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Author Topic: Heh.. remedial modding...  (Read 1184 times)

jryan

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Heh.. remedial modding...
« on: April 20, 2008, 09:39:00 pm »

This game is fascinating on so many levels... not the least of which is the pre-game hitory making.  I am playing around with making a playable race of fairly caveman-esque hill giants.  They have no metal, can only make and use giant clubs, or wrestle, and wear leather armor.

It all works great except that in the map history mode the smaller group of somewhat quick starting hill giants (they get an advantage as they are size 14) seem to sometimes overcome the dwarves... and sometimes if the dwarves hold out long enough they eradicate the hill giants by sheer numbers and technology.  But rarely are the two on the same small map.

I need to figure out a way to balance them without breaking either.

Unfortunately, the game history is so good at this point that right now it is probably playing out much as it should.   :)

[ April 21, 2008: Message edited by: jryan ]

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Kagus

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Re: Heh.. remedial modding...
« Reply #1 on: April 20, 2008, 10:00:00 pm »

Are they living in CAVE or CAVE_DETAILED settlements?   If it's the latter, they're conflicting with the dwarves by trying to move into their forts, and vice versa.

PTTG??

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Re: Heh.. remedial modding...
« Reply #2 on: April 20, 2008, 10:01:00 pm »

Hmmm... Perhaps if you give Hill Giants a different perferred starting area, such as a natural cave, and have them not wish to invade Dwarven Halls so much, they will stay apart mostly. If they both really like a third site that niether of them build, such as tree cities, one side will invade, destroy the natives, and then be attacked by the other, naturally. However, this will soon become moot, as you know if you read the FotF thread or the Dev Notes.
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jryan

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Re: Heh.. remedial modding...
« Reply #3 on: April 20, 2008, 11:32:00 pm »

I was hoping for more of an uneasy peace between the two races... they share a lot of the same likes and dislikes.  One is just really big and bludgeony, and the other is small and has a pointy end.  :)

But yeah, if I had them live in different places they would probably get along swimmingly.

The Hill Giants are fun to go adventuring with though.

[CREATURE:HILL_GIANT]
   [NAME:hill giant:hill giants:hill giant]
   [TILE:'G'][COLOR:3:3:0]
   [GENPOWER:4]
   [BUTCHERABLE_NONSTANDARD]
   [FANCIFUL]
   [CAN_LEARN][CAN_SPEAK]
   [CANOPENDOORS]
   [PREFSTRING:height]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]
   [SIZE:14]
   [ATTACK:MAIN:BYTYPE:GRASP :DOMESTIC]
   [CULL_SYMBOL:ALL:SUBORDINATE]
   [CULL_SYMBOL:ALL:EVIL]
   [CULL_SYMBOL:ALL:UNTOWARD]
   [CULL_SYMBOL:ALL:FLOWERY]
   [CULL_SYMBOL:ALL:NEGATIVE]
   [CULL_SYMBOL:ALL:UGLY]
   [CULL_SYMBOL:ALL:NEGATOR]
   [GEM_PREF]
   [STONE_PREF]
   [INDOOR_FARMING]
   [USE_CAVE_ANIMALS]
   [USE_ANIMAL_PRODUCTS]
   [COMMON_DOMESTIC_PACK]
   [COMMON_DOMESTIC_PULL]
   [COMMON_DOMESTIC_MOUNT]
   [COMMON_DOMESTIC_PET]
   [USE_MISC_PROCESSED_WOOD_PRODUCTS]
   [EQUIPMENT_IMPROVEMENTS]
   [ART_IMAGE_ELEMENT_MODIFIER:PLANT:64]
   [ART_IMAGE_ELEMENT_MODIFIER:TREE:64]
   [ITEM_IMPROVEMENT_MODIFIER:RINGS_HANGING:64]
   [ITEM_IMPROVEMENT_MODIFIER:BANDS:384]
   [ITEM_IMPROVEMENT_MODIFIER:SPIKES:384]
   [ADVENTURE_TIER:4]
   [FRIENDLY_COLOR:1:0:1]
   [DEFAULT_SITE_TYPE:CAVE]
   [LIKES_SITE:CAVE]
   [TOLERATES_SITE:CITY]
   [TOLERATES_SITE:TREE_CITY]
   [TOLERATES_SITE:CAVE_DETAILED]
   [LEADER_TYPE:CHIEFTAN]
   [SITE_LEADER_TYPE:STANDARD]
   [START_BIOME:MOUNTAIN]
   [BIOME_SUPPORT:ANY_WETLAND:1]
   [BIOME_SUPPORT:ANY_DESERT:1]
   [BIOME_SUPPORT:ANY_FOREST:3]
   [BIOME_SUPPORT:MOUNTAIN:3]
   [BIOME_SUPPORT:ANY_GRASSLAND:4]
   [BIOME_SUPPORT:ANY_SAVANNA:4]
   [BIOME_SUPPORT:ANY_SHRUBLAND:3]
   [BIOME_SUPPORT:ANY_RIVER:1]
   [DIPLOMAT]
   [DIPLOMAT_BODYGUARDS]
   [MERCHANT_BODYGUARDS]
   [ACTIVE_SEASON:AUTUMN]
   [ENTITY_GROUPING:FRIENDLY]
   [SIEGER]
   [MAX_STARTING_CIV_NUMBER:3]
   [START_GROUP_NUMBER:10]
   [MAX_POP_NUMBER:500]
   [MAX_SITE_POP_NUMBER:200]
   [RELIGION:PANTHEON]
   [RELIGION_SPHERE:JEWELS]
   [RELIGION_SPHERE:MINERALS]
   [RELIGION_SPHERE:MOUNTAINS]

...............

[OBJECT:ITEM]

[ITEM_WEAPON:ITEM_WEAPON_GIANT_CLUB]
[NAME:giant club:giant clubs]
[DAMAGE:250:BLUDGEON]
[WEIGHT:200]
[SKILL:HAMMER]
[TWO_HANDED:3]
[MINIMUM_SIZE:14]
[MATERIAL_SIZE:6]
[STICK_CHANCE:0]

All I need now is to figure out how to make sure the armor a hill giant wears can't be worn by other races.

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Kagus

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Re: Heh.. remedial modding...
« Reply #4 on: April 20, 2008, 11:51:00 pm »

That's easy enough as it is.  Armor already conforms to the size of the creature that made it, so giant armor will be too large for any smaller creature to use.

However, shields are a bit more of a problem.  They tend to follow the "one size fits all" pattern.  And I don't know if it's possible to start an adventurer without a shield, unless you specifically choose a wrestler or the Play Now! options.

Also note that wooden weapons and armor are half as effective as normal weapons/armor.  Your 250 damage club will only ever do 125, which is about the same as an iron warhammer used by the smaller races.  The size of the giants will still make them splatter stuff it, however.

jryan

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Re: Heh.. remedial modding...
« Reply #5 on: April 21, 2008, 07:27:00 am »

As far as the club goes, that was my intent... I was trying to follow the game logic.  Had I given them normal damage weapons then the size -vs- material penalties would have been a wash.  I wanted Hill Giants to hit hard since they are swining tree trunks around.

I wanted to make them able to throw rocks too large or the average adventurer too... but I can't figure out if it's possible to seed the world with the occaissional giant rock.

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