Trying to mod in shotguns, using 0.30c version:
Added to "Syndrome" section in item_armor.txt:
[ITEM_ARMOR:ITEM_ARMOR_BATTLE_SADDLE_SHOTGUN]
[NAME:shotgun battle saddle:shotgun battle saddles]
[ARMORLEVEL:1]
[UBSTEP:0]
[LBSTEP:0]
[LAYER:COVER]
[COVERAGE:30]
[LAYER_SIZE:41]
[LAYER_PERMIT:40]
[MATERIAL_SIZE:10]
[HARD]
[METAL]
Added to reaction_armory.txt:
[REACTION:INSTALL_SHOTGUN]
[NAME:manufacture a shotgun battle saddle]
[BUILDING:ARMORY:CUSTOM_M]
[REAGENT:A:1:TOOL:ITEM_BATTLE_SADDLE:NONE:NONE]
// TODO: No other reagents for testing, but 4 shotguns (or 2 bars of steel per shotgun) and
either 1-4 boxes of pellets (and a reaction to make them) plus 2-8 gunpowder or
a box of shotgun buckshot from gunsmith's forge.
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_BATTLE_SADDLE_SHOTGUN:INORGANIC:SADDLE_SHOTGUN]
[SKILL:MECHANICS]
Added to entity_default.txt:
[PERMITTED_REACTION:INSTALL_SHOTGUN]
Added to inorganic_syndrome.txt:
[INORGANIC:SADDLE_SHOTGUN]
[USE_MATERIAL_TEMPLATE:METAL_SYNDROME_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:]
[STATE_COLOR:ALL_SOLID:GRAY]
[DISPLAY_COLOR:0:0:1]
[MATERIAL_VALUE:50]
[SYNDROME]
[SYN_AFFECTED_CLASS:EARTH_NOVICE]
[SYN_AFFECTED_CLASS:MAGIC_NOVICE]
[SYN_CLASS:DFHACK_ITEM_SYNDROME]
[SYN_CLASS:DFHACK_ARMOR_ONLY]
[SYN_NAME:shotgun battle saddle]
[CE_CAN_DO_INTERACTION:START:0:END:300]
[CDI:INTERACTION:SHOTGUN_INITIATION]
[CDI:ADV_NAME:Reload shotguns]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:10]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:VERB:ready your shotgun battle saddle:readies the shotgun battle saddle:NA]
[CDI:TARGET:B:SELF_ONLY]
[CDI:WAIT_PERIOD:600]
Added to inorganic_misc.txt: (Solid density is artificially low, the rest is copied from bronze) It should probably be called buckshot instead.
[INORGANIC:PELLET]
[USE_MATERIAL_TEMPLATE:AIR_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:pellet]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME_ADJ:GAS:dust]
[STATE_COLOR:GAS:FLAX]
[DISPLAY_COLOR:0:7:1]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:8020]
[MOLAR_MASS:80000]
[IMPACT_YIELD:602000]
[IMPACT_FRACTURE:843500]
[IMPACT_STRAIN_AT_YIELD:547]
[COMPRESSIVE_YIELD:602000]
[COMPRESSIVE_FRACTURE:843500]
[COMPRESSIVE_STRAIN_AT_YIELD:547] no data, used 110
[TENSILE_YIELD:172000]
[TENSILE_FRACTURE:241000]
[TENSILE_STRAIN_AT_YIELD:156] 110
[TORSION_YIELD:172000]
[TORSION_FRACTURE:241000]
[TORSION_STRAIN_AT_YIELD:156]
[SHEAR_YIELD:172000]
[SHEAR_FRACTURE:241000]
[SHEAR_STRAIN_AT_YIELD:156] no data, used 110
[BENDING_YIELD:172000]
[BENDING_FRACTURE:241000]
[BENDING_STRAIN_AT_YIELD:156]
[MAX_EDGE:10000]
[DO_NOT_CLEAN_GLOB]
Added to Interaction_MWT.txt:
[INTERACTION:SHOTGUN_INITIATION]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CLASS:ENEMY]
[IT_MANUAL_INPUT:opponent]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[I_TARGET:B:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:ACTIVE]
[IT_MANUAL_INPUT:self]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:B]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:ACTIVE]
[SYN_NAME:battle saddle activated]
[CE_CAN_DO_INTERACTION:START:0:END:450]
[CDI:INTERACTION:PELLET_8]
[CDI:ADV_NAME:shotgun]
[CDI:USAGE_HINT:ATTACK]
[CDI:MATERIAL:INORGANIC:PELLET:SOLID_GLOB]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:6]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:VERB:fire shotgun:fires shotgun:NA]
[CDI:WAIT_PERIOD:200]
[CE_CAN_DO_INTERACTION:START:0:END:450]
[CDI:INTERACTION:PELLET_8]
[CDI:ADV_NAME:shotgun]
[CDI:USAGE_HINT:ATTACK]
[CDI:MATERIAL:INORGANIC:PELLET:SOLID_GLOB]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:6]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:VERB:fire shotgun:fires shotgun:NA]
[CDI:WAIT_PERIOD:200]
[CE_CAN_DO_INTERACTION:START:0:END:450]
[CDI:INTERACTION:PELLET_8]
[CDI:ADV_NAME:shotgun]
[CDI:USAGE_HINT:ATTACK]
[CDI:MATERIAL:INORGANIC:PELLET:SOLID_GLOB]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:6]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:VERB:fire shotgun:fires shotgun:NA]
[CDI:WAIT_PERIOD:200]
[CE_CAN_DO_INTERACTION:START:0:END:450]
[CDI:INTERACTION:PELLET_8]
[CDI:ADV_NAME:shotgun]
[CDI:USAGE_HINT:ATTACK]
[CDI:MATERIAL:INORGANIC:PELLET:SOLID_GLOB]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:6]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:VERB:fire shotgun:fires shotgun:NA]
[CDI:WAIT_PERIOD:200]
[INTERACTION:PELLET_8]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:MATERIAL]
[IT_MATERIAL:CONTEXT_MATERIAL]
[I_TARGET:B:LOCATION]
[IT_LOCATION:CONTEXT_LOCATION] <-- this is always the emitter for now
[I_TARGET:C:LOCATION]
[IT_LOCATION:CONTEXT_LOCATION]
[IT_MANUAL_INPUT:target]
[I_EFFECT:MATERIAL_EMISSION]
[IE_TARGET:A]
[IE_TARGET:B]
[IE_TARGET:C]
[IE_IMMEDIATE]
[I_EFFECT:MATERIAL_EMISSION]
[IE_TARGET:A]
[IE_TARGET:B]
[IE_TARGET:C]
[IE_IMMEDIATE]
[I_EFFECT:MATERIAL_EMISSION]
[IE_TARGET:A]
[IE_TARGET:B]
[IE_TARGET:C]
[IE_IMMEDIATE]
[I_EFFECT:MATERIAL_EMISSION]
[IE_TARGET:A]
[IE_TARGET:B]
[IE_TARGET:C]
[IE_IMMEDIATE]
[I_EFFECT:MATERIAL_EMISSION]
[IE_TARGET:A]
[IE_TARGET:B]
[IE_TARGET:C]
[IE_IMMEDIATE]
[I_EFFECT:MATERIAL_EMISSION]
[IE_TARGET:A]
[IE_TARGET:B]
[IE_TARGET:C]
[IE_IMMEDIATE]
[I_EFFECT:MATERIAL_EMISSION]
[IE_TARGET:A]
[IE_TARGET:B]
[IE_TARGET:C]
[IE_IMMEDIATE]
[I_EFFECT:MATERIAL_EMISSION]
[IE_TARGET:A]
[IE_TARGET:B]
[IE_TARGET:C]
[IE_IMMEDIATE]
No errors in errorlog.txt. Good. World generated. It only seems to have a bunch of wastelander civilisations, but it's just for testing anyway. Hopefully the ponies will be able to use shotguns against wildlife, but while I have seen them use SATS, in Callgrow I haven't seen Friendly Fire ever use the minigun battle saddle, so test results may be skewed.
Embarking... EPM carpenter,
EPF slave(!), EPM animal caretaker, EPF fisher x2, EPM miner, EPM farmer. Meh.
Shotgun battle saddles manufactured in late spring. So far so good, now for the soldiers to equip them.
They claimed the battle saddles, but refused to equip them until I told them to drop their security barding. Layer, coverage and permit in the RAWs look OK, but I've run into DF equipment problems before. They wouldn't wear their bardings now that they have battle saddles... ah, they have cloaks and I used "over clothing". All good so far.
Now go kill some groundhogs... test failed, shotgun wasn't used.
Test 2 is chasing Bloodwings... It worked! We have shotguns and shotgun turrets and possibly even SMGs and improved miniguns now! Masturbatory!
Only 2 things failed: I can see 2 leftover pellets on the map and their damage sucks too much. Nothing can be done about the first, but the damage can be increased by changing [SOLID_DENSITY:500] to something sensible. Small bullets from turrets have [SOLID_DENSITY:2500] and they barely hurt anything, so maybe use that instead, or something in-between. Even with [SOLID_DENSITY:2500] my buckshot / pellets will be weaker, because their other properties are copied from bronze, not steel.
I used 4 shotguns because some guard in Murky 7 had a battle saddle like that. The rest of testing, balancing and figuring out how much resources the shotgun battle saddles should use is up to Lycaeon and the rest of the people in this thread. I did my part
Oh and don't forget to credit this guy:
http://www.bay12forums.com/smf/index.php?topic=111008.msg3348661#msg3348661
> Necromatic sprite-bots.
They are from Canterlot and have broadcasters that make ponies very sick very fast.
> Healing spell and "designate patient".
Well, an alternative would be to target all friendlies with healing spells that boost their recuperation, doing this often, indiscriminately and without any ill effects, like in Regen mod. Tough choice.
> > In retrospect it may be best to not have stockpiles for lenses, hologems and scrolls.
> I can't remove them from stockpiling without complications, but editing the stockpile settings will keep them in their workshops.
I know and I'm not asking you to. It's just a hint I "discovered" the hard way and included in my guide with spells and reverse-engineering.
> Is it possible to post a weapons list/guide? I am familiar with MLP, but not FOE so I have some problems identifying what the different weapons are and what they do. Like, is a chainsaw an upgrade for a hacksaw and if the hacksaw is masterwork, is it still an upgrade? What is a Spitfire's Thunder?
Hm, I thought I included weapon progression in my military guide (linked from the first post). Like tahujdt said, T2 weapons are always better than T1, unless thy are made of worse material. A steel (plasteel, starmetal, whatever) hacksaw will be better against armour than a bronze chainsaw.
Just look over all the guides listed in the first post. There's enough guides to write a book.
Plus you can always check "raw/objects" when in doubt. Just grep what you need, especially these two commands are useful:
List files containing pattern: $ grep -l "Thunder" *
Show files and context: $ grep -C 10 "SADDLE" *
EDIT: Another good result.
ShowUnitSyndromes.rb now works for me:
[DFHack]# ShowUnitSyndromes
Dwarves
wheat seedplot
- Shotgun battle saddle [196 of 300]
- - Add interaction [0-300] ability=Reload shotguns, delay=600, actionType=TODO, range=TODO, maxTargets=TODO
- Shotgun battle saddle [46 of 300]
- - Add interaction [0-300] ability=Reload shotguns, delay=600, actionType=TODO, range=TODO, maxTargets=TODO
blaze blotbud
- Shotgun battle saddle [196 of 300]
- - Add interaction [0-300] ability=Reload shotguns, delay=600, actionType=TODO, range=TODO, maxTargets=TODO
- Shotgun battle saddle [46 of 300]
- - Add interaction [0-300] ability=Reload shotguns, delay=600, actionType=TODO, range=TODO, maxTargets=TODO