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Should I continue to have all guns with one skill, or seperate them into different skills?

Seperate. It makes it more like traditional dwarf fortress, and helps to keep squads orginized better.
Keep together. Combat isn't the only focuse of the mod, and having it only one skill has several advantages of its own.

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Author Topic: Dwarf Fortress: Modern. Histories of Industry and Warfare  (Read 37607 times)

Stirk

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Re: Dwarf Fortress: Modern
« Reply #195 on: March 13, 2013, 04:58:43 pm »

I decided to cancel the hunting rifle idea, I couldn't get it to balance right and decided that a pistol would work pretty much the same in the end...

Instead, I decided to do a little more with armors, giving you something heavy that gives a little protection against the bigger guns. Probably go with Dragon skin, since why not? It will be heavier then the other armor, but will be able to provide some protection against higher-caliber bullets.


***EDIT****

Dragon skin ready. It can block an M16 bullet a good part of the time, making it a better armor then the standard breastplate. But it also doesn't block all small arms and melee, making it so you have to gamble on which one you want. It is also more expensive. I will put it up with the other updates on Saturday.
« Last Edit: March 13, 2013, 05:35:12 pm by Stirk »
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Stirk

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Re: Dwarf Fortress: Modern
« Reply #196 on: March 16, 2013, 10:05:39 am »

New version up! This version contains-

-Corn. A new above ground plant that can be eaten raw or used to make...
-Soda. A high-value alcohol that can be made from corn and sugar at the chemist lab.
-Pistols and Uzis, which are a cheap but weak gun used to save more resources
-Dragon skin armor. It is a stronger armor capable of blocking even rifle rounds, but it only blocks things 50% of the time, so you could just as easily die from a pistol round.

As always, be sure to tell me about any glitches or new ideas!
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Stirk

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Re: Dwarf Fortress: Modern. Histories of Industry and Warfare
« Reply #197 on: March 19, 2013, 11:06:33 am »

Next version, I am thinking of thinning out some of the less-useful minerals and replacing them with the more useful ones. How many of you honestly use bronze with this mod? This should help out the resource problem I have been noticing, I will need more votes to decide what to do next...

I am also thinking about transferring all the transforming metals over to rocks, since the wagons keep exploding.
« Last Edit: March 19, 2013, 11:10:31 am by Stirk »
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Re: Dwarf Fortress: Modern. Histories of Industry and Warfare
« Reply #198 on: March 20, 2013, 05:38:29 pm »

Alright! The next update expanded iron and lead ores, so you will now be able to find them any where that is reasonable. Some thing with oil, as lone as you have the settings high enough, you should be able to get resources properly now. We will test to see if this is solving the problem on the next addition on Friday. I hate to sacrifice realism, but I guess game play has to come first...

Next update, I am also going to try fixing the tank's cannon and helicopter's missiles to be able to do more, making them more of a threat. I will also add a few more guns to fill several rolls, because they are easy to make and easy to have ideas about. As always, please suggest anything if you have an idea!
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Stirk

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Re: Dwarf Fortress: Modern. Histories of Industry and Warfare
« Reply #199 on: March 21, 2013, 10:46:15 pm »

The cannon update has been problematic, I can't find any decent way to get it what I want. But I did make a new gun, and plan on making some more things for an update I will post tomorrow with the rest. The next version will have...


-The most important update: Important metals and materials able to be found anywhere.
-New gun, the Striker shotgun. Faster then the other shotguns, but it has less piercing power. Can't make in gunsmith's shop next version, until I feel it is more balanced, but you can make them in the normal forage for slightly more.
-Fighter planes. Probably. It will have some machine guns, and a fireball missile. It will be pretty tough, especially against infantry, as well as having decent defense. Making up for this, it will also be expensive and slightly destructive to your own fortress. The Tyrannians will also get it, so be careful if you make them mad! Probably f-16 models.
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Stirk

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Re: Dwarf Fortress: Modern. Histories of Industry and Warfare
« Reply #200 on: March 22, 2013, 05:48:42 pm »

For the fighters, since I can't seem to get an interaction to kill anything, I decided to give the f-16s a kind of short range attack, the sidewinder missile. It is basically a sword that they can hit things with at close range, but lets just pretend it is a missile.
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Stirk

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Re: Dwarf Fortress: Modern. Histories of Industry and Warfare
« Reply #201 on: March 22, 2013, 07:37:26 pm »

Alright! New version up! The new version includes:

-Metals moved. You should now be able to find lead, iron, and petroleum in any location you embark on with decent frequency.
-New gun, the striker shotgun. Weaker then the others, but is faster.
-The F-16 fighter jet. It can shoot several fire balls, which in the current version of DF are pretty amazing against infantry. They also have an armor piercing attack, making them decent against tanks, but it can be removed easily.

All of these still need to be balanced, so be sure to give me feedback!
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Putnam

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Re: Dwarf Fortress: Modern. Histories of Industry and Warfare
« Reply #202 on: March 22, 2013, 08:04:16 pm »

For the fighters, since I can't seem to get an interaction to kill anything, I decided to give the f-16s a kind of short range attack, the sidewinder missile.

You're in luck!

Code: [Select]
local function getMaterial(item)
return dfhack.matinfo.decode(item).material
end

local function matExplodes(material)
for _,reactionClass in ipairs(material.reaction_class) do
if reactionClass.value == "DFHACK_EXPLODES" then return true end
end
return false
end

events=require "plugins.eventful"
events.onProjItemCheckImpact.grenade=function(projectile)
local item = projectile.item
if matExplodes(getMaterial(item)) then dfhack.maps.spawnFlow(projectile.cur_pos,6,0,0,50000) end
end

events.onProjItemCheckImpact.grenade()

Completely untested, but I think it should work. Should make your explosives have a bit more kick.

Stirk

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Re: Dwarf Fortress: Modern. Histories of Industry and Warfare
« Reply #203 on: March 22, 2013, 08:14:58 pm »

For the fighters, since I can't seem to get an interaction to kill anything, I decided to give the f-16s a kind of short range attack, the sidewinder missile.

You're in luck!

Code: [Select]
local function getMaterial(item)
return dfhack.matinfo.decode(item).material
end

local function matExplodes(material)
for _,reactionClass in ipairs(material.reaction_class) do
if reactionClass.value == "DFHACK_EXPLODES" then return true end
end
return false
end

events=require "plugins.eventful"
events.onProjItemCheckImpact.grenade=function(projectile)
local item = projectile.item
if matExplodes(getMaterial(item)) then dfhack.maps.spawnFlow(projectile.cur_pos,6,0,0,50000) end
end

events.onProjItemCheckImpact.grenade()

Completely untested, but I think it should work. Should make your explosives have a bit more kick.

Ah, I will admit I was skeptical about DF hack at first, it seems that it is just begging for my players to cheat the game...but if you can get an explosion, and an untested one at that, to work, I might just have to include it.

If I can understand this new code...
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This is my signature. There are many like it, but this one is mine.

This is my waifu, this is my gun. This one's for fighting, this ones for fun.

Putnam

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Re: Dwarf Fortress: Modern. Histories of Industry and Warfare
« Reply #204 on: March 22, 2013, 08:23:46 pm »

Fixed it for you!

Code: [Select]
local function getMaterial(item)
return dfhack.matinfo.decode(item).material
end

local function matExplodes(material)
for _,reactionClass in ipairs(material.reaction_class) do
if reactionClass.value == "DFHACK_EXPLODES" then return true end
end
return false
end

events=require "plugins.eventful"
events.onProjItemCheckImpact.grenade=function(projectile)
if projectile then
local item = projectile.item
if matExplodes(getMaterial(item)) then dfhack.maps.spawnFlow(projectile.cur_pos,6,0,0,50000) end
end
end

events.onProjItemCheckImpact.grenade()

This has been tested to work. Make a "grenade" or "sidewinder missile" or what-have-you material with a reaction class of "DFHACK_EXPLODES", put this script into dfhack.init, make it a material emission, and there you go.

Stirk

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Re: Dwarf Fortress: Modern. Histories of Industry and Warfare
« Reply #205 on: March 22, 2013, 08:27:47 pm »

Fixed it for you!

Code: [Select]
local function getMaterial(item)
return dfhack.matinfo.decode(item).material
end

local function matExplodes(material)
for _,reactionClass in ipairs(material.reaction_class) do
if reactionClass.value == "DFHACK_EXPLODES" then return true end
end
return false
end

events=require "plugins.eventful"
events.onProjItemCheckImpact.grenade=function(projectile)
if projectile then
local item = projectile.item
if matExplodes(getMaterial(item)) then dfhack.maps.spawnFlow(projectile.cur_pos,6,0,0,50000) end
end
end

events.onProjItemCheckImpact.grenade()

This has been tested to work.

Thanks Putnam! If this works, I will be able to fix the tank cannons, helicopter missiles, F-16 missiles, missile explosions, CIWS missile explosions, rocket explosions, Armbrust explosions, and I can probably get the flamethrower to work properly...

....Where do I put this script, exactly?
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This is my waifu, this is my gun. This one's for fighting, this ones for fun.

Putnam

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Re: Dwarf Fortress: Modern. Histories of Industry and Warfare
« Reply #206 on: March 22, 2013, 08:28:58 pm »

hack/scripts

Flamethrowers would be better done with itemsyndrome.

Stirk

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Re: Dwarf Fortress: Modern. Histories of Industry and Warfare
« Reply #207 on: March 22, 2013, 08:34:15 pm »

hack/scripts

Flamethrowers would be better done with itemsyndrome.

Well thanks. Just when I can start pretending to know something about modding, I have to go and learn another language...

In other news, for the fine people who use this mod, I will break it into two pieces. The standard mod, which we know and love, and the "hacked mod", which has all the DF hack features that I have managed to capture.
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This is my waifu, this is my gun. This one's for fighting, this ones for fun.

Putnam

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Re: Dwarf Fortress: Modern. Histories of Industry and Warfare
« Reply #208 on: March 22, 2013, 09:17:09 pm »

You don't need to learn the new language. The only difference is literally [SYN_CLASS:DFHACK_ITEM_SYNDROME] and [REACTION_CLASS:DFHACK_GRENADE]. Those are the only things you need to know. Maybe the other DFHACK_WIELDED_ONLY and stuff, but it's all raw-based. I would recommend having just the DFHack one. DFHack is definitely not just a cheating utility, it's very, very useful.

Stirk

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Re: Dwarf Fortress: Modern. Histories of Industry and Warfare
« Reply #209 on: March 22, 2013, 09:23:52 pm »

You don't need to learn the new language. The only difference is literally [SYN_CLASS:DFHACK_ITEM_SYNDROME] and [REACTION_CLASS:DFHACK_GRENADE]. Those are the only things you need to know. Maybe the other DFHACK_WIELDED_ONLY and stuff, but it's all raw-based. I would recommend having just the DFHack one. DFHack is definitely not just a cheating utility, it's very, very useful.

Well it is complected enough that I have managed to not get it to work. And besides, this way I will get double downloads! Or something!
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This is my signature. There are many like it, but this one is mine.

This is my waifu, this is my gun. This one's for fighting, this ones for fun.
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