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File Listing: Grim's History and Realism Mods (42.06) - Rev5b
Last Updated: Mar 17, 2016, 10:10:52 pm
First Created: Mar 17, 2016, 08:02:48 pm
File version: Revision 5b
For DF version: 0.42.06
Downloads: 531 (533) Size: 60.3 KB
Views: 2,250 (2,263) Type: 7Z
Home:  Bay12 Forum Thread
Rating (0 votes): Unrated
Description
Presenting:

Grimlocke's History & Realism Mods
Revision 5b

Replaces the weapons and armor with historically accurate late 14th, early 15th ones from the European continent.
Alters combat to be both more realistic and interesting.
Adds historic ferro-metallurgy

Main features:
70 weapons - Numerous weapons added for each weapon skill, two-handed versions for all weapon safe daggers and spears.
33 armor pieces - Including padded armor and cuir bouille (boiled leather) armor.
11 ammo types - Various contact areas, most types are just for 'flavour'.
5 shields - Not much I can do with these yet, but some other types added for flavour if nothing else.
Added a number of civilian weapons - By making them tools with various uses civilians now carry daggers and cudgels.
Added and modified trap components - Tridents, forks, giant hammers and more.

Rebalanced weapons - Reduced massive contact areas, regulated the armor penetration to be more realistic and gave weapons a realistic weight.
Rebalanced armor and clothing - Armor thickness is now more sensible, armor can be worn over other armor only where physically possible, and historically accurate.
Altered metals - High-impact edged attacks can now break bones even when they fail to cut the armor, lower edge values increase momentum cost for edged attacks.
Rebalanced unarmed combat - Contact area of all unarmed attacks in the game increased, lowered bone density, and reduced velocity of entity creature attacks.
Added adrenaline simulation - An interaction gives creatures in combat a substantial boost in willpower and endurance. Fights are longer and less RNG-dependant.
Added collarbones - An internal limb holding upper body and arms together. Breakable, realistic, and enables some other mod features.

Moved flails to the whip skill - And made whips and scourges tool instead of weapons.
Moved two-handed polearms to the pike skill - Forcing the silly entity equipment system to not use a shield along with them.
Removed armor pants - Moved leg protection to foot-worn armor, lower body protection was already on upper body armor.
Changed leather armor to boiled leather armor - This is not regular tanned leather, but a hard, almost plastic-like material. Can be worn as addition to mail armor, or by itself if your desperate.


Bay12 Forums Thread


Older versions:
Revision 4c
Revision 3b
Weapons file with fixed secondary attacks, goes with 3c
Revision 2
Initial release version


How-to-use
- Copy the contents of '1 - Arms and Armor' to /raw/objects
Overwrite all, the base mod is ready for use.

- For the metallurgy mod, copy the contents of '2 - Metallurgy' to /raw/objects as well.
Be sure not to do it in reverse order, that would make a mess of things.
I do not know what happens when you use only the metallurgy parts. Some custom re-fitting would likely be needed, but I won't be doing that.

- For a compatibility patch with Modest Mod's modest bodies, copy in the contents of the 3rd folder.
Gracefully provided by Taffer, thanks!

- The 4th folder contains a file with all the entity tags for this mod. Useful if you want to integrate this mod with other mods.


Changelog:

Revision 5b changes: Oops, stray SHAPED tokens
- Removed misplaced SHAPED token in two of the helmets. No idea how they got there in the first place, but gone they are.

Revision 5a changes: Lots of changes to armor, addition of metallurgy and collarbones!
- Added the historic metallurgy module!
Adds buildings: Bloomeries, Blast furnaces, Puddle furnaces, a Crucible furnace and Finery forges.
Adds the various iron smelting and refinement processes that were in use around the middle of the 15th century.
Adds materials: Pattern-welded steel, Crucible steel and Meteoric iron.
Either charcoal, or flux + mineral fuel is required to smelt iron. Have a use for all those trees and make some elves cry!
Dwarves posses some exotic metallurgical knowledge: Crucible steel and puddle furnaces. These are not native to medieval Europe, but neither are dwarves.
Just ferro-metallurgy for now. Information about 15th century methods for smelting other metals is somewhat spotty, and I need to read up on it first.

- Armor additions and removals:
Added Ocular kettle helm: A kettle helm that reaches over the eyes and has eye slits to look through. Covers slightly more than the visored sallet, but also slightly thinner.
Added mail and plate Bevors: A piece of armor covering the bottom of the face and throat), these can be worn under kettle helms, sallets and great helms.
Added mail sleeves: The same as mail mittens except they cover the whole limb. Can be used in combination with coat of plates.
Added boiled leather helmet and limb armor: Their exact history is spotty due to their nasty habit of rotting away, but it shows up on various effigies and images.
Removed ALL spangenhelm-derived helmets, due to them being woefully displaced in time for this mod.

- Armor layering and coverage changes.
Worked out some glitches with armor not always wanting to be worn over clothing which should be wearable under it (socks, shirts, etc).
Partial plate limb armor can be worn over mail limb armor (as they were historically).
Visored sallet no longer has 100% coverage, but can be worn with bevor.
Mailed bascinet and mail coif can now only be worn under great helms.
Increased body armor thickness quite a bit.
Cuirasses, coats of plates and brigandines now protect only the upper and lower body and the neck.

- Collarbones!
An internal limb connecting the upper body with the arms of every humanoid body.
Can be broken with a severe hit on the upper body, breakage will incapacitate the attached arm.
Enables me to let body armor protect the neck without also extending to protect the upper arms.
Added a layer of muscle around ribs and collarbones to keep them from shattering from minor damage.

- Restructured the mod archive to be less messy.
- Trapcomp file in included by default now. Nerfed serrated disks to be just a bit less game-breaky.
- Dropped support for items only version.

Any criticism or comment, be it positive, negative or neither, is very much appreciated!
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