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Author Topic: modding the randomness  (Read 679 times)

Mohreb el Yasim

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modding the randomness
« on: October 06, 2013, 07:25:49 am »

It would be really helpful / interesting if random elements of the game (as titans / forgotten beasts / demons / night trolls ) could be moded.
at the moment they are completely random and can go from ridiculously easy to extremely hard enemies. if we could limit which type of syndromes / and appendixes / interactions (not complete control just limit or augment the range of possibilities) it would make the game experience more adaptable to all players.
(also on a side note the number of forgotten beasts is the only one that can not be set in the generation of the game, it could belong there alongside with the other baddies)
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Mohreb el Yasim


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smjjames

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Re: modding the randomness
« Reply #1 on: October 06, 2013, 10:33:34 am »

Part of the FUN that are forgotten beasts is the randomness, but yeah it could be used to tweak them so that there are more of the harder FBs and more FUN.
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Knight Otu

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Re: modding the randomness
« Reply #2 on: October 06, 2013, 10:39:49 am »

Toady has talked about this, mostly in the FotF threads I believe, and it'll happen at some point. Of course, I would love to have it sooner rather than later.
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Sutremaine

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Re: modding the randomness
« Reply #3 on: October 06, 2013, 11:33:14 am »

When I saw the topic title I instantly thought of weapon damage, or attack damage in general. Currently the game has force multipliers for the attacks of super-strong individuals such as vampires, but what'd be really neat is something like the following (pseudoraw):

[BLAH BLAH VAMPIRE PUNCH ATTACK BLAH]
[force multiplier:200%] <-- This exists already; I'm just putting it in for formatting comparison.
[randomness multiplier:50%] <-- What this would do is make the attack more consistent. Either the difference between the average and the random number 'rolled' could be halved, or the number of standard deviations between the average number and the random number halved. Or something else, if that would work better.

As for creature randomness, I'd like to see better reporting of a particular individual's abilities. I don't know about fortress mode, but in adventure mode a creature could reveal more and more about itself the closer it is to an inhabited area or the more often it attacks. For example, a quest-giver talking about a local and frequent menace could give information about its strength, speed, and material strengths or weaknesses (plus the size of its family...), but a quest-giver talking about something that has a distant lair and has only been spotted taking wandering livestock would only give as much information as quest-givers do now.
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