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Author Topic: Questions about Modding Possibilities  (Read 1106 times)

CombedBeard

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Questions about Modding Possibilities
« on: May 20, 2012, 12:49:32 am »

I'm new to Dwarf Fortress, and can't really figure out modding anything. I tried looking around in Raw files, but couldn't understand much, even though I've read some stuff on modding, like at the wiki. I want help with that, but first I want to know about this: wanting to ask if these ideas are possible to mod in.

1- I thought about this, I would like to kinda make my own story if possible. I'm pretty sure there's a mod to let you create a world exactly the way you want it; is that right? And I basically want to make my own quests, for the story. Like place necromancers or dragons in certain places and make dialogue for npcs to tell you about them. And I would like to be able to choose the place the player starts and what items they start with. Those are basic things for creating my own story...

2- I want to make a mode similar to defending from zombies, but not really change the world. I want to simply make fortress mode so goblins will attack so much, defending from them is always top priority, the point of the game, while I play this modded version. (I'm keeping the normal version of DF, so you don't have to give me tips to keep the mod kinda normal. I want it to be a deadly exhausting barrage of sieges from near the beginning.) So, is this possible? Modding goblins to attack more, maybe also the weapons and armor and skills they have and how many attack.
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i2amroy

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Re: Questions about Modding Possibilities
« Reply #1 on: May 20, 2012, 02:17:18 am »

Welcome to the modding community! Always good to see a new face around here. :)
So here are some answers!

1) First thing to know is the difference between a "mod" and a "utility". Modders create mods that add new content to the game. This can be new creatures, new civilizations, new weapons, just about anything as long as it is content. Utilities on the other hand, work by editing the game itself or reading it's files and are able to handle mechanics of the game. These include things like DFHack or Dwarf Therapist, the two most common utilities. 95% of stuff here deals with mods, not utilities, but there is a utility that will do what you are looking for in Perfect World, though I'm not sure if it has been update to the latest version yet or not.

2) While you can't control too much about sieges, what you can do is increase their frequency. What you want to do is open up the entity_default.txt file and fine the [ENTITY:EVIL] line. Copy it and everything beneath it and paste them in a few times. Then go to the pasted [ENTITY:EVIL] lines and change them to something else such as [ENTITY:EVIL_2] (all caps no spaces). Anything works but none of them can be the same. That should mean that more goblins attack you. Then if you want them to attack with sieges sooner just change the line [PROGRESS_TRIGGER_POP_SIEGE:3] to something like [PROGRESS_TRIGGER_POP_SIEGE:1] (not 0, but lower is sooner. I believe the numbers 1-5 correspond to 20,50,80,110, and 140 respectively). Then generate a new world and goblins should attack you much more often. If you don't find that challenging enough, you might want to check out the Fortress Defense Mod, which adds several races that are even tougher then goblins, more info about which can be found in the linked thread.
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Naryar

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Re: Questions about Modding Possibilities
« Reply #2 on: May 20, 2012, 03:44:12 am »

1-Not possible for now, you can't fully control the whole DF universe you created.

2-You may try fortress defense, because adding more goblin entities tends to make goblin battle royales at the edge of your map.

CombedBeard

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Re: Questions about Modding Possibilities
« Reply #3 on: May 20, 2012, 10:15:32 am »

Yeah I think I've seen perfect world. Thanks for advice on #2. For 1, I don't think it would take much for my idea. I think I just need to modify dialogue, be able to place enemies and dungeons in certain places (maybe PW can do that?), but I know the starting position and items things may be complicated.
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Hugo_The_Dwarf

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Re: Questions about Modding Possibilities
« Reply #4 on: May 20, 2012, 10:30:46 am »

1. Answered by others

2. Mod goblins so they only have CHILD:1 and LITTERSIZE:15:50 (15 to 50 kids, gobbo-slposion) and upp their

   [MAX_STARTING_CIV_NUMBER:100]
   [MAX_POP_NUMBER:10000] ---- this i think is multipied by the STARTING_CIV value, have to check the wiki
   [MAX_SITE_POP_NUMBER:120]

and like i2amroy said drop their TRIGGERS down to 1, since they are active all season they will come at first/second caravan (i think)

as for making them stronger, do a caste system. so there are standard gobbos, then bigger baddy ones. making ambushes and sieges more of a surpise, never knowing if there will be more normal gobbos attacking, or all big ones.
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