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Author Topic: Consequences to modding two-handed weapons. [40d]  (Read 1553 times)

scira

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Consequences to modding two-handed weapons. [40d]
« on: July 08, 2010, 07:09:38 pm »

Simple question i couldn't find an answer for in searching. If I mod dwarves to have access to longswords, and one of the blunt weapons to be two handed, how will that be handled with immigrants and possibly the Hammerer considering the infinite pickup bug and carrying their weapons onto the map?
Will they automatically be set to multigrasp?
Will they drop the weapon as soon as they enter the map?
Will it maybe even cause an error?
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Mephansteras

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Re: Consequences to modding two-handed weapons. [40d]
« Reply #1 on: July 08, 2010, 07:10:47 pm »

It works fine, you just have to set your dwarves to use two weapons. Otherwise they'll get stuck in that loop. But I had quite a few two-handed weapons for dwarves in Civilization Forge for 40d without any major issues.
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
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scira

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Re: Consequences to modding two-handed weapons. [40d]
« Reply #2 on: July 08, 2010, 07:20:51 pm »

Thanks!
Heck I might just use your mod if an older version is still around, it doesn't look like it makes some of the crazy changes i see in other ones (no offense to other modders)
« Last Edit: July 08, 2010, 07:42:23 pm by scira »
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Mephansteras

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Re: Consequences to modding two-handed weapons. [40d]
« Reply #3 on: July 08, 2010, 11:31:42 pm »

Sure. You can find it .
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MaximumZero

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Re: Consequences to modding two-handed weapons. [40d]
« Reply #4 on: July 10, 2010, 09:57:01 pm »

It works fine, you just have to set your dwarves to use two weapons.

How does one go about doing that?
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Mephansteras

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Re: Consequences to modding two-handed weapons. [40d]
« Reply #5 on: July 11, 2010, 04:36:41 am »

Under a dwarf's military job preferences, where you can set armor and weapons, there is an option to change from 1 weapon to 2. Setting it to 2 will allow the dwarf to use two weapons.

You might be able to set that in the military screen as well. I can't remember.
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MaximumZero

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Re: Consequences to modding two-handed weapons. [40d]
« Reply #6 on: July 11, 2010, 11:07:25 am »

That's weird. I've never seen that before, and I never had a problem with longswords. To tell the truth, though, I modded the minimum size on them before I started the game. Maybe that has something to do with it?
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Mephansteras

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Re: Consequences to modding two-handed weapons. [40d]
« Reply #7 on: July 11, 2010, 01:32:30 pm »

Yeah, if you made them one-handed for smaller creatures you wouldn't have needed to set the dwarves to use two weapons to use them properly.
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MaximumZero

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Re: Consequences to modding two-handed weapons. [40d]
« Reply #8 on: July 11, 2010, 09:02:08 pm »

Well, all I did was mod the [MINIMUM_SIZE] to 32500 (same as the short sword.) On some of them, I actually raised the [TWO_HANDED] tag on some weapons so that elves and humans would have to use two hands, too.
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Mephansteras

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Re: Consequences to modding two-handed weapons. [40d]
« Reply #9 on: July 11, 2010, 09:04:26 pm »

31.x works a bit differently from 40d. You don't have to tell your dwarves to use two hands, they'll figure it out on their own.
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MaximumZero

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Re: Consequences to modding two-handed weapons. [40d]
« Reply #10 on: July 11, 2010, 09:05:35 pm »

I've never played 40d. I came in at 31.6. Whatever works, though, right?
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