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Author Topic: Modding generation discussion  (Read 874 times)

jackbod

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Modding generation discussion
« on: June 24, 2012, 04:39:56 am »

Will we ever be able to modify the terain generation? it seems unlikely but I was playing the wasteland mod and it occured to me that we couldnt make a vault in the ruins of las vegas or a sky temple on special natural good biome only floating cloadblocks or acid volcanoes (would need to be able to mod liquids as well) Or natural spawning chasms torn into the very earth! or maybe obsdidian towers can be brung back Huzzah! what other ideas can we come up with?
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GreatWyrmGold

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Re: Modding generation discussion
« Reply #1 on: June 24, 2012, 07:09:08 am »

We can't now, but maybe eventually.
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jackbod

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Re: Modding generation discussion
« Reply #2 on: June 24, 2012, 01:16:59 pm »

I know =( its a shame but a man can dream  ;D
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Hugo_The_Dwarf

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Re: Modding generation discussion
« Reply #3 on: June 24, 2012, 01:32:21 pm »

Control of how breeding works

Vanilla spores
Syndrome (material, interaction, anything that can have a [SYNDROME] tagged on it)
Direct Contact
Asexual (snails)

plus

How long it takes for them to give birth (Humans 9 months, other animals a lower time frame)
ability to vary birthing in a range 3 to 5 months, so births are random in those time frames.

Also with this allow IMMOBILE creatures to breed during fortress play. Not just worldgen.



Dual wielding for combat, and special attacks for using two of the same weapon (defined in the weapon).

The format is ATTACK:EDGE/BLUNT:contact area:penetration size:verb2nd:verb3rd:noun:velocity multiplier:how many weapons are needed to be held to use attack
[ATTACK:EDGE:40000:6000:hack:hacks:NO_SUB:1250:1] --- one weapon needed

[ATTACK:EDGE:2000:1600:dual slash:dual slashes:NO_SUB:5000:2] --- two are needed.

With things to go in the weapons to say what ones they can be paired with for special attacks, else a Sword and Axe would just have "You hack the goblin in the arm with your battle axe left hand, followed with a stab to the goblins lowerbody with your short sword right hand."



Ability to make a population Infinite, or repopulate/migrant/spawn back (Fish out all those turtles, well next year "100" of them have come back) so a tag like this:
[POPULATION_RESTORE:<number it is increased by>:<number of years>]

Same with entites, so a evil civ will always have someone kicking around because they just "spawn" like HFS
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