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Author Topic: Tyrant's Complexity Mod [Concept Stage]  (Read 922 times)

Tyrant's Complexity Mod [Concept Stage]
« on: November 14, 2010, 09:16:55 am »

Introduction
The idea behind this mod is to increase the complexity of DF without attempting to increase the difficulty (in this case, I'm counting difficulty as the numerical figures of the game, ie large amounts of very strong enemies is difficult, whereas complexity is planning and forethought, ie having to plan out your fortress to deal with a certain amount of migrants) along with a variety of changes to the creatures of the game in an attempt to simulate the various game areas better.

Goals
My goals are threefold:-
  • Increase the complexity of DF without a goal of considerably increasing the difficulty of elements already included.
  • Increase the variety of gameplay elements within the game itself.
  • Do this with a modular mod system so that people can cherrypick the elements they wish to include.

To achieve this, I am going to (for modules):-
  • Increase biodiversity of the game world, especially increasing the variety animals in semi-empty terrains (ie deserts, tundra, taiga etc)
  • Change the farming system to require that players plan out their farming before setting out their crops for the year. It should also require considerably storage space to store the large amounts of foodstuffs harvested in Autumn and required for the rest of the year. Changes to herbalism would also be included here, namely a vast increase in the amount of non-food herbs.
  • Make smithing a more complex and demanding process via a system of complex metallurgy.
  • Integrate player suggestions to the mod to increase complexity.

Download
Coming soon!

Changelog
Coming soon!

Acknowledgements
Coming soon!

---------------------------------------------------------------------------

So, what does everyone think? And any suggestions for things to be included?
« Last Edit: November 15, 2010, 01:45:22 am by The Transcendent Tyrant »
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Deon

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Re: Tyrant's Complexity Mod [Concept Stage]
« Reply #1 on: November 14, 2010, 06:16:03 pm »

So, which ideas do you plan to make first?
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Lancensis

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Re: Tyrant's Complexity Mod [Concept Stage]
« Reply #2 on: November 16, 2010, 05:40:27 pm »

Would things like lowering the value of rock crafts, and other sure-fire ways to make money come under the heading of Difficulty? Personally, I hate mucking around with extra farming stuff, but I enjoy the metallurgy side of the game, so I'd like to deal with waste ash and choking smoke and so on.
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magistrate101

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Re: Tyrant's Complexity Mod [Concept Stage]
« Reply #3 on: November 16, 2010, 05:59:57 pm »

I read the first sentence and imagined the learning curve becoming like this

normal:
      /
     /
    /
   /
_/

your mod:

\
 \
  \
   \
    \
___\

Notice the learning cliff (with 215 degree (reflex) angle!)

Lancensis

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Re: Tyrant's Complexity Mod [Concept Stage]
« Reply #4 on: November 16, 2010, 06:22:24 pm »

Well the thing about a learning cliff is when you get to the top, it's kinda...flat. To mix metaphors, we keep needing a bigger fix
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darius

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Re: Tyrant's Complexity Mod [Concept Stage]
« Reply #5 on: November 16, 2010, 06:47:15 pm »

Maybe an exponential learning curve can help that? I suggest giving DF an AI that thinks of new ways things work, and deeper you go into world deeper is the understanding. And then in the end you learn that everything is composed of tiny vibrating strings (crazy huh?) :D

As for the mod itself i applaud your idea but i see one minor flaw. In df as it is there is no simple way to increase the complexity without increasing difficulty. "Make smithing a more complex and demanding process via a system of complex metallurgy." for example would sound very cool but as it is it lacks ability to take away old system or integrate into that. Of course there are viable work-arounds and it really needs more random things (like crystals growing underground that maybe used in smithing, new layer stones that are somehow different (e.g. new aquifers- maybe gassy syndrome causing things...), creatures that have a use for organs other than food or lame armour (i really was disappointed that name is not kept if you turn skin into armour).
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Gearheart

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Re: Tyrant's Complexity Mod [Concept Stage]
« Reply #6 on: November 16, 2010, 06:57:27 pm »

I do like the sound of more complex metalworking.
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magistrate101

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Re: Tyrant's Complexity Mod [Concept Stage]
« Reply #7 on: November 16, 2010, 08:08:34 pm »

I have come up with a BETTER idea for the learning cliff...


                                  _,met$$$$$gg.
                               ,g$$$$$$$$$$$$$$$P.
                             ,g$$P""            """Y$$.".
                            ,$$P'                    `$$$.
                          ',$$P           ,ggs.     `$$b:
                          `d$$'          ,$P"'   .    $$$
                           $$P           d$'     ,    $$P
                           $$:           $$.   -    ,d$$'
                           $$;           Y$b._   _,d$P'
                           Y$$.         `.`"Y$$$$P"'
                           `$$b           "-.__
                            `Y$$b
                             `Y$$.
                               `$$b.
                                 `Y$$b.
                                   `"Y$b._
                                       `""""
                           (ASCII art by Debian (I think))
                           (edit: got it from here)

Notice how it curves to a point where you get lost :P
« Last Edit: November 16, 2010, 08:10:07 pm by magistrate101 »
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darius

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Re: Tyrant's Complexity Mod [Concept Stage]
« Reply #8 on: November 17, 2010, 03:13:39 am »

I have come up with a BETTER idea for the learning cliff...


                                  _,met$$$$$gg.
                               ,g$$$$$$$$$$$$$$$P.
                             ,g$$P""            """Y$$.".
                            ,$$P'                    `$$$.
                          ',$$P           ,ggs.     `$$b:
                          `d$$'          ,$P"'   .    $$$
                           $$P           d$'     ,    $$P
                           $$:           $$.   -    ,d$$'
                           $$;           Y$b._   _,d$P'
                           Y$$.         `.`"Y$$$$P"'
                           `$$b           "-.__
                            `Y$$b
                             `Y$$.
                               `$$b.
                                 `Y$$b.
                                   `"Y$b._
                                       `""""
                           (ASCII art by Debian (I think))
                           (edit: got it from here)

Notice how it curves to a point where you get lost :P
:o i want this learning curve! I suggest adding 12 stage food making and 18 stage metalworking, with usage of troll hearts.
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Re: Tyrant's Complexity Mod [Concept Stage]
« Reply #9 on: November 17, 2010, 03:59:25 am »

Because of my inability to keep project ideas straight in my head, I have begun working on (and meshing this with) a "scenario"-type DF mod based off Scandanavian myth (and the RPG representations of that in the modern world). You should see the first civilization soon.

The trouble, however, is languages. I honestly have no idea what to do and I don't want to just recycle the Dwarven language. Are there any automatic language compilers?
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