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Author Topic: Adding epuip options.  (Read 2009 times)

GruffyBears

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Adding epuip options.
« on: April 03, 2009, 05:03:53 pm »

I created a javelin for DF and my Bowyer can make 'em, but I don't know how to add them to the military or soldiering pref screen so they can equip them.
Any ideas/actual solutions?
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BigFatDwarf

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Re: Adding epuip options.
« Reply #1 on: April 03, 2009, 05:27:49 pm »

Well if you intended this as a throwable weapon it will NEVER be usable (except in Adventurer mode where it would be really cool.)

Otherwise it will just be based on what skill it should use.
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I loaded up my save in the new version, spent a minute trying to find my archery range before figuring it was the room with Xs down both sides: bins of ammo and archery targets.
Urist McCrossbower cancells practice crossbowery: Unsure of which end of the room to shoot at.

GruffyBears

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Re: Adding epuip options.
« Reply #2 on: April 03, 2009, 05:41:35 pm »

Ok let me re-pharse my question.
http://s168.photobucket.com/albums/u167/flamingshepard/?action=view&current=DF1.png
Thats the current military weapon select screen.
I want another option, either there or on the pref screen, that includes javelins.

And I designed the javelins quite ingeniously, in my opinion.
One javelin serves as a launcher, like a bow and is built in the bowyer's workshop.
Stacks of javelins are built at the CD workshop and are used as ammo.  ;D
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Untelligent

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Re: Adding epuip options.
« Reply #3 on: April 03, 2009, 05:46:17 pm »

Not possible, what you're trying to do.
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BigFatDwarf

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Re: Adding epuip options.
« Reply #4 on: April 03, 2009, 05:48:10 pm »

Yeah, the weapon classes are hardcoded into DF. Only chance to use it would be to change the Javelin to crossbow style and hope your soldiers choose it. Since dorfs can't use bows but they can use crossbows.
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I loaded up my save in the new version, spent a minute trying to find my archery range before figuring it was the room with Xs down both sides: bins of ammo and archery targets.
Urist McCrossbower cancells practice crossbowery: Unsure of which end of the room to shoot at.

TettyNullus

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Re: Adding epuip options.
« Reply #5 on: April 03, 2009, 06:49:16 pm »

I think the best option, as mentioned above, is to have it use crossbow skill, have some kind of launcher (I seem to remember something like atlatl or some similar methods, though you could just make something up ) and the ammo which strikes the target. Other than that, it's pretty much hardcoded as far as I know
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BigFatDwarf

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Re: Adding epuip options.
« Reply #6 on: April 04, 2009, 06:50:37 am »

Anyways it would be easier to figure it out if you can post launcher and ammo entry here.
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I loaded up my save in the new version, spent a minute trying to find my archery range before figuring it was the room with Xs down both sides: bins of ammo and archery targets.
Urist McCrossbower cancells practice crossbowery: Unsure of which end of the room to shoot at.

GruffyBears

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Re: Adding epuip options.
« Reply #7 on: April 04, 2009, 02:19:54 pm »

I did the launcher/ammo idea from the start.
As requested, the weapon entries.


Spoiler (click to show/hide)
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GruffyBears

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Re: Adding epuip options.
« Reply #8 on: April 04, 2009, 02:20:57 pm »

Wait, does this mean they'll use these instead of spears because of the spear skill.
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SolarShado

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Re: Adding epuip options.
« Reply #9 on: April 04, 2009, 02:22:26 pm »

they'll be mixed in with the other spears, afaik
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GruffyBears

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Re: Adding epuip options.
« Reply #10 on: April 04, 2009, 02:27:20 pm »

Will they be able to use the ammo, or do I have to change it to crossbow skill.
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i2amroy

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Re: Adding epuip options.
« Reply #11 on: April 04, 2009, 02:32:48 pm »

Your ranged tag will have to be [RANGED:CROSSBOW:JAVELIN] if you want them to be able to use them in fortress mode. And yes, they will then have to use the crossbow skill. Though, [RANGED:SPEAR:JAVELIN] might work, with them using the spear skill for distance attacks.
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SolarShado

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Re: Adding epuip options.
« Reply #12 on: April 04, 2009, 02:36:52 pm »

i think [RANGED:SPEAR:JAVELIN] will work. there was a "crazy overpowered wizard mod" a while back that had magic staves that could be used as melee weapons, or in conjunction with "spells" (modded x-bow bolts) for distance. I think that's how they worked.
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Xanares

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Re: Adding epuip options.
« Reply #13 on: April 05, 2009, 05:57:30 am »

I did this to make javelins etc:

items
Spoiler (click to show/hide)

and

entity
Spoiler (click to show/hide)

I haven't seen the weapons in action yet though, as this is for the sieging orcs not dorfs.
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GruffyBears

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Re: Adding epuip options.
« Reply #14 on: April 08, 2009, 12:00:22 pm »

I used [RANGED:SPEAR:JAVELIN] and the dwarfs picked it up when told to use a spear, though they didn't pick up the ammunition, even with quivers.

I changed it to [RANGED:CROSSBOW:JAVELIN], otherwise they'd be wielding wooden spears, like hippie elf sympathisers...
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