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Author Topic: Raptors Arsenal  (Read 6131 times)

Raptor_a22

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Raptors Arsenal
« on: July 01, 2012, 08:48:01 am »

Exactly what it says on the tin.

At its core, the Arsenal is not meant to be a Mod. Rather, it is a resoruce that modders can use to bring a bit of detail to the militaries and combat of their worlds.
You are free to use anything within the Arsenal, but please remember to credit!

Weapons are broken up into three categories:
Simple - Most of the vanilla DF weapons fall into this category. Battle axes, shortswords, spears, whips and the like.
Complex - More interesting weapons such as halberds, bastard swords and scourges
Exotic - Civilisation-Specific or weapons from 'exotic' places of the real world such as India or Japan.

Melee Weapons:
Download Link - Dwarf Fortress File Depot
Spoiler (click to show/hide)

Ranged Weapons:
Download Link - Dwarf Fortress File Depot
Spoiler (click to show/hide)

Ammunition:
Included in Ranged Weapons download
Spoiler (click to show/hide)
« Last Edit: July 01, 2012, 07:10:20 pm by Raptor_a22 »
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Raptor_a22

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Raptors Arsenal
« Reply #1 on: July 01, 2012, 10:41:15 pm »

All of the [known] bugs are fixed and everything appears to be working as it should.
In addition, here is a entity_default.txt that already has all of the weapons coded into all the civilisations and ready to go.
Download from Dropbox

Don't hesitate to suggest new additions to the Arsenal!
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Raptor_a22

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Re: Raptors Arsenal
« Reply #2 on: July 01, 2012, 10:41:43 pm »

reserved
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GreatWyrmGold

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Re: Raptors Arsenal
« Reply #3 on: July 01, 2012, 10:48:56 pm »

What's special about the elven bow, dwarven arlabest, etc?
How about other special racial weapons? Goblin scyhes, human blades (swords), etc.
"Artifact" weapons, like railgonnes (which fire any kind of ammo at a very high velocity), or Back-Breaker Blades (think Cloud's Breaker Blade), or Godhammers (which have a high enough velocity multipler that they send goblins flying), or stuff like that. Artifact weapons couldn't be normally created, but they could be created in moods. I'd consider adding at least one for every "type" or normal weapon, to increase the chance of getting an artifact weapon from a mood.
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Raptor_a22

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Re: Raptors Arsenal
« Reply #4 on: July 01, 2012, 10:57:54 pm »

What's special about the elven bow, dwarven arlabest, etc?
How about other special racial weapons? Goblin scyhes, human blades (swords), etc.
"Artifact" weapons, like railgonnes (which fire any kind of ammo at a very high velocity), or Back-Breaker Blades (think Cloud's Breaker Blade), or Godhammers (which have a high enough velocity multipler that they send goblins flying), or stuff like that. Artifact weapons couldn't be normally created, but they could be created in moods. I'd consider adding at least one for every "type" or normal weapon, to increase the chance of getting an artifact weapon from a mood.

The Dwarven Arbalest and Elven Bow are able to fire projectiles faster than their standard counterparts.

Making a Godhammer is rather difficult. Railguns are fairly easy, all you have to to is add obscene numbers for the force and speed of the projectile and have it fire blunt objects with large contact areas.
So far I have not been able to make a 'Banhammer' that is able to propel things.

As for having an increased chance to get these 'special' weapons, that wouldn't really be in the spirit of Dwarf Fortress.
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GreatWyrmGold

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Re: Raptors Arsenal
« Reply #5 on: July 02, 2012, 06:29:46 am »

I think increasing the attack velocity and possibly weight of the Godhammer would work.

And I mean making artifact weapons of some kind more common than one-in-a-hundred. vanilla has a fair number of weapons, and you're adding a ton more. I'm not suggesting a huge amount; more than one for every, letsay 4 or 9 artifact weapons is, indeed, a bit unbalanced, and makes artifact weapons less special. That doesn't mean that artifact-weapon-level whips should be left out, though, it just means that you should add more normal weapons to compensate! See what I did there?

For new weapons...How about a bayonet (like a knife but not very good), and a reaction to attatch it to a wooden crossbow to get a [metal]-bayonetted wooden crossbow or something like that?
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leafbarrett

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Re: Raptors Arsenal
« Reply #6 on: July 02, 2012, 12:51:00 pm »

I has a weapon idea! A pick-like weapon with a flat hammer side.

It is, in fact, a real thing. They're called pick hammers (real original, right?)


Code: [Select]
Normal one

[ITEM_WEAPON:ITEM_WEAPON_MINING_HAMMER]
[NAME:pick hammer:pick hammers]
[SIZE:500]
[SKILL:MINING]
[MINIMUM_SIZE:42500]
[TWO_HANDED:47500]
[MATERIAL_SIZE:7]
[ATTACK:EDGE:50:4000:strike:strikes:NO_SUB:2000]
[ATTACK:BLUNT:100:200:bash:bashes:NO_SUB:2000]
Code: [Select]
Version where the edge attack and blunt attack should, in theory, have an equal chance of being used
My god, this is excessive XD

[ITEM_WEAPON:ITEM_WEAPON_MINING_HAMMER]
[NAME:pick hammer:pick hammers]
[SIZE:500]
[SKILL:MINING]
[MINIMUM_SIZE:42500]
[TWO_HANDED:47500]
[MATERIAL_SIZE:7]
[ATTACK:EDGE:50:4000:strike:strikes:NO_SUB:2000]
[ATTACK:BLUNT:100:200:bash:bashes:NO_SUB:2000]
[ATTACK:BLUNT:100:200:bash:bashes:NO_SUB:2000]
[ATTACK:BLUNT:100:200:bash:bashes:NO_SUB:2000]
[ATTACK:BLUNT:100:200:bash:bashes:NO_SUB:2000]
[ATTACK:BLUNT:100:200:bash:bashes:NO_SUB:2000]
[ATTACK:BLUNT:100:200:bash:bashes:NO_SUB:2000]
[ATTACK:BLUNT:100:200:bash:bashes:NO_SUB:2000]
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[ATTACK:BLUNT:100:200:bash:bashes:NO_SUB:2000]
[ATTACK:BLUNT:100:200:bash:bashes:NO_SUB:2000]

Oh, and regarding weapons launching enemies, that doesn't seem to be reasonably possible anymore, not to anything bigger than a rabbit or something. Only unarmed attacks from extremely large/dense creatures (like, say, a Bronze Colossus) seem to do that anymore.
« Last Edit: July 02, 2012, 12:54:45 pm by leafbarrett »
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Quote from: leafbarrett
Quote
They can do whatever the heck they want. That's why they are nobles, cause they CAN.
King Henry the IV or something had a lot of wives, most of whom he executed. Because he could.
A ton of them mass-murdered Jews and Muslims. CAUSE THEY COULD.
A roman emperor made his horse a noble, cause he could.
And I modded them all out of existence, because I could.
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Raptor_a22

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Re: Raptors Arsenal
« Reply #7 on: July 02, 2012, 05:42:23 pm »

I has a weapon idea! A pick-like weapon with a flat hammer side.

It is, in fact, a real thing. They're called pick hammers (real original, right?)


Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_MINING_HAMMER]
[NAME:pick hammer:pick hammers]
[SIZE:500]
[SKILL:MINING]
[MINIMUM_SIZE:42500]
[TWO_HANDED:47500]
[MATERIAL_SIZE:7]
[ATTACK:EDGE:50:4000:strike:strikes:NO_SUB:2000]
[ATTACK:BLUNT:100:200:bash:bashes:NO_SUB:2000]
--snip--

Oh, and regarding weapons launching enemies, that doesn't seem to be reasonably possible anymore, not to anything bigger than a rabbit or something. Only unarmed attacks from extremely large/dense creatures (like, say, a Bronze Colossus) seem to do that anymore.

Well it's certainly an interesting idea, but the code to try and ensure that edge and blade attacks are used with equal frequency is a bit excessive.

Also, I have succeeded in creating a 'Banhammer' that launches enemies on anything <= solid than a standard hit. However due to DFs new physics system with things skidding along the ground now I cant get creatures to be propelled further than one tile.
I will keep trying, but progress on the Dwarf-Powered Goblin Space Project is slow...
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Putnam

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Re: Raptors Arsenal
« Reply #8 on: July 02, 2012, 06:46:06 pm »

I'm going to use this...

*yoink*

leafbarrett

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Re: Raptors Arsenal
« Reply #9 on: July 02, 2012, 07:22:00 pm »

Well it's certainly an interesting idea, but the code to try and ensure that edge and blade attacks are used with equal frequency is a bit excessive.
Since when is excessive a BAD thing in DF? ;D
...the problem is that it doesn't seem to work.
« Last Edit: July 02, 2012, 07:27:16 pm by leafbarrett »
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Quote from: leafbarrett
Quote
They can do whatever the heck they want. That's why they are nobles, cause they CAN.
King Henry the IV or something had a lot of wives, most of whom he executed. Because he could.
A ton of them mass-murdered Jews and Muslims. CAUSE THEY COULD.
A roman emperor made his horse a noble, cause he could.
And I modded them all out of existence, because I could.
sig text

Hugo_The_Dwarf

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Re: Raptors Arsenal
« Reply #10 on: July 02, 2012, 07:31:09 pm »

Well it's certainly an interesting idea, but the code to try and ensure that edge and blade attacks are used with equal frequency is a bit excessive.
Since when is excessive a BAD thing in DF? ;D
...the problem is that it doesn't seem to work.
Of course it wouldn't work the AI will prefer EDGE attacks over BLUNT ones, only a "lucky" strike  that involves a blunt attack will be used.

Also using that weapon in adv.mode would be horrible. Imagin seeing

Stab
Bash
Bash
Bash
Bash
Bash
Bash
Bash
Bash
Bash
Bash
Bash
Next Page please.
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D_E

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Re: Raptors Arsenal
« Reply #11 on: July 03, 2012, 01:58:18 am »

If I'm remembering right, an edged attack with 0 penetration acts just like a blunt attack when it hits, but is chosen by the comp as if it were a true edge attack.  So this should work:
Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_MINING_HAMMER]
[NAME:pick hammer:pick hammers]
[SIZE:500]
[SKILL:MINING]
[MINIMUM_SIZE:42500]
[TWO_HANDED:47500]
[MATERIAL_SIZE:7]
[ATTACK:EDGE:50:4000:strike:strikes:NO_SUB:2000]
[ATTACK:BLUNT:100:0:bash:bashes:NO_SUB:2000]
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

Putnam

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Re: Raptors Arsenal
« Reply #12 on: July 03, 2012, 01:59:16 am »

If I'm remembering right, an edged attack with 0 penetration acts just like a blunt attack when it hits, but is chosen by the comp as if it were a true edge attack.  So this should work:
Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_MINING_HAMMER]
[NAME:pick hammer:pick hammers]
[SIZE:500]
[SKILL:MINING]
[MINIMUM_SIZE:42500]
[TWO_HANDED:47500]
[MATERIAL_SIZE:7]
[ATTACK:EDGE:50:4000:strike:strikes:NO_SUB:2000]
[ATTACK:EDGE:100:0:bash:bashes:NO_SUB:2000]

Fixed that for you. (You still had BLUNT.)

leafbarrett

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Re: Raptors Arsenal
« Reply #13 on: July 03, 2012, 05:43:34 am »

Ah. Thank you muchly. I'll remember that in my future endeavors. ^.^
Oh, um, do you need to list it as both a DIGGER and a WEAPON in the ENTITY list to make it count as both a valid weapon and a digging tool?
Code: [Select]
[DIGGER:ITEM_WEAPON_MINING_HAMMER]
[WEAPON:ITEM_WEAPON_MINING_HAMMER]
Like that.

And does the bug where dwarves refuse to use something as both a tool and a weapon (i.e. using a different axe for fighting than for cutting wood) still apply? If so, that completely defeats the purpose of the weapon. :(
« Last Edit: July 03, 2012, 06:08:13 am by leafbarrett »
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Quote from: leafbarrett
Quote
They can do whatever the heck they want. That's why they are nobles, cause they CAN.
King Henry the IV or something had a lot of wives, most of whom he executed. Because he could.
A ton of them mass-murdered Jews and Muslims. CAUSE THEY COULD.
A roman emperor made his horse a noble, cause he could.
And I modded them all out of existence, because I could.
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GreatWyrmGold

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Re: Raptors Arsenal
« Reply #14 on: July 03, 2012, 10:21:44 am »

The bug would still apply.
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