from skin, and the chitin tag just renames leather).

Title: Re: Antman Mod?
Post by: Inquisitor Saturn on May 27, 2008, 06:44:00 pm
Ah, thanks Kagus.

So, here's how the entity stands.

code:
 [ENTITY:DESERT]
   [CIV_CONTROLLABLE]
   [CREATURE:ANTFOLK]
   [TRANSLATION:GOBLIN]
   [DIGGER:ITEM_WEAPON_PICK]
   [WEAPON:ITEM_WEAPON_AXE_BATTLE]
   [WEAPON:ITEM_WEAPON_HAMMER_WAR]
   [WEAPON:ITEM_WEAPON_SPEAR]
   [WEAPON:ITEM_WEAPON_MACE]
   [WEAPON:ITEM_WEAPON_CROSSBOW]
      [AMMO:ITEM_AMMO_BOLTS]
   [WEAPON:ITEM_WEAPON_HALBERD]
   [WEAPON:ITEM_WEAPON_MAUL]
   [WEAPON:ITEM_WEAPON_AXE_GREAT]
   [WEAPON:ITEM_WEAPON_FLAIL]
   [WEAPON:ITEM_WEAPON_MORNINGSTAR]
   [ARMOR:ITEM_ARMOR_CHAINMAIL:COMMON]
   [ARMOR:ITEM_ARMOR_LEATHER:COMMON]
   [ARMOR:ITEM_ARMOR_CLOAK:COMMON]
   [ARMOR:ITEM_ARMOR_TUNIC:COMMON]
   [ARMOR:ITEM_ARMOR_ROBE:COMMON]
   [HELM:ITEM_HELM_HELM:COMMON]
   [HELM:ITEM_HELM_CAP:COMMON]
   [HELM:ITEM_HELM_HOOD:COMMON]
   [HELM:ITEM_HELM_MASK:UNCOMMON]
   [GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
   [GLOVES:ITEM_GLOVES_GLOVES:COMMON]
   [SHOES:ITEM_SHOES_SHOES:COMMON]
   [SHOES:ITEM_SHOES_BOOTS:COMMON]
   [SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]
   [SHOES:ITEM_SHOES_SANDAL:COMMON]
   [SHOES:ITEM_SHOES_SOCKS:COMMON]
   [PANTS:ITEM_PANTS_PANTS:COMMON]
   [PANTS:ITEM_PANTS_GREAVES:COMMON]
   [PANTS:ITEM_PANTS_LEGGINGS:COMMON]
   [PANTS:ITEM_PANTS_LOINCLOTH:COMMON]
   [SHIELD:ITEM_SHIELD_SHIELD]
   [SHIELD:ITEM_SHIELD_BUCKLER]
   [SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
   [TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
   [TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
   [TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
   [TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]
   [TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]
   [TOY:ITEM_TOY_PUZZLEBOX]
   [TOY:ITEM_TOY_BOAT]
   [TOY:ITEM_TOY_HAMMER]
   [TOY:ITEM_TOY_AXE]
   [INSTRUMENT:ITEM_INSTRUMENT_HARP]
   [INSTRUMENT:ITEM_INSTRUMENT_DRUM]
   [CLOTHING]
   [SUBTERRANEAN_CLOTHING]
   [CURRENCY:COPPER:1]
   [CURRENCY:SILVER:5]
   [CURRENCY:GOLD:15]
   [SELECT_SYMBOL:ALL:EARTH]
   [SELECT_SYMBOL:ALL:NAME_CAVE]
   [SELECT_SYMBOL:ALL:MYSTERY]
   [SELECT_SYMBOL:ALL:FAMILY]
   [CULL_SYMBOL:ALL:SUBORDINATE]
   [CULL_SYMBOL:ALL:EVIL]
   [CULL_SYMBOL:ALL:UNTOWARD]
   [CULL_SYMBOL:ALL:NEGATIVE]
   [CULL_SYMBOL:ALL:UGLY]
   [CULL_SYMBOL:ALL:NEGATOR]
   [SELECT_SYMBOL:CIV:NAME_ENTITY_KINGDOM]
   [SELECT_SYMBOL:SITE:NAME_ENTITY_TOWN_FOUNDER]
   [STONE_PREF]
   [INDOOR_FARMING]
   [USE_CAVE_ANIMALS]
   [USE_ANIMAL_PRODUCTS]
   [COMMON_DOMESTIC_PACK]
   [COMMON_DOMESTIC_PULL]
   [COMMON_DOMESTIC_MOUNT]
   [COMMON_DOMESTIC_PET]
   [USE_MISC_PROCESSED_WOOD_PRODUCTS]
   [EQUIPMENT_IMPROVEMENTS]
   [SPHERE_ALIGNMENT:WAR:512]
   [ART_FACET_MODIFIER:FANCIFUL:640]
   [ART_FACET_MODIFIER:OWN_RACE:512]
   [FRIENDLY_COLOR:7:0:1]
   [DEFAULT_SITE_TYPE:CAVE_DETAILED]
   [LIKES_SITE:CAVE_DETAILED]
   [TOLERATES_SITE:CITY]
   [TOLERATES_SITE:TREE_CITY]
   [TOLERATES_SITE:CAVE_DETAILED]
   [CAN_HAVE_MILITARY_LEADER]
   [SITE_LEADER_TYPE:QUEEN]
   [START_BIOME:ANY_DESERT]
   [START_BIOME:ANY_SAVANNA]
   [START_BIOME:ANY_SHRUBLAND]
   [BIOME_SUPPORT:ANY_WETLAND:1]
   [BIOME_SUPPORT:ANY_DESERT:8]
   [BIOME_SUPPORT:ANY_FOREST:3]
   [BIOME_SUPPORT:ANY_OCEAN:2]
   [BIOME_SUPPORT:ANY_LAKE:1]
   [BIOME_SUPPORT:ANY_GRASSLAND:2]
   [BIOME_SUPPORT:ANY_SAVANNA:4]
   [BIOME_SUPPORT:ANY_SHRUBLAND:3]
   [BIOME_SUPPORT:ANY_RIVER:3]
   [DIPLOMAT]
   [DIPLOMAT_BODYGUARDS]
   [MERCHANT_BODYGUARDS]
   [PROGRESS_TRIGGER_TRADE:1]
   [ACTIVE_SEASON:SPRING]
   [ENTITY_GROUPING:FRIENDLY]
   [MAX_STARTING_CIV_NUMBER:10]
   [START_GROUP_NUMBER:10]
   [MAX_POP_NUMBER:200]
   [MAX_SITE_POP_NUMBER:200]
   [RELIGION:ANY_AVAILABLE_POWER]
   [RELIGION_SPHERE:CAVERNS]
   [RELIGION_SPHERE:AGRICULTURE]
   [RELIGION_SPHERE:ORDER]
   [RELIGION_SPHERE:CHILDREN]

Generated a world, and a few strange issues: When embarking, I start with fewer points and no seeds are available, as well as a few inconsequential things(for ants) like booze. What's up with that? Does it have to do with the number of sites, or the fact they live places other than mountains, or what?

Their sites are marked as mountain halls and use dwarf site symbols. How do I change that?

[ May 29, 2008: Message edited by: Inquisitor Saturn ]

Title: Re: Antman Mod?
Post by: lastofthelight on May 27, 2008, 07:01:00 pm
Do you have just /one/ civilization set civ-Controllable when you generate the world? Try that, and change the raw file after.


If you don't mind, I'd like to try playing with the code above, to see if I can get the picks to be named something else, and play with some of the biome-settings/etc. If you don't mind, I'll let you know if I come up with anything 'extra anty'

Title: Re: Antman Mod?
Post by: Inquisitor Saturn on May 27, 2008, 07:58:00 pm
They're the only civ set to controllable, yes.
As for the code, go nuts. Maybe you can figure out why they have so few points on embark.
Title: Re: Antman Mod?
Post by: Anonemoose on May 28, 2008, 07:11:00 pm
What about an Antman mod where the Antmen siege your every spring or so with some 50 Antmen. Imagine the slaughter, imagine it!
Title: Re: Antman Mod?
Post by: Lyrax on May 29, 2008, 09:42:00 am
You have less points because antfolk do not have METAL_PREF.

This means they bring iron tools instead of steel ones, and that gives you less overall points.

Title: Re: Antman Mod?
Post by: Inquisitor Saturn on May 29, 2008, 09:51:00 am
quote:
Originally posted by Lyrax:
<STRONG>You have less points because antfolk do not have METAL_PREF.

This means they bring iron tools instead of steel ones, and that gives you less overall points.</STRONG>


Oh. Huh. Weird.

Title: Re: Antman Mod?
Post by: Deon on May 29, 2008, 09:56:00 am
IS: our entity isn't working because you have a space after "ENTITY " word.
It should be "ENTITY" not "ENTITY ".

Also there's a nice chariot's race graphics pack for antmen.
There's even an elephant race graphics file... -.-

Title: Re: Antman Mod?
Post by: Inquisitor Saturn on May 29, 2008, 11:39:00 am
quote:
Originally posted by Deon:
<STRONG>IS: our entity isn't working because you have a space after "ENTITY " word.
It should be "ENTITY" not "ENTITY ".

Also there's a nice chariot's race graphics pack for antmen.
There's even an elephant race graphics file... -.-</STRONG>


Well, in my raws, there's no space, but since I accidentally had smilies enabled, it put one in there. Woops.

Also, I added two new metals. Mitril, which has a tiny chance of appearing in any metamorphic layer as small clusters, and a very tiny chance of appearing in microcline as veins.
The other is Starmetal, which has a chance of appearing in any stone as a single nugget.
Mithril is sort of like "adamantine junior." It is light and strong, but can only be used for armor, and provides a 250% damage bonus.
Starmetal is similar, but used differently. It's very heavy and dense, but it can't be used for anything on its own. You have to alloy it with three bars of iron, which gives you four bars of "starsteel," and a 40% chance to give you a free bar of starmetal. It has a 250% bonus and can only be used for weapons.

[ May 29, 2008: Message edited by: Inquisitor Saturn ]

Title: Re: Antman Mod?
Post by: Deon on May 29, 2008, 12:02:00 pm
What about embark screen items then? Do the dwarves have "starsteel" super-expensive items instead of steel disallowing you to make soldiers at start?
Title: Re: Antman Mod?
Post by: Inquisitor Saturn on May 29, 2008, 12:04:00 pm
I've tagged the metals as [DEEP] so that they can only be obtained if you make them yourself.

Incidentally, would anyone know if it would be possible to give different races exclusive pets and animals? I thought it'd be neat to give them giant aphids instead of cows and giant termites as pack animals.

Title: Re: Antman Mod?
Post by: Deon on May 29, 2008, 01:35:00 pm
I'm almost sure if you tag a metal with [DEEP] its ore will often appear instead of adamantine.
Title: Re: Antman Mod?
Post by: Inquisitor Saturn on May 29, 2008, 01:53:00 pm
quote:
Originally posted by Deon:
<STRONG>I'm almost sure if you tag a metal with [DEEP] its ore will often appear instead of adamantine.</STRONG>

No, only if you tag its ore. If you tag its metal like that, it won't be available as your common weapons found in the world. The drawback to this is that the ore itself is available at embark, but in this case it's prohibitively expensive.

[ May 29, 2008: Message edited by: Inquisitor Saturn ]