Firstly, a question:
Does anyone know whether the force and max velocity tokens in the weapon raws affect the damage, penetration, or other characteristics that are calculated if the projectile actually hits the target rather than missing entirely, or do those tokens only affect the movement of the projectile from point A to point B, and/or it's accuracy/ability to hit a target in the first place?
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Secondly, a description of some of the things in the mod, and some of my ideas, thoughts, and considerations on various aspects of it:
Most of the production stuff (the reaction reagents and products) in Rowanas' mod is similar to what I've worked out already for my mod, although mine is a bit more involved. One of the goals for this mod is not just to give the dwarves guns, but to make the production of said guns (and particularly their ammunition) involve some degree of...
fun.
I may lower the ignition temperature for gunpowder to increase fun. Also, I'm making it a powder, created at a black powder mill. This may result in dwarves walking around with black powder on them, and tracking it through the fortress, for even more fun. I'm considering making it solidify in water to prevent it from being
too fun, though. That way a nice bath will enable the dwarves to either put it somewhere where it can't do much harm, or, if it stays in the water, prevent it from igniting.
The gunsmith workshop requires a lot of equipment, with the side effect of making it potentially a veritable shrine of dwarven opulence and wealth- which I think is pretty neat and fitting. The production of guns is going to require water, among other things, since machining the barrel will require a lubricant.
I've borrowed the saltpeter beds building from the Civilization Forge mod, though I've changed one of the reagents from any coal item to, specifically, charcoal bars (because that's what was used), and added water as a reagent, since it's used in the process of producing saltpeter.
There is a separate workshop for producing the ammo, due to the fact that gunsmithing involves things that would make having gunpowder lying around in there stupid even for a dwarf. Also, I'm toying with the idea of allowing steel and iron bullets, but requiring either lead or copper as a reagent in the reaction to produce them, since they require a 'jacket' of a softer metal to prevent damaging the barrel of the gun. This may or may not be realistic, but I kinda like the idea, and it would make lead somewhat more useful to have around for a change.
I'm still debating with myself over the material for the guns, but, similar to Rowanas' mod, they will require both a mechanism and some wood- though for mine, the mechanism must be made of metal.
For added fun, I'm thinking about making custom metal materials identical to the ones used to produce the guns, only with much lower ignition points, and perhaps higher specific heat. The guns would be made of these custom materials (although the metals required in the reaction will be the normal versions). The point of this would be to simulate the fact that, beyond the gun and bullets, you also have to carry around gunpowder in order to actually use the gun. The reason I'm leaning toward doing that for the gun and not the ammo is the fact that I don't want the ammo that's been shot to suddenly burst into flame- that might be too much fun. I'm still debating over whether do do that at all, and if so, which to give the special treatment to. The only reason I'm considering having the ammo get the treatment is the fact that having ammo lying around would include having gunpowder lying around... although if the gun gets the treatment, you'd still have flammable items lying around, just in much smaller numbers. I'd love to hear people's thoughts on this.
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And finally, some messages/replies to specific people:
how about that one? http://dffd.wimbli.com/file.php?id=2138
Thanks for posting that! I'm about to do some testing with the gun and ammo specs from your mod; if I like them, would you mind my using them as a basis or starting point for the guns in my mod? (In which case I would, of course, include a note in the mod description giving you credit for that)
come to think of it...I work in a library...have all of these things with words in them...possibly one has something on physical properties of processed black powder... I'll look and report back when I find something.
Thanks, I'd appreciate that!
do i sense advertisement?
I'm actually very glad he posted that, as otherwise I wouldn't have known there was a similar mod already out there, and it enables collaboration and the sharing of ideas and so on. Plus, even if it is advertisement, I don't see anything wrong with that.