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Author Topic: Trench warfare mod idea  (Read 19818 times)

iamthelol

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Re: Trench warfare mod idea
« Reply #45 on: August 23, 2013, 10:50:08 am »

nice.
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Just Some Guy

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Re: Trench warfare mod idea
« Reply #46 on: September 16, 2013, 07:59:10 pm »

Since my requests regarding industrial chemistry have gone unanswered, I've added some weapons!

The first one is the magnum pistol:
Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_PISTOL_MAGNUM]
[NAME:magnum pistol:magnum pistols]
[SIZE:150]
[SKILL:HAMMER]
[RANGED:BOW:MAGNUM]
[SHOOT_FORCE:3000]
[SHOOT_MAXVEL:3000]
[TWO_HANDED:20000]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10000:4000:bash:bashes:handle:1250]

Magnum pistols are unique to human civilizations. They use magnum rounds:
Code: [Select]


Next is the sniper rifle:
Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_RIFLE_SNIPER]
[NAME:sniper rifle:sniper rifles]
[SIZE:400]
[SKILL:CROSSBOW]
[RANGED:RANGED_COMBAT:RIFLE]
[SHOOT_FORCE:1000]
[SHOOT_MAXVEL:1000]
[TWO_HANDED:0]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10000:4000:bash:bashes:butt:1250]

The sniper rifle is just like the regular rifle, except it uses the archery skill instead of the crossbow skill. Why? Because archery determines the target's chance to dodge. Also, sniper rifles can't be made like regular rifles. They have to be made at the Gunsmith's workshop:
Code: [Select]
[REACTION:SNIPER_RIFLE]
[NAME:manufacture rifle rounds]
[BUILDING:GUNSMITH:CUSTOM_R]
[REAGENT:steel:150:BAR:NO_SUBTYPE:INORGANIC:STEEL]
[REAGENT:rifle:1:WEAPON:ITEM_WEAPON_RIFLE:NONE:NONE]
[REAGENT:glass:1:ROUGH:GLASS_CLEAR:NONE:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_RIFLE_SNIPER:GET_MATERIAL_FROM_REAGENT:rifle:NONE]
[SKILL:BOWYER]

Does anyone know how to get rid of the bowyer's workshop? Because that's kinda obsolete now.

Aseaheru

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Re: Trench warfare mod idea
« Reply #47 on: September 16, 2013, 08:07:39 pm »

I think it may be hard-coded. Just leave it, but have it so that the only thing it can make is some wimpy ass thing that is good only for training.
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Zanzetkuken The Great

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Re: Trench warfare mod idea
« Reply #48 on: September 16, 2013, 08:57:09 pm »

Does anyone know how to get rid of the bowyer's workshop? Because that's kinda obsolete now.

Remove 'Bowyer' as a job allowed by the civilization.
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Aseaheru

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Re: Trench warfare mod idea
« Reply #49 on: September 16, 2013, 08:59:05 pm »

Or that.
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sackhead

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Re: Trench warfare mod idea
« Reply #50 on: September 17, 2013, 12:45:23 am »

no removing bowyer would just mean you cant do tasks there it will still appear in the menus
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Zanzetkuken The Great

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Re: Trench warfare mod idea
« Reply #51 on: September 17, 2013, 11:32:41 am »

no removing bowyer would just mean you cant do tasks there it will still appear in the menus

I don't mean in the game, I meant in the raws.  I am quite certain that the forge was gotten rid of when I removed the metalsmithing jobs in the raws for one of my mods.
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Lt_Alfred

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Re: Trench warfare mod idea
« Reply #52 on: September 17, 2013, 12:43:33 pm »

Can you guys compile all of these things for us and upload the file a prepacked version onto DFFD? it looks awesome!
Good job guys.
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Funk

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Re: Trench warfare mod idea
« Reply #53 on: September 17, 2013, 03:51:38 pm »

Just a quick edit of a mod i was working on, infantry with iron helmets.
The helmet should get knocked of and expose the head to damage, steel or better ammo should piece then as well. 

Spoiler: infantry (click to show/hide)

Spoiler: to body_default (click to show/hide)
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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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Just Some Guy

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Re: Trench warfare mod idea
« Reply #54 on: September 17, 2013, 07:07:49 pm »

I've made great strides on the chemical weapons front. It resulted in two new workshops, one new tool, and a few new materials. Gases will use the LIQUID_MISC item token, and will be stored in gas canisters:
Code: [Select]
[ITEM_TOOL:ITEM_TOOL_GAS_TANK]
[NAME:gas canister:gas canisters]
[VALUE:10]
[HARD_MAT]
[TOOL_USE:LIQUID_CONTAINER]
[TILE:229]
[SIZE:3000]
[MATERIAL_SIZE:1]
[CONTAINER_CAPACITY:10000]

Gas canisters use a special kind of steel:
Code: [Select]
[INORGANIC:STEEL_CANISTER]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:Steel]
[STATE_NAME_ADJ:LIQUID:molten Steel]
[STATE_NAME_ADJ:GAS:boiling Steel]
[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]
[MAT_FIXED_TEMP:9540]
[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]
It has a fixed temp to keep the gas liquid.

Due to the uselessness of a gas canister without this property, a special reaction is needed to make them, which takes place at the first of the new workshops, the Crafts Factory:
Code: [Select]
[REACTION:GAS_CANISTER]
[NAME:manufacture gas canisters]
[BUILDING:FACTORY_CRAFTS:CUSTOM_G]
[REAGENT:steel:150:BAR:NO_SUBTYPE:INORGANIC:STEEL]
[PRODUCT:100:5:TOOL:ITEM_TOOL_GAS_TANK:INORGANIC:STEEL_CANISTER]
[SKILL:EXTRACT_STRAND]

As the name suggests, the crafts factory can also produce crafts:
Code: [Select]
[REACTION:CRAFTS_FACTORY]
[NAME:manufacture crafts]
[BUILDING:FACTORY_CRAFTS:CUSTOM_C]
[REAGENT:metal:150:BAR:NO_SUBTYPE:INORGANIC:NONE]
[PRODUCT:100:8:CRAFTS:GET_MATERIAL_FROM_REAGENT:metal:NONE]
[SKILL:EXTRACT_STRAND]

Mustard gas still needs work, but phosgene is complete. Here are the required reactions:
Code: [Select]
[REACTION:CARBON_MONOXIDE]
[NAME:make carbon monoxide]
[BUILDING:SMELTER:NONE]
[REAGENT:carbon source:1:BAR:NO_SUBTYPE:COAL:COKE]
[REAGENT:canister:1:TOOL:ITEM_GAS_TANK:INORGANIC:STEEL_CANISTER][EMPTY]

[PRESERVE_REAGENT]
[PRODUCT:100:30000:LIQUID_MISC:INORGANIC:CARBON_MONOXIDE][PRODUCT_DIMESION:150]

[PRODUCT_TO_CONTAINER:canister]

[REACTION:CHLORINE]
[NAME:produce chlorine]
[BUILDING:LAB:CUSTOM_C]
[REAGENT:sodium chloride:1:BOULDER:NO_SUBTYPE:INORGANIC:ROCK_SALT]
[REAGENT:water:150:LIQUID_MISC:NONE:WATER]
[REAGENT:water container:1:NONE:NONE:NONE:NONE][CONTAINS:water]

[PRESERVE_REAGENT]
[REAGENT:canister:1:TOOL:ITEM_TOOL_GAS_TANK:INORGANIC:STEEL_CANISTER]

[PRESERVE_REAGENT][EMPTY]
[PRODUCT:100:3000:LIQUID_MISC:INORGANIC:CHLORINE][PRODUCT_DIMENSION:150]

[PRODUCT_TO_CONTAINER:canister]
[PRODUCT:100:750:LIQUID_MISC:NONE:LYE][PRODUCT_DIMENSION:150]

[PRODUCT_TO_CONTAINER:water container]
[SKILL:ALCHEMY]

[REACTION:PHOSGENE]
[NAME:produce phosgene]
[REAGENT:chlorine:3000:LIQUID_MISC:INORGANIC:CHLORINE]
[REAGENT:chlorine canister:TOOL:ITEM_TOOL_GAS_TANK:INORGANIC:STEEL_CANISTER]

[CONTAINS:chlorine][PRESERVE_REAGENT]
[REAGENT:carbon monoxide:LIQUID_MISC:INORGANIC:CARBON_MONOXIDE]
[REAGENT:CO canister:TOOL:ITEM_TOOL_GAS_TANK:INORGANIC:STEEL_CANISTER]

[CONTAINS:carbon monoxide][PRESERVE_REAGENT]
[REAGENT:activated carbon:150:BAR:NO_SUBTYPE:COAL:COKE][PRESERVE_REAGENT]
[REAGENT:canister:1:TOOL:ITEM_TOOL_GAS_TANK:INORGANIC:STEEL_CANISTER][EMPTY]

[PRESERVE_REAGENT]
[PRODUCT:100:3000:LIQUID_MISC:INORGANIC:PHOSGENE][PRODUCT_DIMENSION]

[PRODUCT_TO_CONTAINER:canister]
[SKILL:ALCHEMY]


[REACTION:SHELL_PHOSGENE]
[NAME:make phosgene shells]
[BUILDING:FACTORY_AMMO:CUSTOM_SHIFT_P]
[REAGENT:steel:150:BAR:NO_SUBTYPE:INORGANIC:STEEL]
[REAGENT:phosgene:3000:LIQUID_MISC:INORGANIC:PHOSGENE]
[REAGENT:phosgene canister:1:TOOL:ITEM_TOOL_GAS_TANK:INORGANIC:STEEL_CANISTER][CONTAINS:phosgene]

[PRESERVE_REAGENT]
[PRODUCT:100:25:AMMO:ITEM_SHELL:INORGANIC:SHELL_PHOSGENE]

I'm pretty sure I did something wrong. I've recently become acquainted with the errorlog, and it says that the gas reactions don't work.
In fact, all of my reactions are probably messed up. I'm pretty sure that the one for chlorine is wrong, but I can't find out what's wrong with the others.

But anyway, the second new workshop is the Arms Factory. It lets you manufacture weapons much like the Munitions factory lets you manufacture ammo:
Code: [Select]
[REACTION:RIFLE_FACTORY]
[NAME:manufacture rifles]
[BUILDING:FACTORY_ARMS:CUSTOM_R]
[REAGENT:steel:150:BAR:NO_SUBTYPE:INORGANIC:STEEL]
[PRODUCT:100:10:WEAPON:ITEM_WEAPON_RIFLE]
[SKILL:EXTRACT_STRAND]

[REACTION:PISTOL_FACTORY]
[NAME:manufacture pistols]
[BUILDING:FACTORY_ARMS:CUSTOM_P]
[REAGENT:steel:150:BAR:NO_SUBTYPE:INORGANIC:STEEL]
[PRODUCT:100:20:WEAPON:ITEM_WEAPON_RIFLE:INORGANIC:STEEL]
[SKILL:EXTRACT_STRAND]

[REACTION:ARTILLERY_FACTORY]
[NAME:manufacture field guns]
[BUILDING:FACTORY_ARMS:CUSTOM_A]
[REAGENT:STEEL:150:BAR:NO_SUBTYPE:INORGANIC:STEEL]
[PRODUCT:100:5:WEAPON:ITEM_WEAPON_RIFLE:INORGANIC:STEEL]
[SKILL:EXTRACT_STRAND]

I've been thinking about aerial combat. Flying mounts don't really work right now, but I have an idea on how enemy plane behavior should work. The planes should circle above the fort and occasionally swoop down to strafe any dwarves outside. Not sure how to implement this, though.

Funk

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Re: Trench warfare mod idea
« Reply #55 on: September 18, 2013, 09:10:42 am »

Ok i have been trying to make hand grenades, now my plan was to have reaction change them from normal steel to explosive.
What i cant get is the high explosive to work.

Spoiler: item_weapon (click to show/hide)
Spoiler: Reaction (click to show/hide)
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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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Baffler

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Re: Trench warfare mod idea
« Reply #56 on: September 18, 2013, 03:42:57 pm »

Don't know how I missed this, looks awesome guys. Something cool you could do, and there's no need to go along with this, is see if you can change evil areas to be "No Man's Land" and put dead grass and mud all over the place in there. I have no idea if this is possible, but you could also try to mod the weather to "rain" explosive shells to simulate getting the shit bombed out of you, or make it a cloud of your gas weapons for extra fun.
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Just Some Guy

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Re: Trench warfare mod idea
« Reply #57 on: September 18, 2013, 04:46:20 pm »

Guys, question. The poison gases for the shells are stored in a file called inorganic_gas, and the reagents required to make them are in a file called inorganic_chemical.

Apparently the game doesn't think they exist, according to errorlog. Help?

Nahere

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Re: Trench warfare mod idea
« Reply #58 on: September 18, 2013, 05:00:47 pm »

Do you have this at the top of each file?
Code: [Select]
inorganic_whatever


[OBJECT:INORGANIC]
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Lt_Alfred

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Re: Trench warfare mod idea
« Reply #59 on: September 28, 2013, 05:13:43 pm »

once again, may I request that one of you Raw-savvy people compile these modifications and share them with us either by uploading the files or making a post with all the edits in spoiler code with titles to what file each part is going and what needs to be deleted/overwritten etc.. please?
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