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Author Topic: Smelting recipe help: creation of firearms formula  (Read 3587 times)

eddyg86

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Re: Smelting recipe help: creation of firearms formula
« Reply #15 on: January 02, 2011, 07:31:46 am »

hmm; all that's left to do is the balance on dmg (this part is kinda a challange) and the ammounts of stones etc.. ok;

any modders out there any suggestions? types/ranges of dmg for effectively different ammo types???
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eddyg86

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Re: Smelting recipe help: creation of firearms formula
« Reply #16 on: January 02, 2011, 10:37:21 am »

i reckon in reality i'll have to do 1 brim, 2 salt peter and 10 charcoal For Gameplays sake cos otherwise unless ur lucky or got a bit of trade.. perhaps you'll never get to make more than 1 stack of bullets; how common is saltpeter and brimstone??? can someone verify :P what do you think?
saltpeter is more common than brimstone, at least where I like to embark, therefore I'd recommend, that you make it enough to make at least 3-7 stacks of bullets, as bullets don't really need that much gunpowder. besides saltpeter and brimstone alike are found in very small clusters, it would be difficult to find enough to make it economical for only one brim, 2 saltpeter, and 10 charcoal.
these stones are typically found in clusters of 9, and besides, 10 charcoal is roughly equal mass to the much more dense stones, and by weight, that doesn't seem like the right formula. the formula I found for black powder is
100 parts saltpeter
18 parts of char coal, and (Parts given by weight)
                       16 parts of sulfur
and the formula for sulfurless black powder(which would probably what dwarves would end up using)
100 parts of saltpeter and
                       24 parts of charcoal
I'd recommend making both possible, as their existance is the product of necessity and thereby the availability of the materials required.
 

ahhr i is only good at thinking and stuff when a) not on beer b) spirits c) not now;... help us out here,
in DF raw language what type of numbers?

[REACTION:BULLET_MAKING_NOSULF]
[NAME:make packet of bullets (purely saltpeter)]
[BUILDING:SMELTER:NONE]
[REAGENT:A:10:BAR:NO_SUBTYPE:METAL:LEAD]
[REAGENT:B:14:BAR:NO_SUBTYPE:METAL:BRASS]
[REAGENT:C:15:BOULDER:NO_SUBTYPE:INORGANIC:SALTPETER]
[REAGENT:D:5:BAR:NO_SUBTYPE:CHARCOAL:NO_MATGLOSS]
[PRODUCT:100:30:AMMO:ITEM_AMMO_BULLETS:METAL:LEAD]  <--*
[PRODUCT:100:30:AMMO:ITEM_AMMO_BULLETS:METAL:LEAD]
[PRODUCT:100:30:AMMO:ITEM_AMMO_BULLETS:METAL:LEAD]
[FUEL]
[SKILL:SMELT]

[REACTION:BULLET_MAKING_SULF]
[NAME:make packet of bullets (brimstn/sltptr)]
[BUILDING:SMELTER:NONE]
[REAGENT:A:10:BAR:NO_SUBTYPE:METAL:LEAD]
[REAGENT:B:14:BAR:NO_SUBTYPE:METAL:BRASS]
[REAGENT:C:14:BOULDER:NO_SUBTYPE:INORGANIC:SALTPETER]
[REAGENT:D:1:BOULDER:NO_SUBTYPE:INORGANIC:BRIMSTONE]
[REAGENT:E:4:BAR:NO_SUBTYPE:CHARCOAL:NO_MATGLOSS]
[PRODUCT:100:30:AMMO:ITEM_AMMO_BULLETS:METAL:LEAD]
[PRODUCT:100:30:AMMO:ITEM_AMMO_BULLETS:METAL:LEAD]
[PRODUCT:100:30:AMMO:ITEM_AMMO_BULLETS:METAL:LEAD]  <--*will multiple product lines produce multiple items? i thought so?..
[FUEL]
[SKILL:SMELT]

how does this stand?
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eddyg86

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Re: Smelting recipe help: creation of firearms formula
« Reply #17 on: January 02, 2011, 01:57:42 pm »

this above is probably roughly what i'll use; i'll get it all zipped and maybe ppl wanna test them out; tis ez for everyone to mod whatever
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kasan

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Re: Smelting recipe help: creation of firearms formula
« Reply #18 on: January 02, 2011, 10:22:04 pm »

Well, a very rough formula for bombs would be completed gunpowder, potash, a unit of alcohol and plant fiber cloth.  You'd get a very crude form of TNT.
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eddyg86

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Re: Smelting recipe help: creation of firearms formula
« Reply #19 on: January 02, 2011, 11:24:03 pm »

in regards to ah shootable ammo? i would say sure.. say 15saltpeter;5charcoal;1potash;1alcohol;plantfibre; that'll do for now. what of the dmg? without 'fire' dmg on ammo types i can only maybe compensate by doing a big 'boom' of blunt dmg
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kasan

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Re: Smelting recipe help: creation of firearms formula
« Reply #20 on: January 03, 2011, 01:46:27 am »

unless your goal is incendiary bombs, 99% of all high explosives deal concussion based damage in the real world anyway. All that fire and jazz you see in movies are just special effects.  Ergo: Blunt Damage  and it would be a fairly big number.  Even a homemade pipe bomb out of 17th century materials is enough to remove limbs at ground zero. Just average the damage out based on the total number of materials.
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eddyg86

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Re: Smelting recipe help: creation of firearms formula
« Reply #21 on: January 03, 2011, 02:54:38 am »

sure; i thought a large surface blunt attack would emulate something going 'whack' ANd 'boom' against a target.. to testing arena asap cheers
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eddyg86

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Re: Smelting recipe help: creation of firearms formula
« Reply #22 on: January 31, 2011, 10:31:01 am »

after many weeks of distractions ; i have finalized the roughs of what types of weapons i would like to see. if one would like to add these to a mod or make a change... go forth

add these to 'item_weapons.txt or a custom weapon txt
Spoiler (click to show/hide)

add these to item_ammo.txt or a custom item_ammo .txt
Spoiler (click to show/hide)

a million bonus karmic universal goodness points to the someone who can perfect the damage on those ammo types

- nothing there is final -

much more arena testing is neccesary ; those values will provide decent effects on bullets - yet against adamantium ; a legion of master bullet(pierce) armed goonbags will not be able to scratch 1 goondah in full adamantium armor even without a shield - they can attack him 360 and they'll be more likely to shoot their own mates or something.

The Reactions. These may require a building in later dates - the line is removed requiring the 'gunsmith' and 'bombshop' perhaps to be present for the reactions to commence ; to add this i'd ave to post the custom building; i will only do so on request or look back in this post as someone helped me with the info on the how.
Add these to reaction_other.txt or to make your own, an empty txt file with [OBJECT:REACTION] in the heading. Same with weapons and ammo ; AMMO / WEAPON / ARMOR etc
Spoiler (click to show/hide)

Add this with the other reactions on or just above the noble and professional listings in any entity you would wish to be able to do the job (and have guns and ammo in worldgen i believe) ; entity_default.txt
Spoiler (click to show/hide)

That's it. With iron/and steel with the bomb weapons / gunpowder all that ; your dwarves or whoever else may dig up the goods and put together some mightier than usual crossbows.. the bombs and shot suxor tho.. what values ought i use? digs up for prize
thanks for the help everybody who does
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myrkul

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Re: Smelting recipe help: creation of firearms formula
« Reply #23 on: January 31, 2011, 02:27:09 pm »

Why'd you make the skill hammer? I would think crossbow would be a better choice... x-bow was, after all, the first stocked weapon.
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eddyg86

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Re: Smelting recipe help: creation of firearms formula
« Reply #24 on: February 01, 2011, 02:37:05 am »

becos thats the skillz for SMACKING someone with the weapon ; not shooting them ;D

hence ; the bayonet rifle is 'spear'.

setting the ammo type to 'crossbow' does the trick of requiring crossbow training etc.
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