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 Dwarf Fortress File Depot » Minor Mods » Arrkhal's weapon and material mod v0.3
      
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File Listing: Arrkhal's weapon and material mod v0.3
Last Updated: Apr 13, 2010, 07:41:51 pm
First Created: Apr 11, 2010, 03:34:28 pm
File version: 0.3
For DF version: 0.31.03
Downloads: 310 (348) Size: 23.4 KB
Views: 4,627 (4,751) Type: ZIP
Rating (0 votes): Unrated
Description
An extensive weapon and material rebalance, based on attempts to be consistent on the following basis:

250 weapon "area" units = 1" of length across the widest point of the area of effect (it doesn't seem to really be a true "area" measurement)
1,000 weapon penetration units = 3/4" penetration
200 weapon "size" units = 1 pound of weight if the weapon is of "normal" real-world construction
10 ranged weapon force units = 1 pound
1 ranged weapon maxvel units = 1 foot per second
1 material strength unit = 1 KPa

Ranged weapons definitely need some tweaking of their unit conversions, but melee combat seems to be reasonably realistic so far.

v0.2 - Updated with converted strengths, and tweaks to several natural materials like horn, tooth, claw, etc., so that natural attacks are no longer harmless against scaly animals.

v0.3 - Tweaked some natural materials, corrected some errors, like claws were 10x as strong as they should be, and wood weapons were unable to pierce skin (this game really needs to model hardness, not just strength and "edge"). Added "Elven arrows" which are 10 times larger/heavier than normal ones, because regular arrows made of wood weigh less than 1/10 as much as iron ones. Includes an updated entity_default.txt to give just those arrows to the elves, so they are now actually able to kill things occasionally. Still need to figure out what to do about shootforce and maxvel, and see if it's possible at all to make blunt attacks tear muscle and rupture internal organs.

Please test it and let me know what you think of the balance.
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 Arrkhal's weapon and material mod v (v 0.3)  » posted by caranha on Apr 15, 2010, 02:54:31 am
Hey Arrkhal!

Thanks for the mod!

However, using it I have noticed something funny. Kaolinite is listed as an economic stone (dwarves can't build with it/it is listed as being able to build "sharp weapons"), but it is not listed in the economic stone menu, so I can't tell them to use it anyway. I did not have this problem under unmodded DF, so I wonder if something in this mod did it?

Cheers,
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 Re: Arrkhal's weapon and material mod v (v 0.3)  » posted by Arrkhal on Apr 15, 2010, 03:23:19 pm
That's very bizarre. I didn't change kaolinite, and I'm not sure if I actually changed anything in inorganic_stone_mineral.txt at all. It might only be in there accidentally.

Just fired up my copy with my mod in it, and kaolinite isn't listed as an economic stone (though all stones can be used for sharp blades, since I made it so that all stones have a better max_edge; basalt, granite, etc., have been used as axe-heads in prehistoric times after all). Not sure what's causing the problem.
caranha wrote:
However, using it I have noticed something funny. Kaolinite is listed as an economic stone (dwarves can't build with it/it is listed as being able to build "sharp weapons"), but it is not listed in the economic stone menu, so I can't tell them to use it anyway. I did not have this problem under unmodded DF, so I wonder if something in this mod did it?
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 Arrkhal's weapon and material mod v (v 0.3)  » posted by caranha on Apr 16, 2010, 01:43:02 am
Hey there. I have tried a few tests:

-> Genned a world with the original 31.03 raws, started a fortress - there are 6 pages of stones listed in the "economic stones" menu (all of them, I think, including useless stone)
-> Genned a world with the original 31.03 raws, started a fortress, then replaced local raws with your raws - the "economic stones" menu is reduced to 3 pages, with some weird entries (processed metals)
-> Genned a world with your raws (replaced the main raws), started a fortress - the "economic stones" menu is the same 3 pages as above.
-> Used the above fortress, and replaced the local raws (modded), with the original 31.03 raws, except for "item_ammo" due to crash, and the 6 pages of "economic stones" is back.

Then I tried to add your raw files, one by one, to see what changed.

When I added "inorganic_metal.txt", the economic stone screen started to include processed metals which aren't really stones, such as fine pewter, rose gold, etc.
When I added "material_template_default.txt", the economic stone screen removed a whole bunch of stone, (including kaolinite ;-P).

Also, when moving raws around, the "use/don't use" flags did not change. So a workaround would be to start a fortress with your raws, change to the original raws to enable all the stone needed, and then go back to your raws to play with the balance - although this is not optimal.

It seems that the criteria the game is using to add or remove something to the "economic stone" menu is quite different - not sure if this is a feature or a bug, but I will check if anyone has talked about this on the modding forum yet.

Cheers!
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 Arrkhal's weapon and material mod v (v 0.3)  » posted by caranha on Apr 16, 2010, 02:30:41 am
With a little more fiddling, the "max edge" tag seems to be the problem for stones.

Any stone with a "max edge" above a certain value will disappear from the "economic stones" list. Adding the "flux" attribute will make it appear again. Since you add a high "max edge" for so many stones, it makes them all disappear (except the flux ones)

It seems to be a bug with dwarf fortress itself, which is treating the "sharp edges" propriety wrongly. Reporting on bugtracker now.

SUMMARY: DF is messing with the economic stone display for "sharp edge" stones. Since all stones in your mod are sharp edge, all of them not layer start out forbidden (expected behavior), and you can't enable them in the economic stones menu, unless they are also flux (not expected behavior). I'd say you should probably remove the "max edge" property from the stones until this bug is solved. I'm not sure what is making the metals appear in the economic stone list, I'll check that later, but it is probably something similar.
comment last edited by caranha on Apr 16, 2010, 03:11:41 am
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 Re: Arrkhal's weapon and material mod v (v 0.3)  » posted by Arrkhal on Apr 16, 2010, 03:33:01 pm
caranha wrote:
Any stone with a "max edge" above a certain value will disappear from the "economic stones" list. Adding the "flux" attribute will make it appear again. Since you add a high "max edge" for so many stones, it makes them all disappear (except the flux ones)

It seems to be a bug with dwarf fortress itself, which is treating the "sharp edges" propriety wrongly. Reporting on bugtracker now.

I think you nailed the problem. Good job! :-D Looking at the resulting economic stones list again, it does appear that the very soft metals, like gold, tin, etc., that got modded down to a low max_edge, are the ones showing up on the economic stone list.
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