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Which of these options would you like to use while the Mythic Greece Mod is still being built?

Use neither Mythos Major nor Mythos Minor as test maps until the game is finished
Use only Mythos Major as a test map, saving Mythos Minor for the finished game
Use only Mythos Minor as a test map, saving Mythos Major for the finished game
Use both Mythos Minor and Mythos Major as test maps until the game is finished
Another option entirely that I will immediately post below because otherwise I just wasted my vote

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Author Topic: Mythic Greece (A DF-style recreation/mod)  (Read 13820 times)

Timeless Bob

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Mythic Greece (A DF-style recreation/mod)
« on: April 27, 2013, 10:04:38 pm »

UPDATED May 28th, 2013

  Dwarf Fortress is almost tailor-made to tell Greek Comedies and Tragedies.  As such, this is a serial adventurer/fort game where adventurers do great deeds and possibly retire on Mt. Olympus, if judged worthy by the Players who have taken the roles of the various Greek gods.  The most popular suggestions of the week before will be placed in a weekly poll determining what the next Great Task to be accomplished should be, simulating the Council of the Gods.  Gods themselves will be able to increase their reputations (and therefore standing in the Pantheon) by either building one of the locations/lairs from Greek Mythology in the proper place (fortress mode) or sponsoring a Hero to undertake one of the heroic journeys from Greek Mythology (adventure mode).  A third way to gain reputation is through worship - civilizations who have had a "close encounter" with one of the Gods may engrave walls or statues about them.  Any time a specific player's God is mentioned in an artifact, that Deity will also increase their reputation.


Zanzetkuken The Great has done up a series of maps for Ancient Greece in PerfectWorldDF for use with the game.

There will be two versions of the map, one Medium and one Large, known as "Mythos Minor" and "Mythos Major"
According to how the new poll goes, Mythos Minor and/or Mythos Major may be used as testing grounds for the new modifications until all the changes have been completed.

When I mentioned that the lack of boats might be problematic, Rumrusher suggested that skipping mine-carts across oceans could work instead, so our Helen of Troy won't have "The beard that launched a thousand carts" after all. (Update: so the skipping minecarts idea doesn't work after all - guess the Heroes will have to teach their companions to swim instead.)

To Do:
Spoiler (click to show/hide)

Players may be any God "created" after the twelve Titans.  (Any deity below the shaded boxes in this chart.)

The mortal races of Mythic Greece:

The Golden Men, Firstborn
Spoiler (click to show/hide)

The Silver Men
Spoiler (click to show/hide)

The Bronze Men
Spoiler (click to show/hide)

The Demi-gods
Spoiler (click to show/hide)

The Iron Men
Spoiler (click to show/hide)



Gods claimed:
sackhead:                      The Titan, Prometheus son of Iapetus, Trickster, Fire-thief and Champion of Mortal Men
Zanzetkuken The Great:  The Titan, Atlas son of Iapetus, Lord of Astronomy and Navigation
laularukyrumo:               The Goddess, Enyo daughter of Zeus, Destroyer of Cities and Goddess of War
Eric Blank:                      The God, Dionysus son of Zeus, God of Wine, Ritual madness and Ecstasy
Em3rgency:                    The God, Hades son of Cronus, Keeper of the Underworld and God of Death
Thegoatgod_Pan:            The God, Pan son of Dionysus, God of the Wilds, Companion of the Nymphs
Paaaad:                          The Oceanid, Styx daughter of Oceanus, Oathbinder and Boundary Keeper
Pie Maker:                      The Titan, Helios son of Hyperion, Suncrowned and Brother to the Moon
Zoolimar:                       The God, Hephaestus son of Zeus, Clever Artificer and God of Metal and Volcanoes
The Master:                    The Goddess, Artemis daughter of Demeter, Mistress of the hunt, the wilderness, childbirth and virginity
« Last Edit: May 28, 2013, 03:48:08 pm by Timeless Bob »
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Eric Blank

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Re: Mythic Ancient Greece (A DF-style recreation)
« Reply #1 on: April 27, 2013, 11:26:34 pm »

I vote for a medium sized region. Large would do me fine and cheery, but for a lot of people, and for the file size, large is just too much.

I'm sure it wouldn't be too much of a hassle to get the various animal man species corralled up to use only as creatures cursed by the gods. You could probably start with a werebeast interaction for each of them, but instead of a monthly transformation, use a one-time transformation that never ends.
« Last Edit: April 27, 2013, 11:29:04 pm by Eric Blank »
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sackhead

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Re: Mythic Greece (A DF-style recreation)
« Reply #2 on: April 28, 2013, 05:39:53 am »

i would love to help.
here is your cattle
Spoiler (click to show/hide)

EDIT: also if posible i would like to take Prometheus
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Zanzetkuken The Great

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Re: Mythic Greece (A DF-style recreation)
« Reply #3 on: April 28, 2013, 08:51:12 am »

I tried to create the world last night.  Be prepared to wait, because of the fact that it can generate too many subregions (over 5000, the maximum setting on the option).



I would like to take Hermes.  Actually, I'll take the part of Atlas.
« Last Edit: April 28, 2013, 03:39:27 pm by Zanzetkuken The Great »
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Timeless Bob

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Re: Mythic Greece (A DF-style recreation)
« Reply #4 on: April 28, 2013, 10:23:51 pm »

Creating the world on any of the size settings (using Masterwork Mod) throws up numerous errors, so I'm going to try it on vanilla instead and see what happens.  If anyone is able to gen a world with ice to the north and 100 years history, send me the settings and I'll gen the world with the cattle and the various "races" of humans (Spartans, Trojans, ect...)
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Eric Blank

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Re: Mythic Greece (A DF-style recreation)
« Reply #5 on: April 28, 2013, 11:28:24 pm »

To generate the world you should only have to increase the max subregion count, decrease minimum peaks, increase volcanism variance to something like 2000+ on both x and y axes, and remove minimum square counts (and maybe region counts) for the various biome types. It gave me a shitload of errors, too, when I tried to generate purely on the parameters provided.
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Zanzetkuken The Great

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Re: Mythic Greece (A DF-style recreation)
« Reply #6 on: April 29, 2013, 11:17:51 am »

To generate the world you should only have to increase the max subregion count, decrease minimum peaks, increase volcanism variance to something like 2000+ on both x and y axes, and remove minimum square counts (and maybe region counts) for the various biome types. It gave me a shitload of errors, too, when I tried to generate purely on the parameters provided.

Yeah, I had used the files in the DF world gen to fill in the missing parameters, so the conflicts are caused by that.
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laularukyrumo

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Re: Mythic Greece (A DF-style recreation)
« Reply #7 on: April 29, 2013, 11:59:10 pm »

I know already how you could make the animal-people work. First of all, it would be trivial to go into the raws and delete all the offending creatures. Then, for each animal person you wish to create, make an interaction that follows this format:

Code: [Select]
[OBJECT:INTERACTION]

[INTERACTION:GENERICANIMAL_CURSE]

[I_SOURCE:DEITY]
          [IS_USAGE_HINT:MAJOR_CURSE]
          [IS_HIST_STRING_1: cursed]
          [IS_HIST_STRING_2: to walk the earth as a half-man, half-beast]
[I_TARGET:victim:CREATURE]
          [IT_LOCATION:CONTEXT_CREATURE]
          [IT_AFFECTED_CLASS:PERSON] //Suggested method for preventing koalas from being cursed--give some creature class to the valid targets. Other selection criteria open for debate.
          [IT_CANNOT_HAVE_SYNDROME_CLASS:ANIMAL_PERSON_CURSE] //Prevents multiple curses from stacking, since one would just overwrite the other.
          [IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE] //Same here, no wereperson animal-men.

[I_EFFECT:ADD_SYNDROME]
          [IE_TARGET:victim]
          [IE_IMMEDIATE]
          [IE_ARENA_NAME:deity curse] //In case you feel like testing in the arena--this lets you spawn a creature that has been cursed in this manner, similar to spawning vampires or werewolves or undead.
          [SYNDROME]
                    [SYN_CLASS:ANIMAL_PERSON_CURSE]
                    [CE_BODY_TRANSFORMATION:START:0]
                              [CE:CREATURE:ANIMALPEOPLE:CASTE_OF_CHOICE]

I'm not sure how the [DOES_NOT_EXIST] tag would work, if you could give it to the actual creature definition of your animal people and keep them from being born, but allow deities to curse mortals to transform. I might do some science if I get un-lazy.

As far as the titans, while you can't define a "forgotten beast" per se, you CAN make a pseudo-FB. I don't know how the MEGABEAST tag would interact with UNDERGROUND_DEPTH, but if you can't make megabeasts, you could make an underground entity using the default animal-men as a template, and mess with population constraints. By restricting the max entity population to 12, allowing only one entity, and creating "useless" noble positions with the constraint that only a creature of caste X can hold office, you can force the game to spawn exactly one of each titan, and they SHOULD be guaranteed to survive worldgen.



also, I want Enyo :3
« Last Edit: April 30, 2013, 12:08:13 am by laularukyrumo »
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Timeless Bob

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Re: Mythic Greece (A DF-style recreation)
« Reply #8 on: April 30, 2013, 12:12:18 pm »

Thank you, laularukyrumo.  I'll go do that and see if it works.

Random rant: WHY, when I've waited through half an hour of rejections to finally get to the screen where I'll allow rejection just to get the stupid game to start its 100 years of history... WHY does it keep on genning worlds with the cold pole on the bottom?  WHY?! WHY?! WHY?!

Ok - so I've got about half of the world sizes generated with peoples and 100 years of history, but also with the cold pole to the north so the island of Crete isn't covered by glaciers for some reason.

Wait - I should probably finish modifying the files first before genning new world, huh? <facepalm>
« Last Edit: April 30, 2013, 12:31:40 pm by Timeless Bob »
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laularukyrumo

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Re: Mythic Greece (A DF-style recreation)
« Reply #9 on: April 30, 2013, 03:00:39 pm »

DF, as far as I know, is pretty random when it comes to temperature maps. I don't know if there's a way to influence which half of the world is warmer.

And yeah. I'd definitely hold off on worldgen until we've got all the raws set. I know that deities only curse during worldgen, and if we go the pseudo-entity route for titans, then we'll need to gen a new world for them to exist.

I'll do some experimentation on various tokens I mentioned, I wouldn't mind handling the specifics behind implementing the various beings, I'd just need to know if there are any specific things you're looking for--for example, what kind of creatures can or cannot be cursed by the gods to become animal people, any information on how common "unique" beasts should be, etc. I can do some research on the specifics of the titans and their domains for their implementation.
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OREOSOME

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Re: Mythic Greece (A DF-style recreation)
« Reply #10 on: April 30, 2013, 03:07:04 pm »

PTW
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Timeless Bob

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Re: Mythic Greece (A DF-style recreation)
« Reply #11 on: April 30, 2013, 04:48:41 pm »

I'd say any of the five races should be fair game for cursing into "Animal people" (which would probably be pretty common, since I'm not aware of any vampires, necromancers or undead in the myths.)  Immortality as a tower-dweller's "secret" might be a good thing, but not the ability to raise a horde of zombies.  Maybe if we made the God Dionysus a zombie raiser, the zombies could be renamed Maenads and that could work for the setting.

"Unique" creatures should remain more uncommon than they are in vanilla - maybe half to a quarter than are found in vanilla.  To my thinking, "uncommon" creatures should be rare enough to only exist in a few areas of the map as spice to the inter-mortal politics rather than all over the place.  Tweaking the values up or down to make unique creatures one or three of each kind seems about right.  The fire-breath cows need to get their "GRAZER" tag fixed, but I figure them to have @36 existing in the world "in the wild", but able to reproduce after world-gen.

Also, IMO all races should be modified to construct roads, cities, walls and fortresses.  I'd rather play a game where every location actually has something there rather than just a place-holder on a map.  All those extra populations make the game crash after @80 years of history unless the "pop cap after civ creation" is set down to 100-200, but lots of places can still be genned if the "site cap" is set to "no cap".  It would probably be a good idea to give all the races the "Swimming" skill at "Novice" just to keep companions from drowning while hopping over a brook.
« Last Edit: April 30, 2013, 04:55:55 pm by Timeless Bob »
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Zanzetkuken The Great

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Re: Mythic Greece (A DF-style recreation)
« Reply #12 on: April 30, 2013, 05:39:25 pm »

Also, IMO all races should be modified to construct roads, cities, walls and fortresses.  I'd rather play a game where every location actually has something there rather than just a place-holder on a map.  All those extra populations make the game crash after @80 years of history unless the "pop cap after civ creation" is set down to 100-200, but lots of places can still be genned if the "site cap" is set to "no cap".

By the way, did you lower the erosion rate?  The setting it currently has wipes out most of the mountains...
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Timeless Bob

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Re: Mythic Greece (A DF-style recreation)
« Reply #13 on: April 30, 2013, 09:45:12 pm »

Yeah, I set the "erosion count" to 0 because I figure the landscape is pre-eroded already.
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laularukyrumo

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Re: Mythic Greece (A DF-style recreation)
« Reply #14 on: April 30, 2013, 10:13:20 pm »

I'd say any of the five races should be fair game for cursing into "Animal people" (which would probably be pretty common, since I'm not aware of any vampires, necromancers or undead in the myths.)  Immortality as a tower-dweller's "secret" might be a good thing, but not the ability to raise a horde of zombies.  Maybe if we made the God Dionysus a zombie raiser, the zombies could be renamed Maenads and that could work for the setting.

"Unique" creatures should remain more uncommon than they are in vanilla - maybe half to a quarter than are found in vanilla.  To my thinking, "uncommon" creatures should be rare enough to only exist in a few areas of the map as spice to the inter-mortal politics rather than all over the place.  Tweaking the values up or down to make unique creatures one or three of each kind seems about right.  The fire-breath cows need to get their "GRAZER" tag fixed, but I figure them to have @36 existing in the world "in the wild", but able to reproduce after world-gen.

Also, IMO all races should be modified to construct roads, cities, walls and fortresses.  I'd rather play a game where every location actually has something there rather than just a place-holder on a map.  All those extra populations make the game crash after @80 years of history unless the "pop cap after civ creation" is set down to 100-200, but lots of places can still be genned if the "site cap" is set to "no cap".  It would probably be a good idea to give all the races the "Swimming" skill at "Novice" just to keep companions from drowning while hopping over a brook.

Most of this I should easily be able to deal with--I could even completely remove undead from the game. It'll also give me some practice with modding interactions, which'll be useful. I'll need to see the worldgen parameters and any changes already made to the raws, so I have a base starting point--since this is going to require altering the vanilla files, it'll help keep out any conflicts in the raws. Maybe we could put the files up on a dropbox or something, so we can edit the files directly, instead of constantly downloading and re-uploading.
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