---EPIC MOD---
(a work in progress)
I would like to announce my first (real)
long-term project for DF: Epic Mod.
The aim of this mod is to make DF more, well, epic.
Epic is a really hard thing to pin down, because things can be epic in so many ways. It'll be tricky, so I'd like the community to help me with the inspiration, and perhaps with some of the work. (I'm still choosing what makes the final cut).
There are, however, several things I definitely want to
AVOID with this mod: first and foremost
BECOMING D&DSeriously, D&D is like the cats of RPGs, it was okay when it started, then it catsploded with all kinds of ridiculous stuff, completely loosing the epic feel of the original fantasy lore; like, say, in the Lord of the Rings.
Now, don't get me wrong, I'm not out to create another LotR clone; in fact,
any attempt to do so would just turn out like D&D. What
I want to do is to try and capture that 'feel of adventure' that D&D lost when it made halflings that can fight, wizards with
very limited power, and rules for everything. Rules really take the magic out of, err... magic.
This is the same problem that Toady One's encountering with trying to plan the magic system, so hopefully any stab at modding in the same general direction that Vanilla DF's going will cause his problem to also be
pierced through entirely.Essentially, I want this mod to be what Vanilla DF
Should be:
More Epic.
There are several things that need to be worked on (almost nothing's done or even
started yet), but here's a list of projects that need to be worked on.
Plants:
The high level foods need a price drop;
Low level ones should give stomachache with the new contagion system (if possible)
More trees should be added, with special properties for their woods. [partially completed]
Animals:
Nothing needs to be done for nonsentient, mundane creatures.
Creatures like griffons which are already in the raws but are never seen should become merely rare.
'Unliving' creatures need a nerfing or removal, at least until Toady fixes them;
But then we get to have all sorts of Fun.
A few 'inside joke' creatures could be added, for instance, lava carp, but only a few small ones.
Megabeasts can be played around with; but I don't want 15 different types of dragon flaying around.
Entities
Dwarfs:
I want to make nobles useful, so that there's a reason why not to knock them off. Think in terms of Dwarf Lords and Thanes from Warhammer.
Humans:
The humans in my mod need to be less 'Conan the Barbarian', and more anglo-saxony.
Human barbarians can still fit under [ENTITY:SAVAGE] (see below...)
Elves:
Elves need their own special metal, which is possible. It should have a high maxedge, but low density. This will mean that the elves will survive more often 'till 1050, that they'll be more of a threat in fortress mode, and that the only way to make certain alloys is to trade/fight with them.
A simmilar thing can be used for humans, so that you'll need their help (or their corpses' armor) too.
[ENTITY:EVIL]:
This entity needs steel. A special type of steel that dwarves cannot make, so that goblinite can actually be an important thing for getting the high-end metals.
The races of dark elves and chaos dwarves should also be added to this file. That way, they can be added in without changing the game balance (much). It also makes the embark location more important, as you can only have
one of these enemies per fortress. It even helps with replayability!
[ENTITY:SKULKING]:
Add gnomes, gremlins, and perhaps something new to this entity, as it'll be interesting to what happens to a [MISCHIEVIOUS] thief who find an Unfortunate Accident Lever...
*Update*
Put gremlins in, but i need a new 'dirt gnome' or something to make gnomes work. The current gnomes are of the garden variety! (which I might put in as well)
[ENTITY:SAVAGE]:
I'd like an entity for ogres, savage orcs, aboveground animal/beast-men and barbarian humans.
They'd have clubs and such simple weapons, and raid you from time to time.
Barbarian humans would even be buffer, having a different creature file.
Uncivilized Hill Dwarves would be nice, too.
Weapons:
I want to hold off on any modding here until either Toady fixes vanilla weapons or everything else is done
Metals:
Again, I gunna have to hold off on this; but this time I got a
lot I want to do!
Always on the lookout for new ideas, and if you want to help, feel free!