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Author Topic: What would you want to be moddable?  (Read 3440 times)

RenoFox

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What would you want to be moddable?
« on: June 15, 2012, 10:04:32 am »

What would you want to be definable by raws, and what you'd want to be able to do with them? I decided to post this here instead of suggestions, because I'm more after discussion of pipe dreams than seriously asking for things to get implemented.

For starters:

-Syndromes adding and/or removing bodyparts.
-Interactions dependent of items (snake charming works only with a flute, use a grenade to make an explosion etc.)
-Modifying items and adding new attacks (spiked gauntlets do more damage, bayoneted crossbows have a thrust attack)
-Clothes for specific bodyparts/races (pauldrons and goggles for upper arms and eyes, cruppers and peytrals shouldn't be assignable for dwarven uniforms)
-Equipment able to give tokens to wearers (scuba gears gives NOBREATHE, rings do all sorts of things)

psychomantits

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Re: What would you want to be moddable?
« Reply #1 on: June 15, 2012, 10:30:10 am »

-syndromes and interactions changing happiness
-custom moods
-entity-exclusive pets and mounts
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jesusmod

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Re: What would you want to be moddable?
« Reply #2 on: June 15, 2012, 11:27:49 am »

civ site details. Custom Dark Fortresses and labyrinths, for one thing, would be great
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Hugo_The_Dwarf

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Re: What would you want to be moddable?
« Reply #3 on: June 15, 2012, 11:45:50 am »

-Syndromes adding and/or removing bodyparts.
-Interactions dependent of items (snake charming works only with a flute, use a grenade to make an explosion etc.)
-Clothes for specific bodyparts/races (pauldrons and goggles for upper arms and eyes, cruppers and peytrals shouldn't be assignable for dwarven uniforms)

-entity-exclusive pets and mounts
^^^ These I like, but I also would like:

-Moddable breeding (through syndrome, asexual, spores (like it is now)) and allow IMMOBILE creatures to activate breeding in fortress mode
-More moddable nervous connectors, like specify the upper spine (neck) controlls arms, legs, etc. but leaving the lungs ok. so a broken neck is not insta-kill there are other ideas I'd use this for aswell.
-rate of fire for range weapons
-Liquids, I want my custom water and lava.
-Factions, no more fussing with certain tags to make an entity hostile, I want all goblin and evil civs to be on a team, and all humans/dwarves/elves? on another team
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Zanzetkuken The Great

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Re: What would you want to be moddable?
« Reply #4 on: June 15, 2012, 12:20:10 pm »

-Access to the hardcoded buildings and reactions, and the ability to define which ones a civilization will not use
-entity-exclusive pets and mounts

=will add more later=
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Courtesy Arloban

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Re: What would you want to be moddable?
« Reply #5 on: June 15, 2012, 01:08:29 pm »

-Access to the hardcoded buildings and reactions, and the ability to define which ones a civilization will not use
-entity-exclusive pets and mounts

=will add more later=
Same here, plus the ability to define approximately where on the map a civilization starts.
I'd like to change what tiles are used for every item, building, container, cities(travel and world map seperately), walls and ramps.  If I can't have a different ramp up for each cardinal direction, I'd at least like to not have it share a tile with mountains.
I'd also like to set the map size to whatever I want, not just for larger sizes than current, but I'd like to use a base 60 number for my practice gens as well. 5040x5040 for enormous 2520x2520 for my xxlarge 2160x2160 for my xlarge 1800x1800 for my large 360x360 for medium and 60x60 for small 30x30 for tiny 15x15 for mini and 3x3 for micro.

I almost forgot, I would really love to be able to mod in my own calendar.  Not just month names, I'd like to mod in different amounts of days in each month, how many months in a year, when the year starts, and what season is first.  I have a fan calendar where the months are based on the number of days in a season divided by three.(and another divided by four).  this puts all the long months in summer, and all the short months in winter.  I start my year with the spring equinox, and my months are named after agriculture and crops. (This is directly opposite of most fantasy writers calendars)
« Last Edit: June 15, 2012, 03:09:35 pm by Courtesy Arloban »
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Maybe that the dwarves never died and everyone is just shunning them.
"Wait, what are you doing?  I don't want to go in there!  No, I'm still alive, you can't do this to me!  Is Anybody listening?  Hello... Can someone let me out?  Help me!  Is anyone there?  I'm running out of air!"

Robosaur

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Re: What would you want to be moddable?
« Reply #6 on: June 15, 2012, 02:20:52 pm »

-Syndromes adding and/or removing bodyparts.
Fuck yes. I've complained about this before.


anyways I'll add on better secret modding. Currently the generator is hardcoded to poop out 20 necromancers, so the 1 demigod that you modded in just gets lost in comparison.
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Putnam

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Re: What would you want to be moddable?
« Reply #7 on: June 15, 2012, 02:47:28 pm »

-Syndromes adding and/or removing bodyparts.
Fuck yes. I've complained about this before.


anyways I'll add on better secret modding. Currently the generator is hardcoded to poop out 20 necromancers, so the 1 demigod that you modded in just gets lost in comparison.

That's actually an advanced worldgen option.

Robosaur

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Re: What would you want to be moddable?
« Reply #8 on: June 15, 2012, 03:33:46 pm »

Yeah, but I'd like for the generator to poop out 20 necromancers and 20 demigods, you know?
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Zanzetkuken The Great

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Re: What would you want to be moddable?
« Reply #9 on: June 24, 2012, 08:23:49 pm »

Rather than modify my post, I just put these here:
Vehicles w/ custom weaponry(I want to see a mobile tank firing magma to kill goblins, and, more importantly, elves!)
Siege Weaponry (trebuchet FTW)
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It's Zanzetkuken The Great. He's a goddamn wizard-dragon. He will make it so, and it will forever be.
Quote from: 2016 Election IRC
<DozebomLolumzalis> you filthy god-damn ninja wizard dragon

leafbarrett

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Re: What would you want to be moddable?
« Reply #10 on: June 24, 2012, 10:33:22 pm »

Breath attack shapes. The trailing gas/vapor flow or completely undirected gas/vapor for any non-fire attack (not counting dust, because it flings stuff around) is rather lacking.

Also, a better interface for modding weapons.
« Last Edit: June 24, 2012, 10:36:40 pm by leafbarrett »
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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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Putnam

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Re: What would you want to be moddable?
« Reply #11 on: June 24, 2012, 10:46:13 pm »

I like the weapon modding a lot, but I would like better material shapes, yeah.

Roses

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Re: What would you want to be moddable?
« Reply #12 on: June 24, 2012, 10:49:45 pm »

Better item creation options.

Examples:
Cloaks that let your dwarves fly,
Helms that give you extravision,
Weapons that have associated elemental attacks,
etc...
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Putnam

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Re: What would you want to be moddable?
« Reply #13 on: June 24, 2012, 10:58:20 pm »

You mean interactions associated with items? Yeah, that's be great.

leafbarrett

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Re: What would you want to be moddable?
« Reply #14 on: June 24, 2012, 11:16:25 pm »

What I mean is a more definitive sense of what each weapon is capable of when you're making it.
For example:
Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_CAT_CLAWS]
[NAME:cat claw:cat claws]
[SIZE:100]
[SKILL:GRASP_STRIKE]
[TWO_HANDED:0]
[MINIMUM_SIZE:0]
[MATERIAL_SIZE:1]
[ATTACK:EDGE:2000:2000:slash:slashes:NO_SUB:1250]
I made this to work kinda in tandem with a hand-to-hand fighter, someone who usually fights unarmed. I wasn't trying to make it any better than maybe a dagger. Yet for some reason, it's absolutely amazing in combat.
Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_HAMMER_GRAND]
[NAME:grand hammer:grand hammers]
[SIZE:1800]
[SKILL:HAMMER]
[TWO_HANDED:77500]
[MINIMUM_SIZE:52500]
[MATERIAL_SIZE:12]
[ATTACK:BLUNT:1000:200000:smash:smashes:NO_SUB:4000]
Then there's this. I made this weapon to be really heavy and hard to use, as well as costly to make, but extremely powerful. In practice, it turns out to be no better than a normal war hammer, and a lot heavier.
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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