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Author Topic: Gnome Mod - a work in progress  (Read 6011 times)

SethCreiyd

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Gnome Mod - a work in progress
« on: January 22, 2010, 03:44:16 pm »

Tested and Working, in-the-balancing

Last update:  Troubleshooting section

Criticism requested and appreciated.  This mod will be updated due to personal whimsy and forum feedback.  Thank you all for viewing.

About the Gnomes

City Gnomes are a far cry from their mountain-dwelling brethren (notably, they lack that prodigious affection for alcohol).  Though they are but half the size of Dwarves, they have double the lifespan and have ensured their continued existence with their uncanny mechanical prowess.  Through pluck and aplomb, the Gnomes have earned their place in a hostile world.

Generally considered less "rugged" than the dwarves, Gnomes also have a vastly different pantheon, goody-two-shoes ethics, and they prefer grassy hills to stark mountains.

To install, add the following lines to the appropriate text files in the \raw\objects folder.

Entity_Default.txt
Spoiler (click to show/hide)
Gnome.txt (create and place in \Data\Speech)
Spoiler (click to show/hide)
Creature_Standard.txt
Spoiler (click to show/hide)
Item_Weapon.txt
Spoiler (click to show/hide)
Item_Ammo.txt
Spoiler (click to show/hide)
Item_Toy.txt
Spoiler (click to show/hide)
Item_Trapcomp.txt
Spoiler (click to show/hide)

Gnomish Weaponry

For maximum playability in Fortress Mode, gnomes have specialized weapons for each of the "dwarfy" weapon skills.  The labels for weapons will not be accurate for gnomes in the "soldiering and weapons" menu, so here is a handy reference guide:

Skill --> Weapon
---------------
Pick --> Drill
Crossbow --> Launcher
Mace --> Freezer
Axe -- Buzzsaw
Short Sword --> Saber
Spear --> Drill Spear
Hammer --> Tazer

Weapon Descriptions and Sci-Fi Fluff:  (you may skip this safely)

Spoiler (click to show/hide)

Gnomes in Fortress Mode

Gnomish weapons are quite different than the conventional arms used by the other races.  The gnome settlement should be well-guarded by traps and siege equipment (the more elaborate the better).  Gnomish armies should aim to have a large contingent of marksgnomes.  Gnomish wrestlers are hilariously ineffective, but melee gnomes can be formidable, especially when trained and paired with war animals.  Marksgnomes are efficient and dangerous, and can deal many different types of damage.

Gnomes are at home above or below the ground, but specialize in underground farming in small burrows dug into the topsoil.  They have no special need for booze, so finding a good source of drinking water should be prioritized.

The violent among the bigger races are a looming threat to any Gnome settlement.  Even the lowly Kobolds may prove dangerous to them.

Gnomes in Adventure Mode

They are small, frail, settle in human-style dwellings and are difficult to play.  Try to be a gnomish wrestler for laughs.  Marksgnomes start with a random type of launcher and some corresponding ammo.

Miscellaneous
Spoiler (click to show/hide)

Pictures

Spoiler (click to show/hide)

Troubleshooting
Spoiler (click to show/hide)

I wish to extend many thanks to NRN_R_Sumo1 for the buzz saw and noticing what I missed, Doomshifter for numerous contributions in the field of gnomish technology, providing much of the item selection, and Gurt02 for identifying the effects of starting on mountains on indoor farming.
« Last Edit: February 11, 2010, 09:00:57 pm by SethCreiyd »
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tompliss

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Re: Gnome Mod - a work in progress
« Reply #1 on: January 22, 2010, 05:21:05 pm »

s'cuse me if it's a nppby question (actually, this is one, since I'm a noob...), but ...
What are the changes from dwarves, except they can use bows ?
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NRN_R_Sumo1

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Re: Gnome Mod - a work in progress
« Reply #2 on: January 23, 2010, 12:08:29 pm »

Looks like the only real differances are sizes, available weapons, and the fact they arent alchoholics.

I suggest actually making differant weapons for the gnomes rather than changing the current ones, as a dwarven pick would be much larger than that of which a gnome would use, and if you lower the size of the dwarven pick, the dwarves will look very silly.
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Doomshifter

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Re: Gnome Mod - a work in progress
« Reply #3 on: January 23, 2010, 01:08:18 pm »

Perhaps different digger tools?

Like a drill?
Code: [Select]
[ITEM_WEAPON:GNOMISHDRILL]
[NAME:drill:drills]
[ADJECTIVE:gnomish]
[DAMAGE:75:PIERCE]
[METAL]
[MINIMUM_SIZE:3]
[MATERIAL_SIZE:3]
[SKILL:MINER]
Would appear as
gnomish (material) drill, and your miners would happily drill away at the rocks with it.

What else... hm...
Gnomish bows. Gnomish swords. Gnomish everything, made especially for their size. Gnomish armour! How about gnomish mechanical guns?

the launcher
Code: [Select]
[ITEM_WEAPON:GNOMISHLAUNCHER]
[NAME:mechanical launcher:mechanical launchers]
[ADJECTIVE:gnomish]
[DAMAGE:40:BLUDGEON]
[RANGED:CROSSBOW:SHOT]
[SKILL:HAMMER]
[METAL]
[MINIMUM_SIZE:3]
[MATERIAL_SIZE:3]
The shot
Code: [Select]
[ITEM_AMMO:SHOT]
[NAME:shot:shots]
[CLASS:SHOT]
[DAMAGE:120:BLUDGEON]
« Last Edit: January 23, 2010, 01:16:54 pm by Doomshifter »
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SethCreiyd

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Re: Gnome Mod - a work in progress
« Reply #4 on: January 23, 2010, 01:25:55 pm »

*envisions Urist McWimpypick tinkering away at a wall*

Good point about the equipment.  New item entries for "gnome sized" equipment would be nice.  Small mattocks or maybe "dolabras."  http://en.wikipedia.org/wiki/Dolabra  They use drills now.

A couple of the existing weapons could be wielded by gnomes.  Daggers, to them, would be as short swords are to humans.  A short sword would function as a long sword, though gnomes would need to use two-hands.  Luckily the item tokens are flexible enough for this.  They use special gnomish sabers now.

Given their size, gnomes would specialize in ranged fighting.  I picture gnomes wielding shortbows, slings, blowguns and special tiny crossbows.  Hand-thrown missiles - would gnomes use these?  I am no expert in this area, does size matter?

Edited out long description, added to original post.

I could probably go on, but I have to go.  Thanks for the tip and I'll post some gnome-friendly weapons in due time.

Edit:  Sorry, I just missed your post, Doomshifter.  The Drill and Launcher are fantastic!  I'd like to adopt them, with your indulgence.  As a crossbow-type weapon utilizing the Hammer skill, would the launcher be usable in Fortress Mode?  Here's hoping.

Edits:  Struck-out obsolete musings.
« Last Edit: January 24, 2010, 09:12:46 am by SethCreiyd »
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Deon

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Re: Gnome Mod - a work in progress
« Reply #5 on: January 23, 2010, 01:36:17 pm »

I think small mattock is better, because in case of Dolabra many players won't know what it is, and it's not a good thing for a mod :).
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NRN_R_Sumo1

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Re: Gnome Mod - a work in progress
« Reply #6 on: January 23, 2010, 01:39:38 pm »

Perhaps different digger tools?

Like a drill?
Code: [Select]
[NAME:drill:drills]
[ADJECTIVE:gnomish]
[DAMAGE:75:PIERCE]
[METAL]
[MINIMUM_SIZE:3]
[MATERIAL_SIZE:3]
[SKILL:MINER]
Good idea for the drill, perhaps a buzz saw as well
Code: [Select]
[NAME:buzz saw:buzz saws]
[ADJECTIVE:gnomish]
[DAMAGE:110:SLASH]
[METAL]
[MINIMUM_SIZE:3]
[MATERIAL_SIZE:3]
[SKILL:AXE]
Because as is, your gnomes would not be able to make beds.


And also the sling shots I use for my kobolds seem appropriate.
Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_SLINGSHOT]
[NAME:slingshot:slingshots]
[DAMAGE:45:GORE]
[WEIGHT:35]
[SKILL:HAMMER]
[RANGED:HAMMER:HARDCHUNK]
[CRIT_BOOST:1]
[TWO_HANDED:4]
[MINIMUM_SIZE:4]
[CAN_STONE]
[MATERIAL_SIZE:3]

Code: [Select]
[ITEM_AMMO:ITEM_AMMO_HARDCHUNK]
[NAME:chunk:chunks]
[CLASS:HARDCHUNK]
[DAMAGE:20:BLUNT]

I should probably explain the gore damage on the sling shots, I'd imagine my kobolds pulling back the string and snapping it at enemies. :D
« Last Edit: January 23, 2010, 01:43:48 pm by NRN_R_Sumo1 »
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Doomshifter

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Re: Gnome Mod - a work in progress
« Reply #7 on: January 23, 2010, 01:47:05 pm »

Seth, yeah, they'll work as crossbows. The skill for ranged is set to CROSSBOW, so it will act like a crossbow in all regards. As long as you make sure that only your gnomes have it in their entity_default.txt, they'll be the only ones lugging them into battle. Also, shot can be made out of wood and bone. I'd like to imagine that the launchers are some crazy mechanical spring-loaded contraption.

EDIT:
Code: [Select]
[ITEM_ARMOR:GNOMEPLATE]
[NAME:gnomish plate mail:gnomish plate mail]
[PREPLURAL:suits of]
[WEIGHT:100]
[VALUE:50]
[ARMORLEVEL:3]
[MAINBLOCK:60]
[SECONDBLOCK:40]
[UBSTEP:1]
[LBSTEP:1]
[SHAPED]
[LAYER:ARMOR]
[COVERAGE:100]
[LAYER_SIZE:20]
[LAYER_PERMIT:50]
[MATERIAL_SIZE:6]
[HARD]
[METAL]
Gnomish plate mail, for appropriately tiny people. It weighs less, it's not as protective. It also uses less metal!
« Last Edit: January 23, 2010, 01:51:21 pm by Doomshifter »
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NRN_R_Sumo1

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Re: Gnome Mod - a work in progress
« Reply #8 on: January 23, 2010, 03:40:32 pm »

Seth, yeah, they'll work as crossbows. The skill for ranged is set to CROSSBOW, so it will act like a crossbow in all regards. As long as you make sure that only your gnomes have it in their entity_default.txt, they'll be the only ones lugging them into battle. Also, shot can be made out of wood and bone. I'd like to imagine that the launchers are some crazy mechanical spring-loaded contraption.

EDIT:
Code: [Select]
[ITEM_ARMOR:GNOMEPLATE]
[NAME:gnomish plate mail:gnomish plate mail]
[PREPLURAL:suits of]
[WEIGHT:100]
[VALUE:50]
[ARMORLEVEL:3]
[MAINBLOCK:60]
[SECONDBLOCK:40]
[UBSTEP:1]
[LBSTEP:1]
[SHAPED]
[LAYER:ARMOR]
[COVERAGE:100]
[LAYER_SIZE:20]
[LAYER_PERMIT:50]
[MATERIAL_SIZE:6]
[HARD]
[METAL]
Gnomish plate mail, for appropriately tiny people. It weighs less, it's not as protective. It also uses less metal!

Aww. You just gave me the cutest gnome idea.

[ITEM_ARMOR:GNOMETURTLEPLATE]
[NAME:gnomish turtle plate mail:gnomish turtle plate mail]
[PREPLURAL:suits of]
[WEIGHT:50]
[VALUE:20]
[ARMORLEVEL:3]
[MAINBLOCK:50]
[SECONDBLOCK:30]
[UBSTEP:1]
[LBSTEP:1]
[SHAPED]
[LAYER:ARMOR]
[COVERAGE:100]
[LAYER_SIZE:20]
[LAYER_PERMIT:50]
[MATERIAL_SIZE:1]
[HARD]
[SHELL]

Spoiler (click to show/hide)
« Last Edit: January 23, 2010, 08:11:22 pm by NRN_R_Sumo1 »
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xdarkcodex

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Re: Gnome Mod - a work in progress
« Reply #9 on: January 24, 2010, 03:28:01 am »

Lol that would be scary to confront in rl.
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Doomshifter

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Re: Gnome Mod - a work in progress
« Reply #10 on: January 24, 2010, 07:59:50 am »

Lol that would be scary to confront in rl.
"Joe, that's one really weird lawn ornament."
"I don't have a lawn."
"... Oh."
*several minutes and a hurried scrabble for makeshift weapons*
Gnome: "....What?"
Joe: o . o"
Friend o . o"
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SethCreiyd

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Re: Gnome Mod - a work in progress
« Reply #11 on: January 24, 2010, 09:25:46 am »

Most of this text has been moved to the first post.

Clothing:  It seems that the game regulates the size of clothing pretty well on its own.  Any clothes that the Gnomes produce or wear are seen as small by all other races.  Am I correct in assuming this is hard-coded?  If so, nothing here should need adjustment.

Armor
:  See above about clothing, but gnomes can and should have their own special brands of armor.  In fact, Gnomes should be clever and industrious enough to produce expensive "battle suits" that endow the wearer with human-like strength and stature.  This would have to be simulated with appropriate damage resistance and material costs (they should be expensive!) since as far as I know there is no way to modify a creature's size or other stats simply by wearing specific items.  These powered armors would be invaluable to a serious gnomish military.

Misc.The [METAL] token does not appear necessary for the basic weapons -- none of the vanilla weapons appear to make use of it aside from trap components.  If I am mistaken about this please let me know.  Never mind that.  Tower-cap Freezers answered that question.  Perhaps some unique gnomish trap components are in order?  Rocket-punches?

I think the slingshot is excellent, and certainly gnomes would be able to use them, but I don't think they would often choose one over a launcher if there was the option.  I also think the gnomes would associate the slingshot with kobolds, and therefore, with terror.
« Last Edit: January 24, 2010, 06:06:44 pm by SethCreiyd »
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Doomshifter

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Re: Gnome Mod - a work in progress
« Reply #12 on: January 24, 2010, 10:37:55 am »

Oh, this is so much fun ^w^ I want to help more, yay~

Freezer - By making the end specifically shaped, it concentrates airflow through it to rapidly frost over the end. By the time it makes impact, the mace-head is as cold as a blizzardman's rear and a lot deadlier.

Tazer - Working on the same principle of airflow, the Tazer is swung, which in turn spins the gears inside the mace-head, which generate a charge of static electricity. The end effect is like being slapped by a spirit of fire.

( There ya go. How does that sound for fluff? Yay for fluff! Yay~! )

Trap components? Let's work on trap components.
Enormous Drill
Code: [Select]
[ITEM_TRAPCOMP:GIANTDRILL]
[NAME:drill:drills]
[ADJECTIVE:enormous]
[DAMAGE:50:PIERCE]
[WEIGHT:160]
[HITS:4]
[CRIT_BOOST:1]
[MATERIAL_SIZE:6]
[METAL]
The drill has a low damage, but it has four chances at hitting. That's also four chances to strike a critical hit! The most vanilla [HITS] is 3.

How about gnomish fashions?
Code: [Select]
[ITEM_PANTS:GNOMEBELT]
[NAME:belt:belts]
[WEIGHT:4]
[VALUE:5]
[BLOCKPOWER:10]
[LAYER:OVER]
[BLOCKPOWER:10]
[COVERAGE:10]
[LAYER_SIZE:5]
[LAYER_PERMIT:30]
[MATERIAL_SIZE:1]
[SOFT]
[LEATHER]
[METAL]
[BARRED]

[ITEM_HELM:GNOMECAP]
[NAME:gnomish cap:gnomish caps]
[WEIGHT:10]
[VALUE:10]
[BLOCKPOWER:20]
[LAYER:OVER]
[COVERAGE:35]
[LAYER_SIZE:15]
[LAYER_PERMIT:15]
[MATERIAL_SIZE:1]
[SOFT]
[LEATHER]
[HARD]
[METAL]
[SCALED]

[ITEM_SHOES:GNOMESHOES]
[NAME:pointed-toe shoe:pointed-toe shoes]
[WEIGHT:10]
[VALUE:15]
[BLOCKPOWER:60]
[LAYER:OVER]
[COVERAGE:100]
[LAYER_SIZE:20]
[LAYER_PERMIT:15]
[MATERIAL_SIZE:1]
[SOFT]
[LEATHER]

How about a silly, somewhat ironic toys?
Code: [Select]
[ITEM_TOY:GARDENHUMAN]
[NAME:garden human:garden humans]
[HARD_MAT]

[ITEM_TOY:GARDENELF]
[NAME:garden elf:garden elves]
[HARD_MAT]

[ITEM_TOY:GARDENDWARF]
[NAME:garden dwarf:garden dwarves]
[HARD_MAT]

[ITEM_TOY:TINKER]
[NAME:tinker kit:tinker kits]
[HARD_MAT]

[ITEM_TOY:ROD]
[NAME:fake fishing rod:fake fishing rods]
[HARD_MAT]

[ITEM_TOY:STATUETTE]
[NAME:tiny gnomish statue:tiny gnomish statues]
[HARD_MAT]

Alternate ammunition? Yes please!
Code: [Select]
[ITEM_AMMO:HOTSHOT]
[NAME:hot pellet:hot shots]
[CLASS:HEAT]
[DAMAGE:100:HEAT]

[ITEM_AMMO:FROSTSHOT]
[NAME:frosty shot:frosty shots]
[CLASS:COLD]
[DAMAGE:100:COLD]

[ITEM_AMMO:POINTYSHOT]
[NAME:needle shot:needle shots]
[CLASS:PIERCE]
[DAMAGE:90:PIERCE]

[ITEM_AMMO:BLADESHOT]
[NAME:shuriken:shurikens]
[CLASS:SLASH]
[DAMAGE:100:SLASH]
And appropriate launchers
Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_HEAT]
[NAME:heat cannon:heat cannons]
[ADJECTIVE:gnomish]
[DAMAGE:40:BLUDGEON]
[WEIGHT:20]
[RANGED:CROSSBOW:HEAT]
[SKILL:HAMMER]
[METAL]
[TWO_HANDED:0]
[MINIMUM_SIZE:3]
[MATERIAL_SIZE:3]

[ITEM_WEAPON:ITEM_WEAPON_COLD]
[NAME:frost cannon:frost cannons]
[ADJECTIVE:gnomish]
[DAMAGE:40:BLUDGEON]
[WEIGHT:20]
[RANGED:CROSSBOW:COLD]
[SKILL:HAMMER]
[METAL]
[TWO_HANDED:0]
[MINIMUM_SIZE:3]
[MATERIAL_SIZE:3]

[ITEM_WEAPON:ITEM_WEAPON_NEEDLER]
[NAME:needle launcher:needle launchers]
[ADJECTIVE:gnomish]
[DAMAGE:45:BLUDGEON]
[WEIGHT:20]
[RANGED:CROSSBOW:PIERCE]
[SKILL:HAMMER]
[METAL]
[TWO_HANDED:0]
[MINIMUM_SIZE:3]
[MATERIAL_SIZE:3]

[ITEM_WEAPON:ITEM_WEAPON_SHURIKEN]
[NAME:shuriken launcher:shuriken launchers]
[ADJECTIVE:gnomish]
[DAMAGE:40:BLUDGEON]
[WEIGHT:20]
[RANGED:CROSSBOW:SLASH]
[SKILL:HAMMER]
[METAL]
[TWO_HANDED:0]
[MINIMUM_SIZE:3]
[MATERIAL_SIZE:3]
« Last Edit: January 24, 2010, 12:38:28 pm by Doomshifter »
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SethCreiyd

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Re: Gnome Mod - a work in progress
« Reply #13 on: January 24, 2010, 12:04:42 pm »

Wow, Doomshifter!  Thank you for the effort.  Much of the gnomes' precocious development will be owed to you.

Spent a little time testing and tweaking.  In adventure mode, Gnomes still die relatively easily, but their enhanced weaponry gives them more of a balanced edge.  They are the game's glass cannons, it seems.  Take gnote that gnomish weapons will be way OP in the hands of any other race -- luckily, the only non-gnomes with the option to use them will be adventuring players.

Fortress mode seems to be working well so far.  The gnomes make appropriate use of their digging and cutting implements.    I had to lower the minimum size for the drill and buzz saw because they were causing a weird "drop it/pick it up" loop.

Perhaps the different types of shot could be fired from specific, corresponding types of launchers.  Reason being, the effects of the weapon should be linked to the weapon itself and the type of shot used, rather than the potential being contained within the shot itself.  An "ice cannon" of sorts for the cold shot, a "needler" for piercing rounds, et cetera.  If they are each linked to a specific gun and each gun uses the crossbow skill, then their production and use may be a bit more predictable/controllable by the player. 

All great stuff though, especially the lawn humans.  Gotta have the lawn humans.

It seems that Gnomes are indeed quite numerous during every world-gen I've gone through.  I'm going to tinker with their biomes and see if they can't be made a bit less populous. 

Edit:  Further testing has shown gnomes to be balanced enough.  Sometimes they proliferate, sometimes they are rare.  My last world saw the Gnomes nearly driving the elves to extinction... didn't see that one coming.
« Last Edit: January 24, 2010, 01:58:24 pm by SethCreiyd »
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Doomshifter

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Re: Gnome Mod - a work in progress
« Reply #14 on: January 24, 2010, 12:24:27 pm »

I'm on a energy-drink-rush. Sorta like a sugar high, but even awesomer. totally a word.

I'll change my previous post to reflect different launchers. Should be pretty fun!
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