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Author Topic: Re-introduce arsenal dwarves on non [SITE] level  (Read 663 times)

FantasticDorf

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Re-introduce arsenal dwarves on non [SITE] level
« on: July 28, 2016, 05:14:34 pm »

Arsenal dwarves are a relic of the murky distant past, when militia functions used to be run past a single dwarf for automatic upgrades, those days and the bugs that came along with it. A dwarf that somehow managed to get everyone in and out of armor, and somehow fluff that up meaning everyone walked around with mis-matching socks that were so anti-feng-shui they got the sack for a good number of versions.

I forsee a new system in which within the economy, rather than taking any particular weapon, militias are assigned specific weapon/armour and ammo templates, like a player fortress military screen. Between doling out and assigning equipment within relevant economical (or if [ACCOUNT EXEMPT] (based on precedence to further discriminate with similar economical/unlimited budgeting) the 'arsenal dwarf' position is also responsible for creating organised groups (which to draw a game comparison are the preset 'metal/leather/archer/nothing)

  • As more of a preparation for the army arc, having a 'arsenal dwarf' allows modders to define a basic regiment template to a position within the raws, so that the entity will draw upon them or a approved list to generate (if not randomly made from hard coded background lists based on availibilty such as a generic 'spearman regiment')
Code: [Select]
REGIMENT 1
[NAME:troll handler regiment:militia warrior:troll handlers]
[SITE] - additional tags such as [ARMY] will allow them to travel into war, this one for example is tied to the site
[POSITION 1:GOBLIN:NONE:NONE:NONE:NONE:NONE:SHORT_SWORD:IRON] - This is a goblin (the allowed class is goblin for the slot) equipped with their already existing clothes and a additional short sword made out of iron, if the sword or the iron material cannot be sourced they will
[POSITION 2:TROLL:CAP:LEATHER:ALL:NONE:LOINCLOTH:YARN:WAR_HAMMER:COPPER][NAME_SPECIFIC:war troll]
[OVER_CLOTHING]
[ASSIGN_TO_POSITION:MILITIA_CAPTAIN] - Militia captain will receive this regiment as a approved type to use
[BUDGET_MAX:3] - Can only afford weapons and armour to a max level of 'well made', setting to zero will provide with shoddy, crude and broken weapons but on the greater scale of things, en-masse can fully clothe and weaponise a lot of soldiers, similar to peasants.
[USE_EXOTIC:NO]

These regiments will then generate in the game, usuallly substituting and wriggling around materials to accommodate to a proper value budget, high max budget but low actual budget for example might particularly exemplify the commander as well equipped but in comparison, the rest of the regiment may be wearing leather or basic silk hoods with crude weapons

  • Existing rules on how off-site militia equip items and organise themselves will be challenged, as predictable (and sometimes unpredictable as per rare regiments and item/armour weapon choices coming into play based off availbility) patterns will emerge in sieges, legends and encounters. The 'arsenal dwarf' noble determines whether soldiers like before just randomly equip whatever they find in the spirit of 'finders keepers' (like kobolds, bandits & animalmen) or are given munitions by the 'arsenal dwarf' to be organised (which is a reasonably simple concept even a goblin can get behind) random mish-mashes of loose soldiers may still exist but they will be filler to archaic patterns, usually sourced from volunteers from hillocks and minor settlements where the arsenal dwarves are not present.

Code: ( elves have usually a good supply of strong racial creatures to use) [Select]
REGIMENT 2
NAME:satyr ambushers:satyr ambusher:satyr ambushers
POSITION 1 [SATYR:NONE:BREASTPLATE:WOOD:NONE:NONE:BOW:WOOD:ARROWS:80:WOOD/ENCHANTED]
POSITION 2 [SATYR:NONE:BREASTPLATE:WOOD:NONE:BOW:WOOD:ARROWS:80:WOOD/ENCHANTED]
POSITION 3 [SATYR:NONE:BREASTPLATE:WOOD:NONE:NONE:BOW:WOOD:ARROWS:80:WOOD/ENCHANTED]
POSITION 4 [SATYR:NONE:BREASTPLATE:WOOD:NONE:NONE:BOW:WOOD:ARROWS:80:WOOD/ENCHANTED]
POSITION 5 [UNICORN:ALL:NONE:NONE:NONE:NONE][MOUNTED_BY:POSITION 1]
[REPLACE_CLOTHING]
[MAX_BUDGET:2] - arrows counted in as well as part of the balancing act.
[ARMY]

Code: (humans have size on their side but also quite a array of domestic and wilderness plains animals) [Select]
REGIMENT 3
[NAME:houndmaster:animal keeper:war beast troops]
[POSITION 1 HUMAN:NONE:NONE:NONE:NONE:KNIFE:METAL_MAT]
[POSITION 2 DOG:MALE:WAR:SPIKED_COLLAR:COPPER][SPECIFIC_NAME:hound] - collars are a specifically designed 'armour' and grapple point that are non-removable.
[POSITION 3 DOG:MALE:WAR:SPIKED_COLLAR:COPPER][SPECIFIC_NAME:hound]
[POSITION 4 DOG:MALE:WAR:SPIKED_COLLAR:COPPER][SPECIFIC_NAME:hound]
[POSITION 5 DOG:MALE:WAR:SPIKED_COLLAR:COPPER][SPECIFIC_NAME:hound]
[POSITION 6:TRAINABLE_ANIMAL:WAR:SPIKED_COLLAR:IRON] - the value of the animal as well as the rest of the dogs are taken into account
[OVER_CLOTHING]
[ARMY]
[MAX_BUDGET:2]
[USE_EXOTIC] - comes into additional relevance to creatures, they will source exotic creatures to use, but these creatures have specific loyalty related penalties when the 'owner' dies and may turn on other soldiers, dwarves can use it to bring along cavern beasts because of allowances, elves never usually experiencing the downsides of bringing beasts.

Code: (a extreme example of bringing along a megabeast that has been captured/within lair proximity of a site to take if applicable to the tags) [Select]
[REGIMENT 4]
[NAME:siege giant:giant:giants]
[POSITION 1:GOBLIN:NONE:NONE:NONE:NONE:SHORT_SWORD:METAL_MAT][SPECIFIC_NAME:giant handler:giant handlers]
[POSITION 2:GIANT:MEGABEAST:NONE:NONE:NONE:NONE:LOINCLOTH:CLOTH_MAT] - on the greater scheme of things, a giant counts towards the capped amount of megabeasts which per army counts as one and has a flat high value, intelligent but even still beastial creatures like dragons can lead their own regiments, wheas this giant because it is a slow learner, requires other intelligent units to stop the unit disbanding and having broken morale.
[OVER CLOTHING]
[ARMY]
[MAX_BUDGET_3]

  • As long as there is availability in the storage (from trading or failed sieges adding to stockpiles) and the budget to do so, the 'arsenal dwarf' noble will sort out even exotic weapons and armor via use of the [USE_EXOTIC:NO/SOMETIMES/ALWAYS] token, searching for soldiers in the same skill fields and the pre-requisite sizes to the allocated, meaning that while you may not ever have lashers (without a mercenary to train them up) you may well have artifact (via dwarf moods)/siezed morningstars and pikes rarely in certain regiments cropping up here and there to the budget and FORCED objects appearing made by conquered civilisations (which may be rare alloys like steel if you were playing a alternative race and conquered and annexed a functional dwarven fortress).

Apologies if the mock-up coding is a little consistent, i didn't have a clear plan outlying plan from the get go and they are work in progress. Feedback to the suggestion would be very much appreciated.  :)
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