Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3 ... 5

Author Topic: Trench warfare mod idea  (Read 19862 times)

Just Some Guy

  • Bay Watcher
    • View Profile
Trench warfare mod idea
« on: March 28, 2012, 03:07:11 pm »

I have an idea, but I think I lack the skill to carry it out.

What if we simulated WWI style trench warfare by modding Dwarf Fortress? Is this a bad idea? If so, should we do it anyway? Has it been done before?

EmperorJon

  • Bay Watcher
  • Still waiting...
    • View Profile
Re: Trench warfare mod idea
« Reply #1 on: March 28, 2012, 03:10:09 pm »

Madness.
Yes.
Yes.
Don't think so.

In that order.
Logged
I think it's the way towns develop now. In the beginning, people move into a town. Then they start producing tables, which results in more and more tables. Soon tables represent a significant portion of the population, they start lobbying for new laws and regulations, putting people to greater and greater disadvantage...
Link for full quote. 'tis mighty funny.

i2amroy

  • Bay Watcher
  • Cats, ruling the world one dwarf at a time
    • View Profile
Re: Trench warfare mod idea
« Reply #2 on: March 28, 2012, 03:21:22 pm »

Certainly possible and I don't think it has been done before. I'm daily certain the biggest drawbacks of a mod such as that are that:
1) AoE ranged weapons aren't really possible right now. You might be able to rig up a flamethrower type weapon, but grenades and rocket launchers are out.
2) Siege weapons can't be edited. So all of your weapons need to be hand held.
Logged
Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Pokon

  • Bay Watcher
  • [ETHICS:HAHAHAHA]
    • View Profile
Re: Trench warfare mod idea
« Reply #3 on: March 28, 2012, 04:17:48 pm »

First off, this might be the only game that could possibly convay the brutality of such warfare correctly, so cudos to you for that idea. Second, how do you plan on making sure such fighting is carried out the "traditinal" method?
Logged
A vile force of dark'ness has arrived, led by their champion Ebony Dark'ness Dementia Raven Way.

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: Trench warfare mod idea
« Reply #4 on: March 28, 2012, 04:52:58 pm »

Try the Wasteland mod's bullet weapons first, see how they feel in adventurer mode.
Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Vanaheimer

  • Bay Watcher
    • View Profile
Re: Trench warfare mod idea
« Reply #5 on: March 28, 2012, 05:51:36 pm »

This could be awesome, and it could make sieges a little more exciting.

Just imagine if instead of some gobbos showing up with a few bows, you had 2 squads of machine gunners and a small squad of snipers.

It would be hard to do I think, but it would be very fun to play.
Logged

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: Trench warfare mod idea
« Reply #6 on: March 28, 2012, 07:58:32 pm »

Maybe you could make a "machine gun" item that could be used in a reaction that creates a cloud of gas that turns dwarves who breathe it into machine gunners, and stuff like that?
Logged
Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

sackhead

  • Bay Watcher
    • View Profile
Re: Trench warfare mod idea
« Reply #7 on: March 28, 2012, 10:26:17 pm »

most ww1 machine guns were emplacements not hand held. i have heard its possible to simulate rapid fire with interactions so make machine gun a creature instead of a weapon and use them like masterwork turets
Logged

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: Trench warfare mod idea
« Reply #8 on: March 29, 2012, 06:09:21 am »

Too bad you can't separate movement speed from attack speed; if you double a creature's attack rate from [SPEED:900] to 450, that also doubles its movement speed.
Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: Trench warfare mod idea
« Reply #9 on: March 29, 2012, 08:10:36 am »

You could make them immobile.
Logged
Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

Niyazov

  • Bay Watcher
  • shovel them under and let me work - I am the grass
    • View Profile
Re: Trench warfare mod idea
« Reply #10 on: March 29, 2012, 05:51:49 pm »

Bent double, like old beggars under XXpig tail sacksXX,
Knock-kneed, coughing like night hags, we cursed through sludge,
Till on the haunting flares we turned our backs
And towards our distant rest began to trudge.
Dwarves marched asleep. Many had lost their +boots+
But limped on, blood-shod. All went lame; all blind;
Drunk with fatigue; deaf even to the hoots
Of tired, outstripped Five-Nines that dropped behind.
!!Ash!! !!Ash!! Quick, boys! – An ecstasy of fumbling,
Fitting the clumsy helmets just in time;
But someone still was yelling out and stumbling,
And flound'ring like a !!dwarf!! in fire or lime . . .
Dim, through the misty panes and thick green light,
As under a green sea, I saw him drowning.
In all my dreams, before my helpless sight,
He plunges at me, guttering, choking, drowning.
If in some smothering dreams you too could pace
Behind the wagon that we flung him in,
And watch the white eyes writhing in his face,
His hanging face, like a clown's sick of sin;
If you could hear, at every jolt, the blood
Come gargling from the froth-corrupted lungs
Obscene as cancer, bitter as the cud
Of vile, incurable sores on innocent tongues,
My friend, you would not tell with such high zest
To children ardent for some desperate glory,
The old Lie; Dulce et Decorum est
Pro Boatmurdered mori.
« Last Edit: March 29, 2012, 05:53:28 pm by Niyazov »
Logged

Destroid

  • Bay Watcher
    • View Profile
Re: Trench warfare mod idea
« Reply #11 on: March 30, 2012, 12:49:21 am »

I wish toady would make weapon properties as flexible as interactions.

Just Some Guy

  • Bay Watcher
    • View Profile
Re: Trench warfare mod idea
« Reply #12 on: April 04, 2012, 01:21:25 pm »

Can you link me to the Wasteland mod?

slathazer

  • Bay Watcher
    • View Profile
Re: Trench warfare mod idea
« Reply #13 on: November 19, 2012, 04:51:42 am »

Necroing, but any further development? Any thoughts?
Logged

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Trench warfare mod idea
« Reply #14 on: November 19, 2012, 03:11:08 pm »

What was the point of your post? You did not add a ything to the discussion.

Next DF version will not have the problem described by TomiTapio.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository
Pages: [1] 2 3 ... 5