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Messages - Jake

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46
DF Modding / Re: Black Powder Firearms
« on: September 28, 2014, 05:30:03 am »
Exhausting, but complete. It works in adventure mode in a fairly simplistic form: http://www.bay12forums.com/smf/index.php?topic=143540.msg5694117#msg5694117
Marvellous. Actually, that reminds me. Can I get a list of everyone who's used bits of this mod for their own projects so I can add you to the Acknowledgements entry in the readme file?

Quote
I did some test firing with lead bullets. It wasn't fantastically powerful, but effective against unarmored opponents.
That's working as intended, then, good.

47
DF General Discussion / Re: why no 64 bit version?
« on: September 27, 2014, 04:27:33 am »
It might be handy for some of the more ambitious mods like Dwarf Chocolate though, especially now that worldgen has much more direct impact on gameplay in Fortress Mode.

48
Excellent! Thanks zwei.

49
DF Modding / Re: Black Powder Firearms
« on: September 22, 2014, 03:54:06 pm »
So I spent some time with Black Powder Firearms. And, I love it. Although I realized it would take hours to merge into Dark Ages. And, the number of reactions required for this mod is quite vast.
The thing about the reactions, though, is that most of the actually difficult ones are optional; gunpowder and firelocks can both be bought from the caravans, and you can substitute potash for saltpetre.

Quote
I'm planning on refitting a much simplified version of Black Powder Firearms mod for inclusion in a future version of Dark Ages.
Excellent. I look forward to seeing the result.

50
DF Dwarf Mode Discussion / Re: How viable is a men-at-arms setup?
« on: September 22, 2014, 01:15:37 pm »
Wait a minute... Are you trying to guard the food with traps, or guard the bomb shelter with food?
I'm trying to guard the bomb shelter with traps. Sorry, that really came out wrong.

51
DF Dwarf Mode Discussion / Re: How viable is a men-at-arms setup?
« on: September 22, 2014, 08:11:57 am »
I have a system of sorts for this. Anyone who arrives with a pre-existing melee skill gets a uniform of chainmail over leather with a metal helmet, a wooden shield and "individual choice, melee". They're set to train for the whole of winter, when I usually have the highest number of idlers.

The rest of the fortress militia eventually consists of twelve squads issued a breastplate, a helmet and a crossbow. (Or some other ranged weapon.) They spend a month each training, spread out through the years so I don't have too many dwarves taken away from their other duties. I start by drafting my hunters, but then shove anyone not very useful for anything else in to fill out the numbers.

In the event of an attack, I have an alert to send the ranged squads behind fortifications around the entrance with the melee squad waiting in the courtyard. Everyone else is in lockdown in the "bomb shelter", a big room with beds, a dining area and lots of stockpiled food and booze that's guarded with traps.

52
DF Modding / Re: Black Powder Firearms
« on: September 22, 2014, 07:45:04 am »
Like I said, I have some tentative plans to expand shotgun-type weapons a bit once I hit v1.0. How about we revisit this discussion then?

Oh, and how are you all finding v0.9? Any bugs I should be aware of?

53
DF Suggestions / Re: More tokens for ranged weapons.
« on: September 21, 2014, 05:33:55 pm »
I'd settle for ATTACK_PREP_AND_RECOVER applying to ranged attacks, personally.

54
DF Modding / Re: Black Powder Firearms
« on: September 20, 2014, 03:11:26 pm »
The way I see it, you can always rename it in item_weapon_guns.txt (and remove the sawn-off version) if it bothers you. I have been pondering the idea of introducing a proper fowling-piece, which means I'll have to rename the current shotgun to something else. "Wagon gun", maybe? After all, it's more or less the direct ancestor of the Old West coach-gun.

Say, we haven't had a proper Wild West mod since 40d. Maybe I'll make that my next project.

55
DF General Discussion / Re: My Newbie Journey So Far...
« on: September 20, 2014, 02:55:29 pm »
You might want to grab a copy of Getting Started With Dwarf Fortress; it has the significant advantage of teaching you how to do everything the old-fashioned way with no third-party tools.

Yes, we have a professional-quality software training handbook instead of a game manual. Badass, isn't it?

56
DF Dwarf Mode Discussion / Re: Elves, and more competent warriors
« on: September 19, 2014, 07:41:18 pm »
Personally, I find the simplest method to be giving them spears and some sort of blunt weapon instead of swords, which play to wood's real-life strengths; it won't hold any kind of edge but you can sharpen it to a very serviceable point, and a cudgel made of good oak is just as effective in practice as one made of iron.

57
DF Modding / Re: Black Powder Firearms
« on: September 19, 2014, 07:15:26 pm »
The air guns being spring-powered instead of by compressed air was another necessary compromise, because for the life of me I can't figure out how I might go about simulating an air tank without resorting to the dark sourcery of dfhack.

And 'shotgun' instead of 'blunderbuss' came about because everyone who happens to install the mod will immediately understand what a shotgun is and what it's supposed to do; this is also why I went with muskets instead of arquebuses. (Arquebi?  ;) )

Besides, the word 'blunderbuss' conjures up mental pictures of ridiculous-looking weapons resembling a trumpet with a firing mechanism, wielded by bad German stereotypes in old cartoons. And the direct, literal English translation of the original Dutch word is "thunder-pipe", which sounds even sillier and vaguely obscene.

58
DF Modding / Re: Black Powder Firearms
« on: September 19, 2014, 06:17:03 pm »
Some fascinating concepts there, but unfortunately most of them would be nigh-impossible to recreate in-engine; I can't even control rates of fire at the moment.

59
Getting this error when you try to run DF?

Code: [Select]
./libs/Dwarf_Fortress: error while loading shared libraries: libSDL_image-1.2.so.0:
cannot open shared object file: No such file or directory

As stated at Ask Ubuntu, in order to correct this problem you need the following packages:
Code: [Select]
libsdl-image1.2:i386
libgtk2.0-0:i386
libsdl-ttf2.0-0:i386
libglu1-mesa:i386 (in 14.04 and later)

This probably applies to Mint, Lucid Puppy and any other Debian fork you may happen to be trying to run DF on if you're getting that error message, but I mentioned Ubuntu users specifically because it's the distro almost everyone has heard of.

60
DF Modding / Re: [40.xx] Lucelle Weapons and Armour [1.6]
« on: September 19, 2014, 01:25:51 pm »
Does anyone know how muskets compare with crossbows power wise?

 ::)
If Lucelle's using the raws from the last release of BPFA without any modifications, they might actually be considerably inferior. The update for 0.40 is still in testing and hasn't been uploaded to DFFD yet, but there's a link to a release candidate version at the end of the thread.

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