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Topics - JezaGaia

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1
DF Modding / Need help editing the raws to add new armor pieces
« on: January 25, 2023, 04:43:34 am »
I'm playing on steam but before I try and make a proper mod I wish to test the changes I'm thinking of implementing
So my idea was to simply edit the raws like we did in previous versions of DF to test the changes before I try and do something more modular.
I would like to add 3 items that are duplicates of  the vanilla cloak, hood and mittens but giving them the armor "tag" so that my civilians stop stealing them before my military can put them on.
I remember I did something like that years ago but cannot remember exactly how I did it. I tried to replicate it but the items never appeared in the game when I launched it, I had no way to craft any of them (existing fortress I didn't try creating a new world)

 I read on the wiki that it should be possible to edit existing saves by editing the vanilla raws (not recommended I get that but possible) if I understood this correctly then the mistake has to be in what I edited.
Could someone help me figure out where I went wrong ?

I edited 4 raws total

3 in SteamLibrary\steamapps\common\Dwarf Fortress\data\vanilla\vanilla_items\objects

item_armor.txt  : adding the cloak

[ITEM_ARMOR:ITEM_ARMOR_CLOAK_MILITARY]
[NAME:military cloak:military cloaks]
[ARMORLEVEL:1]
[UBSTEP:MAX]
[LBSTEP:1]
[LAYER:COVER]
[COVERAGE:100]
[LAYER_SIZE:15]
[LAYER_PERMIT:150]
[MATERIAL_SIZE:5]
[SOFT]
[LEATHER]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]

item_gloves.txt adding the mittens

[ITEM_GLOVES:ITEM_GLOVES_MITTENS_MILITARY]
[NAME:military mitten:military mittens]
[ARMORLEVEL:1]
[LAYER:COVER]
[COVERAGE:150]
[LAYER_SIZE:15]
[LAYER_PERMIT:20]
[MATERIAL_SIZE:1]
[SOFT]
[LEATHER]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]

item_helm.txt adding the hood

[ITEM_HELM:ITEM_HELM_HOOD_MILITARY]
[NAME:military hood:military hoods]
[ARMORLEVEL:1]
[LAYER:COVER]
[COVERAGE:100]
[LAYER_SIZE:10]
[LAYER_PERMIT:100]
[MATERIAL_SIZE:2]
[SOFT]
[LEATHER]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]

1 raw in SteamLibrary\steamapps\common\Dwarf Fortress\data\vanilla\vanilla_entities\objects

entity_default.txt adding the 3 items to the dwarven civilization

[ARMOR:ITEM_ARMOR_CLOAK_MILITARY:COMMON]
[HELM:ITEM_HELM_HOOD_MILITARY:COMMON]
[GLOVES:ITEM_GLOVES_MITTENS_MILITARY:COMMON]

2
So I managed to wipe all the pits from the goblin civilization near me but I cannot manage to defeat the main fortress.
I have 1 squad of legendary miners and 2 of legendary marksdwarfs all clad in 100% masterful steel with masterful steel weapons too.

Even so they are unable to fight the vomit demon that reigns in the goblin fortress, they loose 2 or 3 members of each squad and are defeated every time I try.
I'm in steam version so the only war animal I have available are dogs and they're really weak so I hesitate to assign any to my military for fear of depression when they all die.
Is there a weapon that's more effective ? should I use candy ? Or do I just need to send more squads at once ? Or any other tactic I could use ?


3
I would like to build a trap in my fort by connecting a tunnel to a room with a bait animal chained in a corner.

The tunnel leading to the room would only be open using a lever when there is a megabeast in the cavern so no other cavern dweller would activate it and eat the bait animal needlessly.
The idea is for the beast to trigger a bridge that will close the room as soon as it's inside so my archers can kill the beast from above, the room would be 3z levels high and have fortifications carved in the walls there to avoid fire/poison from reaching the archers.

The obvious trigger to use would be a pressure-plate but I know there is a delay not only on the pressure plate itself but also the bridge and I was wondering if someone knows how many blocks before the bridge I should place the pressure-plate for it to be effective ?

4
DF Suggestions / New interactions on diplomacy screen
« on: June 15, 2018, 06:30:29 pm »
Some things I wish we had and couldn't find any suggestion or prevision on are :

-Being able to broker peace with a civ we're at war with.
Obviously only possible once you've become the capital and have a king/queen.
Would send out the outpost liaison with an escort. As for the chances of the peace happening it would depend on how the war goes on a military level plus the skill of your liaison. Add to that some options like offerings (release prisoners, tribute and so on) or demands (same).
The size of the escort you're sending could also count maybe , as an intimidation factor ?

-Being able to make peaceful contact with a civ.
At the moment the only options I have with any "no contact" civilization is to raid, at best I can do it discretely and not start a war but that won't create a diplomatic relationship either.
I don't know if that should require a certain government level or not, after all maybe your outpost was  specifically requested to be created for that purpose so even at the expedition leader you should have the option ? But maybe you don't represent your civilization well enough until you have a dignitary of high enough level to impress ? Maybe you can do it at any level but then you can only talk to a group of the same level ?
So if you have just an expedition leader you could send an envoy to small hamlets and such without any government on site only etc ?

-Being able to send a diplomat (outpost liaison if you're the capital otherwise another title should be created probably) and collect news from the civilizations you have contacts with and of course are at peace with.
Would Send out that diplomat with a small escort and in the details you could specify if it's just ask for any news, ask news on a specific topic like say detail on the goblin civ you plan to raid, maybe they know detailed numbers or some information that could help you have an advantage or maybe you want to ask about artifacts they know of but it could be as detailed as asking about a specific artifact you know exists but don't know where it is.

-Being able to send out a spy that will pretend being someone else and infiltrate a civ you're at war with to gather intel.Here is a good use for the liar skill

-Being able to broker trade exchanges with other civilizations.

1-Say you're trading with human civ A at the moment but make contact with CIV B that is bigger and/or has some goods you need, you could send a  guild representative with a small escort to broker an agreement with that civilization. Either you stop trading with A to trade with B instead or you can have A and B trade with you at the same time ? Would have to be balanced and might depend on the fort wealth ?
But it could also be used in other circumstances.
2-You're now the capital and want to request certain items from other cities in your own civilization to be sent in the next caravan. A price could be determined in advance.
3-You made a trade agreement with the elves or humans and asked for say tons of wood because you had none in your map or didn't want to anger the elves (you fool !) but circumstances have changed, you've broken into a cavern and have a source of wood or you came to your senses and killed all the elves so you can cut down your trees in peace so wood is not needed anymore.
Or you just have a mood that requires something or need now tons of later for some new project.
So you need to modify the existing agreement. Of course it requires your representative arriving say 1 month or more before the caravan leaves and you need to promise a compensation and/or promise to buy a certain amount agreed in advance but the change can be made.
4-You angered the elves you're trading with by trying to sell them some food in a wood barrel and they don't want to trade anymore, unfortunately you just learned they have some giant grizzly bears that would be hugely useful in your army as war animals and only they can provide them, you could send a guild representative with an apology and a promise for a tree cutting agreement and/or some offerings (would require some sort of animals to carry it and if dealing with humans you could even use a wagon).
But if this is too complicated the offering would be something they would pick up themselves next time they come to trade with you.

-Being able to send a scholar/crafstdwarf/singer/poet to be an apprentice in another civ (I know it's been requested) but also send a scribe make copies of some books to add to your library. Might require them to bring some copies of your own books in exchange (haven't seen that one).
It might require also a diplomat to be sent beforehand to broker the agreement before sending the apprentice and might require some offering to be made, copy of books being just an example.

5
DF Suggestions / Training ground for Non Squad members
« on: June 15, 2018, 04:24:19 pm »
I've tried to read as many pages of this forum to see if this was already suggested and didn't fund anything.
Forgive me if I missed it and this is redundant.

It would be very helpful if we could designate one or more public training rooms.
They would work like the tavern/temples, meaning that we could designate them as all welcome or just for residents

In addition it would be useful to have an option to allow non military dwarves  to lead demonstrations in the military training grounds. Again with a all welcome or residents only choice.

Why would we need them :

1- There are always some dwarves that have martial abilities or like martial skills but that we don't want in our squads. They may not handle stress well, run in fear when faced with real danger, be a female family oriented that will have children often, weak dwarves that are not fit to take part in combat, be very good at a useful skill and too precious to risk losing and also more useful crafting than training and fighting.
But they'll still have negative moods from being unable to practice a martial art for too long and also they could be very useful to draft in a "last chance of survival" squad in a hurry if need be so having a way for them to at least prevent skill rust would be great.
So we would want them to have a way to train, as long as they don't use it too often that it prevents them from doing their real jobs.
And just having an option to allow the normal barracks to be used by other dwarves than the squads is not sufficient because we might not want them hogging the archery range or also the location could be dangerous and they could be stuck there in case of invasion unable to into their burrows. So separate areas would be best.
Also we wouldn't want them using real weapons and we wouldn't want to assign them armor individually so there could be chests there with a certain amount of practice weapons/bolts and armor, like there are mugs and instruments in the tavern for example.

2-Visititors with high martial skills could give demonstrations, useful for military dwarves and those martial inclined dwarves mentioned before. Could work a bit like the scholars that come visit and discuss topics we our own in the library.This could be done in either the public training room or the military barracks if we enable to option there. If done in the public training room military dwarves should prioritize participating in the demonstration over training in their own barracks.

3-Monster slayers residing in our fortress are often weak, they also die very easily specially after a couple of years because their skills have rusted. Happens all the time but it's even more true if you seal the caverns for a time until you're ready with enough military/traps and when you re-open them the monster slayers have "rusted" and cannot handle even the weakest of monsters.
If they could train it could help prevent that, plus they could help train your residents either in the military barracks or public ones.

4-Mercenaries that you get before you're ready to create a squad would have somewhere to train and keep sharp in the meantime.

6
DF Community Games & Stories / Short fun fact
« on: May 28, 2018, 05:38:44 pm »
So Today I had the visit of a forgotten beast in my lowest cavern layer. I have a magma trap set up but unfortunately because of a mistake of my part it's not easily accessible to them so it takes a bit of time for the lure of the wooden door and the sacrificial pig to attract the problematic guests into it.

I keep an eye on the battle messages to see if the beast has attacked my pig, normally I have doors in between and the breaking of those is my alarm system to know when the beast is heading towards the trap but in the hustle and bustle  of the daily life it has happened that I miss the message.

I check the hundredth message of what I think will be the beast eating stuff downstairs,  crundles mainly at the moment and am very surprised to see on the main list : "the crundle Mamgoztan is fighting"
Well I think he managed to kill someone before coming to visit, wow what an achievement for a crundle, I'm curious to know how it happened.
Sad that his life will end now after he managed to get himself a name and all.

I was already planning to export legends and try to find out when checking the detail of the fight with the forgotten beast and saw something I never thought I would :
 "The crundle punches the forgotten beast in the lower body with her left hand but the attack glances away
The crundle scratches the forgotten beast in the head and the injured part is torn apart"

I'm still trying to pick my jaw from the ground, that beast had been destroying crundles and reachers and other stuff down there for more than a week ingame time, it was a webbing his prey left and right and tearing them apart in a couple of hits without taking any damage and this little crundle managed to take it down in one scratch without getting hurt whatsoever in the process....

Now I wish it were possible to train crundles for war, forget dogs or even grizzly bears !


7
DF Modding / [Question] Where did I mess up : adding armor pieces
« on: May 10, 2018, 07:07:16 am »
I've been playing DF for a while on and off and after getting back to it recently I've been annoyed when I try equipping my military dwarves.

No issue with items that are considered armor and not clothing, I just craft them in advance until I have 10 masterwork quality of each item then I create my armor set and squad using it.
But I also equip my dwarves with some items that are considered clothing like hoods, cloaks etc and there I have a big issue because by the time my dwarves get around picking the equipment most of the masterwork quality ones are gone, taken by civilians.

I've looked around for a solution for this that wouldn't require a ton of micro management but to no avail (if I'm wrong let me know please :)  )
Plus I don't like my civilians using leather items because it's the hardest material to get in big quantities. Basically I either buy it or I never have enough without having tons of animals in my fort that slow down my game.

So I thought, why not separate leather from cloth/wool and have leather cloaks, hoods, trousers, gloves and mittens be armor too so that civilians don't wear them and they can have cloth and yarn ones that the military won't use.

I managed to create those items and they work as intended in my game but I have an issue because chain mail and leather armor don't exist anymore in my game for dwarves.
I don't get any in my dwarven trade caravans and they don't appear in the workshops but they still do for humans (trade caravans bring them).
As I didn't edit those items in any way shape of form I don't understand at all where the problem comes from.

So if someone could give me a hand understanding where I went wrong I would be very thankful !

As an example here is what I did for the leather cloaks.

In the item_armor.txt I changed this :

--removed leather from the tags in the existing cloak

[ITEM_ARMOR:ITEM_ARMOR_CLOAK]
[NAME:cloak:cloaks]
[UBSTEP:MAX]
[LBSTEP:1]
[LAYER:COVER]
[COVERAGE:100]
[LAYER_SIZE:15]
[LAYER_PERMIT:150]
[MATERIAL_SIZE:5]
[SOFT]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]

--copied and pasted the whole thing as it was originally, renamed it to leather_cloak only left leather as a material, removed [STRUCTURAL_ELASTICITY_WOVEN_THREAD] and added the tags [ARMORLEVEL:1] and [METAL_ARMOR_LEVELS]
--I added those 2 tags after reading the wiki and also simply checking the tags on the leather armor itself as it's a leather item that is considered armor and that's what I wanted.

[ITEM_ARMOR:ITEM_ARMOR_LEATHER_CLOAK]
[NAME:leather_cloak:leather_cloaks]
[ARMORLEVEL:1]
[METAL_ARMOR_LEVELS]
[UBSTEP:MAX]
[LBSTEP:1]
[LAYER:COVER]
[COVERAGE:100]
[LAYER_SIZE:15]
[LAYER_PERMIT:150]
[MATERIAL_SIZE:5]
[LEATHER]


then in the file entity_default.txt I changed this :

--I made sure to be in the [ENTITY:MOUNTAIN] section of the file
--I looked for the other armor tags ARMOR:ITEM_ARMOR_*****
-- at the end of the list I added this  without removing or changing any of the tags already present:
[ARMOR:ITEM_ARMOR_LEATHER_CLOAK:COMMON]


When I found the issue I went to check the files and looked if I had removed ot changed the chain mail and leather armor by mistake but they are ok as far as I can tell

in item_armor.txt they are as follows :

[ITEM_ARMOR:ITEM_ARMOR_MAIL_SHIRT]
[NAME:mail shirt:mail shirts]
[ARMORLEVEL:2]
[UBSTEP:1]
[LBSTEP:1]
[LAYER:OVER]
[COVERAGE:100]
[LAYER_SIZE:15]
[LAYER_PERMIT:50]
[MATERIAL_SIZE:6]
[HARD]
[METAL]
[STRUCTURAL_ELASTICITY_CHAIN_ALL]

[ITEM_ARMOR:ITEM_ARMOR_LEATHER]
[NAME:armor:armor]
[PREPLURAL:suits of]
[MATERIAL_PLACEHOLDER:leather]
[ARMORLEVEL:1]
[METAL_ARMOR_LEVELS]
[UBSTEP:1]
[LBSTEP:1]
[SHAPED]
[LAYER:ARMOR]
[COVERAGE:100]
[LAYER_SIZE:20]
[LAYER_PERMIT:50]
[MATERIAL_SIZE:6]
[LEATHER]

they are the 2 items just above the new leather_cloak I added but so is breastplate and that is working

In entity_default.txt here is the full list of armors :

[ARMOR:ITEM_ARMOR_BREASTPLATE:COMMON]
   [ARMOR:ITEM_ARMOR_MAIL_SHIRT:COMMON]
   [ARMOR:ITEM_ARMOR_LEATHER:COMMON]
   [ARMOR:ITEM_ARMOR_COAT:COMMON]
   [ARMOR:ITEM_ARMOR_SHIRT:COMMON]
   [ARMOR:ITEM_ARMOR_CLOAK:COMMON]
   [ARMOR:ITEM_ARMOR_TUNIC:COMMON]
   [ARMOR:ITEM_ARMOR_TOGA:UNCOMMON]
   [ARMOR:ITEM_ARMOR_VEST:COMMON]
   [ARMOR:ITEM_ARMOR_DRESS:COMMON]
   [ARMOR:ITEM_ARMOR_ROBE:COMMON]
   [ARMOR:ITEM_ARMOR_LEATHER_CLOAK:COMMON]



I just noticed that I added the new item at the bottom of this list here while it's not in the same position in the item_armor.txt but I checked and it's the same for every other item I added and there was no issue with those so I don't think that's the problem ?


Thanks in advance for any help :)

EDIT 19/05/18 : edited the title for more clarity




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