Dwarf Fortress

Dwarf Fortress

Ava's Armory
30 Comments
Cipher97 7 Jul @ 8:44pm 
Speaking of Vanilla graphics, wonder if the Copy+Paste will be updated to reflect how some stuff (such as Forgotten Beasts) got new graphics in the April and June patches.
Theplahunter *Spitfire 3 Jun @ 3:19pm 
How do you use the added guns in the mod? I try giving my musketeers bullets, and they won't shoot at all.
Eyeless Deceiver 30 May @ 3:18pm 
@Ava, on this : @sweater sorceress I cannot make it happen by the way you described - for me even not adding the mod works okay. I do have DFHack though, this might change things.

I am pretty sure they removed "Vanilla Creatures" instead of "Vanilla Creature Graphics". By mistake I did the same once, and testing it now, that is what greys out the button.
Tybug0rz 23 Mar @ 6:45pm 
gahh, wish these had portrait sprites..
lmlsna 14 Mar @ 8:28am 
I decided a lot more sample size was needed so I did 20 more pike duels as well as 40 steel armor + VWO steel mace duels at both proficient and grand master. Final results are as follows: GM Pike 23-17 in favor of 500% coverage, Prof Pike 28-12 in favor of 500% coverage, GM Mace 25-15 in favor of 100% coverage, and Prof Mace 23-17 in favor of 500% coverage.
lmlsna 14 Mar @ 6:38am 
I just did the aforementioned 500% vs 100% coverage armor test by making 500% coverage versions of all the vanilla armors and doing 40 1v1 duels with iron armor, iron VWO pike (which is capable of damaging iron armor at decent skill levels), and Tougher Bodies enabled to lower the impact of indirect damage on the results. All tests were done with grand master armor user since the 500% coverage armor would otherwise be cripplingly heavy to use, 20 were with grand master in other combat skills and 20 with proficient. The 500% coverage versions of the vanilla armor seemed slightly advantaged against the 100% despite their insane weight, winning 12 of 20 in both the grand master and proficient duels. Certainly not a very big advantage and close enough to have just been luck, but it's a bit of evidence.
lmlsna 14 Mar @ 4:38am 
@Digganob That's true, thanks for pointing that out. Though too much layer size could prove problematic for layering unless you make compensatory changes to layer permits. Increasing coverage past 100% definitely increases the weight of armor, so I lean towards coverage past 100% still increasing thickness but I have not tested whether a 500% coverage armor is appreciably more protective than a 100% yet.
Digganob 14 Mar @ 12:25am 
Small correction lmlsna, layer size also affects armor thickness, according to the Dwarf Fortress wiki, on the material science page: "Armor size is calculated as underlying body part size times size multiplier, where size multiplier is calculated as coverage/100% times Layer_Size/100 times (1+(UPSTEP+UBSTEP+LBSTEP)/4); "MAX" counts as "3" in the last sum."

This should actually make it possible to make a piece of armor which, say, has a coverage of 50%, but twice the layer size, balancing the two factors out.

This is certainly worth some tests, regardless. It's also been said, though I do not know if it's been thoroughly tested, that increasing coverage past 100% will also increase armor thickness.
Ava  [author] 13 Mar @ 11:49pm 
@Imlsna Thank you for the report. I will look into it soon and correct it, didn't know details about armorlevel much, although I suspected from the tests that only the cover was relevant.
Bascinet under other helms not intended as well, will be corrected any time soon.
lmlsna 13 Mar @ 8:44am 
Just as a heads-up, it’s likely some of your armor doesn’t work the way you intend it to. [ARMORLEVEL] does not affect the protectiveness of armor in any capacity: it purely exists to tell the game who in a civilization to give the armor to. Just in case the wiki was wrong, I even tested this by giving the topfhelm armor level 0 and putting it up against the vanilla helm in 20 1v1 duels: this gave no advantage to the vanilla helm. The stat that determines the thickness of armor is actually [COVERAGE]. Since coverage is also the stat that defines the chance the armor intercepts attacks, it’s not possible to make an armor that is “less cover but better protection” unless by “less cover” you mean fewer levels of UPSTEP, UBSTEP, or LBSTEP (all of which don’t work with helms). Also, it’s currently possible to wear the (visored or unvisored) bascinet underneath the other helmets, which leads to a weird graphical bug where one of the two helmets becomes a giant backpack.
Ava  [author] 6 Mar @ 2:08am 
@sweater sorceress I cannot make it happen by the way you described - for me even not adding the mod works okay. I do have DFHack though, this might change things.

@actioninja added you as a friend for dm discussion
Digganob 5 Mar @ 7:05pm 
Aye-aye, will do. Thanks much.
actioninja 5 Mar @ 6:02pm 
Hey, I've made some higher quality sprites for a lot of the content in this mod. Would you be interested in incorporating them into the main mod, or should I make a submod that patches the graphics?
Sweater Sorceress 5 Mar @ 4:38pm 
turning off vanilla creature graphics just grays out the create world button lol
Ava  [author] 5 Mar @ 1:19am 
@Digganob aye, feel free to integrate it fully if you want, just don't forget to credit.
Digganob 4 Mar @ 3:33pm 
Do you mind if I use or modify some of these sprites and weapon stats for use in my own mod? I'm making one with a larger scope for entities, and a focus on graphics.
Nactarune 4 Mar @ 9:38am 
So tested it in multiple ways it doesn't work with cge redux unfortunately.
Nactarune 1 Mar @ 7:01pm 
So just to confirm is the mod not compatible with CGE - Redux ?
Ava  [author] 1 Mar @ 5:15am 
Yep, sprites are dwarf-only atm
Sand Eater 1 Mar @ 4:40am 
Ah, nevermind. They're only useable with dwarves.
Sand Eater 1 Mar @ 4:15am 
For some reason I cannot discern, this doesn't work on adventure mode. :( All my weapons are invisible!
Ava  [author] 28 Feb @ 3:00am 
@stormwolf442
Glad you like it!

Might make one later. In the meantime, feel free to gut those out - they're neatly separated either in blocks in the files or by separate files.
stormwolf442 27 Feb @ 6:55pm 
This reminds me of Stal's Armory Pack for way back on 43.05! I've been hoping to see it return in some form or another, thank you for this!

Is there any chance of a version without guns? I never was a big fan of throwing guns in with my DF games personally
Ava  [author] 27 Feb @ 1:11am 
@lmlsna

Thank you for the suggestion with goedendag, i did nit notice this problem. If this is the issue, might think on removing it completely or just do as you mentioned.
lmlsna 26 Feb @ 5:59am 
You might notice that when the AI uses the goedendag, they will use the stab attack over the bash 99% of the time because edged attacks are prioritized over blunt. If you'd rather have the attacks prioritized evenly, you can change the bash attack to an edge attack with super low penetration depth to create an edge attack that behaves exactly like a blunt attack (blunt attacks are just edged attacks except their penetration depth is automatically set to 0). The only drawback I've noticed in doing this is that it'll change the language the game uses to describe the damage it inflicts in some cases.
Ava  [author] 25 Feb @ 11:00pm 
@Moisesjns Think of any other mod in your load order that interacts with vanila creature graphics in any way and try disabling it. Generally, any mod that adds its own creature graphics can/will be non compatible
Moisesjns 25 Feb @ 4:36pm 
so im not sure which of my mods causes this, but created new world removed vanila creature graphics and added ur mod to load last and my dwarves have images but they are invisible on the map.
Ava  [author] 23 Feb @ 7:19am 
Yep, they can cut. They just can't cut half inch of steel armor breastplate = )
tinfoil hat bird 23 Feb @ 5:04am 
cool mod but rapiers are cut and thrust :urist:
CocoBat 19 Feb @ 2:19pm 
Always love weapon mods, very extensive.