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Author Topic: Trench warfare mod idea  (Read 19821 times)

Suds Zimmerman

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Re: Trench warfare mod idea
« Reply #15 on: December 19, 2012, 01:03:19 am »

Sort of a necro, but if there's still any interest in this, I think I could do it pretty easily. I've got a good base for firearms and emplaced machine guns from Underhive Settlement and I think I can imagine how this might work - no farming (unless there's any precedent that states otherwise. or if no farming proves unfun), soil-only digging. During one season, caravans bring supply crates full of rifles, machine guns, uniforms and ammunition with a negative cost, blocks of concrete for bunkers, packs of cigarettes, water and food. During all the rest you're swamped with invaders. Wood would be your primary building material. Rather than child immigrants, you get wounded soldiers that "grow up" in a year at most. (Actually, is it possible to make a race be born as adults? There wouldn't be in-game reproduction, at any rate.) Might have to fiddle with emotions, too. Tantrum spirals may not be suited to a trench warfare setting.

I see it looking sorta like Kobold Camp but with a lot more gun violence. And trench clubs.

Also, should there be human soldiers or just dorfs, goblins, etc updated to a WWI-ish setting? I'm leaning strongly for the latter.
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DORFAMUNDA - NECROMUNDA DF MOD

Godlysockpuppet

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Re: Trench warfare mod idea
« Reply #16 on: December 19, 2012, 05:43:18 am »

What? Tantrum spirals would be very suiting! People being driven mad by the constant shelling... Actually I quite like the idea of this mod :) For explosives you could have deadly dust interactions! Dwarf 1 throws a grenade at dwarf 2, giving him an interaction to spray undirected dust which he is not immune to for a few seconds! I think it would work nicely!
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Flare

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Re: Trench warfare mod idea
« Reply #17 on: December 19, 2012, 08:12:43 am »

With clouds of poisonous fog no doubt.

I don't know about the trench, but I'm pretty sure a bunker like situation would work out well enough since you can't exactly make it so that enemies appear from one side without bridging up all around the map.
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Godlysockpuppet

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Re: Trench warfare mod idea
« Reply #18 on: December 19, 2012, 10:51:47 am »

With clouds of poisonous fog no doubt.

I don't know about the trench, but I'm pretty sure a bunker like situation would work out well enough since you can't exactly make it so that enemies appear from one side without bridging up all around the map.
Dropped in behind enemy territory! And migrants are reinforcements to help keep your position! Start as an outpost, or strategic post,  then work your way up to a HQ!
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Just Some Guy

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Re: Trench warfare mod idea
« Reply #19 on: December 22, 2012, 09:20:36 pm »

This thread is still alive?

Anyway, I've done some work on the mod, but I have a problem. The tanks aren't moving.

Here's the raws:

Code: [Select]

[CREATURE_TANK]
[DESCRIPTION:An armored vehicle built for war. It propels itself with treads.]
[NAME:tank:tanks:tank]
[CASTE_NAME:tank:tanks:tank]
[CREATURE_TILE:'T'][COLOR:2:0:1]
[NOT_BUTCHERABLE]
[NOBREATHE][NOEXERT][NONAUSEA][NOPAIN][NOTHOUGHT][NOEMOTION]
[NO_DIZZINESS]
[NO_FEVERS]
[NOT_LIVING]
[NO_DRINK][NO_EAT][NO_SLEEP]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[PREFSTRING:treads]
[SPEED:500]
[BODY:TANK]
[USE_MATERIAL_TEMPLATE:INORGANIC:STEEL]
[TISSUE:STEEL]
[TISSUE_NAME:steel:steel]
[TISSUE_MATERIAL:INORGANIC:STEEL]
[TISSUE_LAYER:BY_CATEGORY:ALL:STEEL]
[BODY_SIZE:0:0:10717]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:fire machine gun]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:NOSE]
[CDI:MATERIAL:INORGANIC:STEEL:LIQUID_GLOB]
[CDI:VERB:opens fire with its machine gun:fires its machine gun:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:3]
[CDI:WAIT_PERIOD:0]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:fire guns]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:FLOW:FIREBALL]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:15]


and here's the body:

Code: [Select]

[BODY:TANK]
[BP:UB:hull:hulls][UPPERBODY][LOWERBODY][CATEGORY:BODY_UPPER]
[BP:LF:left tread:left treads][CON:UB][STANCE][LEFT][CATEGORY:FOOT]
[BP:RF:right tread:right treads][CON:UB][STANCE][RIGHT][CATEGORY:FOOT]
[BP:LMOUTH:left turret:left turrets][CON:LF][CATEGORY:MOUTH]
[BP:RMOUTH:right turret:right turrets][CON:RF][CATEGORY:MOUTH]
[BP:LEYE:left porthole:STP][CONT:UB][SIGHT][APERTURE]
[BP:REYE:right porthole:STP][CON:UB][SIGHT][APERTURE]
[BP:NOSE1:first machine gun:STP][CON:UB][CATEGORY:NOSE]
[BP:NOSE2:second machine gun:STP][CON:UB][CATEGORY:NOSE]
[BP:NOSE3:third machine gun:STP][CON:UB][CATEGORY:NOSE]


What am I doing wrong?

P(ony)SI

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Re: Trench warfare mod idea
« Reply #20 on: December 22, 2012, 09:26:28 pm »

Well, I don't know if this is the problem, but none of the body parts have a DEFAULT_RELSIZE tag.
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Just Some Guy

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Re: Trench warfare mod idea
« Reply #21 on: April 17, 2013, 10:00:19 pm »

IT LIVES!
I've could've made a different thread for this, but I already had this one.
I've done some more work on the mod. I removed all metal armor that isn't a helmet and shields and have begun to work on the poison gases. I haven't started on the actual materials themselves, but I do have the syndromes they need:
Code: [Select]
[SYNDROME]
[SYN_NAME:phosgene poisoning]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INHALED]
[CE_IMPAIR_FUNCTION:SEV:100:PROB:100:BP:BY_CATEGORY:LUNG:ALL:START:1200:PEAK:1200] Nasty stuff, phosgene gas. Colorless, smells like hay, and suffocates you to death a day after you inhale it.

[SYNDROME]
[SYN_NAME:mustard gas poisoning]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INHALED]
[CE_BLISTERS:SEV:100:PROB:100:BP:BY_CATEGORY:LUNG:ALL:START:1200] Yes, this did happen.
[CE_BLISTERS:SEV:100:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:1200]
[CE_SWELLING:SEV:100:PROB:100:BP:BY_CATEGORY:EYELID:ALL:START:1200]
[CE_COUGH_BLOOD:SEV:100:PROB:100:START:1200] Mustard gas may cause bleeding in the respiratory system. Figured this would work.
Any tips for improvement? How long should mustard gas poisoning last? Wikipedia said it could take weeks to heal.

WisdomThumbs

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Re: Trench warfare mod idea
« Reply #22 on: April 18, 2013, 03:13:04 am »

Holy shit yes, this and more of that Pikmin mod are what I've always wanted out of Dwarf Fortress.

The mustard gas poisoning would probably last a week, but that might be too long for this mod. Depending on how things work out, I bet most "forts" won't last more than a few days. So start small at first (a few days?) and then tweak it as you playtest it, I guess?

I'm pumped for this.
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Just Some Guy

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Re: Trench warfare mod idea
« Reply #23 on: June 12, 2013, 06:59:04 pm »

I'm baaack.

And I have a problem.

Tanks can be torn to pieces with by punching them. How do I fix this?

Here's the creature raw for reference:

Code: [Select]
[CREATURE:TANK]
[DESCRIPTION:An armored vehicle built for war. It propels itself with treads.]
[NAME:tank:tanks:tank]
[CASTE_NAME:tank:tanks:tank]
[CREATURE_TILE:'T'][COLOR:2:0:1]
[NOT_BUTCHERABLE]
[NOBREATHE][NOEXERT][NONAUSEA][NOPAIN][NOTHOUGHT][NOEMOTION]
[NO_DIZZINESS]
[MOUNT]
[COMMON_DOMESTIC][TRAINABLE_WAR][NATURAL][PET][PETVALUE:30]
[NO_FEVERS]
[NOT_LIVING]
[NO_DRINK][NO_EAT][NO_SLEEP]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[PREFSTRING:treads]
[SPEED:500]
[BODY:TANK]
[USE_MATERIAL_TEMPLATE:INORGANIC:STEEL]
[TISSUE:STEEL]
[TISSUE_NAME:steel:steel]
[TISSUE_MATERIAL:INORGANIC:STEEL]
[TISSUE_LAYER:BY_CATEGORY:ALL:STEEL]
[BODY_SIZE:0:0:10717]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:fire machine gun]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:NOSE]
[CDI:MATERIAL:INORGANIC:STEEL:LIQUID_GLOB]
[CDI:VERB:opens fire with its machine gun:fires its machine gun:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:3]
[CDI:WAIT_PERIOD:0]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:fire guns]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:FLOW:FIREBALL]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:15]

and the body template as well:

Code: [Select]
[BODY:TANK]
[BP:UB:hull:hulls][UPPERBODY][LOWERBODY][CATEGORY:BODY_UPPER]
[BP:LA:gearbox:gearboxes][CONTYPE:BODY_UPPER][INTERNAL][CATEGORY:LEG_FRONT]
[BP:RA:gearbox:gearboxes][CONTYPE:BODY_UPPER][INTERNAL][CATEGORY:LEG_FRONT]
[BP:LF:left tread:left treads][CON:UB][STANCE][LEFT][CATEGORY:FOOT]
[BP:RF:right tread:right treads][CON:UB][STANCE][RIGHT][CATEGORY:FOOT]
[BP:LMOUTH:left turret:left turrets][CON:LF][CATEGORY:MOUTH]
[BP:RMOUTH:right turret:right turrets][CON:RF][CATEGORY:MOUTH]
[BP:LEYE:left porthole:STP][CON:UB][SIGHT][APERTURE]
[BP:REYE:right porthole:STP][CON:UB][SIGHT][APERTURE]
[BP:NOSE1:first machine gun:STP][CON:UB][CATEGORY:NOSE]
[BP:NOSE2:second machine gun:STP][CON:UB][CATEGORY:NOSE]
[BP:NOSE3:third machine gun:STP][CON:UB][CATEGORY:NOSE]

Sergarr

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Re: Trench warfare mod idea
« Reply #24 on: June 13, 2013, 09:10:15 am »

I guess you can add [GENERAL_MATERIAL_FORCE_MULTIPLIER:1:100] to the tank raws? That would make it x100 more durable.
Or MATERIAL_FORCE_MULTIPLIER for selective organic materials immunity.
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Just Some Guy

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Re: Trench warfare mod idea
« Reply #25 on: June 13, 2013, 01:25:20 pm »

I did [GENERAL_MATERIAL_FORCE_MULTIPLIER:1:10000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000] and it still was reduced to it's hull.

Can someone help me with MATERIAL_FORCE_MULTIPLIER? From what the wiki says, I'm not sure how I'll be able to make it resist all organic material.

smakemupagus

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Re: Trench warfare mod idea
« Reply #26 on: June 13, 2013, 02:07:33 pm »

It's usually not constructive to use numbers that big when you aren't sure of the internal data structure, because often there is a max value and if you go over you're doing modulus(crazy number, unknown number) = who knows.

Not that I necessarily think that is your core problem, here.

I don't see a problem with your definition of STEEL, but check that they're actually made of steel, just to rule it out.

10717 is a really small body size.  I guess the enemy are just picking it up like a lego toy truck and ripping the bits off.

Hugo_The_Dwarf

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Re: Trench warfare mod idea
« Reply #27 on: June 13, 2013, 02:08:00 pm »

Since your tanks are made out of steel any blunt damage that would exceed the FRACTURE values will snap it off, I'd add another tissue that is a bit more springy (like skin) and call it rivets or bolts or weld lines whatever would be a valid attachment method. Since the steel will deflect most edged attacks, blunt just snaps it off.
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Just Some Guy

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Re: Trench warfare mod idea
« Reply #28 on: June 13, 2013, 03:55:45 pm »

Well, turns out the tank was to small. Here's the updated code:

Code: [Select]
[CREATURE:TANK]
[DESCRIPTION:An armored vehicle built for war. It propels itself with treads.]
[NAME:tank:tanks:tank]
[CASTE_NAME:tank:tanks:tank]
[CREATURE_TILE:'T'][COLOR:2:0:1]
[NOT_BUTCHERABLE]
[NOBREATHE][NOEXERT][NONAUSEA][NOPAIN][NOTHOUGHT][NOEMOTION]
[NO_DIZZINESS]
[MOUNT]
[COMMON_DOMESTIC][TRAINABLE_WAR][NATURAL][PET][PETVALUE:30]
[NO_FEVERS]
[NOT_LIVING]
[NO_DRINK][NO_EAT][NO_SLEEP]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[PREFSTRING:treads]
[SPEED:500]
[BODY:TANK]
(GENERAL_MATERIAL_FORCE_MULTIPLIER:1:100)keeping this just in case
[USE_MATERIAL_TEMPLATE:INORGANIC:STEEL]
[TISSUE:STEEL]
[TISSUE_NAME:steel:steel]
[TISSUE_MATERIAL:INORGANIC:STEEL]
[TISSUE_LAYER:BY_CATEGORY:ALL:STEEL]
[BODY_SIZE:0:0:107170098]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:fire machine gun]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:NOSE]
[CDI:MATERIAL:INORGANIC:STEEL:LIQUID_GLOB]
[CDI:VERB:opens fire with its machine gun:fires its machine gun:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:3]
[CDI:WAIT_PERIOD:0]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:fire guns]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:FLOW:FIREBALL]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:15]

Still got torn to pieces, though. What would make a good rivet layer?

Hugo_The_Dwarf

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Re: Trench warfare mod idea
« Reply #29 on: June 13, 2013, 04:09:07 pm »

also this line is not needed
   [USE_MATERIAL_TEMPLATE:INORGANIC:STEEL]

idk if it's giving you any errors or not, try.

   [USE_MATERIAL_TEMPLATE:RIVET:METAL_TEMPLATE]
   [STATE_NAME_ADJ:ALL_SOLID:steel]
   [STATE_NAME_ADJ:LIQUID:molten steel]
   [STATE_NAME_ADJ:GAS:boiling steel]
   [IMPACT_YIELD:5000000]
   [IMPACT_FRACTURE:5000000]
   [IMPACT_STRAIN_AT_YIELD:0]
   [COMPRESSIVE_YIELD:5000000]
   [COMPRESSIVE_FRACTURE:5000000]
   [COMPRESSIVE_STRAIN_AT_YIELD:0]
   [TENSILE_YIELD:5000000]
   [TENSILE_FRACTURE:5000000]
   [TENSILE_STRAIN_AT_YIELD:0]
   [TORSION_YIELD:5000000]
   [TORSION_FRACTURE:5000000]
   [TORSION_STRAIN_AT_YIELD:0]
   [BENDING_YIELD:5000000]
   [BENDING_FRACTURE:5000000]
   [BENDING_STRAIN_AT_YIELD:0]

then a tissue

call using [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:RIVET]

in which you will layer the rivet first then the steel
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