Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3] 4 5

Author Topic: Trench warfare mod idea  (Read 19819 times)

Godlysockpuppet

  • Bay Watcher
  • [Insert wit here]
    • View Profile
Re: Trench warfare mod idea
« Reply #30 on: June 13, 2013, 04:41:39 pm »

I feel tanks should be invader only. As you have set up a fort, you are a defending force, so instead of tanks I'd recommend stationary defences such as pill boxes (maybe a unit/workshop that runs a syndrome stone reaction giving access to a rapid for "throw" attack?) Or stationary artillary
Logged

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Trench warfare mod idea
« Reply #31 on: June 13, 2013, 04:55:56 pm »

Posting to watch, ponder and abuse.

Also, there where a few hand held MGs in WWI, mostly lewis guns and the hotchkiss...

Is there a way to add siege weapons? i know that with dwarf hack you can choose the target z-level...
and it might be nice to still be able to dig stone, just have it take an age and a half and leave behind some near-useless item?
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

Sergarr

  • Bay Watcher
  • (9) airheaded baka (9)
    • View Profile
Re: Trench warfare mod idea
« Reply #32 on: June 14, 2013, 09:38:49 am »

So I just looked on bronze colossus raws and there's the tissue definition:
Code: [Select]
[TISSUE:BRONZE]
[TISSUE_NAME:bronze:bronze]
[TISSUE_MATERIAL:INORGANIC:BRONZE]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

Try adding some of these and see if that helps.
(Obviously replacing bronze with steel)
Logged
._.

Brilliand

  • Bay Watcher
    • View Profile
Re: Trench warfare mod idea
« Reply #33 on: June 14, 2013, 04:41:02 pm »

I don't think there should be tanks in this mod, except possibly in some enemy faction that invades very late.  Tanks were basically the antidote to the horrors of trench warfare, because machine guns didn't do much to them.

Is there a way to add siege weapons? i know that with dwarf hack you can choose the target z-level...

No, but perhaps DFHack could make ballistas smaller (or transform a small building into a ballista that sticks partway into the ground) and make ballista bolts more similar to machine gun bullets.  There's also the option of DFHacking in a moving projectile every time a particular reaction is completed.

Getting the enemies to dig trenches and actually hide in them will probably be the hardest part of this mod.
Logged
The blood of our enemies is but a symbol.  The true domain of Armok is magma - mountain's blood.

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Trench warfare mod idea
« Reply #34 on: June 14, 2013, 04:44:41 pm »

Good point...
Perhaps in the next version...
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

Brilliand

  • Bay Watcher
    • View Profile
Re: Trench warfare mod idea
« Reply #35 on: June 14, 2013, 05:00:43 pm »

Good point...
Perhaps in the next version...

I don't think the next release of DF will help with this any.  However, a "digging enemies" DFHack plugin has been released recently, and with a bit of work it could be modified to handle trenches.  Doing something to the "no man's land" terrain to make it unwalkable (floor tiles with really high temperature?) would help with keeping both dwarves and enemies from stupidly walking to their deaths, and might be a reasonable alternative to having machine guns that actually shoot.
Logged
The blood of our enemies is but a symbol.  The true domain of Armok is magma - mountain's blood.

sackhead

  • Bay Watcher
    • View Profile
Re: Trench warfare mod idea
« Reply #36 on: June 15, 2013, 10:54:24 pm »

you could use puntams itim sydrome script for machine guns.
when the dwarf sees an hostile it transforms into an imobile creature with a projectile reaction with low cooldown, or the Mg could just be supper heavy so it would be slow moving
Logged

Propman

  • Bay Watcher
  • Eh.
    • View Profile
Re: Trench warfare mod idea
« Reply #37 on: June 23, 2013, 05:15:47 am »

Code: [Select]
[TISSUE:STEEL]
[TISSUE_NAME:steel:steel]
[TISSUE_MATERIAL:INORGANIC:STEEL]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:STEEL]

Replace the tank's current tissue listing with this, and it should hold up against anything other then profuse whipping and AP crossbows.

I'm quite interested in this mod, and would like to ask if I could borrow and modify the tank's body code for a little side project of mine.
Logged
Quote from: from Pathos on April 07, 2010, 08:29:05 pm »
( It was inevitable, really. )

Just Some Guy

  • Bay Watcher
    • View Profile
Re: Trench warfare mod idea
« Reply #38 on: August 17, 2013, 10:48:07 am »

I've worked on artillery. Artillery relies on weapons called field guns. Here's the raw:
Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_ARTILLERY]
[NAME:field gun:field guns]
[SIZE:36481]
[RANGED:PIKE:SHELL]
[SHOOT_FORCE:1000]
[TWO_HANDED:0]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:3]

As you can see, field guns fire shells:
Code: [Select]
[ITEM_AMMO:ITEM_SHELL]
[NAME:shell:shells]
[CLASS:SHELL]
[SIZE:3648]

Notice that shells do not have and attack token. This is because shells can't be forged like normal ammo, but made at a new workshop called a munitions factory. There are two types of shells so far: high explosive and incendiary. Since I used Putnam's Modder Utilities, I had to make seperate materials for shells. Raws here:
Code: [Select]
[INORGANIC:SHELL_EXPLODE]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:high explosive]
[STATE_NAME_ADJ:LIQUID:molten high explosive]
[STATE_NAME_ADJ:GAS:boiling high explosive]
[DISPLAY_COLOR:0:7:1]
[BUILD_COLOR:0:7:1]
[MATERIAL_VALUE:30]
[SPEC_HEAT:500]
[MELTING_POINT:12718]
[BOILING_POINT:14968]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:1505000]
[IMPACT_FRACTURE:2520000]
[IMPACT_STRAIN_AT_YIELD:940]
[COMPRESSIVE_YIELD:1505000]
[COMPRESSIVE_FRACTURE:2520000]
[COMPRESSIVE_STRAIN_AT_YIELD:940] 160
[TENSILE_YIELD:430000]
[TENSILE_FRACTURE:720000]
[TENSILE_STRAIN_AT_YIELD:225] 200
[TORSION_YIELD:430000]
[TORSION_FRACTURE:720000]
[TORSION_STRAIN_AT_YIELD:215]
[SHEAR_YIELD:430000]
[SHEAR_FRACTURE:720000]
[SHEAR_STRAIN_AT_YIELD:215] no data, used 200
[BENDING_YIELD:430000]
[BENDING_FRACTURE:720000]
[BENDING_STRAIN_AT_YIELD:215]
[MAX_EDGE:10000]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[STATE_COLOR:ALL_SOLID:GRAY]
[REACTION_CLASS:DFHACK_DUST]
[REACTION_CLASS:DFHACK_DISSAPEARS]

[INORGANIC:SHELL_BURN]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:incendiary]
[STATE_NAME_ADJ:LIQUID:molten incendiary]
[STATE_NAME_ADJ:GAS:boiling high incendiary]
[DISPLAY_COLOR:0:7:1]
[BUILD_COLOR:0:7:1]
[MATERIAL_VALUE:30]
[SPEC_HEAT:500]
[MELTING_POINT:12718]
[BOILING_POINT:14968]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:1505000]
[IMPACT_FRACTURE:2520000]
[IMPACT_STRAIN_AT_YIELD:940]
[COMPRESSIVE_YIELD:1505000]
[COMPRESSIVE_FRACTURE:2520000]
[COMPRESSIVE_STRAIN_AT_YIELD:940] 160
[TENSILE_YIELD:430000]
[TENSILE_FRACTURE:720000]
[TENSILE_STRAIN_AT_YIELD:225] 200
[TORSION_YIELD:430000]
[TORSION_FRACTURE:720000]
[TORSION_STRAIN_AT_YIELD:215]
[SHEAR_YIELD:430000]
[SHEAR_FRACTURE:720000]
[SHEAR_STRAIN_AT_YIELD:215] no data, used 200
[BENDING_YIELD:430000]
[BENDING_FRACTURE:720000]
[BENDING_STRAIN_AT_YIELD:215]
[MAX_EDGE:10000]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[STATE_COLOR:ALL_SOLID:GRAY]
[REACTION_CLASS:DFHACK_VAPOR_UNDIRECTED]
[REACTION_CLASS:DFHACK_SPECIFIC_MAT]
[REACTION_CLASS:BRIMSTONE]
[REACTION_CLASS:DFHACK_DISSAPEARS]
To make high explosive shells, you need to make TNT at a laboratory from tallow:
Code: [Select]

[REACTION:TNT]
[NAME:produce TNT]
[BUILDING:LAB:CUSTOM_T]
[REAGENT:tallow:1:GLOB:NONE:NONE:NONE][REACTION_CLASS:TALLOW][UNROTTEN]
[PRODUCT:100:1:BAR:NONE:TNT:NONE][PRODUCT_DIMENSION:150]
[SKILL:ALCHEMY]

Then you need an assembly line worker (AKA strand extractor) to take the TNT and some steel to make 25 high explosive shells.
Code: [Select]
[REACTION:SHELL_EXPLODE]
[NAME:make high explosive shells]
[BUILDING:FACTORY:CUSTOM_E]
[REAGENT:explosive:150:BAR:NONE:TNT:NONE]
[REAGENT:steel:150:BAR:NO_SUBTYPE:METAL:STEEL]
[PRODUCT:100:25:AMMO:ITEM_SHELL:SHELL_EXPLODE]
[SKILL:EXTRACT_STRAND]

The munitions factory can also produce ammo for rifles and pistols.

Code: [Select]
[REACTION:BULLET_RIFLE]
[NAME:manufacture rifle rounds]
[BUILDING:FACTORY:CUSTOM_R]
[REAGENT:steel:150:BAR:NO_SUBTYPE:METAL:STEEL]
[PRODUCT:100:100:AMMO:ITEM_RIFLE_BULLET:STEEL]
[SKILL:EXTRACT_STRAND]


[REACTION:BULLET_PISTOL]
[NAME:manufacture pistol rounds]
[BUILDING:FACTORY:CUSTOM_P]
[REAGENT:steel:150:BAR:NO_SUBTYPE:METAL:STEEL]
[PRODUCT:100:100:AMMO:ITEM_PISTOL_BULLET:STEEL]
[SKILL:EXTRACT_STRAND]

Or at least the munitions factory should do all that. None of the reactions work for some strange reason. The shells work fine, I just can't make them.

Suds Zimmerman

  • Bay Watcher
    • View Profile
Re: Trench warfare mod idea
« Reply #39 on: August 18, 2013, 12:12:11 am »

I've worked on artillery. Artillery relies on weapons called field guns. Here's the raw:
Code: [Select]
-snip-

Then you need an assembly line worker (AKA strand extractor) to take the TNT and some steel to make 25 high explosive shells.
Code: [Select]
[REACTION:SHELL_EXPLODE]
[NAME:make high explosive shells]
[BUILDING:FACTORY:CUSTOM_E]
[REAGENT:explosive:150:BAR:NONE:TNT:NONE]
[REAGENT:steel:150:BAR:NO_SUBTYPE:METAL:STEEL]
[PRODUCT:100:25:AMMO:ITEM_SHELL:SHELL_EXPLODE]
[SKILL:EXTRACT_STRAND]

The munitions factory can also produce ammo for rifles and pistols.

Code: [Select]
[REACTION:BULLET_RIFLE]
[NAME:manufacture rifle rounds]
[BUILDING:FACTORY:CUSTOM_R]
[REAGENT:steel:150:BAR:NO_SUBTYPE:METAL:STEEL]
[PRODUCT:100:100:AMMO:ITEM_RIFLE_BULLET:STEEL]
[SKILL:EXTRACT_STRAND]


[REACTION:BULLET_PISTOL]
[NAME:manufacture pistol rounds]
[BUILDING:FACTORY:CUSTOM_P]
[REAGENT:steel:150:BAR:NO_SUBTYPE:METAL:STEEL]
[PRODUCT:100:100:AMMO:ITEM_PISTOL_BULLET:STEEL]
[SKILL:EXTRACT_STRAND]

Or at least the munitions factory should do all that. None of the reactions work for some strange reason. The shells work fine, I just can't make them.

Glad to see this is still in development. Did you place the reactions in your entity file?
« Last Edit: August 19, 2013, 03:22:16 am by Suds Zimmerman »
Logged
You don't need a weatherman to know which way the wind blows
DORFAMUNDA - NECROMUNDA DF MOD

Just Some Guy

  • Bay Watcher
    • View Profile
Re: Trench warfare mod idea
« Reply #40 on: August 18, 2013, 10:09:52 pm »

Yes, I did. They show up, but don't produce anything.

Suds Zimmerman

  • Bay Watcher
    • View Profile
Re: Trench warfare mod idea
« Reply #41 on: August 18, 2013, 10:35:43 pm »

Yes, I did. They show up, but don't produce anything.
Oh, I see where your problem is. Your material tokens are all messed up. Here, I fixed them for you.

Code: [Select]
[REACTION:TNT]
[NAME:produce TNT]
[BUILDING:LAB:CUSTOM_T]
[REAGENT:tallow:1:GLOB:NONE:NONE:NONE][REACTION_CLASS:TALLOW][UNROTTEN]
[PRODUCT:100:1:BAR:NONE:INORGANIC:TNT][PRODUCT_DIMENSION:150]
[SKILL:ALCHEMY]

[REACTION:SHELL_EXPLODE]
[NAME:make high explosive shells]
[BUILDING:FACTORY:CUSTOM_E]
[REAGENT:explosive:150:BAR:NONE:INORGANIC:TNT]
[REAGENT:steel:150:BAR:NONE:INORGANIC:STEEL]
[PRODUCT:100:25:AMMO:ITEM_SHELL:INORGANIC:SHELL_EXPLODE]
[SKILL:EXTRACT_STRAND]

[REACTION:BULLET_RIFLE]
[NAME:manufacture rifle rounds]
[BUILDING:FACTORY:CUSTOM_R]
[REAGENT:steel:150:BAR:NONE:INORGANIC:STEEL]
[PRODUCT:100:100:AMMO:ITEM_RIFLE_BULLET:INORGANIC:STEEL]
[SKILL:EXTRACT_STRAND]

[REACTION:BULLET_PISTOL]
[NAME:manufacture pistol rounds]
[BUILDING:FACTORY:CUSTOM_P]
[REAGENT:steel:150:BAR:NONE:INORGANIC:STEEL]
[PRODUCT:100:100:AMMO:ITEM_PISTOL_BULLET:INORGANIC:STEEL]
[SKILL:EXTRACT_STRAND]

In addition, METAL is a pretty old material token which might get deprecated any day now. It's better to use INORGANIC.
Logged
You don't need a weatherman to know which way the wind blows
DORFAMUNDA - NECROMUNDA DF MOD

Just Some Guy

  • Bay Watcher
    • View Profile
Re: Trench warfare mod idea
« Reply #42 on: August 22, 2013, 08:00:10 pm »

Great, the factory and lab work now!

Now that conventional weapons are complete, work on chemical warfare can begin.

Meet chlorine:
Code: [Select]
[INORGANIC:CHLORINE]
[USE_MATERIAL_TEMPLATE:GAS_TEMPLATE]
[STATE_COLOR:ALL_SOLID:LIME]
[STATE_NAME:ALL_SOLID:frozen chlorine]
[STATE_ADJ:ALL_SOLID:frozen chlorine]
[STATE_COLOR:LIQUID:LIME]
[STATE_NAME:LIQUID:liquid chlorine]
[STATE_ADJ:LIQUID:liquid chlorine]
[STATE_COLOR:GAS:LIME]
[STATE_NAME:GAS:chlorine]
[SATE_ADJ:GAS:chlorine]
[DISPLAY_COLOR:204:255:0]
[MATERIAL_VALUE:15]
[SPEC_HEAT:NONE]
[IGNITE_POINT:NONE]
[MELTING_POINT:9816]
[BOILING_POINT:9939]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:76]
[LIQUID_DENSITY:70]
[MOLAR_MASS:55845]
[IMPACT_YIELD:0]
[IMPACT_FRACTURE:0]
[IMPACT_STRAIN_AT_YIELD:0]
[COMPRESSIVE_YIELD:0]
[COMPRESSIVE_FRACTURE:0]
[COMPRESSIVE_STRAIN_AT_YIELD:0]
[TENSILE_YIELD:0]
[TENSILE_FRACTURE:00]
[TENSILE_STRAIN_AT_YIELD:0]
[TORSION_YIELD:0]
[TORSION_FRACTURE:0]
[TORSION_STRAIN_AT_YIELD:0]
[SHEAR_YIELD:0]
[SHEAR_FRACTURE:0]
[SHEAR_STRAIN_AT_YIELD:0
[BENDING_YIELD:520000]
[BENDING_FRACTURE:0]
[BENDING_STRAIN_AT_YIELD:0]
[MAX_EDGE:0]
[ABSORPTION:0]
Chlorine is an aspiring war criminal's best friend. It's an essential ingredient in both phosgene and mustard gas production. This is how it's produced at a laboratory:
Code: [Select]
Rock salt + bucket of water + steel barrel + empty bucket = chlorine (in steel barrel) + bucket of lye
To produced phosgene, you need carbon monoxide and activated carbon:
Code: [Select]
barrel of carbon monoxide + steel barrel of chlorine + block of activated carbon + steel barrel = barrel of phosgene.
Then you use the phosgene to make phosghene gas shells at the munitions factory:
Code: [Select]
barrel of phosgene + steel bar = phosgene gas shells [25]

Mustard gas is a bit more complicated. First you need to produce sulfur dichloride at the lab:
Code: [Select]
brimstone + barrel of chlorine + barrel = SCl2
Then you combine it with ethylene:
Code: [Select]
Barrel of SCl2 + ethylene + steel barrel = Mustard gas
To make ethylene, you have to make ethanol at the still:
Code: [Select]
Dwarven sugar + steel barrel = barrel of ethanol
Code: [Select]
[INORGANIC:ETHANOL]
[USE_MATERIAL_TEMPLATE:PLANT_ALCOHOL_TEMPLATE]
[STATE_COLOR:ALL_SOLID:PALE_BLUE]
[STATE_NAME:ALL_SOLID:frozen ethanol]
[STATE_ADJ:ALL_SOLID:frozen ethanol]
[STATE_COLOR:LIQUID:PALE_BLUE]
[STATE_NAME:LIQUID:ethanol]
[STATE_ADJ:LIQUID:ethanol]
[STATE_COLOR:GAS:PALE_BLUE]
[STATE_NAME:GAS:ethanol vapor]
[STATE_ADJ:GAS:ethanol vapor]
[DISPLAY_COLOR:175:238:238]
[MATERIAL_VALUE:5]
[IGNITE_POINT:10653]
[MELTING_POINT:9795]
[BOILING_POINT:10142]
[IGNITE_POINT:NONE]
[MELTING_POINT:9816]
[BOILING_POINT:9939]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:76]
[LIQUID_DENSITY:70]
[MOLAR_MASS:55845]
[IMPACT_YIELD:0]
[IMPACT_FRACTURE:0]
[IMPACT_STRAIN_AT_YIELD:0]
[COMPRESSIVE_YIELD:0]
[COMPRESSIVE_FRACTURE:0]
[COMPRESSIVE_STRAIN_AT_YIELD:0]
[TENSILE_YIELD:0]
[TENSILE_FRACTURE:00]
[TENSILE_STRAIN_AT_YIELD:0]
[TORSION_YIELD:0]
[TORSION_FRACTURE:0]
[TORSION_STRAIN_AT_YIELD:0]
[SHEAR_YIELD:0]
[SHEAR_FRACTURE:0]
[SHEAR_STRAIN_AT_YIELD:0
[BENDING_YIELD:520000]
[BENDING_FRACTURE:0]
[BENDING_STRAIN_AT_YIELD:0]
[MAX_EDGE:0]
[ABSORPTION:0]
Then you have to combine it with sulfuric acid at the lab:
Code: [Select]
ethanol + sulfuric acid + steel barrel = ethylene

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.

You may have noticed the second problem already. Note how none of the reactions are in RAW format. That's because I can't decide which item token to use. Any ideas?

Just Some Guy

  • Bay Watcher
    • View Profile
Re: Trench warfare mod idea
« Reply #43 on: August 22, 2013, 11:09:12 pm »

Code: [Select]
[TISSUE:STEEL]
[TISSUE_NAME:steel:steel]
[TISSUE_MATERIAL:INORGANIC:STEEL]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:STEEL]

Replace the tank's current tissue listing with this, and it should hold up against anything other then profuse whipping and AP crossbows.

I'm quite interested in this mod, and would like to ask if I could borrow and modify the tank's body code for a little side project of mine.

I finally got around to doing that, and it holds up pretty well. I just tested how a tank would fare against 24 grand master kobold lashers. It had a few dents, but left no survivors.

As for borrowing the code... go ahead.

Zanzetkuken The Great

  • Bay Watcher
  • The Wizard Dragon
    • View Profile
Re: Trench warfare mod idea
« Reply #44 on: August 22, 2013, 11:19:15 pm »

I'll be wanting to keep my eye on this thread...
Logged
Quote from: Eric Blank
It's Zanzetkuken The Great. He's a goddamn wizard-dragon. He will make it so, and it will forever be.
Quote from: 2016 Election IRC
<DozebomLolumzalis> you filthy god-damn ninja wizard dragon
Pages: 1 2 [3] 4 5