Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Consequences to modding two-handed weapons. [40d]  (Read 1579 times)

scira

  • Bay Watcher
    • View Profile
Consequences to modding two-handed weapons. [40d]
« on: July 08, 2010, 07:09:38 pm »

Simple question i couldn't find an answer for in searching. If I mod dwarves to have access to longswords, and one of the blunt weapons to be two handed, how will that be handled with immigrants and possibly the Hammerer considering the infinite pickup bug and carrying their weapons onto the map?
Will they automatically be set to multigrasp?
Will they drop the weapon as soon as they enter the map?
Will it maybe even cause an error?
Logged

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Consequences to modding two-handed weapons. [40d]
« Reply #1 on: July 08, 2010, 07:10:47 pm »

It works fine, you just have to set your dwarves to use two weapons. Otherwise they'll get stuck in that loop. But I had quite a few two-handed weapons for dwarves in Civilization Forge for 40d without any major issues.
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

scira

  • Bay Watcher
    • View Profile
Re: Consequences to modding two-handed weapons. [40d]
« Reply #2 on: July 08, 2010, 07:20:51 pm »

Thanks!
Heck I might just use your mod if an older version is still around, it doesn't look like it makes some of the crazy changes i see in other ones (no offense to other modders)
« Last Edit: July 08, 2010, 07:42:23 pm by scira »
Logged

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Consequences to modding two-handed weapons. [40d]
« Reply #3 on: July 08, 2010, 11:31:42 pm »

Sure. You can find it .
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

MaximumZero

  • Bay Watcher
  • Stare into the abyss.
    • View Profile
Re: Consequences to modding two-handed weapons. [40d]
« Reply #4 on: July 10, 2010, 09:57:01 pm »

It works fine, you just have to set your dwarves to use two weapons.

How does one go about doing that?
Logged
  
Holy crap, why did I not start watching One Punch Man earlier? This is the best thing.
probably figured an autobiography wouldn't be interesting

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Consequences to modding two-handed weapons. [40d]
« Reply #5 on: July 11, 2010, 04:36:41 am »

Under a dwarf's military job preferences, where you can set armor and weapons, there is an option to change from 1 weapon to 2. Setting it to 2 will allow the dwarf to use two weapons.

You might be able to set that in the military screen as well. I can't remember.
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

MaximumZero

  • Bay Watcher
  • Stare into the abyss.
    • View Profile
Re: Consequences to modding two-handed weapons. [40d]
« Reply #6 on: July 11, 2010, 11:07:25 am »

That's weird. I've never seen that before, and I never had a problem with longswords. To tell the truth, though, I modded the minimum size on them before I started the game. Maybe that has something to do with it?
Logged
  
Holy crap, why did I not start watching One Punch Man earlier? This is the best thing.
probably figured an autobiography wouldn't be interesting

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Consequences to modding two-handed weapons. [40d]
« Reply #7 on: July 11, 2010, 01:32:30 pm »

Yeah, if you made them one-handed for smaller creatures you wouldn't have needed to set the dwarves to use two weapons to use them properly.
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

MaximumZero

  • Bay Watcher
  • Stare into the abyss.
    • View Profile
Re: Consequences to modding two-handed weapons. [40d]
« Reply #8 on: July 11, 2010, 09:02:08 pm »

Well, all I did was mod the [MINIMUM_SIZE] to 32500 (same as the short sword.) On some of them, I actually raised the [TWO_HANDED] tag on some weapons so that elves and humans would have to use two hands, too.
Logged
  
Holy crap, why did I not start watching One Punch Man earlier? This is the best thing.
probably figured an autobiography wouldn't be interesting

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Consequences to modding two-handed weapons. [40d]
« Reply #9 on: July 11, 2010, 09:04:26 pm »

31.x works a bit differently from 40d. You don't have to tell your dwarves to use two hands, they'll figure it out on their own.
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

MaximumZero

  • Bay Watcher
  • Stare into the abyss.
    • View Profile
Re: Consequences to modding two-handed weapons. [40d]
« Reply #10 on: July 11, 2010, 09:05:35 pm »

I've never played 40d. I came in at 31.6. Whatever works, though, right?
Logged
  
Holy crap, why did I not start watching One Punch Man earlier? This is the best thing.
probably figured an autobiography wouldn't be interesting