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Author Topic: S.T.A.L.K.E.R. Mod  (Read 4392 times)

Pallbearer

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S.T.A.L.K.E.R. Mod
« on: March 22, 2012, 08:53:26 am »

Hey, I'm thinking of working on a S.T.A.L.K.E.R. mod, but I'm not entirely sure as to how I'd go about implementing blowouts, anomalies, and psi-fields. Does anybody have any ideas?

The only think I can think of is of Syndrome Clouds, but I'd rather not force players to embark into an 'Evil' zone.
I'd probably make the artifacts extremely rare shrubs, but that'd make it an issue of keeping the anomalies close to them. Would it be feasible for these artifact shrubs, once picked, to generate a syndrome? It'd kind of suck that you'd pretty much have to sacrifice a person to harvest the anomaly. Maybe I could make the syndromes less severe, because that way people could use legendary herbologists to harvest them with a 100% chance of success without losing their herbologist each time they wanted an artifact.
Sorry if I'm rambling, I haven't had a lot of sleep. :P

Thanks in advance guys!
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Courtesy Arloban

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Re: S.T.A.L.K.E.R. Mod
« Reply #1 on: March 22, 2012, 12:37:16 pm »

Material clouds don't have to be in Evil biomes, check out Legends of Forlorn Realms for Sandstorms.  Also i'm working on Rusalki based on ITarget In_Water, combined with Region Ressurects that form on Lakes, and Rivers.
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Maybe that the dwarves never died and everyone is just shunning them.
"Wait, what are you doing?  I don't want to go in there!  No, I'm still alive, you can't do this to me!  Is Anybody listening?  Hello... Can someone let me out?  Help me!  Is anyone there?  I'm running out of air!"

nenjin

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Re: S.T.A.L.K.E.R. Mod
« Reply #2 on: March 22, 2012, 12:39:47 pm »

The Liason speech text must all be replaced by "Get out of here STALKER."
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Pallbearer

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Re: S.T.A.L.K.E.R. Mod
« Reply #3 on: March 22, 2012, 12:57:40 pm »

Material clouds don't have to be in Evil biomes, check out Legends of Forlorn Realms for Sandstorms.  Also i'm working on Rusalki based on ITarget In_Water, combined with Region Ressurects that form on Lakes, and Rivers.

Interesting, thank you.

The Liason speech text must all be replaced by "Get out of here STALKER."

No, that'd push my annoyance gland into overdrive and I'd slaughter them all immediately. ;)
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Abregado

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Re: S.T.A.L.K.E.R. Mod
« Reply #4 on: March 22, 2012, 06:40:34 pm »

The concept of a "rare gatherable plant" is one I am yet to see done. In my experience, plants always spawn everywhere and in great number. Perhaps having many "bluff plants" could work (have 10 types of plant that yield no harvestables, and only one that is an artifact).

Could also use immobile hidden creatures that expel gas when attacking for anomalies...

Ramirez

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Re: S.T.A.L.K.E.R. Mod
« Reply #5 on: March 22, 2012, 07:18:26 pm »

Following on from the anomalies are creatures idea, is there a viable method in the current version of making creatures create usable items occasionally? This would ensure that the correct artifacts occur near the correct anomalies.
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JDRingo

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Re: S.T.A.L.K.E.R. Mod
« Reply #6 on: March 22, 2012, 10:10:58 pm »

Ask villager if I could stay the night.
"Don't just stand there, I said come in."
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Itnetlolor

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Re: S.T.A.L.K.E.R. Mod
« Reply #7 on: March 22, 2012, 11:47:18 pm »

Adventure Mode and fighting Bloodsuckers = Annoying.

Fortress Mode and a Bloodsucker ambush (more likely)/seige/snatcher = Nightmare Fuel

I can't wait; especially since death reports have to come in by witnesses now in the latest version.

Pallbearer

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Re: S.T.A.L.K.E.R. Mod
« Reply #8 on: March 23, 2012, 01:18:55 am »

The concept of a "rare gatherable plant" is one I am yet to see done. In my experience, plants always spawn everywhere and in great number. Perhaps having many "bluff plants" could work (have 10 types of plant that yield no harvestables, and only one that is an artifact).

Could also use immobile hidden creatures that expel gas when attacking for anomalies...

Hmm, the issue there would be having the creatures respawn. I don't want there to be only a couple of artifacts per embark.
It's difficult finding the right balance between too much and too little.

Following on from the anomalies are creatures idea, is there a viable method in the current version of making creatures create usable items occasionally? This would ensure that the correct artifacts occur near the correct anomalies.

I would not have a clue, sorry.
I don't have very good modding skills. This thread is more to see if the actual concept could be implemented. If we can figure out a way to simulate all of the elements in the game then I'm more than happy to put aside the majority of my free time to work towards making this mod a reality.
It's just that I only really want to attempt this mod if it's doable with a large degree of accuracy.

Adventure Mode and fighting Bloodsuckers = Annoying.

Fortress Mode and a Bloodsucker ambush (more likely)/seige/snatcher = Nightmare Fuel

I can't wait; especially since death reports have to come in by witnesses now in the latest version.

Is there any way to give a creature invisibility, other than to make it a skulking civilisation? I'd love for the bloodsuckers to be horrors that pop out of nowhere, but I'm not sold on the civilisation aspect. I'd rather have them appear as normal creatures do on the map. I suppose I could make a duplicate creature that isn't in a civilisation so that we could have the best of both worlds.

I think the thing that I'm most excited about would be all of the different factions. We could have a thieving/snatching bandit civ, a full out siege civ with the Monolith, and some nice trading partners with Ecologists/Clear Sky, Duty, and Freedom. The military would probably also be a sieging civilisation. I'm not sure about the mercenaries...
I'm not sure how I'd put in the zombies though. Perhaps a civilisation that occasionally sieges with a controller caste? The controller could have an interaction to cause zombification, and perhaps random other effects like impairment of the brain, etc.


The real question is how I'd go about implementing the zone in all biomes. Perhaps this mod could be set after the zone expands or something? It'd be interesting to make mutated versions of some vanilla creatures, but I really don't want to lose the feel of S.T.A.L.K.E.R.
Maybe I'll just make a custom world where it's all temperate marshes, conifer forests, shrublands, etc.

What do you guys think?


EDIT:
Actually, I'm interested in hearing what you guys think about which faction you should play as. In the games all of the factions are organised enough to have bases.
If this idea comes to fruition then once everything has been implemented to a degree that I am comfortable with I might start working on different downloads for playing as different civs.
« Last Edit: March 23, 2012, 01:28:41 am by Pallbearer »
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Kilroy the Grand

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Re: S.T.A.L.K.E.R. Mod
« Reply #9 on: March 23, 2012, 02:17:23 am »

Give Bloodsuckers the [ambusher] tag, and make them be legendary ambushers.

And you should play as the S.T.A.L.K.E.R.S, think of the group in the cordon. Not as Duty or Freedom, you shouldn't want to contain or spread the zone, you should be a group of individuals who are trying to survive in the zone.
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*pew* *blam* "Aughgghggurglegurgle..." *slither* *slither* *pit* *pat* *tap* *click-click* *BOOM* "Aiiieeegurgle gurgle..."
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Pallbearer

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Re: S.T.A.L.K.E.R. Mod
« Reply #10 on: March 23, 2012, 03:05:21 am »

Give Bloodsuckers the [ambusher] tag, and make them be legendary ambushers.

And you should play as the S.T.A.L.K.E.R.S, think of the group in the cordon. Not as Duty or Freedom, you shouldn't want to contain or spread the zone, you should be a group of individuals who are trying to survive in the zone.

I can't seem to find that tag. The closest thing I saw was [AMBUSHPREDATOR], and the description for that is "Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging."
That's kinda the opposite of how I want Bloodsuckers to behave. I want them to attack on sight, like in the game.
That tag might work on a Flesh though, so that they can appear a little more docile unless provoked.
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Kilroy the Grand

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Re: S.T.A.L.K.E.R. Mod
« Reply #11 on: March 23, 2012, 03:09:46 am »

I think it's [NATURAL_SKILL:AMBUSHER] It should be similar to that. I believe if you give them a high enough ambusher skill they will seemily pop out of nowhere to kill dwarves.
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Pallbearer

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Re: S.T.A.L.K.E.R. Mod
« Reply #12 on: March 23, 2012, 03:13:05 am »

I think it's [NATURAL_SKILL:AMBUSHER] It should be similar to that. I believe if you give them a high enough ambusher skill they will seemily pop out of nowhere to kill dwarves.

Interesting, I'll play with that in the arena if/when I start on this. Thanks, Kilroy.
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Kilroy the Grand

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Re: S.T.A.L.K.E.R. Mod
« Reply #13 on: March 23, 2012, 03:17:31 am »

[NATURAL_SKILL:SNEAK:12]
That should make them sneaky snakes.
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Pallbearer

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Re: S.T.A.L.K.E.R. Mod
« Reply #14 on: March 23, 2012, 03:39:29 am »

[NATURAL_SKILL:SNEAK:12]
That should make them sneaky snakes.

Cheers. :)


Okay, so I might just kind of handwave blowouts, as I imagine that they can't be modded in.
I'm not sure what I'll do for radiation. I don't like the idea of using clouds for that, but I guess I can just do it anyway. I can't figure out a way to have something constantly giving off low level radiation. Especially considering that radiation poisoning kills you over a long period of time.
It's too bad you can't give offspring a chance for deformities.
... only in Dwarf Fortress would I say that.

Anyway, for Psi-Emissions I may just handwave them too and simply use a Controller. The issue would be having them convert members of your civ to members of their civ without having your guys die first. I don't want people to be resurrected, just zombified in the sense that they have been reduced to basic instincts, such as kill/eat.

Probably the biggest issue for me is that S.T.A.L.K.E.R. is a game about exploring old abandoned things, and you can't actually create old abandoned things in Dwarf Fortress. Once again, I will have to simply leave that, as I don't believe there is any way to mod that kind of stuff in.

Do people still think this mod would be worthwhile now that I've mentioned just a few downsides?
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