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Author Topic: modding out ranged weapons  (Read 567 times)

BurnedToast

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modding out ranged weapons
« on: September 25, 2007, 02:01:00 am »

Is it possible to remove all ranged weapons from the game without breaking anything? I'd really like to see what it's like to fight off sieges without machinegunner goblins taking down everyone.

If not, is it possible to mod it so goblins (and hopefully humans, I'd like to play with human sieges too) won't bring any archers when they attack you?

Otherwise I guess I can just set bows and crossbows to do 1 damage, but I'd like to just remove them completely if possible.

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Gakidou

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Re: modding out ranged weapons
« Reply #1 on: September 25, 2007, 02:10:00 am »

I think you could mod out the tags in the weapon files that tell bows and crossbows what to use for ammo. Archers and crossbowmen would still spawn, but they would only use their weapons like cudgels.

In theory, anyways; I haven't tried it myself.

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Tormy

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Re: modding out ranged weapons
« Reply #2 on: September 25, 2007, 05:00:00 am »

quote:
Originally posted by BurnedToast:
<STRONG>Is it possible to remove all ranged weapons from the game without breaking anything? I'd really like to see what it's like to fight off sieges without machinegunner goblins taking down everyone.

If not, is it possible to mod it so goblins (and hopefully humans, I'd like to play with human sieges too) won't bring any archers when they attack you?

Otherwise I guess I can just set bows and crossbows to do 1 damage, but I'd like to just remove them completely if possible.</STRONG>


You mean machinegunner dwarves?   :D
Seriously all ranged units are extremely overpowered, just use marksdwarves if you are in deep shit. PS. Traps and defense systems are also good to kill all siegers without a single casualty. [yes its overpowered also]

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Savok

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Re: modding out ranged weapons
« Reply #3 on: September 25, 2007, 09:58:00 am »

Even if the bows do 1 damage, they can, according to one source, still be deadly; you'd have to make them do a non-piecing damage as well.
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BDR

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Re: modding out ranged weapons
« Reply #4 on: September 25, 2007, 10:11:00 am »

All you really have to do is go into the entity_standard file and remove the bow/xbow tags from the various civs.  That way, nobody will use them (actually, nobody *can* use them after that) and yet *if* you ever want them back for some reason, you can easily get them back.

[ September 25, 2007: Message edited by: BDR ]

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BurnedToast

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Re: modding out ranged weapons
« Reply #5 on: September 25, 2007, 04:42:00 pm »

Gakidou: Didn't think about that, if BDR's idea does not work then I'll try that. Can just think of them as untrained peasants and the bows/xbows as pitchforks or something heh. Thanks for the suggestion.

Savok: ok, 1 damage and blunt  :p

Tormy: Basically I really just want to see how pure melee combat goes because right now ranged dominates so hard it's rather pointless. I know marksdwarves are just as overpowered as the goblins. The problem is right now you pretty much need to build marksdwarves because they always bring archers. Once you have marksdwarves, why build anything else? I also know about the hallway o' doom, but that's boring (might as well flood the world with lava).

BDR: That sounds like exactly what I want, thanks. I'll give it a shot. I imagine I will have to start a new world for that to take effect though?

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BurnedToast

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Re: modding out ranged weapons
« Reply #6 on: September 25, 2007, 06:57:00 pm »

BDR's suggestion seems to have worked perfectly so far, though I did have to create a new world.

I've not yet got a fortress to the point where it can be sieged, but so far I've found that I can't make crossbows in dwarf mode (or start with them by picking trapper skill, or buy them off the starting menu). I've checked in adventurer mode and found no archers in the human towns, elf towns or the 2 goblin fortresses I checked.

The only side effect I've noticed is you can still dump points into marksdwarf when starting fortress mode (but not adventure mode), and they seem to be totally wasted. oh well, not a big thing. The bowyer's workshop can also still be built, but seems to be utterly useless.

If anyone is curious, I just deleted the [WEAPON:ITEM_WEAPON_CROSSBOW] and [WEAPON:ITEM_WEAPON_BOW] (as well as the ammo lines) from every civ in the entity_default.txt

I'll post again after I've had a siege to see if it worked for that too, but I don't see why it won't.

Thanks again for the suggestions.

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BurnedToast

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Re: modding out ranged weapons
« Reply #7 on: October 01, 2007, 05:20:00 am »

Well, it seems that yes this works for removing them from sieges too, and there are no gamestopping problems anywhere that I can see.

Goblins will still bring crossbowmen and bowmen, they just have no weapons or ammo.

It also has the side effect of making sieges laughably easy - the first, weak one was fought off by 10 moderately skilled hammerdwarves (no hammerlords) in cheap no modifier bronze plate with no serious wounds. The second one (including a spearmaster and a swordmaster) was destroyed (almost to the last goblin) by the dwarven caravan guards  - 1 merchant and 1 guard lost, 1 guard wounded pretty bad. My military didn't help because, as usual, they were sleeping and eating right when I needed them most though the captain of the guard did help a little.

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Tormy

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Re: modding out ranged weapons
« Reply #8 on: October 01, 2007, 08:26:00 am »

Shrugs, why Toady won't balance ranged weapons and their pierce damage + rate of fire? That would be the best!   :(
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