Having been simultaneously gone from the modding board for almost a year or two and now very interested in Fire Emblem, I've decided to take a stab at modding again. As you can see from above, the aim of this is to get various features from the Fire Emblem games into DF. Most elements thus far will be taken from Awakening, although some things from the Tellius and Archanea games will be present.
The mod itself doesn't exist apart from an unfinished file involving manaketes being converted from an older unreleased mod of mine- I've made this thread to see if anyone has any ideas what I should be placing in game later on when I can actually work on the mod.
So, list of currently brainstormed features:
- Manaketes- currently considered as a new race with completely new civ. Dragonstones would be unworkable in this situation, hence why they will have dragon forms inherent to them. To compensate, the interaction will wear off after a set period of time and be weaker than a true dragon or wyvern.
- Taguel or Laguz- same to above. Taguel and Laguz would potentially be different from each other and dragon Laguz removed due to the presence of Manaketes.
- Fortress Mode Classes: One could build a building focusing on training, say, Assassins and skills would be manifested as interactions, i.e Lethality being a close-range on-touch interaction that instantly kills the target, or Pavise being a self-targeted interaction that renders the user temporarily resistant to every weapon in the game.
- Adventure Mode Classes: Races starting off with above classes and having an 'experience' system allowing them to gain 'experience' over time via COMBAT_HARDNESS and learning skills.
- Legendary Weapons: Not sure if weapons have interactions attached to them yet, although I'm wondering if it would be workable to create a special 'metal' to craft, say, the Falchion out of to make dragons weak to it.
- Civilizations: Instead of dwarves, goblins, elves, most of the civilizations would be changed to the ones from the series, although I'm debating whether to use generic expies or actual civilizations, and if so from what world.
- Tomes: Currently, there are two ways of handling this: Either have them generated during world production or have forts capable of producing 'tomes' that temporarily grant their reader a certain spell and make them have to re-read one every so often.
- Wyverns/Pegasi: Common animals depending on civilization. Potentially might have to omit Pegasus Knights and other rider classes as there is nothing short of creating a 'horse' organ for the newly-classed person to provide them with a 'mount'.
- Reclassing: A building could produce Second Seals and other stuff to allow a person to change class to learn new skills.
- Promotion: Same as above, only with related promotional items.
So, any ideas guys? What have I missed? Should I implement other things, omit things, implement things differently?