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Author Topic: Trench warfare mod idea  (Read 19816 times)

Zorbeltuss

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Re: Trench warfare mod idea
« Reply #60 on: October 06, 2013, 02:21:06 am »

The first of two problems pop up here. I can't decide how to produce sulfuric acid.
Since this mod is inspired by the First World War, any technology developed after 1920 is out of the question, so the wet sulfuric process is eliminated, so I's stuck with the contact and the lead chamber process, both of which, oddly enough, require sulfuric acid.
There are a few ways to get around this.
A Add the medieval way of doing sulfuric acid to the civilization to kickstart things they will do it and then you can embark with it, have the reaction require input of sulfur.
B Reduce the output of sulfuric acid by the amount that should be put into the reaction only.
C As B gives the civilization access to sulfuric acid you can embark with, put one in the workshop like the anvil of the forge, use the same reaction and any reaction using the acid with reclaimable acid would be placed there with the sulfuric acid removed from the reaction.

The medieval way is to bubble the smoke of burning brimstone through water quite simply, horribly inefficient but it works.

/Zorbeltuss
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Just Some Guy

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Re: Trench warfare mod idea
« Reply #61 on: October 09, 2013, 04:49:28 pm »

Guys, you know how I mentioned that the reactions RAWs for the gases were probably messed up?

Well, I've been doing a little play-testing and for both carbon monoxide and chlorine, I get "liquid" instead of gas. Not that I can actually do the chlorine reaction at the moment; I seem to lack a water containing item.

Also of note is how the sniper rifle reaction will use any rough gem, not just clear glass. And it's labeled "manufacture rifle rounds." The crafts reaction for the Crafts Factory? That's broken too. It currently turns out gems of unknown material. So, yeah. Help?

Just Some Guy

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Re: Trench warfare mod idea
« Reply #62 on: November 05, 2013, 04:16:30 pm »

It's been almost a month, and I have no idea what I did wrong.

Anyway, I've decided work on something else: concrete production. This resulted in two new materials:
Code: [Select]
[INORGANIC:SLAG] Using ferric slag only at this time
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:slag][DISPLAY_COLOR:192:192:192][TILE:'#']
[IS_STONE]
[MELTING_POINT:12758]
[SOLID_DENSITY:1060]


[INORGANIC:CONCRETE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:concrete][DISPLAY_COLOR:192:192:192][TILE:'#']
[IS_STONE]
[MELTING_POINT:12938]
[SOLID_DENSITY:2400]

A new workshop:
Code: [Select]
[BUILDING_WORKSHOP:CONCRETE_MILL]
[DIM:5:5]
[NAME:Concrete mill]
[BLOCK:1:0:0:0:0:0]
[BLOCK:2:0:0:0:0:0]
[BLOCK:3:0:0:0:0:0]
[BLOCK:4:0:0:0:0:0]
[BLOCK:5:0:0:0:0:0]
[TILE:0:1:32:10:254:32:32]
[TILE:0:2:32:32:32:32:32]
[TILE:0:3:32:32:32:32:186]
[TILE:0:4:32:32:32:32:186]
[TILE:0:5:32:32:8:248:93]
[COLOR:0:1:0:0:0:7:0:0:7:0:0:0:0:0:0:0:0]
[COLOR:0:2:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[COLOR:0:3:0:0:0:0:0:0:0:0:0:0:0:0:7:0:0]
[COLOR:0:4:0:0:0:0:0:0:0:0:0:0:0:0:7:0:0]
[COLOR:0:5:0:0:0:0:0:0:7:0:0:7:0:0:7:0:0]
[TILE:1:1:10:10:254:32:32]
[TILE:1:2:0:0:0:32:32]
[TILE:1:3:32:8:32:8:186]
[TILE:1:4:32:32:32:32:186]
[TILE:1:5:32:32:32:248:93]
[COLOR:1:1:7:0:0:7:0:0:7:0:0:0:0:0:0:0:0]
[COLOR:1:2:7:0:0:7:0:0:7:0:0:0:0:0:0:0:0]
[COLOR:1:3:0:0:0:7:0:0:0:0:0:7:0:0:7:0:0]
[COLOR:1:4:0:0:0:0:0:0:0:0:0:0:0:0:7:0:0]
[COLOR:1:5:0:0:0:0:0:0:0:0:0:7:0:0:7:0:0]
[TILE:2:1:8:8:186:32:32]
[TILE:2:2:205:205:188:32:32]
[TILE:2:3:32:8:205:8:32]
[TILE:2:4:32:32:32:32:32]
[TILE:2:5:32:32:32:248:93]
[COLOR:2:1:7:0:0:7:0:0:7:0:0:0:0:0:0:0:0]
[COLOR:2:2:7:0:0:7:0:0:7:0:0:0:0:0:0:0:0]
[COLOR:2:3:0:0:0:7:0:0:7:0:0:7:0:0:0:0:0]
[COLOR:2:4:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[COLOR:2:5:0:0:0:0:0:0:0:0:0:7:0:0:7:0:0]
[TILE:3:1:10:10:186:32:32]
[TILE:3:2:205:205:188:32:32]
[TILE:3:3:32:8:205:8:32]
[TILE:3:4:32:32:32:32:93]
[TILE:3:5:32:32:32:248:32]
[COLOR:3:1:7:0:0:7:0:0:7:0:0:0:0:0:0:0:0]
[COLOR:3:2:7:0:0:7:0:0:7:0:0:0:0:0:0:0:0]
[COLOR:3:3:0:0:0:7:0:0:7:0:0:7:4:0:0:0:0]
[COLOR:3:4:0:0:0:0:0:0:0:0:0:0:0:0:7:0:0]
[COLOR:3:5:0:0:0:0:0:0:0:0:0:7:0:0:0:0:0]
[BUILD_ITEM:2:BLOCKS:INORGANIC:NONE:NONE]
[BUILD_ITEM:2:TRAPPARTS:INORGANIC:STEEL:NONE:NONE][CAN_USE_ARTIFACT]

And a reaction I'm assuming won't work:
Code: [Select]
[REACTION:MAKE_CLAY_BRICKS]
[NAME:make clay bricks]
[BUILDING:CONCRETE_MILL:CUSTOM_B]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[REAGENT:limestone:1:BOULDER:NONE:INORGANIC:LIMESTONE]
[REAGENT:slag:1:BOULDER:NONE:INORGANIC:SLAG]
[REAGENT:water:150:LIQUID_MISC:NONE:WATER]
[REAGENT:water container:1:NONE:NONE:NONE:NONE][CONTAINS:water][PRESERVE_REAGENT]
[PRODUCT:100:16:BLOCKS:NONE:INORGANIC:CONCRETE]
[FUEL]
[SKILL:POTTERY]

Is anything wrong with either of the above?

Aseaheru

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Re: Trench warfare mod idea
« Reply #63 on: November 05, 2013, 04:26:58 pm »

Dunno. test it and see.
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Just Some Guy

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Re: Trench warfare mod idea
« Reply #64 on: November 05, 2013, 05:14:52 pm »

The workshop appears, but not the reaction.

Aseaheru

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Re: Trench warfare mod idea
« Reply #65 on: November 05, 2013, 05:23:52 pm »

Odd, but I dunno. I cant really mod myself.
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Grim Portent

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Re: Trench warfare mod idea
« Reply #66 on: November 05, 2013, 07:32:50 pm »

Did you make sure to permit the reaction in the entity?
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Just Some Guy

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Re: Trench warfare mod idea
« Reply #67 on: November 05, 2013, 07:48:31 pm »

Yes, I did. Still not showing up.

Grim Portent

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Re: Trench warfare mod idea
« Reply #68 on: November 05, 2013, 08:03:56 pm »

I don't know if this is possible, but could it be conflicting with the hardcoded reaction used to make bricks in a kiln?
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Zanzetkuken The Great

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Re: Trench warfare mod idea
« Reply #69 on: November 05, 2013, 09:03:35 pm »

I don't know if this is possible, but could it be conflicting with the hardcoded reaction used to make bricks in a kiln?

Possibly, I would recommend changing this:

Code: [Select]
[REACTION:MAKE_CLAY_BRICKS]
[NAME:make clay bricks]

to something more appropriate.  You really aren't making clay.



By the way, could you compile the changes into .txt files in a .zip directory?  It would make the addition of these raws to DF raws far simpler.
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Just Some Guy

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Re: Trench warfare mod idea
« Reply #70 on: November 05, 2013, 09:37:40 pm »

Already changed that. Still should work.

cheesemcmuffin88

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Re: Trench warfare mod idea
« Reply #71 on: November 07, 2013, 09:12:19 pm »

Ok this is awsome PTW
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Just Some Guy

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Re: Trench warfare mod idea
« Reply #72 on: November 09, 2013, 04:48:08 pm »

I decided I should get SOMETHING done, so I made some stuff.

This is inconsequential:
Code: [Select]
[ITEM_HELM:ITEM_HELM_COWBOY]
[NAME:ten-gallon hat:ten-gallon hats]
[LAYER:OVER]
[COVERAGE:50]
[LAYER_SIZE:10]
[LAYER_PERMIT:15]
[MATERIAL_SIZE:1]
[LEATHER]

These, on the other hand, aren't:
Code: [Select]

[ITEM_TOOL:ITEM_TOOL_ENGINE]
[NAME:engine:engines]
[VALUE:10]
[HARD_MAT]
[METAL_MAT]
[TOOL_USE:NONE]
[TILE:232]
[SIZE:1000]
[MATERIAL_SIZE:1]


[ITEM_TOOL:ITEM_TOOL_TANK_GUN]
[NAME:tank gun:tank gun]
[VALUE:10]
[HARD_MAT]
[METAL_MAT]
[TOOL_USE:NONE]
[TILE:232]
[SIZE:47389]
[MATERIAL_SIZE:1]

[ITEM_TOOL:ITEM_TOOL_PROPELLER]
[NAME:tank gun:tank gun]
[VALUE:10]
[WOOD_MAT]
[TOOL_USE:NONE]
[TILE:232]
[SIZE:47389]
[MATERIAL_SIZE:1]

I should probably get around to making magma version of the blast furnace and the steel mill.

Anyone know a plugin that would fix the flier pathfinding bug? Or how to give dwarfs mounts?

Icefire2314

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Re: Trench warfare mod idea
« Reply #73 on: November 15, 2013, 04:30:34 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.

Key word is weapons... of course nothing stops you from making your entire civ shoot giant flaming balls of death...
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Funk

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Re: Trench warfare mod idea
« Reply #74 on: November 16, 2013, 07:57:20 pm »

The best way to get dwarfs to have mounts is to change them in to a new creature that is a cross of dwarf and horse.
a simple body transformation Reaction can be used.
Siege weapons can be done in much the same way, transforming the dwarf in to  dwarf with A)a bigger body so it can use massive weapons
B) turn them in to a weapon/dwarf that can do an interaction I.E. fireball or shoot frozen gas.

im working on a plane, im just not sure how to handle the pilot? do i try and have normal humanoid in the cockpit or do i just add a small part called pilot?
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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