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Author Topic: Eragon Mod 1.3 (Complete)  (Read 5778 times)

deepspaceprobe9

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Eragon Mod 1.3 (Complete)
« on: August 15, 2014, 10:39:06 pm »

-----VERSION 1.3 IS COMPLETE-----

I personally really like the Inheritance Cycle (Eragon book series) and, after being absoluteley murdered by a dragon for the fifth time, had the idea to make a sapient humanoid dragon race. Soon after I did that, I had another idea. AN ERAGON MOD. I personally kind of suck at modding DF right now, so I would like some help in doing this. To the uninitiated,
Spoiler (click to show/hide)

So of course this would fit PERFECTLY to dwarf fortress, if we go at this the right way. But enough foreplay! ON TO THE FEATURES!
IF I can get enough experience and/or support for this, the feature list (This is probably in no way full) will look something like this:

-A MISLEADING TITLE| As mounts for player controlled characters currently do not exist, you wont be a literal dragon rider.

-A DRAGON COMPANION| In case you didn't already notice, this mod will mostly affect adventure mode. Maybe there is a way to spawn a dragon companion from an egg?

-NEW ENEMIES| Of course we can't forget about the beloved Shades (Maybe make a non-transmitable vampire-like syndrome, but stronger?), or the fabulously adorned Urgals. The beautiful Lethrblaka and their talented children the Ra'zac are also rather important.

-NEW STATUS| Dragon riders get more powerful as time goes along, so I think we could work that on somehow. Maybe when you get the syndrome from the aforementioned eggs, it behaves somewhat like the vampire interaction to give you a title and boost your stats, then somehow give those stats more boosts as time goes along.

-NEW WEAPONS| Ascûdgamln, pronounced ASK-KULD-GAM-il-LIN, pretty much spikes drilled into the knuckes of the user (Dwarf only), Hûthvír, Imagine a bo staff with short swords coming out of either side, and you have a Hûthvír, Rider swords, and One-Handed Hammers.

-NEW SAPIENT RACES| Urgals, and Werecats (NOTE:somehow make it possible for werecats to transform into large feral cats at will).

-MAGIC| Magic is so central to the series that it is impossible to not include here. Due to the depth of the magic system, only a few, more iconic spells can be included. These are: Brisingir (Summons fire), Jierda (Throws an enemy, breaks their bones, or both), Skolir (Creates a magic shield, or ward), and Waise Heill (Healing spell). Maybe learn spells by reading books? Elves will naturally be able to use all spells.

-NEW MATERIAL| Brightsteel, used in the construction of Rider swords.

Version 1.3 brings: Bugfixes, mostly. There are now fewer errors in the errorlog.

Finished features highlighted in blue
In-Progress features are highlighted yellow.
« Last Edit: November 12, 2014, 07:53:51 pm by deepspaceprobe9 »
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deepspaceprobe9

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Re: ERAGON MOD
« Reply #1 on: August 16, 2014, 01:11:39 am »

UPDATE: I have the weapons done, and am in the process of balancing them, and I have the Dragon Rider syndrome worked out except for a good method of getting it.
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Chevaleresse

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Re: ERAGON MOD
« Reply #2 on: August 16, 2014, 01:19:14 am »

You could create two new stones. One could be a "dragon egg" that you transform into the other type of stone with a reaction. The second type should have a melting point below the temperature it's set at, and you should add the syndrome to that. Alternatively, just create the second one from nothing and skip the first.
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deepspaceprobe9

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Re: ERAGON MOD
« Reply #3 on: August 16, 2014, 01:32:58 am »

The problem is making the stone able to be found on the overworld, and making it rare, because the crafting it from nothing doesn't have the right feel to it.
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Chevaleresse

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Re: ERAGON MOD
« Reply #4 on: August 16, 2014, 02:07:19 am »

The problem is making the stone able to be found on the overworld, and making it rare, because the crafting it from nothing doesn't have the right feel to it.

You could have a fortress mode reaction to make it, or have the interaction require actual dragon eggs.
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deepspaceprobe9

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Re: ERAGON MOD
« Reply #5 on: August 16, 2014, 02:14:58 am »

I was so caught up in the making of a dragon egg material to realize that there were ACTUAL dragon eggs in game. Thanks for reminding me.
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deepspaceprobe9

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Re: ERAGON MOD
« Reply #6 on: August 16, 2014, 12:34:33 pm »

Code: [Select]
[REACTION:HATCH_DRAGON_EGG]
[NAME:hatch dragon egg]
[ADVENTURE_MODE_ENABLED]
[REAGENT:STONE:1:ROCK:NONE:NONE:NONE][REACTION_CLASS:DRAGON_EGG]
[PRODUCT:100:1:STONE:INORGANIC:DRAGON_EGG_HATCHED]
[SKILL:KNAPPING]
This doesn't seem to work...
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BlackFlyme

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Re: ERAGON MOD
« Reply #7 on: August 16, 2014, 12:42:33 pm »

Could you explain exactly how it is not working?

Your product line is definitely wrong, as the stone item has no subtype specified. It should be:
Code: [Select]
[PRODUCT:100:1:STONE:NONE:INORGANIC:DRAGON_EGG_HATCHED]
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deepspaceprobe9

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Re: ERAGON MOD
« Reply #8 on: August 16, 2014, 01:09:45 pm »

It just gave the adventurer some knapping experience without giving him the product. I'll fix it up and try again.
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deepspaceprobe9

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Re: ERAGON MOD
« Reply #9 on: August 16, 2014, 01:57:09 pm »

You were right, I fixed the token, and it worked as planned
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deepspaceprobe9

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Re: ERAGON MOD
« Reply #10 on: August 16, 2014, 02:03:56 pm »

This isn't working as planned
Spoiler (click to show/hide)

and neither is this
Spoiler (click to show/hide)

They won't show up in arena mode, and they aren't created during worldgen. I can't see the problem, maybe someone else will?
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BlackFlyme

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Re: ERAGON MOD
« Reply #11 on: August 16, 2014, 02:10:21 pm »

Not sure why they aren't in the arena, as they have arena names. But the dragon rider is not showing up because it has no religious sphere to allow gods to hand the secret out. It also has 'bring peace to the world' as its goal, even though the only functioning goal at the moment is immortality.

Are the files saved correctly?
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deepspaceprobe9

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Re: ERAGON MOD
« Reply #12 on: August 16, 2014, 02:12:57 pm »

The interaction files for these are both in the interaction_examples folder
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BlackFlyme

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Re: ERAGON MOD
« Reply #13 on: August 16, 2014, 02:16:44 pm »

They have to be in the main object folder. They won't do anything when they are stored with the interaction examples.
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deepspaceprobe9

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Re: ERAGON MOD
« Reply #14 on: August 16, 2014, 02:20:48 pm »

Now why didn't I know this the other 02384842146 times I tried to do something like this?
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