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Author Topic: Hardcore Mod  (Read 2014 times)

Fenrir

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Re: Hardcore Mod
« Reply #15 on: February 04, 2008, 07:24:00 pm »

On the wiki:

Higher is more occurences per time unit (needs confirmation).

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gurra_geban

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Re: Hardcore Mod
« Reply #16 on: February 04, 2008, 07:26:00 pm »

quick replies ftw ^^
yeah, the wikis my bible, but i think theres more to it than that...
thanks for quick reply ^^
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Fenrir

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Re: Hardcore Mod
« Reply #17 on: February 04, 2008, 07:29:00 pm »

I don't know what it is then. Sorry.
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Krom

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Re: Hardcore Mod
« Reply #18 on: February 04, 2008, 08:03:00 pm »

Gurra, I'm sticking a very much toned-down version of that nightmare creature in there.

I'm going to post v0.1 tonight.

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gurra_geban

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Re: Hardcore Mod
« Reply #19 on: February 04, 2008, 08:08:00 pm »

quote:
Gurra, I'm sticking a very much toned-down version of that nightmare creature in there.
I'm going to post v0.1 tonight.

nais going   :)
im still experimenting with that frequency issue... dont want it appearing all the time, but really seldom.

EDIT: turns out that the [POPULATION_NUMBER:X] tag ha a bad description in the wiki. it doesn't limit the amount of creatures/year, but rather has something to do with the frequency of spawned creatures. how i know this is because i set the   [CLUSTER_NUMBER:X] tag with both higher min/max than the max value of [POPULATION_NUMBER:X], and there were more guys in a pack then the annual population, thus the wiki is wrong.
think that [POPULATION_NUMBER:X] is the chance of creatures appearing on the map. a 2:3 value woold give them a lower chance of being there than a 20:30 value, just see how many bears you get in temperate forests and you understand what i mean. still in experimental stage, but its worth a try

[ February 04, 2008: Message edited by: gurra_geban ]

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Krom

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Re: Hardcore Mod
« Reply #20 on: February 04, 2008, 08:24:00 pm »

Alright, HARDCORE mod v0.1 is up. http://rs73.rapidshare.com/files/89236608/objects.zip

- Dogs and cats more expensive
- There is no cheap meat. Minimum cost = 6.
- Many wild animals made more dangerous
- Added a reaver creature, a blind spider that views Dwarves as vermin (thanks, gurra!)
- Making iron and steel takes more charcoal
- Dwarven weapons and armor generally less effective
- Crossbow damage significantly nerfed
- Plump helmets not edible raw
- Growth periods for all subterrenean plants extended significantly, and grow seasons restricted
- Dwarven traps nerfed
- Some ores don't yield as much as they used to
- Smelting alloys from ores disallowed. Bars only.


I couldn't find a way of disallowing cheap and easy stone and wood crafting, so if you want to take the true HARDCORE CHALLENGE, you never sell stone or wood crafts.

I'm still looking to add monsters, and make lots of adjustments based on playtest feedback.

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gurra_geban

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Re: Hardcore Mod
« Reply #21 on: February 04, 2008, 08:42:00 pm »

nais going, gonna steal your creature, maybe make it drop something fun on death ^^
dont know if this works but you could try and increase the [SOLID_DENSITY] on trees and stone for slower harvesting... this will ofcourse not only affect crafting though.

low frequency means less spawning, confirmed!

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gurra_geban

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Re: Hardcore Mod
« Reply #22 on: February 04, 2008, 08:58:00 pm »

it's dangerous to go alone, take this:

[CREATURE:EXORAY]
   [NAME:exoray:exorai:exoray]
   [TILE:'E'][COLOR:6:4:0]
   [MODVALUE:3]
   [LARGE_ROAMING][FREQUENCY:2]
   [POPULATION_NUMBER:4:7]
   [CLUSTER_NUMBER:5:35]
   [LARGE_PREDATOR][VERMINHUNTER][RECKLESS][NOFEAR][NOEXERT][NONAUSEA][SPEED:400]
       [BUILDINGDESTROYER:2]
   [GENPOWER:2]
   [GRASSTRAMPLE:0][NOBONES][NOMEAT]
   [PREFSTRING:menacing hordes]
   [BODY:QUADRUPED:TAIL:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]
   [BODYGLOSS:PAW]
   [SIZE:8]
   [MAXAGE:10:20]
   [ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]
   [CHILD:1]
   [ALL_ACTIVE]
   [BIOME_ANY_LAND]
   [STANDARD_FLESH]
   [HOMEOTHERM:10067]
   [LAYERING:100]
   [SWIMS_INNATE][SWIM_SPEED:2500]

[CREATURE:WRAITH]
   [NAME:wraith:wraiths:wraith]
   [TILE:'W'][COLOR:7:4:0]
   [MODVALUE:10]
   [LARGE_ROAMING][FREQUENCY:2]
   [POPULATION_NUMBER:3:5]
   [CLUSTER_NUMBER:1:15]
   [LARGE_PREDATOR]
   [GRASSTRAMPLE:0]
   [BONECARN][VERMINHUNTER][RECKLESS][NOFEAR][TRAPAVOID]
   [DAMBLOCK:3]
   [PREFSTRING:demon horns]
   [PREFSTRING:armored bodies]
   [PREFSTRING:wings]
   [BUTCHERABLE_NONSTANDARD]
   [BODY:HUMANOID:2WINGS:TAIL:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:2HEAD_HORN:HUMANOID_JOINTS:5FINGERS:MOUTH]
   [FLIER][EXTRAVISION]
   [BODYGLOSS:HOOF]
   [SIZE:10]
   [ATTACK:MAIN:BYTYPE:GRASP :punch :punches:1:2:BLUDGEON][ATTACKFLAG_WITH]
   [ATTACK:MAIN:BYTOKEN:LHORN:gore:gores:1:6:GORE][ATTACKFLAG_WITH]
   [ATTACK:MAIN:BYTOKEN:RHORN:gore:gores:1:6:GORE][ATTACKFLAG_WITH]
   [ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]
   [FAT:3]
   [ITEMCORPSE:ITEM_ARMOR_PLATEMAIL:NO_SUBTYPE:METAL:IRON]
   [ITEMCORPSE_QUALITY:5]
   [EQUIPS]
   [CAN_LEARN]
   [CAN_SPEAK]
   [ALL_ACTIVE]
   [BIOME_ANY_LAND]
   [STANDARD_FLESH]
   [HOMEOTHERM:10067]
   [LAYERING:50]
   [SWIMS_INNATE][SWIM_SPEED:2500]

[CREATURE:REDTROLL]
   [NAME:red troll:red trolls:red troll]
   [TILE:'T'][COLOR:4:4:0]
   [LARGE_ROAMING][FREQUENCY:2]
   [POPULATION_NUMBER:3:5]
   [CLUSTER_NUMBER:1:10]
   [LARGE_PREDATOR][VERMINHUNTER][RECKLESS][NOPAIN][NOBLEED][NOFEAR][LIKES_FIGHTING][NOEXERT][SPEED:800]
       [BUILDINGDESTROYER:2]
   [PETVALUE:1000]
   [GRASSTRAMPLE:0][PET_EXOTIC]
   [PREFSTRING:burning zeal]
   [BODY:HUMANOID:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:4FINGERS:4TOES:MOUTH]
   [SIZE:10]
   [MAXAGE:30:40]
   [ATTACK:MAIN:BYTYPE:GRASP :punch :punches:1:6:BLUDGEON][ATTACKFLAG_WITH]
   [ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]
   [CHILD:1]
   [FAT:3]
   [ALL_ACTIVE]
   [BIOME_ANY_LAND]
   [STANDARD_FLESH]
   [HOMEOTHERM:10069]
   [LAYERING:100]
   [PERSONALITY:ANGER:100:100:100]
   [PERSONALITY:CAUTIOUSNESS:0:0:0]
   [SWIMS_INNATE][SWIM_SPEED:2500]

[ February 04, 2008: Message edited by: gurra_geban ]

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Sowelu

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Re: Hardcore Mod
« Reply #23 on: February 04, 2008, 08:59:00 pm »

This might be out of your project's scope, but a nice hard challenge might be a world where you can only get flux from dead critters.  Dead -mean- critters.  You'd have to radically re-imagine the game's physics for it to make any sense, but having to kill enough trolls to get Troll's Beard in order to make ANY steel?  That would be hardcore, too.
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Earthquake Damage

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Re: Hardcore Mod
« Reply #24 on: February 04, 2008, 09:09:00 pm »

Fun fact:  In prior versions (and probably 33g as well), fired projectiles were always capable of critical hits, regardless of damage type.  Kobolds with slingshots (with 5 damage stones) still one-shot dwarves all the time with excessive internal damage.


RE the "findings" with pop/cluster numbers, they probably work like immigration waves and the pop cap.  If your current dwarf pop is less than the pop cap in the init file, then you can get immigrants.  An immigration wave can exceed the pop cap, but once you're over the limit you won't get another wave.  So, if the number that've appeared in a given year is below the pop max, then a cluster can appear.  The number in the cluster is limited only by the cluster size.

[ February 04, 2008: Message edited by: Earthquake Damage ]

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gurra_geban

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Re: Hardcore Mod
« Reply #25 on: February 04, 2008, 09:59:00 pm »

quote:
RE the "findings"

yepp, im quite sure about the frequency controlling the swapning now, but i still believe the pop tag does something for it too, just cause if you have 20:30 and frequency 1 they will still appear often

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Earthquake Damage

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Re: Hardcore Mod
« Reply #26 on: February 05, 2008, 12:31:00 am »

I suppose it could calculate a population for the year for every creature, so it has a list of individual creatures (or at least individual clusters).  Then it randomly selects a cluster with weighting determined by frequency.

So maybe a 10:10 pop with frequency 10 has the same chance of spawning a cluster as a 5:5: pop with frequency 20.  Until a cluster has spawned.  Say it makes five of creature A, so next it has 5 at freq 10 versus 5 at freq 20, meaning there's a 2/3 chance the next cluster will be creature B.

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gurra_geban

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Re: Hardcore Mod
« Reply #27 on: February 05, 2008, 07:35:00 am »

TOAAAAAADY!!!!! halp us^^ show us the path in the myriad of tags
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