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Messages - Skald

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1
DF Modding / Re: Alternative Weapon Design: More Weapons for More Gore!
« on: November 18, 2013, 11:06:58 pm »
A weapon about the size of a short spear with a semi decent edged attack would probably be the closest to simulating a harpoons ability to tear flesh.

Alright, so a short spear with tearing attack in addition to stabbing? How would one go about denoting that?

I've got stats for a short spear, I'm just terrible at modifying weapons past minor tweaks.

[ITEM_WEAPON:ITEM_WEAPON_SHORT_SPEAR]
   [NAME:short spear:short spears]
   [SIZE:300]
   [SKILL:SPEAR]
   [TWO_HANDED:15000]
   [MINIMUM_SIZE:5000]
   [MATERIAL_SIZE:2]
   [ATTACK:EDGE:15:7000:stab:stabs:NO_SUB:1000]
   [ATTACK:BLUNT:400:160:bash:bashes:shaft:1250]

Webbing Seems a bit...too far. The overall goal would also to have it as a throwing weapon that they don't immediately lose, but that can settle until the game is capable of such things.

2
DF Modding / Alternative Weapon Design: More Weapons for More Gore!
« on: November 14, 2013, 06:33:25 pm »
Hey, so its that time of year again where I get the itch to slap as much modded material into my game and just have a grand ol' time with crazy things.

Armored Skirts to add protection to the legs? Yep.

Massive Mauls to crunch skulls? Yep.

Guns? Why not. (I saw something about a booze cannon. Still debating if I go back and add that as well.)

The mods fer personal use only (and of course, buggy as hell since I'm slapping it together best that I can) so its not really a case of ask and share, but it does mean that I have very little experience generating unique material when the call comes for it.

SO. Long story short. Does anyone have a decent setup for Melee based Harpoons (Which really are just barbed spears for all intents and purposes, I just want something more than Short spears and regulars.)?

Any input would be appreciated.

3
So it turns out [FORCED] doesn't guarantee its existence as a native armor piece. That's a bit irritating.

Trying some other bits out...

Edit 1: So far, adding time for world generation and moving all the armor pieces to native armor files (instead of a separate file that kept it neat) doesn't fix it either. I'm going to see if its maybe a case of the Hauberks size being a problem.

Edit 2: Somewhere between removing another armor choice, retyping all entries, and regenerating yet another new world finally finally fixed it. I'd be irked if the problem was the source material had typos that nobody had examined because it wasn't even meant for dwarves. (Or if it was my editing skills that botched it. Either way. Irritating.)

4
Quick update for clarification.

So by adding FORCED to an entity (Ex. [ARMOR:ITEM_ARMOR_BREASTPLATE:FORCED])
it'll make it that I can always craft such an item at my fortress, yeah? Will it also make random peasants show up in plate armor as well?

I'm just checking because I added masks as a common armor item for dwarves, they all show up wearing metal masks (which I like the thought of) and its always a craft-able armor at my forts.

5
I didn't say that weapons are used with common/uncommon, armor is however. I can see that my syntax probably had it read like I did (sorry!).

And thank you for getting to the root of the problem with FORCED. That should *hopefully* fix the issues with armor.

6
Is that the deal? Because they show up sporadically as native or foreign each time when I generate new worlds. The reactions to create the items are added directly to the entity_default alongside the normal weapons and armor, with armor listed as common or uncommon based on how much I want them to appear. I have the weapons and armor saved as separate files, but they still appear in game, albeit sporadically.

I try to avoid as many custom workshops as possible, seeing as they're usually the problems that arise.

Its usually just the armor that comes out as "foreign" however, which is weird when all the custom weapons churn out just fine.

It also keeps listing mail shirts (which I assume are typically native) as foreign. Its kind of why I wanted to add Hauberks as another armor option (heavier and bigger than a shirt, so at max only two over a breastplate compared to three shirts).

What else ya got?

Edit: Yes, that includes the WEAPON:WEAPON_ID/ARMOR:ARMOR_ID. Sorry I forgot to note that.
Edit 2: Fixin' Syntax/structural issues.

7
As a guy who likes to pick and choose certain aspects of mods to play in his fortresses, it really irks me when I'm trying to deck out my dwarves in armor, and from the long list of about 4 or 5 bodywear, all they have as "native" armor choices is a breastplate. Not even allowed to make mail shirts.

Is there any way to prevent modded items (or regular) from being classified as "Foreign" and thereby restricting its creation at my fortress?

8
DF Modding / Re: Modding Help: "Fireglaives"
« on: July 26, 2012, 09:29:39 pm »
So far it's looking like...


[ITEM_WEAPON:ITEM_WEAPON_FIRE_GLAIVE]
[NAME:fire glaive:fire glaives]
[SIZE:550]
[SKILL:AXE]
[RANGED:CROSSBOW:GUNSTONES]
[SHOOT_FORCE:50000]
[SHOOT_MAXVEL:20000]
[TWO_HANDED:57500]
[MINIMUM_SIZE:52500]
[MATERIAL_SIZE:4]
[ATTACK:EDGE:40000:6000:hack:hacks:NO_SUB:1250]
[ATTACK:BLUNT:40000:6000:bash:bashes:butt:1250]

(If it looks familiar to the rifle from guns mod, well, it is. Just tweaked gently. SORRY MAN :( )
So I need to figure out what the workshop is, what it looks like, and what mats to make it (Blocks, Anvil, Table...probably. Maybe some barrels and buckets as well. Steel to enforce difficulty and requirement of decent metallurgic levels of tech.). Then I need to make the reaction to make the actual glaive (thinking....Halberd + log + mechanism? Sound about right?) and its ammo (Black powder + Metal bar = Metal Gunstone? Bullet? Not sure what to call it.).

Any tips? Did you ever find the name of that workshop design program?

9
DF Modding / Re: Modding Help: "Fireglaives"
« on: July 26, 2012, 05:33:35 pm »
I am ridiculously giddy to be getting such detailed help so fast :D

10
DF Modding / Modding Help: "Fireglaives"
« on: July 26, 2012, 05:17:01 pm »
Hey, so I've been trying to get firearms involved in my fortress for a while now, yet always run into walls/problems regarding that.

I tried the black-powder mod for a while, but kept running into problems either on my end or the actual data of the mod itself. Probably doesn't help that I'm not running a "Vanilla" fortress anymore either...

So, anyway, I'm trying to add Fire Glaives (See:http://www.mi40k.com/wp-content/uploads/infernalfire5.jpg) to my fort. Fire Glaives are long barreled rifles with heavy blades attached to allow them to function as halberds in close combat.

My goal here is to have a Fire Glaive Workshop of sorts to allow me to make these weapons and their associated ammo. The reactions for gunpowder are widely known, I'm just horrible on the statsside of things. How does one make a weapon that fires projectiles at a basic speed, have a reaction to combine gunpowder with metal to make bullets, and have the firearm count as an axe-type-weapon attachment in melee?

Can someone give me a hand here?

11
DF Modding / Re: Black Powder Firearms
« on: July 05, 2012, 12:09:59 pm »
Maybe have it that only a few races have the technology and really aren't open to sharing?

If not, do the former.

12
DF Modding / Re: Black Powder Firearms
« on: June 28, 2012, 04:27:11 pm »
So having removed what files/reactions I had put in from the first attempt of using this mod and starting from fresh, I experimented around again and met with failure. On a couple fronts this time...

1. When attempting to make a rifle from the gun workshop, steel mechanisms don't actually take steel to make (it just takes a coal, for some odd reason, even though there was a pile of steel bars right next to it...) and attempting to make a steel rifle required "Rock Mechanisms".

2. The ammo-mint doesn't have any of the reactions taking place at it. Upon consulting the raws it appears that the bullet mint is listed as
[BUILDING_WORKSHOP:BULLET_MINT] but the reaction to make bullets is set to take place at [BUILDING:BULLET_L_MINT:NONE] [BUILDING:BULLET_L_MAGMA:NONE].

So, beyond the obvious of fixing the reactions to take place at the bullet mint, what else am I missing here?

13
DF Modding / Re: Black Powder Firearms
« on: June 23, 2012, 01:13:57 pm »
Oh well, so I'll remove the bits from the Gun mod and try again.

Anything I should note? Beyond the obvious "Give the dwarves the reaction permission, buildings, weapons, etc".

14
DF Modding / Re: Black Powder Firearms
« on: June 23, 2012, 01:17:37 am »
I'm using whatever version is currently up for download.

A larger explanation would be that when I go to the ammo mint, only two options are listed (Small and Large Cart), which are listed as "Rock" cartridges. Upon making such cartridges, they fire off "Rock" projectiles.

No other cart. options are listed :|

Somewhat stumped.

15
DF Modding / Re: Black Powder Firearms
« on: June 21, 2012, 02:30:53 pm »
I love the mod, but I'm still having problems getting it to fully function properly.

The biggest problem I'm having is ammo, specifically cartridges. They show up as "Rock" projectiles, regardless of the stones made.

Any thoughts for how I can fix that?

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