Musket-Mod v0.5c
Adds a choice of muskets and pistols (and bayonetted versions), blunderbusses and blunderbuss "dragon" pistols, hand mortars, rocket launchers, cannons (with normal cannon balls, explosive shells and chemical cannisters), rapid-fire automuskets and lightning guns to the human civilization, which are all conveniently craftable at your fortress.
It's a WIP, so I'd appreciate it if you let me know what you think or if you find any bugs (I've not done too much testing, but everything seemed to work properly).
Each weapon category can be enabled or disabled ingame with a menu run from DFhack.
Muskets
Crafting To make a musket or a pistol at the gunsmith's workshop, you will need a steel bar, a log, any mechanism and fuel.
Pistols aren't as good as muskets, but are one handed so can be used with a shield.
Ammunition The bullets themselves are crafted at the gunsmith's workshop in lots of 50 using 1 potash and any type of metal bar.
This means you must be careful about which stockpiles your ammunition forges take from, but allows you to experiment
with different types of metal as ammunition or get rid of all that excess zinc and lead. REMEMBER TO SPECIFY THOSE STOCKPILES.
Bayonets Bayonets simply require a steel bar and are both crafted and attached at the gunsmith's workshop. FIX BAYONETS!
Blunderbusses and Dragon Pistols
Crafting Blunderbusses and their miniature equivalents, dragon pistols, are produced in exactly the same manner as the normal musket and pistol.
Ammunition Both of these weapons take ammunition referred to ingame as 'cartridges', with the reactions taking the same reagents as bullets,
but producing only half as many rounds. The round will split into 4 pellets of shot upon firing, which will spread out in a haphazard manner.
Rocket Launchers
Rocket launchers now have WIP constructed wall and tree destruction:
f*ck nature!
Crafting Launchers are the same as muskets, but no wood and twice the steel and mechanisms, which must be made out of steel.
Ammunition Rockets are much the same as bullets, but can only be made out of steel, need steel mechanism for the fuze and take 3 bars of potash
to produce only 1 rocket (because they're stupidly OP).
Using these will start fires if your map is grassy, be careful!Hand Mortars
pic coming soon
Crafting
Mortars are halfway between muskets and launchers in both effect and construction, requiring two steel bars, a log and any one mechanism.
Credits to MottledPetrel for the idea.
Ammunition
Grenades use a steel bar and mechanism, along with 2 bars of potash, to produce 5 grenades. They're much less powerful than rockets, but
will still start forest fires if used in a grassy area.
Cannons
They're not quite custom siege engines, but they do the job. Pulpy!
cannons have been much improved since this gif, they're now mostly instantly deadly
Crafting Cannons require blocks and a pipe section.
Ammunition Cannons are workshops that can fire any trap components (spiked balls, serrated discs and so on), but have 3 new types of ammunition: solid cannon balls,
exploding shells and gas cannisters. Whatever you fire out a cannon, you'll need a bar of potash to make it shoot.
Cannon balls simply require metal bars of any type.
Explosive shells require steel bars, a mechanism for the fuze and a bar of potash for the explosion.
Will start forest fires! Gas cannisters have been temporarily removed due to native venoms not being inhalable, making them useless. Currently being reworked.
Automuskets
this kills the crab
Crafting Same as a musket, but twice the amount of steel and mechanisms.
Ammunition Fires normal musket bullets, but will chew threw them very quickly and with less accuracy than a musket.
Lightning Guns
UNLIMITED POWER!
Crafting
Lightning guns are experimental weapons that are extremely deadly but can sometimes injure the user with little chance of recovery.
Made out of a blunderbuss, 2 mechanisms and a copper bar at the Alchemist's Laboratory.
Ammunition
Each lightning bolt consumes 1 voltaic cell, also produced at the Laboratory from a copper bar and a zinc bar in lots of 50.
Credits (in alphabetical order, let me know if I've missed you out):
expwnent
Fleeting Frames
Lethosor
Michael_Almeida
MottledPetrel
PeridexisErrant
Putnam
Roses
sponge
squamous
thefriendlyhacker
Warmist
whose works and/or guidance served as a valuable reference.
big thanks to:
Grimlocke
for many brilliant improvements and suggestions
Jake
this mod is based on his excellent (and far more realistic) mod BPFA
John Acar of juniorgeneral.org
meph
Vordak
for the use of their sprites.
special thanks to:
toady
for creating DF
Link:http://dffd.bay12games.com/file.php?id=13964This mod is heavily WIP, test at your own peril.
Changelog:
0.5c fixed blunderbuss errors and added WIP rocket launcher wall breaching
0.5b fixed some raw errors (thanks to DWARFFRAWD and Sver)
0.5 updated for Meph tileset V4.2
added Alchemist's Laboratory and reimplemented chemical weapons
added lightning gun
added new ammo sprites and retouched weapon sprites
improved cannon reactions (firer will now wait for target and fire at will), fixed targetting distance error and made rotation compatible with other mods with much assistance from Grimlocke
merged weapon scripts preventing them tripping up over each other
tweaked automusket to use regular bullets, lowered smoke amount and slightly increased accuracy
increased number of blunderbuss pellets from 4 to 6
slightly increased rocket explosion size and made flight path become unpredictable after 30 tiles of flight
0.4i updated for Meph tileset V.4
0.4h made cannonball more effective (thanks to Grimlocke)
fixed automusket listener name error
0.4g tweaked cannon pathing algorithm to be more accurate
rolled back settings manager changes due to arena mode scripts not firing
0.4f added automusket
tweaked settings manager to try and lower overhead whilst retaining arena mode functionality
0.4d added cannon rotation, separate fire and load reactions at Grimlocke's suggestion, also native-like announcements
added Vordak's cannon sprites
added cave-in dust concussion effect to hand mortar grenades
fixed blunderbuss ammo name error
attempted to make normal cannonballs more deadly by increasing velocity & velocity multiplier
0.4c added blunderbuss and dragon pistol
0.4b moved reactions into appropriate workshop categories
0.4 added ingame customization menu letting users select which weapons appear in fortress mode
added Vordak's weapon sprites
added Gunsmith's workshop (sprite by Meph) so as to not gum up the metalsmith's menu with reactions.
added flintlock pistols and bayonets
added notification when cannon user cannot find valid target
added new reaction to cannon to allow targetting of helpless domestic animals for test-firing
0.3c added gun carriage to cannon sprites and changed skill used by firearms to blowgun, as per Vordak's advice
0.3b added hand mortars at the request of MottledPetrel
0.3 initial release