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Author Topic: Transhuman colony mod, WIP, help appreciated  (Read 2014 times)

Starmantis

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Transhuman colony mod, WIP, help appreciated
« on: June 04, 2012, 12:13:34 pm »

So um...this mod has the goal of being a Sci-fi mod set on a terraformed (or if its possible, a only lightly terraformed) mars, in fortress mode you may either play as the Ultratechnological Transhumans, the hardy colonists, or the greedy corperations. with a computer building you download schematics using currency for use in a fabricator, making item creation easy. other buildings include genetic clinics where people can get a new body and cyborging clinics where you may get cybernetic implants and stuff.  The mod has new weapons such as vibroblades and monowire whips, new armor materials such as nanoarmor and such.

Civilizations to be added
Evil, subversive transhumans
Utopian Transhumans
Hardy Colonists
Dangerous Anarchists
Greedy Corperations
Free AI
And Traders, who can give you otherwise unavailable equiptment they brought in on spaceships.
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Hugo_The_Dwarf

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Re: Transhuman colony mod, WIP, help appreciated
« Reply #1 on: June 04, 2012, 12:20:55 pm »

You got my attention
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Starmantis

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Re: Transhuman colony mod, WIP, help appreciated
« Reply #2 on: June 04, 2012, 12:36:04 pm »

Yay, I need to start scheduling, is there anything anybody can do to help? Ill give a better list of what Is planned for the mod.
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NineFourEightSeven

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Re: Transhuman colony mod, WIP, help appreciated
« Reply #3 on: June 04, 2012, 12:37:22 pm »

We probably won't know how to help you until you give us a list of what you need help with.
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Hugo_The_Dwarf

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Re: Transhuman colony mod, WIP, help appreciated
« Reply #4 on: June 04, 2012, 12:59:55 pm »

I had a dream last night about Stasis chambers in DF, so if you have too many idlers and not enough food. you can place them in stasis for different amounts of time. Like 1 month 2 3 4 5 6 7 8 9 10 11 12, 1 year 2 3 etc..

This means that super awsome fighter you had is missing his limbs but you don't have the technology to fix him yet. place him in stasis. but better yet, children. Keep them safe, until they grow up.
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Starmantis

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Re: Transhuman colony mod, WIP, help appreciated
« Reply #5 on: June 04, 2012, 01:24:50 pm »

In general, what I need are some...like..templates for the basic interactions reactions and materials that are easy to work with, I can do most of the weapons and creatures myself along with the entities and with alot of work the languages.

the Fabricator system uses two buildings, the fabricator and the computer, the computer uses reactions to "download" schematics and coupons used in other reactions, schematics can be used again and again but are very expensive while coupons are cheap but one use, in order to download you need money. another option you have with the computer is pirating, costs no money but has a chance of causing syndromes due to computer virus, finally computers can be used for stock exchange, which may make money or may not.

the fabricator can do an interaction with a schematic or coupon to create the item it is for, fairly simple.


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Hugo_The_Dwarf

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Re: Transhuman colony mod, WIP, help appreciated
« Reply #6 on: June 04, 2012, 02:41:41 pm »

Money will be made... how? Is there a "converter" building in which you can turn raw materials like stone/metal into credits? also how will farming work? plants that take a year to grow? and can only be eaten cooked (reducing chances for seeds for replanting)

Or is it a forge must be built to mint coins? after you gather the gold/silver/copper ot make the money?
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Starmantis

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Re: Transhuman colony mod, WIP, help appreciated
« Reply #7 on: June 04, 2012, 05:22:43 pm »

eh...Im still not sure, perhaps you can "sell" art and such with the computer
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Hugo_The_Dwarf

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Re: Transhuman colony mod, WIP, help appreciated
« Reply #8 on: June 04, 2012, 05:37:57 pm »

hmmm... maybe go with the "Doom" transporter (the movie version not the games) that transports say gems/artifacts found in mars's layers. Earth pays good money for alien items. In which you can then use money to buy what you mentioned?
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jaxy15

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Re: Transhuman colony mod, WIP, help appreciated
« Reply #9 on: June 04, 2012, 11:32:59 pm »

What about using reactions to make a rock which will immediately explode and use a syndrome to turn the humans into cyborgs? They'll act the same way as pets, but you could probably make them war trainable.
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Mrhappyface

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Re: Transhuman colony mod, WIP, help appreciated
« Reply #10 on: June 05, 2012, 06:24:06 pm »

Cybernetic Augmentations:Put these reactions into a workshop, and add reaction requirements if you want.


Spoiler (click to show/hide)
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Starmantis

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Re: Transhuman colony mod, WIP, help appreciated
« Reply #11 on: June 08, 2012, 03:36:27 pm »

Cybernetic Augmentations:Put these reactions into a workshop, and add reaction requirements if you want.


Spoiler (click to show/hide)

these look pretty good, still need some materials for robot flesh and stuff though
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Geneoce

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Re: Transhuman colony mod, WIP, help appreciated
« Reply #12 on: June 10, 2012, 03:27:22 am »

There was a colony mod for an older version of DF.

Also worth looking into would be dwarven plastics.

Give that a search, could provide some inspiration  :)

Feel free to message me if you need a hand. Although i'm only a dabbling rawscrafter DF really lacks a colony mod bad
« Last Edit: June 10, 2012, 03:33:40 am by Geneoce »
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GreatWyrmGold

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Re: Transhuman colony mod, WIP, help appreciated
« Reply #13 on: June 10, 2012, 02:08:16 pm »

I had a dream last night about Stasis chambers in DF, so if you have too many idlers and not enough food. you can place them in stasis for different amounts of time. Like 1 month 2 3 4 5 6 7 8 9 10 11 12, 1 year 2 3 etc..

This means that super awsome fighter you had is missing his limbs but you don't have the technology to fix him yet. place him in stasis. but better yet, children. Keep them safe, until they grow up.
This would involve creating a custom workshop (Stasis Chamber) and a variety of substances that boil instantly, and turn the person inhaling it into a creature ("In Stasis"?) which has [IMMOBILE][NO_EAT][NO_DRINK] and maybe some other things. Note, the person going into stasis will be fully healed when s/he comes out.

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Hugo_The_Dwarf

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Re: Transhuman colony mod, WIP, help appreciated
« Reply #14 on: June 10, 2012, 03:43:21 pm »

I had a dream last night about Stasis chambers in DF, so if you have too many idlers and not enough food. you can place them in stasis for different amounts of time. Like 1 month 2 3 4 5 6 7 8 9 10 11 12, 1 year 2 3 etc..

This means that super awsome fighter you had is missing his limbs but you don't have the technology to fix him yet. place him in stasis. but better yet, children. Keep them safe, until they grow up.
This would involve creating a custom workshop (Stasis Chamber) and a variety of substances that boil instantly, and turn the person inhaling it into a creature ("In Stasis"?) which has [IMMOBILE][NO_EAT][NO_DRINK] and maybe some other things. Note, the person going into stasis will be fully healed when s/he comes out.


Acually I was thinking a inhaled syndrome that does this:
[CE_DISPLAY_NAME:(stasis):(stasis):in stasis]
[CE_ADD_TAG:NOBREATHE:NO_EAT:NO_DRINK:NO_SLEEP] ---- no breathe prevents soffocation form the Paralysis, also could allow the stasis chambers to be flooded.
[CE_REMOVE_TAG:PARALYZEIMMUNE]
[CE_PARALYSIS]

and maybe a cryo stasis too in which age is frozen too NO_AGING

The custom workshop acaully was the plan too, cause why would a kitchen do this? :P
« Last Edit: June 10, 2012, 03:45:49 pm by Hugo_The_Dwarf »
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