"Weapons of war are not designed to kill people, they're designed to win battles."
-- Sun Tzu, if he played Dwarf Fortress
Bored of your legendary militia slaughtering the gobs
one to forty?
Feel like there's little else to military beyond cladding all your miners in steel?
Combat is just too fast and random to follow what's going on?
Then this mod is for you.
DF Combat Reworked focuses mainly on giving distinct strengths and weaknesses to each weapon, expanding upon the progression of equipment, better pacing and predictability of combat, as well as amplifying the difference between slight and serious wounds, but it also has some additional features here and there.
Note that the mod is designed to work around mostly vanilla material properties. As such, this mod is incompatible with major material reworks (such as Grimlocke's), but compatible with most other mods that use vanilla materials as a reference (such as ZM5's creatures).
Features:* Full rework of vanilla melee weapons, giving them more realistic weights, attack variation and properties. A couple of new weapons added to provide more variety within each skill. Most two-handed weapons now use pikeman skill for properly shieldless npc spawns. All attacks are much slower to make skill, movement speed and bleeding more important factors in combat, as well as to achieve a greater disparity between long and short weapons. Weapons now feel more unique and each has their own niche. Body size requirements were altered to account for the
Bug 5812.
* Full rework of vanilla ranged weapons and ammo. No more 1 kg bulletspeed projectiles tearing limbs off. Archers aren't as encumbered by their ammo now. Arrows can go in deeper than bolts, but bows loose their effectiveness with increased ammo weight, while crossbows benefit from it.
* Full rework of vanilla trap components and weaponizable tools. The former are still very good (just not as insanely good), and the latter are a bit more on par with the smallest weapons now.
* New types of ranged weapons: sling, spear-thrower, longbow, arbalest and hand ballista, making the deadliness of ranged units vary greatly. New types of ammo, including sling bullets and javelins. Bolts and arrows are split into different types for greater situational effectiveness.
* Ranged weapons now have 'weapon sets', giving archers the opportunity to carry an offhand melee weapon.
* More powerful and versatile weapons require more metal to make.
* Full rework of vanilla armor and clothing. Armor is generally lighter, mail only gives 95% coverage (so it's no longer a metal second skin) and new types of armor provide for more 'protection vs weight' choices for militias and adventurers alike. Clothing is lighter too and its coverage now makes more sense. Leather clothing now grants a bit more protection and wood items are slightly less fragile.
* Clothing as a whole has been thoroughly simplified. Now there are only 1-3 garments per each bodypart, with one set being intended for cold climates, another being the lightest and the last being the standard one. Most garments take the same layer, meaning dwarves no longer pile up rotting clothes on themselves.
* Legwear has been reworked to account for the
Bug 10784. All non-metal pants were removed from entity usage and replaced by belts to prevent soldiers from loosing their pants in combat (no joke): belts can be made from any armor/clothing-grade material, including metal, and their low blockchance prevents them from getting damaged too often. Some bodywear types now cover legs as a replacement for pants.
* Shields are split into 5 types: more protection means more weight, yet none provide the 100% block.
* Metal armors and shields now require significantly more metal, but the mod's changes to tissues and materials make them worth it.
* Bodies have been reworked to include shoulders and hips integral to the torso to allow for more balanced armor coverage. Facial features (except for eyes) are now integral to the head and, thus, are protected by helmets and cannot be targeted individually. Fingers and toes can no longer be severed, to reduce clutter.
* Pain and bleeding for many tissues are reworked. Damage to eyes and internal organs now matters a lot more and heals slower, damage to cartilage and teeth produces some pain, while pain from skin and bones was slightly reduced. Pain and bleeding were completely removed from fat, since all the tissues now suffer from fire on their own. Also includes DF Revised tissue enhancements, with some changes.
* Skulls and other head tissues are slightly thicker to make heads less fragile. Spines and joints have thicker bones. Throats have a layer of fat and cartilage to make them more resistant to slight cuts. Vertebrates' digits have no muscle (only sinew), as in real life.
* The strength of nerves is significantly increased to stop the upper spine from snapping after a single punch to the head. Muscles, sinews, fat and skin/scale are now more resistant to force pulling/bending. Cartilage and chitin are more durable, chitin can also be used as a shell for crafts and armor. Bone, hair and teeth are now edible/stealable by vermin, so they will gradually disappear from both the ground and the stockpiles, unless guarded or processed.
* The positioning of facial features and ribs is better defined, making wounds in those areas more sensible. No longer a maul will smack an individual lip, no longer a stab to the right lung will fracture the left ribs.
* Better temperature points for some organic materials. Skin suffers more damage in extreme climates. Hair, skin and cloth ignite faster. Fat ignites a bit slower. Burning wood lasts longer.
* A boost for elves: stronger, armor-piercing arrows and massed pike-and-shield infantry to offset the weakness of wood and make their numbers advantage really shine.
* Optional, but included by default: New reactions for ammo and weapons. Arrows and bolts can be made for cheap, 4x the amount per bar, by making arrowhead kits in the Metalsmith's forge and them combining them and a log of wood in the Bowyer's workshop. Also, separate reactions for daggers and hand ballistas for better game balance.
* Optional, but included by default: Equipment rebalance for npcs. Melee npc uniforms can include padded armors, and archer uniforms can include mail and plate.
* Optional, but included by default: Stone weapons for subterranean tribes. Flint, obsidian and malachite weapons have replaced the wood ones for subterranean animal peoples, so as to make them a bit more capable in combat.
* Optional, but included by default: Dwarves and humans bring dogs as siege minions. Every other war-trainable pet can be used as such, so why not the dogs?
* Optional: Metal rework. New types of iron, bronze and steel, balanced between each other to ensure a much more realistic balance of armor and metallurgy; also, anvils can now be made at the Smelter. New metals and reactions are
included by default to make humans, goblins and kobolds more on par with dwarves, so there is good reason to progress your smithing industry beyond iron. The strictly optional part (aka Full metal rework) makes vanilla metals unusable for military purposes, renames them and the new metals for a cleaner interface, and rebalances the trade values for most metals.
Details.
* Optional: Siege engines. A variety of
onagers and a
flamethrower are available to add as siege minions to any civ of your liking. The normal, stone-hurling onager is
given by default to humans and dwarves, as they lack a reliable pet for breaching doors otherwise.
Details.
* Optional: New weaponizable tools for those who prefer their Adventure Mode civilians to be more dangerous.
* Optional: Adrenaline interaction (with some tweaks) from the
Grimlocke's History & Realism Mods is included with the author's permission. It gives a substantial boost in willpower and endurance to all live creatures in combat, making fights longer and invaders less affected by the randomness of their physical stats.
* Optional: Tactical civilization presets. Several entity files for human and goblin civs have been composed to include specific combinations of weapons and armor, so as to amplify the strengths of certain weapons and give the invaders more functionality and character.
Details.
Overview:Tips, notes and full lists of weapons and armor!Metallurgy flowchart for new metalsGoals and limitations:(what this mod aims to do and what it doesn't) - This mod aims to create a more balanced and sensible combat experience. A one closer to reality, but without too much focus on the the scientifically accurate values behind the scenes - rather, a one that makes sense in action. That means: less powerful pulling; less absurdly powerful weapons, projectiles and trap components; less block-it-all shields; reasonably powerful armor.
- This mod aims to add meaningful variety to weapons and armor. I'm willing to add more types of items in the future, as long as they are functionally distinct and aren't just for flavor.
- This mod aims to make weapons more balanced and versatile for the AI use by expanding the variety of attacks. Some of these attacks are 'unlucky' to prevent certain weapons from becoming overpowered. This mod doesn't aim to balance them against the mind of a savvy adventurer - that I leave to your own conscience.
- This mod aims to make armor more important by both balancing it against weapons and making serious wounds much more, well,
serious. A guy with a blade in his heart shouldn't be able to fight just as good for another hour and then suddenly drop dead.
- This mod aims to be as compatible with other mods as possible, but without sacrificing its important features.
- This mod doesn't deal with unarmed combat in any way, although there's room for it in the future. DF Revised deals with it to some extent and I highly recommend to install it first. When Revised is not up to date, my mod will come packaged with its unarmed rebalance for civilized creatures at least.
- This mod doesn't deal with candy much, so it is very possible there can be some exploits or weirdness involving it. There isn't much I can do about it without changing important parts of the mod - and candy is too rare for that.
- The mod aims to keep the vanilla spirit, while achieving all of the above. That means simple item names, less focus on adding new materials and not touching anything outside of items, materials and tissues (at least, not in the core part). Has been partially compromised by the body rework already, but we'll see.
Compatibility: - This mod is incompatible with any mod that alters vanilla weapons, tools, trap components, armor or clothing. If installing above such mods, always overwrite the files.
- This mod is incompatible with any mod that alters the vanilla entries in
body_default.txt. If a mod just adds new entries to the same file, I advice copying them over to a separate file and using my mod's
body_default.txt.
- This mod is incompatible with any mod that alters the vanilla entries in
tissue_template_default.txt. But, if you don't like my tissue changes, you can safely ignore the mod's file.
- This mod is partially incompatible with any mod that alters the vertebrate body detail plan or the material properties of vanilla cloth (plant fiber, hair, silk). If you have a mod that alters the
b_detail_plan_default.txt or
material_template_default.txt, below are the specific installation instructions on how to avoid problems.
- It is strongly unrecommended to use this mod with any mod that adds new weapons, new weaponizable tools, new trap components, new armors or new types of cloth, as those will most likely break the overall balance and may cause issues like undestructable padded armor. Mods that add more variety to leather or metals are ok, as long as you mention them when reporting an issue.
Any other mods should be fully compatible. If you experience trouble, let me know.
Note to modders: mod's items,
aside from the padded armors, don't actually require changes to
material_template_default.txt,
b_detail_plan_default.txt or
tissue_template_default.txt. If you want to use just them in your mod/comp, there should be no problems.
Downloads (DFFD):-
Standalone - just the raws for manual installation, the old way.
-
Light Edition Pre-installed - for those who want the core experience without too large of a difficulty spike.
-
Full Edition Pre-installed - with most of the optionals and all the suggested tweaks in place, this is the build I play personally.
-
Vanilla+ - just the raws for manual installation, but without any extra items, creatures, materials, tissues or reactions.
Manual Installation - Main:0.
Recommended if you play vanilla-ish DF: DF Revised by Taffer, as a base over which to install this mod. Revised fixes a lot of bugs and inconsistencies, while staying true to the vanilla DF spirit. It is fully compatible! If you only use Revised, you can safely ignore the spoilers below and just overwrite everything with my mod's files. Ignore this point as Revised in not up to date with the latest DF yet. My mod currently includes Revised's relevant changes by default.1. If you have no mods that alter either
b_detail_plan_default.txt and/or
material_template_default.txt, ignore this point and the spoilers below, and proceed to point 2.
1.1.1. Open both my mod's and yours b_detail_plan_default.txt.
1.1.2. Search for VERTEBRATE_TISSUE_LAYERS
1.1.3. Replace the lines for HEAD, JOINT, SPINE, FINGER, TOE, and SKULL in your file with those from my mod's file.
1.1.4. Search for STANDARD_HEAD_POSITIONS
1.1.5. Replace the whole entry in your file with that from my mod's file.
1.1.6. Search for HUMANOID_HEAD_POSITIONS
1.1.7. Replace the whole entry in your file with that from my mod's file.
1.1.8. Search for HUMANOID_RIBCAGE_POSITIONS
1.1.9. Replace the whole entry in your file with that from my mod's file.
1.2.1. Open both my mod's and yours material_template_default.txt.
1.2.2. Replace the full entries for WOOD_TEMPLATE, SKIN_TEMPLATE, FAT_TEMPLATE, MUSCLE_TEMPLATE, SINEW_TEMPLATE, BONE_TEMPLATE, CARTILAGE_TEMPLATE, HAIR_TEMPLATE, SCALE_TEMPLATE, NERVE_TEMPLATE, LEATHER_TEMPLATE, SILK_TEMPLATE, CHITIN_TEMPLATE, THREAD_PLANT_TEMPLATE, and FLAME_TEMPLATE in your file with those from my mod's file.
2. Place the text files from the mod's main folder in
.../%DF folder%/raw/objects. Overwrite when prompted (unless it's one of the conflicts above).
3. Open the mod's 'for civs' folder. Here you can either choose to use my personal equipment presets for entities or assemble your own using the full list. Or, if your
entity_default.txt is unmodified, you can simply copy the one from the folder (Revised or vanilla).
3.1. If you choose to use my presets, just follow the instructions inside each file. They're simple, but may vary a little, depending on a civ.
3.2. If you choose to pick the items on your own, make sure you don't have any duplicate lines (with vanilla items) in your entity file once you're done.
Manual Installation - Suggested Tweaks:-- Replace/add flavor profession names for civilized creatures, as pikemen now don't only use pikes, bowmen don't only use bows and lashers don't really use lashes. Open the
creature_standard.txt and add the following:
In CREATURE:DWARF:
[PROFESSION_NAME:PIKEMAN:dwarf-at-arms:dwarves-at-arms]
[PROFESSION_NAME:MASTER_PIKEMAN:Elite Dwarf-at-arms:Elite Dwarves-at-arms]
[PROFESSION_NAME:LASHER:flailsdwarf:flailsdwarves]
for non-dwarves (CREATURE:HUMAN, CREATURE:ELF, CREATURE:GOBLIN etc.):
[PROFESSION_NAME:PIKEMAN:man-at-arms:men-at-arms]
[PROFESSION_NAME:MASTER_PIKEMAN:Elite Man-at-arms:Elite Men-at-arms]
[PROFESSION_NAME:LASHER:flailsman:flailsmen]
and for everyone:
[PROFESSION_NAME:MASTER_LASHER:Flailmaster:Flailmasters]
[PROFESSION_NAME:BOWMAN:skirmisher:skirmishers]
[PROFESSION_NAME:MASTER_BOWMAN:Elite Skirmisher:Elite Skirmishers]
-- As it is very easy to train absurdly high level militias, I recommend buffing up potential enemies a little. Open the
creature_standard.txt and add the following:
In CREATURE:HUMAN and CREATURE:GOBLIN (humans and goblins rely on equipment and formations)
raise natural skills up to 10 if not challenging enough
[NATURAL_SKILL:DISCIPLINE:1] --make sure to overwrite the same line from Revised
[NATURAL_SKILL:SHIELD:9]
[NATURAL_SKILL:ARMOR:9]
[NATURAL_SKILL:MELEE_COMBAT:5]
[NATURAL_SKILL:RANGED_COMBAT:5]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:5]
[SKILL_LEARN_RATE:AXE:750]
[SKILL_LEARN_RATE:SWORD:750]
[SKILL_LEARN_RATE:DAGGER:750]
[SKILL_LEARN_RATE:MACE:750]
[SKILL_LEARN_RATE:HAMMER:750]
[SKILL_LEARN_RATE:SPEAR:750]
[SKILL_LEARN_RATE:CROSSBOW:750]
[SKILL_LEARN_RATE:SHIELD:300]
[SKILL_LEARN_RATE:ARMOR:150]
[SKILL_LEARN_RATE:PIKE:750]
[SKILL_LEARN_RATE:WHIP:750]
[SKILL_LEARN_RATE:BOW:750]
[SKILL_LEARN_RATE:BLOWGUN:750]
[SKILL_LEARN_RATE:MELEE_COMBAT:150]
[SKILL_LEARN_RATE:RANGED_COMBAT:150]
[SKILL_LEARN_RATE:WRESTLING:150]
[SKILL_LEARN_RATE:SITUATIONAL_AWARENESS:300]
[PHYS_ATT_RATES:STRENGTH:250:3:4:3]
[PHYS_ATT_RATES:AGILITY:250:3:4:3]
[PHYS_ATT_RATES:TOUGHNESS:250:3:4:3]
[PHYS_ATT_RATES:ENDURANCE:250:3:4:3]
[MENT_ATT_RATES:FOCUS:250:4:5:4]
[MENT_ATT_RATES:WILLPOWER:250:4:5:4]
[MENT_ATT_RATES:SPATIAL_SENSE:250:4:5:4]
[MENT_ATT_RATES:KINESTHETIC_SENSE:250:4:5:4]
In CREATURE:ELF (elves have poor equipment variety, but an eternity for training)
raise natural skills up to 13 if not challenging enough
[NATURAL_SKILL:DISCIPLINE:2] --make sure to overwrite the same line from Revised
[NATURAL_SKILL:SHIELD:9]
[NATURAL_SKILL:ARMOR:9]
[NATURAL_SKILL:DODGING:9]
[NATURAL_SKILL:MELEE_COMBAT:9]
[NATURAL_SKILL:RANGED_COMBAT:9]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:9]
[NATURAL_SKILL:CLIMBING:5] --very optional, remove if too hardcore
[SKILL_LEARN_RATE:SWORD:1000]
[SKILL_LEARN_RATE:SPEAR:1000]
[SKILL_LEARN_RATE:SHIELD:300]
[SKILL_LEARN_RATE:BOW:1000]
[SKILL_LEARN_RATE:MELEE_COMBAT:150]
[SKILL_LEARN_RATE:RANGED_COMBAT:150]
[SKILL_LEARN_RATE:WRESTLING:150]
[SKILL_LEARN_RATE:GRASP_STRIKE:1000]
[SKILL_LEARN_RATE:STANCE_STRIKE:1000]
[SKILL_LEARN_RATE:DODGING:300]
[SKILL_LEARN_RATE:SITUATIONAL_AWARENESS:300]
[SKILL_LEARN_RATE:MISC_WEAPON:1000]
[PHYS_ATT_RATES:STRENGTH:250:3:4:3]
[PHYS_ATT_RATES:AGILITY:250:3:4:3]
[PHYS_ATT_RATES:TOUGHNESS:250:3:4:3]
[PHYS_ATT_RATES:ENDURANCE:250:3:4:3]
[MENT_ATT_RATES:FOCUS:250:4:5:4]
[MENT_ATT_RATES:WILLPOWER:250:4:5:4]
[MENT_ATT_RATES:SPATIAL_SENSE:250:4:5:4]
[MENT_ATT_RATES:KINESTHETIC_SENSE:250:4:5:4]
In CREATURE:KOBOLD (kobolds are few, poorly equipped, but innately magical)
raise natural skills up to 14 if not challenging enough
[NATURAL_SKILL:DODGING:10]
[NATURAL_SKILL:MELEE_COMBAT:10]
[NATURAL_SKILL:RANGED_COMBAT:10]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:10]
[NATURAL_SKILL:CLIMBING:10] --very optional, remove if too hardcore
[SKILL_LEARN_RATE:AXE:3000]
[SKILL_LEARN_RATE:SWORD:3000]
[SKILL_LEARN_RATE:DAGGER:3000]
[SKILL_LEARN_RATE:MACE:3000]
[SKILL_LEARN_RATE:HAMMER:3000]
[SKILL_LEARN_RATE:SPEAR:3000]
[SKILL_LEARN_RATE:CROSSBOW:3000]
[SKILL_LEARN_RATE:SHIELD:300]
[SKILL_LEARN_RATE:ARMOR:300]
[SKILL_LEARN_RATE:PIKE:3000]
[SKILL_LEARN_RATE:WHIP:3000]
[SKILL_LEARN_RATE:BOW:3000]
[SKILL_LEARN_RATE:BLOWGUN:3000]
[SKILL_LEARN_RATE:BITE:500]
[SKILL_LEARN_RATE:MELEE_COMBAT:500]
[SKILL_LEARN_RATE:RANGED_COMBAT:500]
[SKILL_LEARN_RATE:WRESTLING:500]
[SKILL_LEARN_RATE:GRASP_STRIKE:3000]
[SKILL_LEARN_RATE:STANCE_STRIKE:3000]
[SKILL_LEARN_RATE:DODGING:500]
[SKILL_LEARN_RATE:SITUATIONAL_AWARENESS:500]
[SKILL_LEARN_RATE:MISC_WEAPON:3000]
[PHYS_ATT_RATES:STRENGTH:125:3:4:3]
[PHYS_ATT_RATES:AGILITY:125:3:4:3]
[PHYS_ATT_RATES:TOUGHNESS:125:3:4:3]
[PHYS_ATT_RATES:ENDURANCE:125:3:4:3]
[MENT_ATT_RATES:FOCUS:125:4:5:4]
[MENT_ATT_RATES:WILLPOWER:125:4:5:4]
[MENT_ATT_RATES:SPATIAL_SENSE:125:4:5:4]
[MENT_ATT_RATES:KINESTHETIC_SENSE:125:4:5:4]
If you find it too challenging, I would still recommend to keep this buff first, but go to
.../%DF folder%/data/init/d_init.txt and lower the INVASION_SOLDIER_CAP number to that of your population size or lower, as fighting small groups of skilled enemies is much more fun than hordes of fodder. You can also set INVASION_MONSTER_CAP there to your liking: this one only affects siege minions, like trolls - not mounts.
-- Tweak the most common enemy entities (such as goblins) for more diversified combat situations. In
entity_default.txt (or a custom entity file):
- Search for ENTITY:EVIL (or any other of your liking).
- Make sure both [SIEGER] and [AMBUSHER] tags are present.
- Search for PROGRESS_TRIGGER_POPULATION and set the values as follows:
[PROGRESS_TRIGGER_POPULATION:1]
[PROGRESS_TRIGGER_PRODUCTION:5]
[PROGRESS_TRIGGER_TRADE:3]
[PROGRESS_TRIGGER_POP_SIEGE:4] --lower, if you play with pops below 110
[PROGRESS_TRIGGER_PROD_SIEGE:0]
[PROGRESS_TRIGGER_TRADE_SIEGE:0]
The way ambushes work, this will increase the amount of smaller skirmishes for you to gain loot and troop experience before a full-blown siege. It will also give an incentive to rely on military a bit more (rather than the usual trap supremacy), as uncontrolled surface will get overrun with lingering ambush parties, and sieging invaders will be more considerate.
Manual Installation - Optional Features:-
Vanilla clothing. If you are using a mod which requires the vanilla clothing items or just not a fan of the simplification, place the
item_old_clothing_sver.txt from 'optional old clothing' folder in
.../%DF folder%/raw/objects. Old civ presets and the full list of removed clothing items are also contained in the same folder, so you can use them to edit the entity files to your liking.
-
Full metal rework. Place all the files from 'optional full metal rework' folder in
.../%DF folder%/raw/objects and overwrite when prompted. See "Features" section above for more info.
-
Siege engines. Add siege engines to civilizations:
1. Open any entity file, such as entity_default.txt
2. Every civilization's entry starts with [ENTITY:name]. Anywhere below add any of the following entries, depending on your preference:
--stone-hurling siege onager
[ANIMAL] =SVER_SIEGE=
[ANIMAL_TOKEN:SIEGE_ONAGER]
[ANIMAL_ALWAYS_PRESENT]
[ANIMAL_ALWAYS_SIEGE]
--fireball-hurling fire onager
[ANIMAL] =SVER_SIEGE=
[ANIMAL_TOKEN:FIRE_ONAGER]
[ANIMAL_ALWAYS_PRESENT]
[ANIMAL_ALWAYS_SIEGE]
--syndrome-inducing plague onager
[ANIMAL] =SVER_SIEGE=
[ANIMAL_TOKEN:PLAGUE_ONAGER]
[ANIMAL_ALWAYS_PRESENT]
[ANIMAL_ALWAYS_SIEGE]
--firebreathing siege flamethrower
[ANIMAL] =SVER_SIEGE=
[ANIMAL_TOKEN:SIEGE_FLAMETHROWER]
[ANIMAL_ALWAYS_PRESENT]
[ANIMAL_ALWAYS_SIEGE]
3. Alternatively, add only the following entry to give the whole variety of siege engines to this civilization at once:
[ANIMAL] =SVER_SIEGE=
[ANIMAL_CLASS:SIEGE_SVER]
[ANIMAL_ALWAYS_PRESENT]
[ANIMAL_ALWAYS_SIEGE]
-
Powerful weapon-tools for Adventure Mode. Place the file from 'optional tools' folder in
.../%DF folder%/raw/objects and add their entries (from the bottom of the
full list of items.txt) to any entities you wish. These only affect Adventure Mode, making villagers carry more formidable weapons.
-
Adrenaline. Place the file from 'optional battle interactions' folder in
.../%DF folder%/raw/objects and do the following:
1. Open your c_variation_default.txt
2. Search for CREATURE_VARIATION:STANDARD_CRAWLING_GAITS
3. Below it, add the following lines:
[CV_NEW_TAG:CAN_DO_INTERACTION:BATTLE_FERVOUR_GRIMLOCKE] Sver: adrenaline by Grimlocke for longer combat
[CV_NEW_TAG:CDI:ADV_NAME:Prepare for a fight]
[CV_NEW_TAG:CDI:CAN_BE_MUTUAL]
[CV_NEW_TAG:CDI:USAGE_HINT:ATTACK]
[CV_NEW_TAG:CDI:USAGE_HINT:FLEEING]
[CV_NEW_TAG:CDI:TARGET:A:SELF_ALLOWED]
[CV_NEW_TAG:CDI:TARGET_RANGE:A:25]
[CV_NEW_TAG:CDI:MAX_TARGET_NUMBER:A:20]
[CV_NEW_TAG:CDI:WAIT_PERIOD:10]
[CV_NEW_TAG:CDI:FREE_ACTION]
This will make pain and fatigue matter less, thus, making the combat longer in general.
-
Tactical civilizations. Add the "tactical" human/goblin civilizations:
1. Open the 'optional tactical civs' folder, then either 'goblin' or 'human' folder.
2. Place any or all of the entity files from these folders in .../%DF folder%/raw/objects.
3. If you don't use DF Revised, open each file and delete every line tagged with Revision.
4. If you don't want the regular mix-and-match goblin and human civilizations to appear at all, also place the entity_default.txt from the 'entity default with no humans or goblins' folder (either Revised or vanilla) in .../%DF folder%/raw/objects and overwrite.
5. Important note! DF puts civs from entity files into the world one by one - and each tactical entity type will take up its own slot. What that means is, if you use all of the tactical types at once, you'll have 7x more human and goblin civs each than dwarven or elven civs - yet, only one human and one goblin civ would make the first contact with you on their own. Thus, if you gen a world with a low number of civs, I suggest to use only 1 or 2 types at a time. However, if you gen with a higher civ cap (30-35 is about right if you use the cropped entity_default.txt and all of the tactical types), you can simply edit the tactical civ's raws to have [MAX_STARTING_CIV_NUMBER:1] or any other low number.
-
Crude armors. Give "crude" armors to non-player civs to reduce looting metal yields. If you don't like the increased metal requirements of the mod's armor, you can use these for player civs too, without breaking the mod's balance too much, as these armors are also of reduced effectiveness.
Place the file from 'optional crude armors' folder in
.../%DF folder%/raw/objects and add their entries (tagged in the
full list of items.txt by =SVER_CRUDE_ARMOR=) to any entities you wish.
-
Removing Default Optionals.-- If you don't want the reactions for cheaper ammo, delete all the =SVER_AMMO= marked lines from your entity_default.txt.
-- If you don't want the reactions for weapon making rebalance, delete all the =SVER_SPEC_WEAPONS= marked lines from your entity_default.txt.
-- If you don't want the reactions for cheaper belts, delete all the =SVER_SPEC_ARMORS= marked lines from your entity_default.txt.
-- If you don't want the new metals, delete all the =SVER_METALREWORK= marked lines from your entity_default.txt.
-- If you don't want to have better armor on invading archers, delete all the =SVER_ARCHER_ARMOR= marked lines from your entity_default.txt.
-- If you don't want the stone weapons for subterranean tribes, delete all the =SVER_ROCKWEAPONS= marked lines from your entity_default.txt and add back the [WOOD_WEAPONS] tag.
-- If you don't want the siege onagers for dwarves and humans, delete all the =SVER_SIEGE= marked lines from your entity_default.txt. If you don't plan on using the optional siege engines at all, you can also delete the creature_siege_sver.txt file from your .../raw/objects folder.
-- If you don't want the invading dwarves/humans to bring dogs with them, delete all the =SVER_PETS= marked lines from your entity_default.txt. Except for the ones added with the optional war horses, if you use them.
Thanks and credits:DF Revised by Taffer and the others - bug fixes, tweaks and a good base
Coherent Weapons and armor Mod by Jazzpirat! - ideas for attacks and weapons
DF Material Helper by Putnam - material helping
Burneddi -
add-recipe script for
DFhackHistory & Realism Mods by Grimlocke - adrenaline tweak, joint size, material strengths and lots of ideas
OldGenesis by Deon, TomiTapio and the others - lessening the clutter
thefriendlyhacker - temperature tweaks for materials
DF Vanilla-Spice Revised by Warlord255 - bog iron idea
Urist DaVinci, peasant cretin, Robsoie and Orkel - attentiveness and research on combat and the related mechanics of the game
Lindybeige, Shadiversity, Metatron, Skallagrim, scholagladiatoria, KnightErrant, SnapJelly, Tod's Workshop, Brandon F., Fandabi Dozi, Roland Warzecha, JoergSprave, ThegnThrand and everyone who made thoughtful comments on their videos - inspiration and many of the ideas behind the mod.
Any contents of this mod are free to be used, changed or included in other mods or compilations. Just make sure to specify your personal changes when reporting a problem.