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Author Topic: Modding in creatable Wooden Weapons  (Read 610 times)

ChazzyBurger

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Modding in creatable Wooden Weapons
« on: August 13, 2009, 12:07:08 pm »

Hey guys

I'm trying to mod a new civ, namely, WereWolves, instead of dwarves. I want them to use mainly wooden weapons, and no metals. I was wondering if there were any way of modding in the weapon reactions without needing a smelter

Thanks for any help!
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blah28722

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Re: Modding in creatable Wooden Weapons
« Reply #1 on: August 13, 2009, 01:04:25 pm »

If you make the weapons a ranged weapon (bow, crossbow), you can make them at a bowyer's shop.

Just make it shoot imaginary slugs or something.
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Funk

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Re: Modding in creatable Wooden Weapons
« Reply #2 on: August 13, 2009, 01:20:13 pm »

ok thats odd two people working on makeing werewolfs.
i think that if you take out METAL_PREF ,MINOR_METAL  and give then wood pref thay get wood stuff
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blah28722

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Re: Modding in creatable Wooden Weapons
« Reply #3 on: August 13, 2009, 01:25:48 pm »

ok thats odd two people working on makeing werewolfs.
i think that if you take out METAL_PREF ,MINOR_METAL  and give then wood pref thay get wood stuff

That works too, I think.

You can request weapons from caravans and you'd get wood weapons.

I don't believe you can make your own though.
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Deon

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Re: Modding in creatable Wooden Weapons
« Reply #4 on: August 13, 2009, 07:00:17 pm »

To make your own wooden weapons you have to make them to be ranged without ammo, and you can assign any skill to it still (spear, hammer, whatever). It's a common trick.

If you make WOOD_PREF ou won't be able to make normal wooden weapons. So you will be pretty screwed. But you could buy them from caravans.

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ChazzyBurger

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Re: Modding in creatable Wooden Weapons
« Reply #5 on: August 14, 2009, 09:26:17 am »

Well, I did put in [WOOD PREF] in their entity file, and that allows them to make wooden and bone bows at the bowyers work shop, and wooden and bone arrows.

I don't think I can make any weapons myself without a forge, and seeing how I don't even think I've got Furnace operator as a job, could be a problem

Oh well, i could just import them

Thanks for the help guys!
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