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 Dwarf Fortress File Depot » Minor Mods » Project Clockwerks: V1.0a done by Hugo
      
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File Listing: Project Clockwerks: V1.0a done by Hugo
Last Updated: May 18, 2012, 01:02:40 pm
First Created: May 05, 2012, 01:06:58 pm
File version: 1.0a
For DF version: 0.34.09
Downloads: 132 (151) Size: 86.5 KB
Views: 756 (859) Type: RAR
Home:  Project Clockwerks
Rating (0 votes): Unrated
Description
Project Clockwerks: Making Automations playable

PC brings to the world the automations, somewhat advanced metal constructs that nobody really know who made them; Some say dwarves.
This is the first version, now I pass it off to any modder that would like to take up arms and have fun making Inorganic creatures.

V1.0a (hot fix)
Updated for DF34.09, autos can now use Wheelbarrows and Minecarts

-Autos shouldn't freeze water and die now

-Interactions tweaked:
--War autos now have slower fire rates
--Interactions renamed to more fitting titles
--All shooting interactions now make "Smoke" as well as a "lead bullet" (note if your autos collect them, you can give them away or atom smash them)

New inorganics:
-Smoke (just a efect placeholder, nothing special)
-Lead Bullet (simply a stone form of lead, nothing special)

Wiki Sources updated:
-Just added Unit Type tokens, great for ref. to Graphics or PROFESTION_NAME calls

V1.0
-Females
--Females are known as "Assemblers" and make "automation assemblies" as long as there is one male construct alive

-Males
--Workers, these are the backbone of any automation fortress. They can be upgraded into two paths
---Repair, these automations can give a short but major boost to an automation's recuperation Making injuries heal faster, they also can temp. turn assemblers off incase of automation-splosions and don't want to de-commonisn your assemblers
---Scout, these automations are also know as "Assassins" due to their ability to blend in and seem invisable. Due to being weaker they use poisions to cripple organic attackers

-Genderless
--Warrior, These are your standard foot soldiers. They like workers are common and can be assembled. They use a single shot cannon with a underslug scattershot and have two upgrade paths
---Bruiser, Steel behemoths of firey death. They have a modified Warrior cannon that allows for two scattershots as well as the standard single shot with a flamethrower, they also have a fireball launcher known as the 'rocket fist' allowing for 3 fireballs to be launched at once, a chainsaw is attached to it.
---Defender, Another intimidating Steel Behemoth sporting 2 rapid fire Warrior cannons. The scattershot was removed for faster shooting (shooting so fast it sometimes appears to be more then 1 bullets gets fired at one) each cannon has a fireball launcher. Chainsaws are attached to each cannon for close combat.

-Diet
--Water (any source of water is fine, steam is a primary power)
--Booze (It burns don't it?)
--Oil (this is a must have for automations, it gives a stat boost if consumed)

-Making Oil
--Oil can be made in two ways
---Making oil from 20 plants (an automation will take 20 plants of anykind to the Oil Refinery and a empty barrel and make 5 units of Oil)
---make oil from 20 bodyparts (if plants are too hard to come by, just use mangled parts from animals)

-Upgrading
--There are 4 upgrades (mentioned above) but making them costs Oil, and Metal and are done at the "Clockwork Spider Workshop"
---Repair upgrade takes 5 oil and 2 bronze bars
---Scout upgrade takes 15 oil and 2 Iron bars (Assassin blades are Iron while the rest of it is bronze)
---Bruiser Upgrade takes 50 oil and 15 steel bars
---Defender Upgrade is the same as Bruiser

-Using Upgrades (Remember workers turn into Repair and Scout only, using a Bruiser upgrade on a Worker will waste it)
--There is a laborless and material-less workshop known as 'upgrade location' here is where CW Spiders are taken with a barrel to be used on a automation
---Workers use Small Animal Dissection for their upgrades
---Warriors use Fish Dissection for their upgrades
----NOTE: place the 'upgrade location' in a room where your to be upgraded automation can be locked in. It must drink the spiders so they make the upgrades

Also a special Note when Embarking with 'Assemblers' all outdoor 'zones' (using the "i" key) won't be accepted (automations with simply ignore them) so dig a small shelter, draining water from ponds into the underground shelter to keep the thirst off, or gather plants and make booze until Oil can be made.

Also assmeblers will give birth on/before Fall/Limestone (Late summer/Gleana)

Prototypes Below:
Version 2:
You can now trade for Automation assemblers (and embark with at teh low low cost of 50 each) they are the automations females keep pesky repair automations away from them, unless you don't want them breeding (repair autos make breeders sterile for a short time, when sterile breeder will have flashing red "X") Assemblers need no husbands to breed, can also do labor and whatnot basically 'extra' automations to embark with.

Bruisers and Defenders, saddly I haven't made a way to get them in fortress mode. But Adv. mode and Arena you can play with them/ watch their destructive nature.

You can now tell what automation got a recup boost from a repair auto by the flashing green 'O' --- might change this if fortresses start to cause seisures D:

Changed some more entity stuff, hopefully limiting some 'less' automationy migrants (fishermen, come on autos need no organic sustance)

added covers and plating for repair/worker/assembers to wear (covers and plating can be worn together, keeps bad thought of nakedness and protects automation)
there was also a size issue reguarding drills and saws, fixed that thank goodness.

More info on what was done is in the "Project Clockwerk" topic on the Modding forum, yeah yeah I'll get around to adding a link sooner or later

Version 1:
Well I threw together what I could so far, It's still a WIP but it is playable. some balancing and whatnot is needed and lore (only ethics I touched apon, other then that automations act the same as dwarves)

You can make armor and weapons to arm repairers and workers. But they make horrible archers since they can only see 5 tiles (they can operate siege equip and work without getting scared from hostiles)

Repair automations can boost other automations recuperation by 19X as much, so make them your doctors or just make them visist injuried automations resting their set parts to speed the healing.

War Automations can't equip so no extra armor for them, if you get a report they can't clean themselves because too injuried don't worry that happens sometimes but all automations have an ablilty ike cats to clean themselves

Automation steam if inhaled by organic creatures will cause them to cough blood for a bit (very rare this happens)

War automations can shoot a single shot at 2 targets at once from a distance, but can shoot only one buckshot (8 shots) at one target, and that has a shorter range.
they can also see x2 as far as normal creatures and can become enraged easier, giving a slight combat boost but you lose control of them.

Don't worry about Oil Plants they serve no acual purpose other then being brewed into Oil (booze) but autos can drink any booze and water.

Oh and not to forget, to play as autos in Fortress mode hit the 'tab' key to open up the neighbour menu, if "Automations" are at the very very top then that means you will embark as automations, if not hit 'tab' so you can change your civ until you see automations at the top.

Enjoy this WIP release, please post in the topic PROJECT CLOCKWERKS in the modder's fourms about suggestions, bugs, issues (lore, body, what have you) or praise.
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