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Author Topic: Viking (or maybe "mythology") Mod.  (Read 2761 times)

TheSpaceMan

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Viking (or maybe "mythology") Mod.
« on: March 04, 2008, 11:13:00 am »

I was thinking about makeing a modernish war like mod. Where your mission would be to build a bunker for your nation. This would require some more modern equipment.

What are the main issues that people can imagine that i should think about. And what corner should i start in.

Nobles would be replased with important persons and leaders.

I am thinking about german and english sides.

[ March 04, 2008: Message edited by: TheSpaceMan ]

[ March 05, 2008: Message edited by: TheSpaceMan ]

[ March 06, 2008: Message edited by: TheSpaceMan ]

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Kagus

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Re: Viking (or maybe "mythology") Mod.
« Reply #1 on: March 04, 2008, 11:39:00 am »

Ranged weaponry will most likely be your biggest issue.  Aside from that, you've got farming, siege engines, creatures, biome specifications, melee weaponry that corresponds to the dwarf weapon selectors (axe, mace, hammer, sword, spear, and crossbow), auxiliary races/traders, nobles, and the fact that you can't change weapon lord names, although that's really just an annoyance.

Oh, yeah.  Forgot megabeasts and their lesser brethren, the semimegabeasts.  And then you've got weapon forging that requires an anvil, and then magma furnaces/forges, and then...


Modern-ish mods can be a pain to set up properly.  It's generally a smart idea to direct your creativity to some lower-tech mods, which is probably why I have such a hard time managing to shove the thoughts of a fallout mod from my head.  I was never really one for smart ideas, particularly my own.

I've been doodling with a pirate mod for a little bit, and even there you have  few problems, but far fewer than you would otherwise encounter.

C0nscript

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Re: Viking (or maybe "mythology") Mod.
« Reply #2 on: March 04, 2008, 04:50:00 pm »

A fallout mod would kick so much ass

Just might want to keep a peasant in case something goes wrong. Like a water chip breaking  ;)

[ March 04, 2008: Message edited by: C0nscript ]

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TheSpaceMan

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Re: Viking (or maybe "mythology") Mod.
« Reply #3 on: March 04, 2008, 05:31:00 pm »

Well i might start with something simpler.

How hard is it to add new names for isntanse? Lets say i would like to change all dwarf names to germanish names?

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Mel_Vixen

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Re: Viking (or maybe "mythology") Mod.
« Reply #4 on: March 04, 2008, 10:25:00 pm »

For Names you have to change the file language_DWARF i thinke if you want to change the Dwarfen names.

What do you understand under germanish?

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Deon

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Re: Viking (or maybe "mythology") Mod.
« Reply #5 on: March 05, 2008, 07:39:00 am »

Please mod the russian bear-men mutants in =).
(I wonder why there's not a bearman, with all those eelmen and snakemen around  :)).
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Mel_Vixen

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Re: Viking (or maybe "mythology") Mod.
« Reply #6 on: March 05, 2008, 07:51:00 am »

No wait no bearman! Deon Hopefully means Beerman which drop a Barrel of beer.
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TheSpaceMan

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Re: Viking (or maybe "mythology") Mod.
« Reply #7 on: March 05, 2008, 08:40:00 am »

quote:
Originally posted by Heph:
<STRONG>For Names you have to change the file language_DWARF i thinke if you want to change the Dwarfen names.

What do you understand under germanish?</STRONG>


It depends what you mean with "What do you understand under germanish?" I know Swedish but this won't be a help... maybe i should make a viking mod instead, with awsome viking names like Thorulf Sköldbärare, or something. :P

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Kagus

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Re: Viking (or maybe "mythology") Mod.
« Reply #8 on: March 05, 2008, 11:57:00 am »

Well, someone else has been planning on making one of those, but he's caught up in quite a few other things at the moment.  I also seriously doubt that he'd mind having another viking modification for our beloved Dwarf Fortress.

Plus, it'd be easier to do than a modern-ish mod.


However, I would like to point out that you can't actually name people.  Every named creature in the game simply takes three random words from a pile and slaps them together.  So, every word you put in for a name would have to qualify as both a full first name and half of a last name (two words are picked for the last name, only one for the first), as well as having to translate into something.

TheSpaceMan

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Re: Viking (or maybe "mythology") Mod.
« Reply #9 on: March 05, 2008, 12:03:00 pm »

Yeah. But thats ok, think it will keep the feeling anyway.
There are some old item animal names that are used in moderntimes as well as back then. So it's not a real problem.

The fun stuff will be adding the mythological beasts.

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Kagus

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Re: Viking (or maybe "mythology") Mod.
« Reply #10 on: March 05, 2008, 11:39:00 pm »

Oh, by the way, you can't rename nobles.  A king will always be a king, a countess will always be a countess, and a bookkeeper will always be a bookkeeper.

TheSpaceMan

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Re: Viking (or maybe "mythology") Mod.
« Reply #11 on: March 06, 2008, 03:34:00 am »

Can some one give me a breakdown of the language file, like "do and do not" stuff.

Are all words required, can new ones be added and so forth?

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Sean Mirrsen

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Re: Viking (or maybe "mythology") Mod.
« Reply #12 on: March 06, 2008, 04:25:00 am »

The language files are all linked together.

First, you need to set up your words in the language_words.txt file. Then, you need to translate them into another language (the Serkib proggie helps with metalanguages) and put then in proper files. Then you need to configure symbols in the language_SYM file, and AFAIK, those symbols are not editable, i.e. the names and functions of the symbols are hard-coded, you can only add or remove words.

And even then the game might crash on you with the "Improverished word selector" message...

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TheSpaceMan

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Re: Viking (or maybe "mythology") Mod.
« Reply #13 on: March 06, 2008, 08:56:00 am »

Ok... that seems like a lot of work... maybe i should start smaller.
Adding a mega beast like a Fenrisulv or a midgårdsorm. The game would also need more giants.

I want to do something you can see and realise what it is... language are a big file and would require lots of time and as you said still could result in wierd crashes.

The midgårdsorm would in reality be to big to implement, it reaches around the world... but i guess we are allowed to some creative freedom.

[ March 06, 2008: Message edited by: TheSpaceMan ]

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Greiger

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Re: Viking (or maybe "mythology") Mod.
« Reply #14 on: March 06, 2008, 11:51:00 am »

You can create new entries in the SYM file. But you would only be able to use them in the entities cull/select word tags.  Nothing else would use them.

I usually make a new one for the founder tag in my dracon race. And I used to have a custom select symbol entry for names that had the DnD dragon colors in it, before I noticed that having only one select symbol with a limited number of words in it makes first names repeat alot.

EDIT: You can't remove any though. At least in regards to the ones you didn't make.  Bad things can happen.

[ March 06, 2008: Message edited by: Greiger ]

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