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Topics - Featheredragon

Pages: [1]
1
DF Modding / Mushroom names and types???
« on: March 10, 2017, 06:27:50 pm »
So I've decided to change mushrooms became for names like "plump helmet" bother me, as well as having a kobold race making "dwarven wine". However I am drawing a blank.

What are good semi-realistic farmable underground plant names and properties, like alcohols?

I'm thinking replacing plump helmets with "common white cave" or something?

Just looking for inspiration.

2
DF Gameplay Questions / What version has best seiges?
« on: September 17, 2015, 05:43:30 pm »
I have gotten tired of building pointless fortesses were nothing happens. I have tired of modding when none of it will be put to use. What version of dwarf fortress has the best sieges and attacks? What stuff from the latest version will I lose out on and what will I have to change in my mod raws? I will be using this until toady fixes the issues with sieges.

3
DF Modding / Implimenting chain-maille weave types.
« on: September 08, 2015, 04:47:25 pm »
So as I implement more advanced crossbows, another question appeared in the confused mess of half-finished things I call my mind.

How would I impliment maille weaves? For example how could I make 4 in 1 less effective than 6 in 1 or 8 in 1?

For those who are confused, here is a good source:

http://cmb.lotos.ca/weaves.html

4
DF Modding / Featheredragons Ranged Weaponry Rebalance and Addition Mod
« on: August 11, 2015, 06:02:23 pm »
So I have gotten obsessed with crossbows. Really, Really obsessed. As in I am making crossbows and am planing to make many, many more obsessed. Then I started playing dwarf fortress again. Damn OCD noticed that "copper crossbow" did not exactly appease my need for !!MORE!!. So I have decided to bite off way more than I can chew and try to make ranged weaponry as realistic as possible without altering anything but the raws. I am doomed. :-X

I will be asking a lot of advice and posting some raws before I release the mod. This way some people who are intrusted can try thing out and post feed back. YAY!

I made this for me, but you guys can have it.

----------------------------------------------------------------------------------------------------------------------------

An extensive ranged weapon rebalance, based on the following assumed measurements taken from arrkhalzwepandmatbalancemod03 (These measurement may be outdated and not entirely accurate; needs !!SCIENCE!!):

250 weapon "area" units = 1" of length across the widest point of the area of effect (it doesn't seem to really be a true "area" measurement)
1,000 weapon penetration units = 3/4" penetration
200 weapon "size" units = 1 pound of weight if the weapon is of "normal" real-world construction
10 ranged weapon force units = 1 pound
1 ranged weapon maxvel units = 1 foot per second
1 material strength unit = 1 KPa

I am also assuming the following:

That all of these crossbows have a draw length of 12" and a feistmele of 3" giving a power stroke of 9". This is about average for medieval crossbow from what I have sourced (And these nice numbers sooth my OCD). This leaves only draw weight, fps and foot lbs on impact.

I am assuming that the force units mean force at draw length and not force on impact, which are two completely separate things*. I need only fps and force lbs (Which is only needed if I got the poundage measurement wrong)

I am using a 300 fps, because it also seems avragish, until I am able to find a formula to calculate a fps number using power-stroke, poundage, projectile weight and draw-length.

Also need to work on ammunition as due to the measurements a vanilla arrow/bolt is {SIZE:100} which would equal 1/2 a pound which is excessive.

----------------------------------------------------------------------------------------------------------------------------

Current Ranged Weapon Raws:

Code: [Select]
item_weapon_ranged

An extensive ranged weapon rebalance, based on the following assumed measurements taken from arrkhalzwepandmatbalancemod03 (These measurement may be outdated and not entirely accurate; needs !!SCIENCE!!):

250 weapon "area" units = 1" of length across the widest point of the area of effect (it doesn't seem to really be a true "area" measurement)
1,000 weapon penetration units = 3/4" penetration
200 weapon "size" units = 1 pound of weight if the weapon is of "normal" real-world construction
10 ranged weapon force units = 1 pound
1 ranged weapon maxvel units = 1 foot per second
1 material strength unit = 1 KPa

[OBJECT:ITEM]

||| - CROSSBOWS - |||

///light crossbow, 100 lbs draw. Able to bend with hands and stirrup. Pretty much a plinker, small game.

[ITEM_WEAPON:ITEM_WEAPON_CROSSBOW_100]
[NAME:100lb light crossbow:100lb light crossbows]
[SIZE:1000]
[SKILL:CROSSBOW]
[RANGED:CROSSBOW:BOLT]
[SHOOT_FORCE:1000]
[SHOOT_MAXVEL:300]
[TWO_HANDED:0]
[MINIMUM_SIZE:35000]
[MATERIAL_SIZE:2]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
[ATTACK:BLUNT:10000:4000:club:clubs:shaft:1250]
[ATTACK:BLUNT:10000:3000:poke:pokes:end:1250]
[ATTACK:BLUNT:10000:5000:bludgeon:bludgeons:NO_SUB:1300]
[ATTACK:BLUNT:10000:2000:slap:slaps:shaft:1250]

///light crossbow, 150 lbs draw. Able to bend with hands and stirrup. Small game, larger with poison.

[ITEM_WEAPON:ITEM_WEAPON_CROSSBOW_150] 
[NAME:150lb light crossbow:150lb light crossbows]
[SIZE:1000]
[SKILL:CROSSBOW]
[RANGED:CROSSBOW:BOLT]
[SHOOT_FORCE:1500]
[SHOOT_MAXVEL:350]
[TWO_HANDED:0]
[MINIMUM_SIZE:35000]
[MATERIAL_SIZE:2]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
[ATTACK:BLUNT:10000:4000:club:clubs:shaft:1250]
[ATTACK:BLUNT:10000:3000:poke:pokes:end:1250]
[ATTACK:BLUNT:10000:5000:bludgeon:bludgeons:NO_SUB:1300]
[ATTACK:BLUNT:10000:2000:slap:slaps:shaft:1250]

///light crossbow, 175 lbs draw. Able to bend with hands and stirrup. Small game, larger with poison.

[ITEM_WEAPON:ITEM_WEAPON_CROSSBOW_175]
[NAME:175lb light crossbow:175lb light crossbows]
[SIZE:1000]
[SKILL:CROSSBOW]
[RANGED:CROSSBOW:BOLT]
[SHOOT_FORCE:1750]
[SHOOT_MAXVEL:375]
[TWO_HANDED:0]
[MINIMUM_SIZE:35000]
[MATERIAL_SIZE:2]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
[ATTACK:BLUNT:10000:4000:club:clubs:shaft:1250]
[ATTACK:BLUNT:10000:3000:poke:pokes:end:1250]
[ATTACK:BLUNT:10000:5000:bludgeon:bludgeons:NO_SUB:1300]
[ATTACK:BLUNT:10000:2000:slap:slaps:shaft:1250]

///military/hunting crossbow, 240 lbs draw. Needed assistance like goats-foot lever or push-lever. Could also use
   belt & claw or cord & pulley. A screw might also have been used with earlier bows.

[ITEM_WEAPON:ITEM_WEAPON_CROSSBOW_240]
[NAME:240lb hunting crossbow:240lb hunting crossbows]
[SIZE:1200]
[SKILL:CROSSBOW]
[RANGED:CROSSBOW:BOLT]
[SHOOT_FORCE:2400] trying to approximate 240lbs
[SHOOT_MAXVEL:400]
[TWO_HANDED:0]
[MINIMUM_SIZE:3500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
[ATTACK:BLUNT:10000:4000:club:clubs:shaft:1250]
[ATTACK:BLUNT:10000:3000:poke:pokes:end:1250]
[ATTACK:BLUNT:10000:5000:bludgeon:bludgeons:NO_SUB:1300]
[ATTACK:BLUNT:10000:2000:slap:slaps:shaft:1250]


///military crossbow, 350 lbs draw. Needed assistance like goats-foot lever or push-lever. Could also use
   belt & claw or cord & pulley. A screw might also have been used with earlier bows.

[ITEM_WEAPON:ITEM_WEAPON_CROSSBOW_350]
[NAME:350lb munition grade crossbow:350lb munition grade crossbows]
[SIZE:1200]
[SKILL:CROSSBOW]
[RANGED:CROSSBOW:BOLT]
[SHOOT_FORCE:3500] trying to approximate 350lbs
[SHOOT_MAXVEL:400]
[TWO_HANDED:0]
[MINIMUM_SIZE:3500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
[ATTACK:BLUNT:10000:4000:club:clubs:shaft:1250]
[ATTACK:BLUNT:10000:3000:poke:pokes:end:1250]
[ATTACK:BLUNT:10000:5000:bludgeon:bludgeons:NO_SUB:1300]
[ATTACK:BLUNT:10000:2000:slap:slaps:shaft:1250]

///military crossbow, 450 lbs draw. Needed assistance like goats-foot lever or push-lever. A screw might also have been used with earlier bows.

[ITEM_WEAPON:ITEM_WEAPON_CROSSBOW_450]
[NAME:450lb military crossbow:450lb military crossbows]
[SIZE:1200]
[SKILL:CROSSBOW]
[RANGED:CROSSBOW:BOLT]
[SHOOT_FORCE:3500] trying to approximate 350lbs
[SHOOT_MAXVEL:400]
[TWO_HANDED:0]
[MINIMUM_SIZE:3500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
[ATTACK:BLUNT:10000:4000:club:clubs:shaft:1250]
[ATTACK:BLUNT:10000:3000:poke:pokes:end:1250]
[ATTACK:BLUNT:10000:5000:bludgeon:bludgeons:NO_SUB:1300]
[ATTACK:BLUNT:10000:2000:slap:slaps:shaft:1250]


 /// Heavy crossbow, 750 lbs draw. Needs cranequin or windlass to bend. A screw might also work.

[ITEM_WEAPON:ITEM_WEAPON_CROSSBOW_750]
[NAME:750lb heavy crossbow:750lb heavy crossbows]
[SIZE:1800]
[SKILL:CROSSBOW]
[RANGED:CROSSBOW:BOLT]
[SHOOT_FORCE:7500]
[SHOOT_MAXVEL:500]
[TWO_HANDED:0]
[MINIMUM_SIZE:35000]
[MATERIAL_SIZE:5]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
[ATTACK:BLUNT:10000:4000:club:clubs:shaft:1250]
[ATTACK:BLUNT:10000:3000:poke:pokes:end:1250]
[ATTACK:BLUNT:10000:5000:bludgeon:bludgeons:NO_SUB:1300]
[ATTACK:BLUNT:10000:2000:slap:slaps:shaft:1250]

\\\ Siege crossbow, 1200lbs. Needs cranequin or windlass to bend. A screw might also work. More commonly used with windlass. heard they can go up to 3000lbs.

[ITEM_WEAPON:ITEM_WEAPON_CROSSBOW_1200]
[NAME:1200lb siege crossbow:1200lb siege crossbows]
[SIZE:10000]
[SKILL:GRASP_STRIKE]
[RANGED:CROSSBOW:QUARREL]
[SHOOT_FORCE:12000]
[SHOOT_MAXVEL:500]
[TWO_HANDED:125000]
[MINIMUM_SIZE:50000]
[MATERIAL_SIZE:8]
[ATTACK:BLUNT:700:0:shove:shoves:NO_SUB:500]
[ATTACK_PREPARE_AND_RECOVER:5:5]

\\\ Stone-bow or Bullet crossbow, 80 lbs draw. Shoots stones and bullets to kill small game.

[ITEM_WEAPON:ITEM_WEAPON_CROSSBOW_80_S] stone crossbow
[NAME:80lb stonebow:80lb stonebows]
[SIZE:350]
[SKILL:CROSSBOW]
[RANGED:CROSSBOW:BULLET]_S
[SHOOT_FORCE:800]
[SHOOT_MAXVEL:300]
[TWO_HANDED:0]
[MINIMUM_SIZE:35000]
[MATERIAL_SIZE:2]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
[ATTACK:BLUNT:10000:4000:club:clubs:shaft:1250]
[ATTACK:BLUNT:10000:3000:poke:pokes:end:1250]
[ATTACK:BLUNT:10000:5000:bludgeon:bludgeons:NO_SUB:1300]
[ATTACK:BLUNT:10000:2000:slap:slaps:shaft:1250]

\\\ Stone-bow or Bullet crossbow, 100 lbs draw. Shoots stones and bullets to kill small game.

[ITEM_WEAPON:ITEM_WEAPON_CROSSBOW_STONE]
[NAME:100lb stonebow:100lb stonebows]
[SIZE:450]
[SKILL:CROSSBOW]
[RANGED:CROSSBOW:BULLET]_L
[SHOOT_FORCE:1000]
[SHOOT_MAXVEL:300]
[TWO_HANDED:0]
[MINIMUM_SIZE:35000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
[ATTACK:BLUNT:10000:4000:club:clubs:shaft:1250]
[ATTACK:BLUNT:10000:3000:poke:pokes:end:1250]
[ATTACK:BLUNT:10000:5000:bludgeon:bludgeons:NO_SUB:1300]
[ATTACK:BLUNT:10000:2000:slap:slaps:shaft:1250]

/// Military crossbow, 350 lbs draw. used featherless bolts and was shot out of a gun-barrel like tube.
*** Upping maxvel to pretend that the lack of feathers reduced drag (even thought this is unlikely.)
*** Reducing size of bolts for slur-bolts as well.

[ITEM_WEAPON:ITEM_WEAPON_CROSSBOW_SLUR]
[NAME:350lb slurbow:350lb slurbows]
[SIZE:1200]
[SKILL:CROSSBOW]
[RANGED:CROSSBOW:BOLT]
[SHOOT_FORCE:3500] trying to approximate 350lbs
[SHOOT_MAXVEL:600]
[TWO_HANDED:0]
[MINIMUM_SIZE:3500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
[ATTACK:BLUNT:10000:4000:club:clubs:shaft:1250]
[ATTACK:BLUNT:10000:3000:poke:pokes:end:1250]
[ATTACK:BLUNT:10000:5000:bludgeon:bludgeons:NO_SUB:1300]
[ATTACK:BLUNT:10000:2000:slap:slaps:shaft:1250]

/// A primitive crossbow than shoot arrows for hunting, basically a bow tied to a stick.
Usd by tribes in Africa and south America.

[ITEM_WEAPON:ITEM_WEAPON_CROSSBOW_SIMPLE]
[NAME:120lb simple crossbow:120lb simple crossbows]
[SIZE:1000]
[SKILL:CROSSBOW]
[RANGED:CROSSBOW:ARROW]
[SHOOT_FORCE:1200]
[SHOOT_MAXVEL:300]
[TWO_HANDED:0]
[MINIMUM_SIZE:35000]
[MATERIAL_SIZE:2]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
[ATTACK:BLUNT:10000:4000:club:clubs:shaft:1250]
[ATTACK:BLUNT:10000:3000:poke:pokes:end:1250]
[ATTACK:BLUNT:10000:5000:bludgeon:bludgeons:NO_SUB:1300]
[ATTACK:BLUNT:10000:2000:slap:slaps:shaft:1250]

||| - BOWS/LONGBOWS - |||

Running under the current assumption that the bows longer draw weight would provide higher fps, need to research.

Short bow. For small game, children and small civs.

[ITEM_WEAPON:ITEM_WEAPON_BOW_SHORT]
[NAME:bow:bows]
[SIZE:600] Approx. 3lbs weight
[SKILL:BOW]
[RANGED:BOW:ARROW]
[SHOOT_FORCE:450] Approx. 45lbs Draw Weight
[SHOOT_MAXVEL:300] Approx. 300fps Arrow Speed
[TWO_HANDED:0]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
    [TRAINING]

Standard bow. Like kind used in Norman invasion.

[ITEM_WEAPON:ITEM_WEAPON_BOW]
[NAME:bow:bows]
[SIZE:600] Approx. 3lbs weight
[SKILL:BOW]
[RANGED:BOW:ARROW]
[SHOOT_FORCE:600] Approx. 60lbs Draw Weight
[SHOOT_MAXVEL:300] Approx. 300fps Arrow Speed
[TWO_HANDED:0]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
    [TRAINING]

/// Basic longbow.

[ITEM_WEAPON:ITEM_WEAPON_BOW_LONG]
[NAME:longbow:longbows]
[SIZE:1000] Approx. 5lbs weight
[SKILL:SWORD]
[RANGED:BOW:ARROW]
[SHOOT_FORCE:800] Approx. 80lbs Draw Weight
[SHOOT_MAXVEL:300] Approx. 300fps Arrow Speed
[TWO_HANDED:0]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:5]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
[TRAINING]

/// English style longbow. Used larger and heavier arrows. Takes a large amount of strength so upping required size.

[ITEM_WEAPON:ITEM_WEAPON_BOW_WAR]
[NAME:warbow:warbows]
[SIZE:1000] Approx. 5lbs weight
[SKILL:SWORD]
[RANGED:BOW:ARROW]
[SHOOT_FORCE:1000] Approx. 100lbs Draw Weight
[SHOOT_MAXVEL:300] Approx. 300fps Arrow Speed
[TWO_HANDED:0]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:5]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
[TRAINING]

/// Recurved Bow. Adding more fps. Needs research. 

[ITEM_WEAPON:ITEM_WEAPON_BOW_RECURVE]
[NAME:recurve bow:recurve bows]
[SIZE:600] Approx. 3lbs weight
[SKILL:MACE]
[RANGED:BOW:ARROW]
[SHOOT_FORCE:600] Approx. 60lbs Draw Weight
[SHOOT_MAXVEL:300] Approx. 300fps Arrow Speed
[TWO_HANDED:25000]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
[TRAINING]

\\\ Bow Laminated with sinew and horn/bone. Might make reaction cover or band bow with bone/horn for fluff.

[ITEM_WEAPON:ITEM_WEAPON_BOW_COMPOSITE]
[NAME:composite bow:composite bows]
[SIZE:600] Approx. 3lbs weight
[SKILL:HAMMER]
[RANGED:BOW:ARROW]
[SHOOT_FORCE:1000] Approx. 100lbs Draw Weight
[SHOOT_MAXVEL:420] Approx. 420fps Arrow Speed
[TWO_HANDED:25000]
[MINIMUM_SIZE:5000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
    [TRAINING]

||| - THROWING AND ASSIST - |||

[ITEM_WEAPON:ITEM_WEAPON_SLING]
[NAME:sling:slings]
[SIZE:200] Approx. 1 pound weight
[SKILL:WHIP]
[RANGED:THROW:BULLET]_L
[SHOOT_FORCE:600] ??? Needs research.
[SHOOT_MAXVEL:100] ??? Needs research.
[TWO_HANDED:10000]
[MINIMUM_SIZE:5000]
[MATERIAL_SIZE:1]
[ATTACK:EDGE:10:50:lash:lashes:NO_SUB:2000]

[ITEM_WEAPON:ITEM_WEAPON_SLING_STAFF]
[NAME:staff sling:staff slings]
[SIZE:600] Approx. 3 pound weight
[SKILL:SPEAR]
[RANGED:THROW:BULLET]_L
[SHOOT_FORCE:800] ??? Needs research.
[SHOOT_MAXVEL:80] ??? Needs research.
[TWO_HANDED:125000]
[MINIMUM_SIZE:20000]
[MATERIAL_SIZE:6]
[ATTACK:BLUNT:60:0:strike:strikes:shaft:2000]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK:EDGE:40:500:strike:strikes:sharpened end:2500]
[ATTACK_PREPARE_AND_RECOVER:3:4]
[TRAINING]

[ITEM_WEAPON:ITEM_WEAPON_BLOWGUN]
[NAME:blowgun:blowguns]
[SIZE:150] Approx. 1 1/2 pound weight
[SKILL:BLOWGUN]
[RANGED:BLOWGUN:BLOWDART]
[SHOOT_FORCE:100] ??? Needs research.
[SHOOT_MAXVEL:1000] ??? Needs research.
[TWO_HANDED:0]
[MINIMUM_SIZE:5000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10000:4000:strike:strikes:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[TRAINING]

[ITEM_WEAPON:ITEM_WEAPON_SPEAR_THROWER]
[NAME:spear thrower:spear throwers]
[SIZE:200] Approx. 1 pound weight
[SKILL:MACE]
[RANGED:THROW:SPEAR]
[SHOOT_FORCE:1000] ??? Needs research.
[SHOOT_MAXVEL:80] ??? Needs research.
[TWO_HANDED:0]
[MINIMUM_SIZE:10000]
[MATERIAL_SIZE:2]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[TRAINING]

[ITEM_WEAPON:ITEM_WEAPON_THROWING_KNIFE]
[NAME:throwing knife bandoleer:throwing knife bandoleers]
[SIZE:100] Approx. 1/2 pound weight
[SKILL:DAGGER]
[RANGED:DAGGER:THROWING_KNIFE]
[SHOOT_FORCE:100] ??? Needs research.
[SHOOT_MAXVEL:80] ??? Needs research.
[TWO_HANDED:0]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:1]

[ITEM_WEAPON:ITEM_WEAPON_AXE_THROWN]
[NAME:throwing axe pouch:throwing axe pouch]
[SIZE:100] Approx. 1/2 pound weight
    [SKILL:AXE]
[RANGED:AXE:THROWING_AXE]
[SHOOT_FORCE:100] ??? Needs research.
[SHOOT_MAXVEL:80] ??? Needs research.
[TWO_HANDED:0]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:1]

Ammo Raws:
Code: [Select]
item_ammo_test

250 weapon "area" units = 1" of length across the widest point of the area of effect (it doesn't seem to really be a true "area" measurement)
1,000 weapon penetration units = 3/4" penetration
200 weapon "size" units = 1 pound of weight if the weapon is of "normal" real-world construction
10 ranged weapon force units = 1 pound
1 ranged weapon maxvel units = 1 foot per second
1 material strength unit = 1 KPa

7000 grains in a pound?

how may ounces in a pound?

Vanilla ammo deconstructed:

[ITEM_AMMO:ITEM_AMMO_BOLTS]
[NAME:bolt:bolts]
[CLASS:BOLT]

[SIZE:100] 1/2 pound (Kinda heavy)

[ATTACK:EDGE:20:1000:stab:stabs:NO_SUB:1000] AHHHHHHH!

250 = 1"
20 = ?
my math sucks, this should have been 100 df units = 1" then 20 would = 1/5 of an inch so then 1/5 x 2.5? AHHHHHH!
 
        Need formula to calculate hom many millemeters and fractions of an inch I can get out of 250, if 250 units = an inch

[OBJECT:ITEM]

||| - BOLTS/QUARRELS - |||

Current sizes copied from arrkhalzwepandmatbalancemod03 until further maths.
 
\\\ Bolts with a wide, sharp head for cutting flesh.

[ITEM_AMMO:ITEM_AMMO_BOLTS_ONE]
[NAME:broadhead bolt:broadhead bolts]
[CLASS:BOLT]
[SIZE:60] need to calculate about 3 ounces
[ATTACK:EDGE:10000:10000:strike:strikes:NO_SUB:1500]

/// Bolts with a with a thin, sharp tip for piercing armour.

[ITEM_AMMO:ITEM_AMMO_BOLTS_TWO]
[NAME:bodkin bolt:bodkin bolts]
[CLASS:BOLT]
[SIZE:60] need to calculate about 3 ounces
[ATTACK:EDGE:10:8000:strike:strikes:NO_SUB:1500]

\\\ Quarrels with a blunt, heavy tip for killing small game without damaging the meat.
(The wood ones should at least kill small game)

[ITEM_AMMO:ITEM_AMMO_BOLTS_THREE]
[NAME:blunt bolt:blunt bolts]
[CLASS:BOLT]
[SIZE:80]
[ATTACK:BLUNT:10000:2000:smash:smashes:NO_SUB:2000]

\\\ Bolts for siege crossbows, the change in name is just to separate from regular bolts.
(Could change name for technical version and have light,regular and heavy bolts, or just name bolts by their weight; ounces, grains, etc)
(Make primitive skane bow use arrows for hunting?)

/// Quarrels with a wide, sharp head for cutting flesh.

[ITEM_AMMO:ITEM_AMMO_QUARREL_ONE]
[NAME:broadhead quarrel:broadhead quarrels]
[CLASS:QUARREL]
[SIZE:140]
[ATTACK:EDGE:10000:10000:strike:strikes:NO_SUB:1500]
[ATTACK_PREPARE_AND_RECOVER:3:3]

/// Quarrels with a thin, sharp tip for piercing armour.

[ITEM_AMMO:ITEM_AMMO_QUARREL_TWO]
[NAME:bodkin quarrel:bodkin quarrels]
[CLASS:QUARREL]
[SIZE:140]
[ATTACK:EDGE:7:10000:stab:stabs:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]

\\\ Quarrels with a blunt, heavy tip for stunning armoured targets.

[ITEM_AMMO:ITEM_AMMO_QUARREL_THREE]
[NAME:blunt quarrel:blunt quarrels]
[CLASS:QUARREL]
[SIZE:160]
[ATTACK:BLUNT:10000:2000:smash:smashes:NO_SUB:2000]
[ATTACK_PREPARE_AND_RECOVER:3:3]

/// Bolts without feather to fit in the barrel of a slurbow.

[ITEM_AMMO:ITEM_AMMO_BOLTS_SLUR]
[NAME:slur-bow bolt:slur-bow bolts]
[CLASS:BOLT]
[SIZE:40] need to calculate about 3 ounces
[ATTACK:EDGE:10:8000:strike:strikes:NO_SUB:1500]

||| - ARROWS - |||

ITEM_AMMO:ITEM_AMMO_ARROWS_ONE]
[NAME:broadhead arrow:broadhead arrows]
[CLASS:ARROW]
[SIZE:40]
[ATTACK:EDGE:10000:10000:strike:strikes:NO_SUB:1500]
       
/// Arrows with a thin, sharp tip for piercing armor

[ITEM_AMMO:ITEM_AMMO_ARROWS_TWO]
[NAME:piercing arrow:piercing arrows]
[CLASS:ARROW]
[SIZE:40]
[ATTACK:EDGE:10:8000:strike:strikes:NO_SUB:1500]
       
/// Arrows with a blunt, heavy tip for killing small game without damaging the meat.

[ITEM_AMMO:ITEM_AMMO_ARROWS_THREE]
[NAME:blunt arrow:blunt arrows]
[CLASS:ARROW]
[SIZE:40]
[ATTACK:BLUNT:10000:2000:smash:smashes:NO_SUB:2000]
 
||| - THROWING - |||
 
 A light spear for throwing. Also known as a javelin.
 (Make usable a siege engine ammo. A portable ballista that's slow to move? Hmmm...)
 
[ITEM_AMMO:ITEM_AMMO_THROWING_SPEAR]
[NAME:throwing spear:throwing spear]
[CLASS:SPEAR]
[SIZE:200] Approx. 1lb weight
[ATTACK:EDGE:20:15000:stab:stabs:NO_SUB:2000]
[ATTACK:EDGE:10:10000:mercilessly pierce:mercilessly pierces:savage point:1800]
[ATTACK:EDGE:50:10000:run through:runs through:NO_SUB:1100]

/// Large metal ball for use in Slings and Stonebows
(Depending on weapon can add _L and _S to make compatible with BPFA mod)
(Clay bullets were used with slings and Stonebows)

[ITEM_AMMO:ITEM_AMMO_BULLET]
[NAME:bullet:bullet]
[CLASS:BULLET]
[SIZE:30] ???
[ATTACK:EDGE:5:5000:pierce:pierces:NO_SUB:7500]
[ATTACK_PREPARE_AND_RECOVER:20:2]

\\\ A knife balanced for throwing.

[ITEM_AMMO:ITEM_AMMO_THROWING_KNIFE]
[NAME:throwing knife:throwing knives]
[CLASS:THROWING_KNIFE]
[SIZE:50]
[ATTACK:EDGE:5:1000:stab:stabs:NO_SUB:1000]

\\\ A axe balanced for throwing.

[ITEM_AMMO:ITEM_AMMO_AXE]
[NAME:throwing axe:throwing axe]
[CLASS:THROWING_AXE]
[SIZE:250]
[ATTACK:EDGE:3000:2000:strike:strikes:NO_SUB:1500]

Raws and Ideas for Reactions:
Code: [Select]
reaction_arbalast

[REACTION:STEEL_PROD_M]
[NAME:forge a steel prod]
[BUILDING: ??? :CUSTOM_SHIFT_P]
[REAGENT:150:BAR:NO_SUBTYPE:METAL:STEEL]

[PRODUCT:100:6:TOOL:ITEM_TOOL_PROD_M:GET_MATERIAL_FROM_REAGENT:BAR:NONE]

Making a medieval prod being kinda hit and miss the reaction should have multiple outcomes. Ex. using a medium steel prod could have your crossbow come out at 270lbs or 340lbs or 420lbs. You sort of what you get, should get opinions on this at the forums.

[FUEL]
[SKILL:METALCRAFT]

could also make the nut, tickler, tiller and bow irons separate tools therefore using and training all of the varied skills needed in making a crossbow. But with this I see painfully big .txt files.

this way I also see nuts being made out of horn or wood as well as metal, and other colorful material that would make a beautifully unique crossbow, but for this to be truly amazing items would need to have better descriptors and be able to be made of multiple materials.

{DESCRIPTOR: This is a Siege Crossbow. It is a large crossbow intended for defending or assaulting a fortress. It has a draw weight of 1200lbs at 9 inches. It weighs 18lbs. Its steel windlass menaces with spikes of bronze. It has a oak tiller, a moose horn nut, hemp binding and a dragon bone and ash composite prod. It is decorated with bands of brass. It weeps tears of what will never be.}

{DESCRIPTOR: This is a (ITEM_NAME). It is a large crossbow intended for defending or assaulting a fortress. It has a draw weight of (SHOOT_FORCE) at 9 inches. It weighs 18lbs. Its (LOADING_DEVICE). It has (COMPONENT_PARTS).}



[REACTION:STEEL_CROSSBOW_350]
[NAME:Assemble a 350lb crossbow]
[BUILDING: ??? :CUSTOM_SHIFT_P]
[REAGENT:A:1:WOOD:NONE:NONE:NONE]
[REAGENT:B:15000:THREAD:NONE:NONE:NONE]
[REAGENT:C:1:TOOL:ITEM_TOOL_PROD_350:NONE:NONE:NONE]

extras: may be used for 350lb+ bows

[REAGENT:D:1:ROPE:NONE:NONE:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:NONE]

[PRODUCT:100:6:TOOL:ITEM_TOOL_PROD_350:GET_MATERIAL_FROM_REAGENT:C:NONE]
[FUEL] optional
[SKILL:METALCRAFT]

*****************************
Questions for forums:

So to make a basic crossbow I would need a prod (the bow); wood for the tiller (Stock); horn, wood or metal for the tickler (Trigger lever) and Nut; string, rope or metal to hold the prod on the tiller (bridle or bow-irons), and string for the prod.

To make a super bare bones wood crossbow (Skane-lock or push-pin lock) I would still need wood for the tiller, pin,
tickler and bow as well as string for the bowstring and bridle. so for the most basic low-powered crossbow I would
still need string and or rope. unless I used wedges but I don't know any historical relevance to that...

This is not including materials for a separate bolt-groove, any form of sight, a bolt-clip or any number of other features.

A bolt would need wood for the shaft, a material for the head (preferably metal), and fleching (usually feathers and possibly stiff cloth for arrows, but do to the fact the fleching of bolts did not need to bent leather and thin strips of wood were commonly used. You could also use feathers, paper, parchment, cloth or even thin sheet metal or horn/bone.) A metal shaft is possible but most bows are not powerful enough to project the weight effectively and making thin metal tube like that uses for modern hunting arrows is impossible without advanced machinery.

[OBJECT:REACTION]

\\\ Ammo for stonebows and sling, Histrocally relevant.

[REACTION:CERAMIC_BULLET]
[NAME:Make ceramic sling bullet (30)]
[BUILDING:CRAFTSMAN:CUSTOM_SHIFT_A]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:30:AMMO:ITEM_AMMO_BULLET_L:GET_MATERIAL_FROM_REAGENT:clay:FIRED_MAT]
[FUEL]
[SKILL:POTTERY]


\\\ Ammo for stonebows and sling.

[REACTION:MAKE_BULLET_STONE]
[NAME:Make stone sling bullets (30)]
[BUILDING:CRAFTSMAN:CUSTOM_SHIFT_A]
[REAGENT:A:2:BOULDER:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]
[PRODUCT:100:30:AMMO:ITEM_AMMO_BULLET_L:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:STONECRAFT]

/// Glass ammo was made out of bottle and other discared glass by native americans, proof in may museums. No reason why dwarfs in hard times or primitive civs would not make glass ammunition as well. Ceramic arrows were also made but no idea if this would be too game breaking.

[REACTION:GLASS_GREEN_ARROW]
[NAME:Make green glass arrows(20)]
[BUILDING:CRAFTSMAN:CUSTOM_SHIFT_A]
[REAGENT:A:1:ROUGH:NONE:GLASS_GREEN:NONE]
[REAGENT:B:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:20:AMMO:ITEM_AMMO_ARROWS:GLASS_GREEN:NONE]
[SKILL:GLASSMAKER]

[REACTION:GLASS_GREEN_BOLT]
[NAME:Make green glass bolts(20)]
[BUILDING:CRAFTSMAN:CUSTOM_SHIFT_G]
[REAGENT:A:1:ROUGH:NONE:GLASS_GREEN:NONE]
[PRODUCT:100:20:AMMO:ITEM_AMMO_BOLTS:GLASS_GREEN:NONE]
[SKILL:GLASSMAKER]

\\\ Need to fined a way so only stone with a certain max edge can be used.

[REACTION:MAKE_BOLTS_STONE]
[NAME:Make rock bolts (20)]
[BUILDING:CRAFTSMAN:CUSTOM_SHIFT_G]
[REAGENT:A:2:BOULDER:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]
[PRODUCT:100:20:AMMO:ITEM_AMMO_BOLTS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:STONECRAFT]

\\\ First metal working never used fire, just soft metals (Mostly Copper).

[REACTION:COLD_ARROW_COPPER]
[NAME:Cold hammer copper arrows (20)]
[BUILDING:SMELTER:CUSTOM_B]
[REAGENT:A:1:BAR:NONE:INORGANIC:COPPER]
[PRODUCT:96:20:AMMO:ITEM_AMMO_ARROWS:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:FORGE_WEAPON]

\\\ Because a copper bow and an iron throwing knife bandolier is stupid


[REACTION:MAKE_BOW]
[NAME:Make a bow (wood/thread)]
[BUILDING:CRAFTSMAN:CUSTOM_SHIFT_A]
[REAGENT:A:1:WOOD:NONE:NONE:NONE]
[REAGENT:B:15000:THREAD:NONE:NONE:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_BOW:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:BOWYER]

[REACTION:MAKE_LONGBOW]
[NAME:Make a longbow (wood/thread)]
[BUILDING:CRAFTSMAN:CUSTOM_SHIFT_A]
[REAGENT:A:2:WOOD:NONE:NONE:NONE]
[REAGENT:B:15000:THREAD:NONE:NONE:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_BOW_LONG:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:BOWYER]

[REACTION:MAKE_RECURVE_BOW]
[NAME:Make a recurve bow (leather/wood/thread)]
[BUILDING:CRAFTSMAN:CUSTOM_SHIFT_A]
[REAGENT:A:1:WOOD:NONE:NONE:NONE]
[REAGENT:B:15000:THREAD:NONE:NONE:NONE]
[REAGENT:B:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_BOW_RECURVE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:BOWYER]

[REACTION:MAKE_COMPOSITE_BOW]
[NAME:Make a composite bow (bone/leather/wood/thread)]
[BUILDING:CRAFTSMAN:CUSTOM_SHIFT_A]
[REAGENT:A:1:WOOD:NONE:NONE:NONE]
[REAGENT:B:15000:THREAD:NONE:NONE:NONE]
[REAGENT:B:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_BOW_RECURVE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:BOWYER]

[REACTION:CRAFT_BONE_SPEAR_THROWER]
[NAME:craft bone spear thrower]
[BUILDING:CRAFTSMAN:CUSTOM_F]
[REAGENT:A:1:NONE:NONE:NONE:NONE]
[ANY_HORN_MATERIAL]
[USE_BODY_COMPONENT]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_SPEAR_THROWER:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:BONECARVE]

[REACTION:CRAFT_WOOD_SPEAR_THROWER]
[NAME:craft wood spear thrower]
[BUILDING:CRAFTSMAN:CUSTOM_F]
REAGENT:A:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_SPEAR_THROWER:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:WOODCRAFT]

[REACTION:CLOTH_KNIFE_BANDOLIER]
[NAME:Make Knife Bandolier (Cloth)]
[BUILDING:CRAFTSMAN:CUSTOM_ALT_B]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_DAGGER_LARGE:NONE:NONE]
[REAGENT:B:10000:CLOTH:NONE:NONE:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_THOWING_KNIFE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:WEAVING]

[REACTION:LEATHER_KNIFE_BANDOLIER]
[NAME:Make Knife Bandolier (leather)] replaced with defendable version
[BUILDING:CRAFTSMAN:CUSTOM_ALT_B]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_DAGGER_LARGE:NONE:NONE]
[REAGENT:B:1:SKIN_TANNED:NONE:NONE:NONE]SKIN_TANNED
[LEATHER]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_THOWING_KNIFE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:LEATHERWORK]

[REACTION:LEATHER_AXE_POUCH]
[NAME:Make Leather Throwing Axe Pouch]
[BUILDING:CRAFTSMAN:CUSTOM_ALT_B]
[REAGENT:B:1:SKIN_TANNED:NONE:NONE:NONE]SKIN_TANNED
[LEATHER]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_AXE_THROWN:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:LEATHERWORK]

[REACTION:CLOTH_AXE_POUCH]
[NAME:Make Cloth Throwing Axe Pouch]
[BUILDING:CRAFTSMAN:CUSTOM_ALT_B]
[REAGENT:B:10000:CLOTH:NONE:NONE:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_AXE_THROWN:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:WEAVING]

[REACTION:CLOTH_SLING]
[NAME:Make Cloth Sling]
[BUILDING:CRAFTSMAN:CUSTOM_SHIFT_A]
[REAGENT:B:10000:CLOTH:NONE:NONE:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_SLING:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:WEAVING]

[REACTION:LEATHER_SLING]
[NAME:Make leather Sling]
[BUILDING:CRAFTSMAN:CUSTOM_SHIFT_A]
[REAGENT:B:1:SKIN_TANNED:NONE:NONE:NONE]
[LEATHER]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_SLING:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:LEATHERWORK]

[REACTION:CLOTH_QUIVER]
[NAME:Craft quiver (cloth)]
[BUILDING:CRAFTSMAN:CUSTOM_SHIFT_A]
[REAGENT:B:10000:CLOTH:NONE:NONE:NONE]
[PRODUCT:100:1:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:CLOTHESMAKING]

[REACTION:CLOTH_BACKPACK]
[NAME:Craft backpack (cloth)]
[BUILDING:CRAFTSMAN:CUSTOM_SHIFT_A]
[REAGENT:B:10000:CLOTH:NONE:NONE:NONE]
[PRODUCT:100:1:BACKPACK:NONE:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:CLOTHESMAKING]

[REACTION:BED_CLOTH]
[NAME:Craft bedroll]
[BUILDING:CRAFTSMAN:CUSTOM_SHIFT_A]
[REAGENT:B:20000:CLOTH:NONE:NONE:NONE]
[PRODUCT:100:1:BED:NONE:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:CLOTHESMAKING]

5
DF Gameplay Questions / Equipting tools as weapons
« on: July 29, 2015, 04:49:30 pm »
I keep hearing of player using tools as weapons but I can't seem for the life of me to figure out how. Will somebody please tell me how much of an idiot I am?

6
Creative Projects / Crossbows Thread
« on: July 29, 2015, 04:25:59 pm »
Anybody else here into crossbow building? This is my second Crossbow, figured I might try to get some people into the hobby.

Link to thread on Arbalist guild:
http://thearbalistguild.forumotion.com/t1431-medieval-style-crossbow-using-scavanged-materials

The Finished Bow (Still Need to add bolt-clip and stirrup)


Close up of mechanism:
http://s304.photobucket.com/user/dmanx500/media/IMAG00551_zpskviojmo2.jpg.html

Top of the Nut:
http://i304.photobucket.com/albums/nn200/dmanx500/IMAG00261_zpsiotxf5z5.jpg

Bottom of the Nut:
http://i304.photobucket.com/albums/nn200/dmanx500/IMAG00301_zpsm5yhqaqa.jpg

Component parts before assembly:
http://i304.photobucket.com/albums/nn200/dmanx500/IMAG00161_zps7jhasj2u.jpg

Close up of mechanism before assembly.
http://i304.photobucket.com/albums/nn200/dmanx500/IMAG00081_zpsizd3ngn5.jpg

Another picture of component parts before assembly:
http://i304.photobucket.com/albums/nn200/dmanx500/IMAG00041_zpsjtqeaiiw.jpg

-The tiller (Stock) is softwood and was finished with canola oil cured with a heat gun
-The tickler is a barbecue chicken skewer cut with a hacksaw and bent by hand with a vice.
-The mechanism was lubricated with thick gear-lubricant
-The prod and lock-plates are PVC
-The Prod should be 100 Lbs. draw give or take 15 Lbs.

 This is a weapon and not a toy, any basic firearm rules apply with crossbows (Don't point at things that yell ouch! when you shoot at them).

7
After modding Dorf Fortress for I while it has repeatedly occurred to me that the hardcoding for DF ranged weaponry fall short on several levels. Therfore I have posted possible changes to this in the form of tags that could be added to the raws. I have no idea as to how complex the scripting would have to be. 

While a lot of stuff has been changed in the various version,  combat and seiges have been neglected to the point where it is almost impossible to play DF do to the fact nothing intrusting  is going to happen to your fort. Having a bunch of light crossbows and muskets is useless as of the current version.

Code: [Select]
###Ask and vote on options for ranged:

///Most of these would be only of use to modders. Which are most of StO:GoB:II:DF players anyway.

{FIRE_RATE}

Rate of fire / Delay between shots. Unsure of measurement. RPM? Ticks? The usual random numbers?

{RELOAD_SPEED}

How long it takes refill weapons magazine / Delay before firing is resumed. Unsure of measurement.

{AMMUNITION_COUNT}

Amount of ammuniton expended before reload delay.

{PROJECTILE_COUNT}

Amount of projectiles fired at once. 1-100 (more or less). Ammo or weapon tag? Preferably ammo because you can have weaker birdshot cartridges that have more projectiles, and shot cartridges which have less projectiles all fire in the same weapon.

{PROJECTILE_SPREAD}

Amount of projectile spread. (inaccuracy?) 1-3 blocks perhaps? Spread over target body parts?

{NO_LAUNCHER}

Ammo tag used for throwing weapons. Giving it to spears would be awesome. Maybe also a percentage for possibility of throwing? Urist would be in trouble if the first thing he did was throw away his only weapon.

{QUIVER_LAUNCH}

Like no launcher but allows a launcher to be strapped to upper body. For example; ammo pouches, bandoliers, belts, ETC. because bashing sombody with an throwing knife bandolier or bola pouch seems absurd.

{SINGLE_USE}

Ammunition is destroyed on firing. To simulate firearms. Also should prevent the little piles that ruin your neat fortress.

{RESTRICTED_AMMO:NONE}

Quiver tag? So only certain ammo types can go in a certain quiver.

{SIDEARM}

Weapon is to be use only if primary is lost or combat becomes melee? More thought needed on the prospect (Plug bayonets???).

Options and criticism would be extremely welcome. Be as harsh as you want to.

Code: [Select]
###Ask and vote on options for seiges:

///Most of these would be only of use in entity raws.

{HAS_OUTLAWS}?
{RAIDER}?
{BANITRY}?

Would cause roming parties and camps of bandits/mercinarys that commonly attack isolated fortresses. Do to the fact that they are not attachet to said entity no wars would come of it. Or random groups could come out of all civs. More explination needed.

{PROTECTER}?
{DEFENDER}?
{SAVAGE}?

Like elves used to be; attacks settlery for multiple resons like killing to many trees or builing on sacred burial/mating grounds}

{CONQUERER}

Entity is constantly compelled to take over all neigbouring civs. Might be to aggresive for worldgen.

{ROAMING_RAIDER}

Entity has no settlements, instead travels and raids all settlements it passes. (Think Vikings or Mongols).

These are all problably terrrible Ideas I did not think about enough before posting. Other people posting refinements would be awsome.



8
DF Modding / Discussion on upgrading hardcode for ranged weapons
« on: June 09, 2015, 04:33:19 pm »
After modding Dorf Fortress for I while it has repeatedly occurred to me that the hardcoding for DF ranged weaponry fall short on several levels. Therfore I have posted possible changes to this. Do to the fact that most of theses changes will be of most use to modders I am posting this here. I am only rarely on the interweb so some one else would be better suited to forwarding these ideas to toady (After it has been revised by some of you more competent modders.). Otherwise an DFhack script would be awesome.

Code: [Select]
###Ask and vote on options for ranged:

///Most of these would be only of use to modders. Which are most of StO:GoB:II:DF players anyway.

{FIRE_RATE}

Rate of fire. Unsure of measurement. RPM? Ticks? Toadys usual random numbers?

{PROJECTILE_COUNT}

Amount of projectiles fired at once. 1-100. ammo or weapon tag? Preferably ammo because you can have weaker birdshot cartridges that have more projectiles, and shot cartridges which have less fire in the same weapon.

{PROJECTILE_SPREAD}

Amount of projectile spread. (inaccuracy?) 1-3 blocks perhaps? Spread over target body parts?

{NO_LAUNCHER}

Ammo tag used for throwing weapons. Giving it to spears would be awesome. Maybe also a percentage for possibility of throwing? Urist would be in trouble if the first thing he did was throw away his only weapon.

{QUIVER_LAUNCH}

Like no launcher but allows a launcher to be strapped to upper body. For example; ammo pouches, bandoliers, belts, ETC. because bashing sombody with an throwing knife bandolier or bola pouch seems absurd.

{SINGLE_USE}

Ammunition is destroyed on firing.

{RESTRICTED_AMMO:NONE}

Quiver tag? So only certain ammo types can go in a certain quiver.

{SIDEARM}

Weapon is to be use only if primary is lost or is ranged? More thought needed on the prospect (Plug bayonets???).

Options and criticism would be extremely welcome. Be as harsh as you want to.

To me upgrading the ranged weaponry  and having more sieges and raids on your forts should be fixed very soon.

At the moment Dwarf fortress has become rather boring. There is no !!FUN!!.


9
DF Modding / Questions, Tips and Ideas Thread
« on: November 19, 2014, 03:03:55 pm »
After modding offline I have built up quite the arsenal of questions. So I decided to make a thread that might answer these questions and help other modders. As well as questions I hope this thread will provide a resource that all modders, Beginner - Extreme - Nolife level all can appreciate.

 What have you learned as a DF modder that you would be willing to share that other modders can appreciate? What Questions would benefit not just you but also other modders?

So be a comrade and post your best stuff. I can ensure it will be appreciated.













10
DF Modding / Installing DF hack. Hard mode: No internet and an XP.
« on: September 20, 2014, 06:07:04 pm »
Ok. So  I tried to install DF Hack a few time and there is a problem. I can't install the latest .NET Framework.

The latest offline pack says it might be incompatible with XP and needs the internet to solve this which leads to another problem: No internet. Any work arounds?

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