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Messages - hawk767

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1
DF Modding / Re: Possible Weapon mod?
« on: July 04, 2013, 12:51:35 am »
I do actually have the kukri in my list of things to do, I really just asked a friend for a list of weapons I could make and he rattled off a good half of what is on there now.

I do still have more tweaking and testing to do with the weapons, for sure. So far what you described is sort of what I tried doing with the Falchion since it really does more represent a machete than it does a sword, sort of that cross between the hacking power of an axe and the cutting power of a sword, which is what I tried to accomplish with it.

When I test I have been first controlling the character myself against 1 other unarmored opponent just to get an idea for how each attack behaves most often. Then I'll throw in an opponent with iron armor or leather armor on, and finally a number of opponents versus my one and I'll let the ai control just to see what attacks are used and to what effect. So far I've sort of achived what I want on the weapons I've done, but my own opinion isn't going to be enough to determine if I'm reaching a degree of plausibility with the weapons I'm making rather than them just being renamed versions of what is already there.

I'm going for flavor, yes, but also usability =p

2
DF Modding / Re: Possible Weapon mod?
« on: July 03, 2013, 06:13:04 pm »
I've updated the first thread to show off what I have done, am working on, and what I have planned for possible content. I'm focusing purely on weapons so no armor at the moment.

3
DF Modding / Re: Possible Weapon mod?
« on: July 03, 2013, 03:09:51 pm »
Well when I said not an Elven weapon I meant more along the lines of its probably not something they would use. A bit brutish in my opinion.

Anyhow, I'm still having issues with it showing up as a metal made weapon in the arena. When I go to give the dwarf a weapon everything else shows up as metal but the falchion only shows up in multiple wooden varieties and while these have been good at the hacking and slapping, they are deflected even by leather armor so that's pretty useless.

I'm missing something somewhere haha.


Edit: Derp, figured out my problem. I was just adding the file into the items_weapon.txt file and at the bottem the last weapon has the training tag below it so I think that was assigning it to the falchion as well, so that's fixed.

Code: [Select]
[ITEM_NAME:ITEM_WEAPON_FALCHION]
[NAME:falchion:falchions]
[SIZE:600]
[SKILL:SWORD]
[TWO_HANDED:47500]
[MINIMUM_SIZE:425000]
[MATERIAL_SIZE:4]
[ATTACK:EDGE:30000:5500:chop:chops:NO_SUB:1250]
[ATTACK:BLUNT:30000:5000:slap:slaps:flat:1250]
[ATTACK:BLUNT:75:1000:strike:strikes:pommel:1000]

Finished Falchion I think. I ran both iron and steel versions in the arena against both unarmored and iron armored opponents to impressive results. Think I'll try out a pole arm weapon next and see if I notice any sort of difference in behavior.

Edit 2: Is the speed that the weapon can attack determined by its size or is that also solely dependent on the weapon user?

4
DF Modding / Re: Possible Weapon mod?
« on: July 03, 2013, 02:36:04 pm »
Edit - Sorry 505 Error double post.

5
DF Modding / Re: Possible Weapon mod?
« on: July 03, 2013, 02:34:59 pm »
Code: [Select]
[ITEM_NAME: ITEM_WEAPON_FALCHION]
[NAME:falchion:falchions]
[SIZE:600]
[SKILL:SWORD]
[TWO_HANDED:47500]
[MINIMUM_SIZE:425000]
[MATERIAL_SIZE:4]
[ATTACK:EDGE:30000:5500:chop:chops:NO_SUB:1250]

First weapon so far. Not finished as I plan to add a blunt attack as well, just wanted to post this first. I tried to find a good balance between the numbers of the battle axe, short sword, and long sword.

I tested it a bit in the arena and it seemed to work just as well as any other sword weapon when given to a talented sword dwarf against an unarmored dwarf. I focused on using the chop attack though not sure if that has any effect, and it led to a lot of body damage and blood hitting both lungs and liver. The couple strikes to the head that weren't fully solid landed bruising to the skull.

Now, I'm curious as ti what I need to do to get this weapon to be found in metal form? When I went to test the only possible materials were all wood, and I don't figure this to be much of an elf-y weapon xp.

Edit: Also I'm curious if there's a way to edit/add skills? I know its done in major mods like masterwork but don't see any clear raw file of it. I'd simply like to add a Polearm skill rather just just using the pike skill. Most for the addition of the Glaive, Baldiche, Locharber Axe, etc. These don't exactly fit the description of a pike.

6
DF Modding / Possible Weapon mod?
« on: July 03, 2013, 04:43:16 am »
---WEAPON LIST---
Base Complete
(Though I have completed these weapons to work in game, I won't consider them fully complete until I've tested them and others have and can determine them to match up with their real world goals, the rapier as a quick stabbing and cutting weapon versus the falchion as a heavy machete style blade.)
Katar
Falchion
Glaive
Rapier
Flambard
Quarterstaff
Shuriken
Throwing Axe

WIP
Barbed Whip

Random List
Dirk
Sabre
Club
Bardiche
Guisarme
Lochaber Axe
War Scythe
Brass Knuckles/Cestus/Spiked Gauntlets
Dao
Spiked Chain (whip/scourge style weapon)
Naginata
Sai
Warpick
Javelin
Nunchucks
Ranseur
Kama
Trident
?Net? (Not sure if this one is possible)
Sling
Kukri
Alternate Crossbows?
Bastard Sword
Katana
Tanto

Download Link

I've included a download link above that contains the weapons that I've "finished" but not the WIP weapons. Any feedback is welcome



I've been thinking of possibly adding a selection of historical weapons into the raws as weapons both your dwarfs can craft/use and that are common among the other civs.

I assume that item_weapon.txt contains every weapon that is contained in the vanilla game? I've been playing Masterwork so I'm not sure if there is anything else related to the weapons elsewhere in the raws.

Basically I just want to add in realistic weapons for the different civs to use/craft, possibly expanding to armors as well. I assume that in order to create just the weapon I will be just creating it as a raw, in the format all of the other weapons use? Then what about the reactions you get during adventure mode fighting. The likeliness of certain attacks to land, the effectiveness of one attack over another etc. Same for fortress mode as well I assume? I'm not sure if the way weapons react during combat would effect the logs you see in fortress mode or not.

Anyway, this is more an interest in learning to mod than anything so I'd like to play around with this. If I end up with a good deal of content from it it would be a mod/modders recourse incase anyone else wants some of the weapons without having to do the research and number crunching I plan to do ;).

Any pointers/tips would be appreciated plus any suggestions for weapons to include, periods to cover. I plan on just focusing on the basic medieval bladed/blunt weapons for now but would love to play with ranged weapons eventually maybe firearms as well.

P.S I know there is a similar mod already that was made at the end of last year, I'm just wanting to do this as my own project, whether its a needed or non-redundant mod.

Edit: Once I've got a handle on things I'd also be interested in making "custom" weapons either from fantasy or my own creations.

7
DF Dwarf Mode Discussion / Water Tower
« on: December 21, 2011, 02:23:49 am »
I couldn't find this answer anywhere so far so figured I'd post.

I embarked in a hot location and each mid-summer the pools of water all around evaporate. I still have a stream but wanted to build a water tower to feed water into and then out of for my well and whatever else I need it for. I was going to build it a few levels high then cover off the top. Will the water still evaporate, same as all the other water?

8
DF General Discussion / Re: DF Talk: Playstyles and You
« on: November 10, 2011, 12:35:59 am »
I think I fall mostly within simulationist in that I really like the complexity of the game and adding more realism through an economy, democracy, and the coming laws system would just make the game that much better.

While I really enjoy building amazing structures and digging out fantastic mines and grand dining halls, I especially like the touch of realism and the time Toady has put into the code to make it that much more realistic. The World gen, the combat system, the creatures having so many variables that make them up and then having the combat reflect all of that. I think that is what makes this game so appealing to me. Just think what complexities an economy and democracy will add? I think having those things be important in the late game are what will really push players, at least me, to strife for a long lasting fort to really take advantage of all the new editions, just to view the amazing complexity at which they are crafted.

9
DF Gameplay Questions / Re: Dwarf Fortress Fort Necessities
« on: November 08, 2011, 02:33:13 am »
Well I've been looking about the map archive and finding a lot of really cool projects. I really like the constructions that are centered on appearance and not complete and utter efficiency (I'm not sure if thats undwarfy or not).

I guess a better question then would be if anyone knows of any good examples of maps that show things like sewer systems, plumbing or whatever else. I think the wiki needs a good plumbing guide ^^.

After getting to the point where I can effectively survive any siege, especially with traps, I'd like to have more to do that the basic; dig for metals, dig for caverns, make lots of trade goods, sell to merchants, kill elves, and rinse repeat. Building projects have always been interesting to me but I've never known where to start. With my coming LP I plan to really figure out what to do with the fort and come up with the design. Therefore I want to design the fort around looks as well as efficiency. As far as I know you pretty much have to do this in order to get things like plumbing and such working well.


10
DF Gameplay Questions / Dwarf Fortress Fort Necessities
« on: November 08, 2011, 12:07:23 am »
Hope this is the right place for this.

I was thinking of doing a Let's Play for Dwarf Fortress. I've played this game plenty. I was struck by a fey mood many a times over the last year and a half that I've started playing, tried making something amazing then falling melancholy as my fortress fell apart (though thats the fun of course and I've always gone back.) Anyways I've always been interested in the design of the fortress. The room layout, defense positions, and of course the grand dining hall which I always make to big.

What I've also always been interested in is how people create sewer systems in their forts. How they have waterfalls creating mist down hallways and in dining halls and even in dwarf rooms creating happy thoughts.

What I want to do with the fortress for my LP is to add things I've never done before. I don't think I've ever seen video of a fort with waterfalls inside, a working sewer system, and even rooms with plumbing. I just like the idea of making the fort more "real" and making every dwarf as happy as possible. I've usually focused on military and not on fort design then had my military fall anyways.

So I'm curious if there are any videos or images of forts with these sorts of features. Things that are there to make dwarfs happy or make the fortress look good. On top of that what about intricate traps, defenses, and really anything interesting in a fort. I've looked through everything on the wiki and most of it I have seen before or attempted. I'd just like my fort to be a little more interesting with design and it wold just be nice to know how to do these things ^^.

http://www.youtube.com/user/WeBmaster767?feature=mhee For the sake of shameless advertising so people can watch the LP when I get enough of a plan brought up for it.

Thanks,

Hawk

11
DF Community Games & Stories / Re: Cowboy fortress [Community.]
« on: April 06, 2011, 10:54:05 pm »
Haha this sounds interesting. I'll join up. This is my first community story that I'm joining so if I do anything wrong let me know.

Farmer/Cook

Name: Spud

Ever since he payed a visit to a human town on the edge of the desert he's never been the same. Doesn't much prefer the booze those cave dwarfs drink and can't stand that elven wine but when he gets his hands on some potato brew, stand back. (I know this isn't in the game but it makes for good story)

He grew up farming with his family and learn to cook from his ma when he was just a few years of age. While some dwarfs were out mining or hunting game he was cooking up mouth watering meals for his partners and enjoying a good mug of strong brew. A very friendly fellow when he's got a drink near by but let the booze stocks get low and watch out for he may poison your meals and get in a fist fight or two.

(Again let me know if there is anything I need to add >.>) Not sure if I actually needed to back story either lol but oh well.

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