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Author Topic: Stone weapons/ceramic armor  (Read 854 times)

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  • Bay Watcher
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Stone weapons/ceramic armor
« on: November 17, 2013, 06:05:46 pm »

Im trying to create a civilization that uses stone/bone weapons and limited ceramic, leather, bone armor.

I can set it up so that while playing this civilization you can only create bone/leather armor but im having problems implementing the rest of this mod.

1.  For stone weapons i could use the CAN_STONE tag and change the raws for many stones to make them weaponisable but it would make more sense to have a custom reaction create generic "stone" weapons with only 1 generic "stone" material for the product.  For that custom reaction, I do not know the tags I would need for the stone version of the weapons I would like to create.  AFAIK you can't designate weapon or armor material from the object file.  Would the material be determined in the reaction?

2. in order to make ceramic armor and bone weapons would I need to create custom reactions that produce custom items?  the CAN_STONE tag is exclusive to weapons right? and the BARRED tag is exclusive to armor?  If that's the case I again do not know the proper tags to create stone armor item or bone weapon.  Im hoping it's possible.

3. Most importantly how would I make sure that this civilization would not siege my dwarf fort with metal weapons or armor?  Or have caravan guards arrive in shiny iron helms, escorting a shipment of metal spears?  I only know how to make them arrive with either wood or metal weapons using tags in the entity file.  Giving them custom armor and weapons made only of the materials I desire might work, if there is indeed a way to use custom reactions as above.  I will experiment with removing the METAL_PREF tag if I can get the weapons and armor to work in fort mode, but the lack of info about this tag on the wiki seems to indicate that it doesnt work like the GEM_PREF or STONE_PREF tag, furthermore it may only apply to trade goods the caravan brings.

Any help at all is appreciated!  This is the last major flushing out I need to do before I release v1.0
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Wannabehero

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Re: Stone weapons/ceramic armor
« Reply #1 on: November 18, 2013, 10:56:03 am »

Are you trying to make this a playable civ, or an enemy/trading civ?

If playable,  you will need a slew of custom reactions.  CAN_STONE is fairly limited in what it allows to be made from stone, and it needs to be stone that accepts edges, and it only works for weapons.  Stone armor will require custom reactions.  Many of the hardcoded reactions are keyed to the METAL, LEATHER, BONE, WOOD, and STONE tags and can't be easily circumnavigated.

If it is an enemy civ, then the answers are thus:

1) The CAN_STONE tag will not do what you want AFAIK.  Material is determined from reaction, but the game is weird about objects vs. object materials.

2) Yes.  Custom reactions to make stone, ceramic, or bone equipment is easy.  Well, except for gloves.  The problem is you will have a hard time picking materials.  You either need a reaction for each specific type of stone, or a generic reaction that will grab stones at random.  You can make sure it excludes flux stones using the noneconomic token.

You should note that stone and bone are very crappy armor and weapon materials.

3) The easiest way to make sure a civ can't siege with metal weapons or armor is to insure that the civ has absolutely no access to metal (no smelter and no smelter reactions), otherwise it will use those metals.  Unfortunately the game doesn't seem to recognize custom reactions that make equipment from new materials, and will not equip attackers with exotic things like bone swords.  :(

Another round-about way is to use the WOOD_WEAPONS and WOOD_ARMOR tokens in the entity file for that civ, which will restrict then to wood equipment.  Make sure the entity file does not have INDOOR_WOOD or OUTDOOR_WOOD, and then create new reactions for the entity that give them wood from custom trees you create.  Call the tree something like "stone" or "bone", and then the civ will use "stone" and "bone" wood equipment based on the only wood they have access too, the wood from those reactions.  Give the tree structural material the material properties you want for the equipment (you could just copy and paste from stone and bone if you wish).
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