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Author Topic: Adventure Mode Modding  (Read 1475 times)

Pozzo

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Adventure Mode Modding
« on: June 30, 2012, 07:45:50 pm »

Hello, I'm Pozzo, some of you may know me from a few of the Something Awful DF LP's. This is my first post here, obviously.

Anyway! I have some questions. I'm interested in modding for Adventure mode, just to fill it out and make it marginally more fun and useful and interesting. I'm not hugely interested in diverging too far from vanilla DF, but there are a few things in Adventurer Mode which I think would be largely trivial to deal with through modding which would make it considerably more entertaining.

I've been mucking around on a small scale with the raws, generally to make non-human races more playable and fun. Least of all I have been giving all races the [INDIV_CONTROLLABLE] tag so that they can all be playable at least as outsiders. Further to that I've been changing the [LIKES_SITE:BLAH] for Dwarves, Elves, and Goblins, so that they all build cities and are actually present in adventure mode. This is partly to make it more interesting and give you people to talk to besides Humans, but mainly so that there is appropriate equipment available for each of the races, because it bothers the shit out of me that I couldn't get Dwarven armour besides out of my own forts. This has lead to various bits of mucking about to increase the feasibility of that - the major problem being that if the Dwarves create cities in Mountain biomes they are not navigable from the fast-travel screens. Which is bothersome as all hell. I'm still considering how to deal with that - of course I can change the preferred biome of Dwarves but that, obviously, just doesn't seem right.

Beside this I've been making all races build human style Fortresses and Tombs by adding [BUILDS_OUTDOOR_FORTIFICATIONS] and [BUILDS_OUTDOOR_TOMBS]. This is the other possible solution to the Dwarven City/mountain biome issue - leave the cities and so on as is but allow fortresses to be built. It's so nice having dwarven cities though, so I'm not sure this suits me too good. Finally I've been giving [BANDITRY:X] tags to most races as well.

Naturally, I've had a look at the Wanderers Friend Mod and I've found that quite useful and helpful too, although I have to admit there is a bit of feature bloat - I'm not awfully interested in having adventurers decorate things for example, and I think adding the ability to smelt new armour is a bit much. Chiefly I am interested in using it to kill things and make them in to hats. It is especially fun to start as a goblin outsider and have to kill to make your own clothes. I recommend that to all.

What has been surprisingly useful, I've found, is the tentative Alchemy experiments that Lofn added to the most recent version of Wanderers before he stopped working on it - especially the waterbreathing stuff. I think one thing that infuriates a lot of people is the way in which you'll get a whole mess of quests for a city and they are all located in the sewers, and after searching high and low for hours and exhaustively trudging through every available inch of the sewers, no on shows up - What I found, to my amusement and surprise, is that large numbers of vampires - not just Reptile men or Fishmen or whatever but dwarven vampires and human etc etc - tend to be found in the submerged parts of the sewers, which are totally inaccessible without the waterbreathing potion that the Wanderers Friend mod adds. Strangely there seems to be a lot of vampires that get embedded in the walls down there too, which is interesting.

Anyway! On to, finally, the questions.

Does anybody know what the difference between [BANDITRY:50] is and [LOCAL_BANDITRY] is? What does each of them do? What does the number effect? In unmodded DF, Humans simply have [BANDITRY:10] but Goblins have [BANDITRY:50] and [LOCAL_BANDITRY].

Any ideas on how to deal with the Dwarven Mountain Biomes/Cities issue? I doubt anything could be done but if there are any ideas that'd be grand to know about them.

Where should I look on these forums to find out more about interaction and reaction modding? I am most interested in fleshing out the Alchemy that Lofn started. There seem to be a lot of threads vaguely dealing with this sort of thing but I have no idea where to start. spoke too soon! Found it now! what a fool.   Similarly if there are any other mods besides Wanderers specifically tailored towards messing with Adventure Mode then I don't know where they are. I've had a look - admittedly not an awfully thorough or exhaustive one - for other threads and mods dealing with Adventure Mode and I can't seem to find them so if anyone can direct me to them that would be grand too. Obviously most folk around here focus of Fortress Mode but I've been finding myself oddly dis-interested in that lately.

Broadly, if anyone has got any suggestions or ideas around these sorts of things, or about making an adventurer mode mod, I'd be interested in hearing them.

Thanks for any help, anyway, and sorry if I've flaunted some rule, but I am a rebel. It took me three weeks to post this thread because I was too rebellious to click on the right field to write text in.
« Last Edit: June 30, 2012, 07:51:42 pm by Pozzo »
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GreatWyrmGold

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Re: Adventure Mode Modding
« Reply #1 on: June 30, 2012, 09:37:23 pm »

Let dwarves settle hills. I dunno about the banditry.
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Qwaar

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Re: Adventure Mode Modding
« Reply #2 on: June 30, 2012, 10:42:21 pm »

Logically I think that means that [banditry:x] is frequency of banditry, with higher numbers meaning more bandits, and [local_banditry] is banditry among people in the same town, like stealing your neighbors table.
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Pozzo

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Re: Adventure Mode Modding
« Reply #3 on: June 30, 2012, 10:51:57 pm »

I've been mucking about with the Raw Explorer Tool which has a lot of tag definitions - it turns out that [BANDITRY:X] is the percentage of an entity population given over to becoming bandits, and [LOCAL_BANDITRY] dictates whether the entity sends out patrols to ambush adventurers. So there you go, learnt something new. Also raw explorer is fantastic.
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Putnam

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Re: Adventure Mode Modding
« Reply #4 on: July 01, 2012, 04:05:22 am »

LOCAL_BANDITRY also makes all creatures of the civ attack your adventurer even if your adventurer is a member of that civ, so watch out!

Pozzo

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Re: Adventure Mode Modding
« Reply #5 on: July 01, 2012, 04:44:24 am »

LOCAL_BANDITRY also makes all creatures of the civ attack your adventurer even if your adventurer is a member of that civ, so watch out!

That actually explains a lot
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