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Author Topic: Expanded Deep Metals - (Structured Idea Pitch)  (Read 3972 times)

Arkenstone

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Expanded Deep Metals - (Structured Idea Pitch)
« on: March 21, 2012, 12:09:24 pm »

*Minor Spoilers Ahead*
(But if this is really spoiling anything for you, then you don't need this mod.)


*NOTE: This is just the idea pitch.  I haven't coded any values yet, although I know where to begin.  I just don't want to start testing/tweaking it until I know I've got some support.*


The purpose of this mod is to add a bit of variety to the *Deep Stuff* that isn't just superficial: each addition has seperate qualities that would make it preferable over the others in certain situations.

The mod adds six new materials, three base metals, two alloys and one gem; only three of the metals are useful for weapons/armor (falling roughly between steel and adamantine).  Adamantine itself remains identical to the vanilla version, excepting the strand extraction process which has been (will soon be) moved to a new building requiring fuel and/or magma and the ores from whence it is extacted.

Thoughts behind the mod:
Spoiler (click to show/hide)

List of Materials:
Spoiler (click to show/hide)

List of Ores:
Spoiler (click to show/hide)

Mod Synopsis:
Spoiler (click to show/hide)

Please tell me if the idea piques your interest, as I'm elsewise like as not to forget and move on to the next thing that pops into my mind.  Post your thoughts on what sounds cool/lame, what should be included but isn't (yet), how it could be properly 'balanced', and if you would consider using it yourself.


Some sources of inspiration:
« Last Edit: March 22, 2012, 10:20:59 pm by Arkenstone »
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Quote from: Retro
Dwarven economics are still in the experimental stages. The humans have told them that they need to throw a lot of money around to get things going, but every time the dwarves try all they just end up with a bunch of coins lying all over the place.

The EPIC Dwarven Drinking Song of Many Names

Feel free to ask me any questions you have about logic/computing; I'm majoring in the topic.

narhiril

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Re: Expanded Deep Metals - (Rough Idea Pitch)
« Reply #1 on: March 21, 2012, 03:17:04 pm »

Some sources of inspiration:

You know what became of that little project?  This. 

Modding is kind of like heroin - you can't stop, and if you try, you get withdrawal.  And withdrawal has some nasty CE_IMPAIR_FUNCTION tags.

Arkenstone

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Re: Expanded Deep Metals - (Structured Idea Pitch)
« Reply #2 on: March 21, 2012, 08:31:43 pm »

Modding is kind of like heroin - you can't stop, and if you try, you get withdrawal.  And withdrawal has some nasty CE_IMPAIR_FUNCTION tags.
Well, I hope my natural ADD will counteract that effect; and if not, well then good for me. :P

Anyways, so I've fleshed out the idea a lot more, but for now none of the numbers are set; it'll all need tweaking for balance later.
Logged

Quote from: Retro
Dwarven economics are still in the experimental stages. The humans have told them that they need to throw a lot of money around to get things going, but every time the dwarves try all they just end up with a bunch of coins lying all over the place.

The EPIC Dwarven Drinking Song of Many Names

Feel free to ask me any questions you have about logic/computing; I'm majoring in the topic.