Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3]

Author Topic: Dungeon Master Unit for Improving Worlds  (Read 4028 times)

Bob69Joe

  • Bay Watcher
    • View Profile
Re: Dungeon Master Unit for Improving Worlds
« Reply #30 on: October 08, 2018, 04:23:44 pm »

Character histories will come when it's possible to play historical characters. Since they have histories. Fake history thrown into a detailed history simulation doesn't make much sense. Might be possible to somehow thread it in retrospectively, but really complicated probably.

The DF civ history generator is so good, it can wrap into any mod given new entities and interactions. Creating a 50 year old alchemist out of thin air isn't at all necessary when they work and live among the world as is.
Yes. That's what I said.

The generator is really unique. It feeds from the raw folder and out comes all these characters and races and civs. It's like a super modder's dream. The game can go from settings like bronze age Brittania to the Elder Scrolls.
Logged

KittyTac

  • Bay Watcher
  • Impending Catsplosion. [PREFSTRING:aloofness]
    • View Profile
Re: Dungeon Master Unit for Improving Worlds
« Reply #31 on: October 08, 2018, 08:58:13 pm »

But there's no magic yet. I mean, it's coming soon, but you can't recreate the Elder Scrolls for now.
Logged
Don't trust this toaster that much, it could be a villain in disguise.
Mostly phone-posting, sorry for any typos or autocorrect hijinks.

ZM5

  • Bay Watcher
  • Accomplished RAW Engineer
    • View Profile
    • Steam
Re: Dungeon Master Unit for Improving Worlds
« Reply #32 on: October 09, 2018, 04:54:47 am »

Yeah, there's still a lot of limitations with modding, unfortunately.
Pages: 1 2 [3]