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Author Topic: Players - What do you want out of a mod?  (Read 1352 times)

Canalan

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Re: Players - What do you want out of a mod?
« Reply #15 on: April 14, 2010, 06:35:38 pm »

I wnt Adamantitie renamed Mithril and goblins renamed orcs.  Yes, I am coming off a LotR binge.
Also, how do I make the above mentioned changes happen?

Max White

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Re: Players - What do you want out of a mod?
« Reply #16 on: April 14, 2010, 07:00:18 pm »

I wnt Adamantitie renamed Mithril and goblins renamed orcs.  Yes, I am coming off a LotR binge.
Also, how do I make the above mentioned changes happen?

Basically you look for a mod called dig deeper.

Canalan

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Re: Players - What do you want out of a mod?
« Reply #17 on: April 14, 2010, 07:02:14 pm »

Oh come on, there has to be a harder way.
Actually, I don't want all the other stuff.

Max White

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Re: Players - What do you want out of a mod?
« Reply #18 on: April 14, 2010, 07:08:59 pm »

Oh come on, there has to be a harder way.
Actually, I don't want all the other stuff.

Go to the wiki and look up modding guide, you might need to use some info from the 40d guide until some of these pro modders get there act together and help the rest of us! Na, I love you guys, but anyway, a few string changes are easy.

Canalan

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Re: Players - What do you want out of a mod?
« Reply #19 on: April 14, 2010, 11:51:27 pm »

Cool, thanks!

Deon

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Re: Players - What do you want out of a mod?
« Reply #20 on: April 15, 2010, 01:32:51 am »

I wnt Adamantitie renamed Mithril and goblins renamed orcs.  Yes, I am coming off a LotR binge.
Also, how do I make the above mentioned changes happen?

Open inorganic_stone_mineral.txt, find [INORGANIC:RAW_ADAMANTINE], change [STATE_NAME_ADJ:ALL_SOLID:raw adamantine] to [STATE_NAME_ADJ:ALL_SOLID:mithril ore]

Open inorganic_metal.txt, find [INORGANIC:ADAMANTINE], change
Code: [Select]
[STATE_NAME_ADJ:ALL_SOLID:adamantine]
[STATE_NAME_ADJ:LIQUID:molten adamantine]
[STATE_NAME_ADJ:GAS:boiling adamantine]
to
Code: [Select]
[STATE_NAME_ADJ:ALL_SOLID:mithril]
[STATE_NAME_ADJ:LIQUID:molten mithril]
[STATE_NAME_ADJ:GAS:boiling mithril]

Finally open creature_standard.txt, find [CREATURE:GOBLIN] and change
Code: [Select]
[NAME:goblin:goblins:goblin]
[CASTE_NAME:goblin:goblins:goblin]
to
Code: [Select]
[NAME:orc:orcs:orc]
[CASTE_NAME:orc:orcs:orc]


Voila!
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Re: Players - What do you want out of a mod?
« Reply #21 on: April 15, 2010, 01:56:27 am »

I like stuff that (1) actually matters and adds to the game and (2) makes it harder.  I think when I finish my current fort I'm going to mod in some kind of flying building destroyer archer civ, and then make farming outdoor only.  And make shells a gem type found in all stone :)
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piupau

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Re: Players - What do you want out of a mod?
« Reply #22 on: April 15, 2010, 04:18:22 am »

Just in the vanilla DF there's already an amazing plethora of things to focus on. I've tried a few mods that add a lot of stuff, and more often than not it just adds to the general messiness and lack of focus. From a mod I appreciate through-out testing and robust, sensible changes to game mechanics. Streamlining the game experience is an option worth considering. Basically it doesn't matter what you mod, as long as it's better than sliced bread.

In the 0.31.x series there are numerous game balance problems which I hope are going to get fixed in the vanilla DF. Any serious mods should wait for the 'next 40d' as their base DF version.
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lastofthelight

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Re: Players - What do you want out of a mod?
« Reply #23 on: April 15, 2010, 11:44:25 am »

I was dead set on an awesome and massive Antman mod, but having looked over the raw files I think I'm going to have to wait awhile before making it. Most of the caste stuff doesn't quite make sense yet. I mean, some of the basic stuff does make sense but...more complicated stuff like that Xenomorph mod doesn't.. Man, that is an impressive bit of work. Very, very impressive. And I have not the slightest clue how it was made. So I'll have to wait before I can learn the caste/creature system well enough to do anything impressive or useful.

Eventually though, I'd like to make an Antmen mod where you have a high reproductive rate, but a short lifespan. The idea being your ants, a few long-lived intellectual castes aside, can be bred like Dwarves breed dogs, and/or mercilessly used as disposable troops. I'd probably buff up the Antmen a bit, too. Give them some natural pincers and a better exoskeleton. There would be a number of castes though, I'd really do my best to try and stretch the caste system to its limits to give a range of very different ant castes.

Before I do that I'd want to learn how to utilize the castes better. I'd also want to learn whether or not all castes in a species have to be intelligent, and what happens if one isn't. I knew body parts and so on in 40d, but the new tissue layer system, especially as it applies to castes, just confuses me so far.
« Last Edit: April 15, 2010, 11:47:45 am by lastofthelight »
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