Dwarves With A Passion
March 29, 2024, 01:29:03 am
Welcome, Guest. Please login or register.

Login with username, password and session length
News: New Readers: This is NOT the official DF forum!
http://www.bay12games.com/forum/
 
  Home Help Search Staff List Login Register  

Stone Armor?

Pages: [1] 2
  Print  
Author Topic: Stone Armor?  (Read 5961 times)
keith187
Escaped Lunatic
*
Posts: 2


View Profile
« on: October 25, 2008, 03:50:15 pm »

I was looking at the modding section on the Wiki, and I started to think it would be cool to have my army wearing suits of armour made from stone. Before I go and try to think up stats and everything for them I figured it would be a good idea to ask the pros if it was even possible to add the [CAN_STONE] tag to things other then weapons. I'm thinking of full suits of armor helm, chest, gloves, leggings, boots, shields.

Oh and one more question how would I go about making new ranged weapons for my army to use. Say for example I'd like to make a boomstick and make it need steel and saltpeter to craft, but how would I go about doing that and making it need ammo and designing tha ammo?

If anyone has any info on these things I'd greatly appreciate the help.
Report Spam   Logged

Share on Facebook Share on Twitter

Deon
Bay Watcher
*
Posts: 69


Dwarf Drunk


View Profile
« Reply #1 on: October 25, 2008, 05:24:48 pm »

I'm pretty sure "CAN_STONE" applies to melee weapon only. I may be wrong.

To make a new weapon: make a new weapon! I mean, in raws. Make a new ammo type for it, i.e. call it MYAMMO; then make a new ammo with type MYAMMO; finally write this weapon in entity_default.txt for your dwarves and don't forget to add it's ammo there too.
Report Spam   Logged
Boksi
Bay Watcher
*
Posts: 12


View Profile
« Reply #2 on: October 26, 2008, 01:12:50 pm »

Mind you, that's not all you'll need to do if you want it to require saltpeter and steel...

Let's see...


[ITEM_WEAPON:ITEM_WEAPON_BOOMSTICK]
[NAME:boomstick:boomsticks]
[DAMAGE:70:BLUDGEON]
[WEIGHT:40]
[SKILL:HAMMER]
[RANGED:CROSSBOW:BULLET]
[TWO_HANDED:0]
[MINIMUM_SIZE:5]
[MATERIAL_SIZE:3]

[ITEM_AMMO:ITEM_AMMO_BULLETS]
[NAME:bullet:bullets]
[CLASS:BULLET]
[DAMAGE:200:PIERCE]

Mind you, I'm not perfectly sure that [CLASS:BULLET] will work. I just hope so.

Then come the reactions:

[REACTION:BOOMSTICK_MAKING]
[NAME:make boomstick]
[SMELTER]
[REAGENT:1:BAR:NO_SUBTYPE:METAL:STEEL]
[REAGENT:1:STONE:NO_SUBTYPE:STONE:SALTPETER]
[PRODUCT:100:1:WEAPON:BOOMSTICK:METAL:STEEL]
[FUEL]

That ought to do it, although I'm not testing it. You'll wind up with bone and wooden bullets, mind you, and wooden or copper boomsticks for that matter too. And saltpeter is pretty rare too.
Report Spam   Logged
jaybud4
The Great?
Administrator
Bay Gull
*
Posts: 102


☼Tech Guru☼


View Profile
« Reply #3 on: October 26, 2008, 01:26:13 pm »

Class is set by the ammo which is then in turn used by the weapon to designate what can be used as ammo for that weapon in the [RANGED:SKILL:CLASS] tag.
So yes, that works.
Report Spam   Logged
Deon
Bay Watcher
*
Posts: 69


Dwarf Drunk


View Profile
« Reply #4 on: October 26, 2008, 02:36:58 pm »

The only way not to allow your dwarves to craft wooden boomsticks is to remove the fletcher profession entirely (I did it in my Fallout mod).

Boksi, you did everything I told so it was really everything, but thank your for details. I guess I was just lazy to write it myself.

As Jaybud told you the CLASS will work finely.


If you really need some stone armor flavour-wise you can make a "stone-named" metal and allow to make armor only (leave only the [ARMOR] tag on it). The armor will still require armorsmith skill and will be made as a usual metal armor.
Report Spam   Logged
jaybud4
The Great?
Administrator
Bay Gull
*
Posts: 102


☼Tech Guru☼


View Profile
« Reply #5 on: October 26, 2008, 02:47:46 pm »

[MATGLOSS_METAL:STONE]
[NAME:stone][ADJ:stone][COLOR:0:7:1]
[VALUE:3]
[SPEC_HEAT:7500]
[MELTING_POINT:25000]
[BOILING_POINT:50000]
[ARMOR]
[DAMAGE_PERC:100]
[BLOCK_PERC:100]
[SOLID_DENSITY:10000]
[DEEP]

[REACTION:STONEARMOR]
[NAME:refine stone]
[SMELTER]
[REAGENT:1:STONE:NO_SUBTYPE:STONE:NO_MATGLOSS]
[PRODUCT:100:1:METAL:NO_SUBTYPE:METAL:STONE]

Goes in matgloss_metal.txt and reaction_standard.txt, respectively.
This is the best you'll get for stone armor at the moment, I'm afraid.
Still requires fuel, unfortunately.
EDIT: Clarifying -- Fuel is required when making the actual armor.
And DEEP keeps the civs from being able to have it, that's all.
EDIT2: Working version below.
« Last Edit: October 27, 2008, 06:45:04 pm by jaybud4 » Report Spam   Logged
Deon
Bay Watcher
*
Posts: 69


Dwarf Drunk


View Profile
« Reply #6 on: October 26, 2008, 02:51:53 pm »

Still requires fuel, unfortunately.


I just want to make it clearer. It requires fuel when you make the actual armor. The smelting process (any stone -> generic "stone" metal) requires no fuel.
Report Spam   Logged
keith187
Escaped Lunatic
*
Posts: 2


View Profile
« Reply #7 on: October 26, 2008, 03:03:57 pm »

Thanks for all the help guys. I'm a little sad that I can't have stone armor, but the "stone metal" will be just as good.
Report Spam   Logged
jaybud4
The Great?
Administrator
Bay Gull
*
Posts: 102


☼Tech Guru☼


View Profile
« Reply #8 on: October 26, 2008, 07:30:35 pm »

Game bugs out if you use STONE in the reaction.
I changed it to STONO instead.

[MATGLOSS_METAL:STONO]
[NAME:stone][ADJ:stone][COLOR:0:7:1]
[VALUE:3]
[SPEC_HEAT:7500]
[MELTING_POINT:25000]
[BOILING_POINT:50000]
[ARMOR]
[DAMAGE_PERC:100]
[BLOCK_PERC:100]
[SOLID_DENSITY:10000]
[DEEP]


[REACTION:STONEARMOR]
[NAME:refine stone]
[SMELTER]
[REAGENT:1:STONE:NO_SUBTYPE:STONE:NO_MATGLOSS]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:STONO]

EDIT: A few issues were fixed.
« Last Edit: October 27, 2008, 06:44:31 pm by jaybud4 » Report Spam   Logged
forsaken1111
Guest
« Reply #9 on: October 26, 2008, 08:51:09 pm »

So this lets you cut stone into plates suitable for armor use, and then use a fueled forge to fuse them into wearable armor? Thats pretty awesome actually.

Would it require fuel at a magma forge?
Report Spam   Logged
penguinofhonor
Bay Watcher
*
Posts: 53


View Profile
« Reply #10 on: October 26, 2008, 09:00:15 pm »

There's a problem with that. If you're using the manager to make stone stuff then you won't be able to tell what's rock and what's the stone metal.
Report Spam   Logged
neo1096
Escaped Lunatic
*
Posts: 3


View Profile
« Reply #11 on: October 26, 2008, 09:46:13 pm »

What if you replace the [METAL] tag on armor with [HARD_MAT]?
Report Spam   Logged
Deon
Bay Watcher
*
Posts: 69


Dwarf Drunk


View Profile
« Reply #12 on: October 27, 2008, 02:01:10 am »

I don't remember HARD_MAT token for armors.

2forsaken1111:
magma forge requires no fuel.

2penguinofhonor:
you can give the metal different name like "fuzed stone" or "stone plates" to avoid confusion. Just set [ADJ:stone] and it's ok.
Report Spam   Logged
forsaken1111
Guest
« Reply #13 on: October 27, 2008, 02:52:29 am »

So would the manager show the new material? Does it work off of a premade list or look up any available materials from the RAWs?
Report Spam   Logged
jaybud4
The Great?
Administrator
Bay Gull
*
Posts: 102


☼Tech Guru☼


View Profile
« Reply #14 on: October 27, 2008, 10:49:39 am »

I don't remember HARD_MAT token for armors.

2forsaken1111:
magma forge requires no fuel.

2penguinofhonor:
you can give the metal different name like "fuzed stone" or "stone plates" to avoid confusion. Just set [ADJ:stone] and it's ok.

Uh.
But stone isn't used for armor at all anyway, so where's the problem here?
Seriously though, the game uses the word rock for most everything except stone stockpiles.
And you'll know the difference between a Stone bar and Siltstone.
« Last Edit: October 27, 2008, 12:40:49 pm by jaybud4 » Report Spam   Logged
Pages: [1] 2
  Print  
 
Jump to:  

Bookmark this site! | Upgrade This Forum
SMF For Free - Create your own Forum

Powered by SMF | SMF © 2016, Simple Machines
Privacy Policy