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Topics - Grimlocke

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1
As the overly long title indicates, this here is a separate topic for the scripts I cobbled together from bits of zaporozhets' work among others for my historic weapons mod.

Right now I've got a script that looks for projectiles, compared the ammo, weapon or material type against a table with properties and assigns said properties. The second script checks for reactions and building items, using mainly reaction reagents to stick ammunition in the 'barrel' building item and a fire command to spit them out at stuff.

The first script got a bit.. out of hand in terms of features I actually needed for a historic weapons mod, but making a minigun was just too much fun to not do. I've made it so it only checks once what properties and function it uses so it should only burns resources for functions you actually assign to any particular item/material. What testing I've done with spamming a couple hundred projectiles / 100 ticks shows fairly minimal performance impact, at least until you make each of those projectiles spawn a ton of flow effects each tile.


https://pastebin.com/VZ0M5F6T

The artillery script I had to make with a thing that checks the job list for matching job names every 50 ticks as long as artillery jobs exist, I tried various solutions checking the job itself rather than the job list but touching dead jobs in any way seems to make the game explode every now and then. The current method works and can modify jobs in between the point of initiating them and completing them, which lets me do cool stuff like having a single job reload every barrel in an organ gun one by one as long as its set to repeat. Similarly, the 'firing' job is basically kept in limbo by extending the job completion timer until a target is found, or if set to repeat until it is out of ammunition.


https://pastebin.com/bq9kutS9

I do plan to extend both of these somewhat. Particularly ranged-mod is pretty easy to add function to at this point, I plan to expand it to the point where I can a cool DOOM guns mod. I already got a minigun (windup and reduced ammo consumption and all) working, so shouldn't be tremendously long until then.

Hope its of some interest to someone, and of course anyone is free to use/modify/improve/make worse these! A lot of credit goes to zaporozhets, give his stuff a look: http://www.bay12forums.com/smf/index.php?topic=171742.0

2
DF Modding / MOVED: 43.04 - How to make armor not useless again?
« on: June 26, 2016, 01:40:16 pm »
Whoops, wrong subforum, please ignore this one.

3
DF Modding / Helmet impairment! Can we do it?
« on: March 12, 2016, 02:24:27 am »
Ok, so I have in the last few days re-balanced and replaced much of the armor in my arms and armor mod. I solved some issues and generally I'm fairly happy about the result, but...

The helmets don't make sense the way I have them, or at least not as much as I would like. Historically helmet design was always a trade-off between protection, and the ability to see and breathe properly. The ability to breathe, move and see well was important enough for people to risk taking an arrow to the face, but in DF such impairments don't really exist until armor become really, really heavy and slows down the user.

So I was wondering, is there any way I can use DFhack to reduce things like sight range, observation skills and whatnot depending on what items are being worn?

4
DF General Discussion / Ouch! I slammed into me!
« on: December 22, 2014, 06:45:27 pm »
Wait, what?



How does that even... brain.exe has made a fatal error and really needs a drink.

5
Guns guns guns! Also fancy clothes and item descriptions. Fixed the arty, get em while they're fresh.
Code: [Select]
╔═╗ ╔╗  ╦ ╔╦╗ ╦   ╔═╗ ╔═╗ ║╔═ ╔═╗ ╗ ╔═╗   ╗ ╔ ╦ ╔═╗ ╔╦╗ ╔═╗ ╔╗ ║ ║    ╔╗   ╔╗  ╔═╗ ╔═╗ ╦   ╦ ╔═╗ ╔╦╗   ╔╦╗ ╔═╗   ║ ╔═╗
║╠╗ ╠╩╗ ║ ║║║ ║   ║ ║ ║   ╠╩╗ ╠╣    ╚═╗   ╠═╣ ║ ╚═╗  ║  ║ ║ ╠╩╗╚═╣   ╔╩╣   ╠╩╗ ╠╣  ╠═╣ ║   ║ ╚═╗ ║║║   ║║║ ║ ║ ╔═╣ ╚═╗
╚═╝ ║ ║ ╩ ║╩║ ╚═╝ ╚═╝ ╚═╝ ║ ║ ╚═╝   ╚═╝   ╝ ╚ ╩ ╚═╝  ║  ╚═╝ ║ ║ ═╝   ╚═╬   ║ ║ ╚═╝ ║ ║ ╚═╝ ╩ ╚═╝ ║╩║   ║╩║ ╚═╝ ╚═╝ ╚═╝
Revision 7b

 - Replaces the weapons, armor and clothing with historically accurate ones from 15th century Europe.
 - Alters combat to be both more realistic and interesting.
 - Adds (optional) historic ferro-metallurgy
 - Adds guns and artillery now!


Main features: (green stuff is new stuff)
Tons of weapons! - Numerous weapons added for each weapon skill, two-handed versions for all weapon categories safe daggers
Tons of armor! - Including padded armor and cuir bouille (boiled leather) armor.
Period accurate gunpowder weapons! - That's right, working, balanced and interesting gunpowder weapons. Arquebusses and Handgonnes, as well as...
Fixed artillery! - Bombards, organ guns and more can be installed as building and fired at great distance & potential harm.
Throwing weapons - War darts equipped along with a spear can be hurled at the enemy, they rarely break and hold up well in melee
More shields - Shields of various sizes, each size up giving more protection but also adding encumbrance.
Equipment encumbrance - Heavy armor, full coverage helmets and large shields now encumber the user's skills and endurance somewhat.
Period accurate clothing - Gowns, hosen and really fancy headwear complement the historic setting of this mod.
In-game item descriptions for all this - The item info screen now has a detailed description of all the weapons, armor and clothing added by this mod.

Various ammo types - Both broad and pointy arrows, ball ammunition and shot for gunpowder weapons.
Added a number of civilian weapons - By making them tools with various uses civilians now carry daggers and cudgels.
Added and modified trap components - Tridents, forks, giant hammers & more.

Rebalanced weapons - Reduced massive contact areas, regulated the armor penetration to be more realistic and gave weapons a realistic weight.
Rebalanced armor and clothing - Armor thickness is now more consistent, armor can be worn over other armor only where feasible.
Altered metals - High-impact edged attacks can now break bones even when they fail to cut through the armor, padded and leather armor actually works.
Rebalanced unarmed combat - Contact area of all unarmed attacks in the game increased, lowered bone density, and reduced velocity of entity creature attacks.
Adrenaline simulation - An interaction gives creatures in combat a substantial boost in willpower. Fights are longer and less luck-of-draw.
Added collarbones and hipbones - Internal 'limbs' between the limbs and body. Breakable, realistic, and enables some other mod features.

Moved flails to the whip skill - And made whips and scourges tool instead of weapons.
Moved two-handed polearms to the pike skill - Forcing the silly entity equipment system to not use a shield along with them.
Removed armor pants - Moved leg protection to foot-worn armor, lower body protection was already on upper body armor.
Changed leather armor to boiled leather armor - This is not regular tanned leather, but a hard, almost plastic-like material. Can be worn as addition to mail armor, or by itself if your desperate.


Latest Version Download here!

Older versions:
Revision 6c (43.05)
Revision 6b (43.05)
Revision 5b
Revision 4c
Revision 3b
Weapons file with fixed secondary attacks, goes with 3c
Revision 2
Initial release version


How-to-use
- Grab dfhack, either from its own page http://www.bay12forums.com/smf/index.php?topic=164123.0 or from any of the all-in-one packs out there.

 - Copy the contents of '1 - Arms and Armor' to /raw
   Overwrite all, the base mod is ready for use.
   Note: The mod now ships with a number of scripts, all of which go in the raw folder (or hack/scripts/modtools in case of the two located in the modtools folder)
   
 - Add the following line to dfhack.init in the base DF folder: sc-script add SC_WORLD_LOADED raw/scripts/grims.init
   If no dhack.init exists, rename dfhack.init.example to it.

 - For the metallurgy mod, copy the contents of '2 - Metallurgy' to /raw as well.
   Be sure not to do it in reverse order, that would make a mess of things.
   I do not know what happens when you use only the metallurgy parts. Some custom re-fitting would likely be needed, but I won't be doing that.

 - Compatibility patches are still being worked on

 - The 3rd folder contains a file with all the entity tags for this mod. Useful if you want to integrate this mod with other mods.

 - The 4th folder contains some legacy items and a nifty armor man civ, a whole bunch of suits of armor walking around by themselves. You can dismantle and wear them if your human sized.

Compatibility notes for integration with other mods by Amostubal:
http://www.bay12forums.com/smf/index.php?topic=146737.msg7617631#msg7617631


Changelog:

7b: Fixed the fixed artillery.
- Fixed an issue where the script choked on items not having a weight calculated and issues with targeting not considering floors when shooting down/up and seeing fortifications as walls.
    also made some small improvements to the scripts performance, and fixed a rare instance of ammo being fired but not being removed from the barrel.
 
7a: Added tons of stuff, including dfhack scripts.
- Two scripts with easy customization: modtools/ranged-mod and modtools/arty-mod
    ranged-mod can modify ranged weapons in more ways than this mod even had use for. you can now add handgonnes, but also burst-fire rifles, miniguns, explosive table throwing slings, etc.
   arty-mod turns buildings with the appropriate reactions into artillery pieces, letting dwarves load them and blast enemies to oblivion with them. artillery operators will become fearless of the enemy while they do so.
   run modtools/ranged-mod -usage or modtools/arty-mod -usage in the dfhack terminal for more details.
 - Implementation of the above two in the form of handgonnes, arquebusses, arbalests and war darts as well as bombards, organ guns, swivel-mounted serpentines and light ballistas. They have longer reload times, produce smoke and muzzleflash and are less accurate than bows and crossbows, but hit with quite a bit of punch.
 - New ranged weapon functionality extended to default weapons. Bows, crossbows, etc now have damage falloff, differing fire rates and accuracy as well as quality scaling that make them actually hit harder, faster and more accurate as their ammunition and the weapon itself are of higher quality.
 - Fashion! Gowns, chapperons, liripipes and hosen added to complete the historic weapons & armor. Added advantage is most terms for medieval fashion apply to both genders, most of what comes with this mod is mens fashion (I'm steering clear of hennins for now) but gowns and such were worn by both women and men so the 'warrior in a dress' thing is no longer a thing.
 - 783 lines of item descriptions now help in making clear what exactly poleaxes, liripipes and arquebusses actually are.
 - Equipment encumbrance added through the stock dfhack script modtools/item-trigger. Heavier armor will cost some endurance but also add toughness, large shields will cost strength to simulate them getting in the way of weapons.
 - Numerous fixes which I may or may not have forgotten by now. 7a is obviously not save compatible.

Spoiler: Older changes (click to show/hide)


Accreditations and misc notes:
- Loads of thanks be to zaporozhets who's worked I've pretty damn heavily drawn from for the ranged-mod and artillery script! His stuff here, check it out http://www.bay12forums.com/smf/index.php?topic=171742.0
 - The entirety of the DFhack team and the folks who write scripts for it.
 - Compatibility for the 42.06 creature variation file and the Modest bodies mod gracefully provided by Taffer
 - Made possible with glorious Science committed by Urist da Vincy and many others
 - Helped along by various members of the community that pointed out errors and potential improvements.
 - Any criticism or comment, be it positive, negative or neither, is very much appreciated!
 - Anyone is free to use all or parts of this mod in their own projects, or to fork this project if they think I'm making a mess of things! Crediting me is optional, though appreciated.

This mod is (partially or entirely) included in:
 - A more mundane mod
 - Legendary Dwarf Fortress
 - Asin's Goblinoids (and Orcs) Mod

6
DF Modding / SHOOT_FORCE appears completely defunct
« on: July 07, 2013, 05:53:50 pm »
While in the progress of balacing out my ranged weapons to my heavily modded armor I came to notice that the SHOOT_FORCE tag goes completely ignored.

Whatever I entered there, 0, 1, 100 or 1000, projectiles seemed to reach their max velocity regardless (which initialy led to every cheap metal arrow punching through any armor without trouble).

Confirmed this with giving my bow 1 shoot force (in case 0 would bug it somehow), 2500 max velocity, then taking poor quality arrows with a larger contact area and having arena test subjects shoot eachother while wearing high quality armor. Every single shot went through.

Lowering max velocity to 180 and setting shoot force to 0 for good measure eventualy made metal arrows and bolts balanced (though I changed both my armor and projectiles, it may not work well for the vanilla game). Unfortunately this rendered wooden and bone arrows near useless due to them not flying any faster than the metal ones. Realistic I suppose but realisticaly nobody would be stupid enough to go to war shooting toothpicks either...


Anyhow, just thought Id put this here since the wiki does not actualy mention this. Could save someone a lot of time.

7
DF Modding / Endless nose severing spree... saay what?
« on: June 13, 2013, 04:47:14 pm »
They say a picture says a thousand words, so have a picture with words!


Ahem so yeah, I was running some arena tests on my weapon rebalacing mod. This I did with a human-creature-copy, with all the variable atributes removed, and with a second caste that automaticaly passes out and does not die from blood loss.

Eventualy I had a weapon that was woefully unable to penetrate body and head armor (removing the limbs actualy went just fine). Now, noses actualy somehow stick out of helmets, and can be mutilated through any kind of armor, so I decided to make a point of lopping it off before switching out of adventurer mode.

Once back in regular arena mode my test subject started producing this endless stream of weird, purple bodyparts flying everywhere. Looked into the combat logs, and found well... see above. There was actualy only one nose lying around there. The rest just because weird 'partial remains'.

Its not realy a problem I need help with, just thought it would be a funny thing to share  :P

8
DF Modding / Armor penetration and contact area. Something is off here.
« on: November 23, 2012, 12:02:32 pm »
Whilst looking to make a number of additions and improvements to my weapon raws, I decided to make an axe with some armor penetrating potential. After the crescent-shaped axes used in the later middle ages to counter the much improved armor of the time.

Lots and lots of arena testing later, I found out that the contact area required for a weapon to penetrate armor made of the same material -with a velocity multiplier of 2000, size of 650 and an accomplished axeman- is about 90. The vanilla battleaxe has a contact area of 40000.
The funny thing is also, this contact area of 90 still lets me sever limbs. Only upper legs remained impervious. Against an unarmored creature, I was only unable to sever the lower body. Sounds about right for an axe.

I tested this with a creature made for the purpose, a human with all atribute variation removed. Each one is completely identical. I made one variation that drops unconcious upon spawning, allowing me to hit it with maximum damage hits without it being all annoying and hitting me back.

A few other things I found are: Penetration size (the number after contact area) has no influence on armor penetration. Armor strength is also determined by the size of the bodypart being hit. Against an uncouncious creature, the axe either severs a bodypart in only a few hits, or only causes bruises no matter how often I hit it. Regular combat is less... binary, but I could still sever an armored limb in one strike if lucky enough.
Possibly reducing the penetration size could reduce the overly sever-y bit.
Edit: weapon size also does not seem to influence armor penetration. Note that I am only using a single layer of full coverage, non-chainmail armor. No clothes or anything.... actualy, now that I think about it the upper legs are protected by both the body and leg armor. This may explain why they so difficult to sever.


Just putting it out here for anyone trying to do something similar. Any further insights, mistakes in my testing method or other comment is welcome.

9
As the title might have implied, I am trying to mod in a few new ores, and modify existing ones, using the 'ALLUVIAL' enviroment token. What this should mean is that the ores will show up in river beds, beaches, swamps, etc. Any place where large volumes of water pass through.

Foremost ore I am trying to make is goethite, one of the most common iron ores on earth, which occurs in bogs, iron-rich soils, river beds, cave floors, etc.

Spoiler: raws (click to show/hide)

However its not showing up. I have occasionaly seen it show up on the embark screen, but never actualy in the world itself (generated with 100 mineral scarcity, at that setting pretty much anything that can appear, appears).

So, am I misunderstanding what this ALLUVIAL does, or it a work-in-progress, or perhaps only intended for entities to have easier acces to ores?

10
DF Modding / Furnace Building Color MAT token broken?
« on: June 15, 2012, 12:49:07 am »
While they worked perfectelly fine on 1x1 buildings, I cant get them to work on anything larger. Instead of using the material color they break and just show whatever last tile occupied that place in the grid.


Also tested this with buildings using only one BUILD_ITEM.

Has anyone gotten this to work right, and if not, is this on the bugtracker yet?


Aaand just as I posted this I found out what happened, apparentelly the MAT token only works for BUILDING:WORKSHOP and not for BUILDING:FURNACE.

11
DF Modding / SUBORDINATE_TO_TISSUE... anyone know what this does?
« on: June 09, 2011, 04:22:06 pm »
The title says it all, what does this do? Some quick tested displayed no difference between when I do and dont use it.

The wiki states 'Tissue is implicitly attached to another tissue. Used for hair and feathers. ' which doesnt tell me much at all about its ingame behaviour.

12
DF Modding / Cold climates wanted.
« on: February 24, 2011, 11:50:45 pm »
As the title hinted, I have been trying to make a world in which most of the non-freezing squares have a 'cold' climate. One that has a neat summer-winter cycle in which the temperature drops below freezing temperature in mid-winter and above it mid-summer.

Thing is the worldgenerator realy doesnt seem agree with this. It is rediculously stubborn about making a gradient of temperatures from north to south, even when both min and max temperatures are 0. Fiddling with variance, min, max, weight mesh, etc. for more than an hour yielded me mostly worlds which were half frozen, half temperate, with the cold climate part being neglectable. There were also some where the temperate part was a gradient from temperate to scorching, dispite max temp being 0 again.

So far the only sensible conclusions I drew from this are:

-You get a 'polar cap', like it or not.
-You can turn your entire world into an icecube with very low maximum temp values. Not so useful.
-The game doesnt like a max temp below 1, if I do so it seems to add some 100 units to it. From this I concluded my min temp should be about -10, and my max temp abour -80. Ironically this freezes the game.
-Mesh grids are largely ignored.
-Variance mostly just affects how 'spotty' tempreture zones are. I had half a world with a fairly random looking noise pattern of freezing and not freezing squares.

None of which bring me very close to my goal. I expect this is one of those pesky hard-coded issues that we realy just have to sit out untill a future update, but felt like throwing the results out here anyway.

13
DF Modding / Bodypart relations... fun stuff.
« on: November 09, 2010, 11:59:11 pm »
So, I was working on getting my armor men working again after an update come along that made them do some rather strange things.

In the proces I did an expiriment with bodypart relations, as one of many attempts to get the game to understand the armor men should be hollow. The idea was to make a 'air' bodypart, and tell the game the armor bodyparts should go around that. The same things skulls and brains use.

However, I didnt want any combat messages like 'the armor man hits the armor man, fracturing the air!' so I named the air tissue 'leather backing'.

Result was something that truely only happen in dwarf fortress, namely:

Quote from: game logs
Armor Man 2 bashes Armor Man 1 in the breastplate with its mace, jamming the part through the greaves, jamming the greaves through the helmet, jamming the helmet through the right gauntlet, jamming the right gauntlet through the left gauntlet, jamming the left gauntlet through the leather backing and tearing the leather backing!

I can only immagine this as poor armor man 1 being completely pancaked, and indeed all the bodyparts mentioned were red.

Just thought this was entertaining and posted it. But if anyone has a less... quirky solution for this, that would be quite welcome.

14
DF Modding / A Bone Block Mod, at last!
« on: September 28, 2010, 08:49:12 pm »
I have seen a few topics around of people asking for advice for how to produce one of these, but never saw any results. Having had a great laugh at making buildings out of meat with Intelligent Shade of Blue's cuisine mod, I wanted some bone blocks to add to the depravity hilarity.

So after doing some science and wrong raw folder editing, I present you all with the utterly simple yet funtional Bone Block Mod!

Code: (The reaction) [Select]
[REACTION:MAKE_BONEBLOCK]
    [NAME:make bone blocks]
    [BUILDING:TANNER:CUSTOM_B]
    [REAGENT:bones:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
    [PRODUCT:100:1:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:bones:NONE]
    [SKILL:BONECARVE]
Code: (The entity tag) [Select]
    [PERMITTED_REACTION:MAKE_BONEBLOCK]
Spoiler: And, The result (click to show/hide)


To use, copy paste the top one into reaction_other.txt (below the first 2 lines) and paste the second one in entity_default.txt (somewhere below [ENTITY:MOUNTAIN])

Its a bit weird right now, as it cant recognise bodypart items as stacked now; it just turns any stack of bones as 1 whether its a 192 FB bones or 1 kitten bone. It also uses the tanners shop as the craftshop wont let me add custom reactions. I suppose you could change that to the kitchen or smelter, but a custom workshop would make most sense.

I think I could solve the stack problem by giving bones a butchery item type like meat has, and adding a workshop is trivial.
Making the blocks usable for other stuff like *goblin bone throne* so far failed (sad face...) the masons shop doesnt seem recognise organic stuff as stone.
Skull blocks didnt work out either, it seems any 'totemable' bodypart is a no-go for other reactions. I might circumvent this by making totems the reagent.
Something to clean up unbutcherable goblin skeletons would be nice too I suppose.

So once finished it could be a lot more complicated and... workaroundy? Hence I felt like throwing it out here in its basic and functional form first. Comment are of course most welcome!

15
DF Dwarf Mode Discussion / Reclaims, can they be brought to work right?
« on: September 03, 2010, 03:37:18 pm »
What the title says realy, can reclaims be made to work without causing some crippling defect to the game?

My current fortress has some dwarves modded to, amongst other things, get angrier a lot quicker. Bad idea; the whole thing went to hell after losing like 4 dwarves. It just made gameplay tedious.

So the idea I had was to just kill off the fortress, mod out the powderkeg angryness, and reclaim for a fresh corpse littered site.

So far I found a utility that removes the task tag from all items, solving the unusuable reclaim item problem, but there is still the plant growth and cave mud thing. Reclaiming seems to remove any and all contaminents, including the cavern mud. I would be willing to settle for having to re-muddfy the whole thing but it seems reclaims can also complete break plant growth, which a recent reclaim fortress of mine demonstrated. Nothing grows back, even after remuddying the caverns. Cant even piss of elves anymore.

Does anyone know a way to get around that last bug?

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