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Author Topic: COMMUNITY MOD PROJECT - Magic the Gathering  (Read 11468 times)

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Re: COMMINITY MOD PROJECT - Magic the Gathering
« Reply #15 on: February 06, 2011, 09:28:27 pm »

15/76 silvers done, in the most basic sense. I need to flesh them out more before they can be considered complete.

Spoiler: Creature entry (click to show/hide)
         
Spoiler: Body entries (click to show/hide)
      

Things to fix for this batch:

- the only variants which deviate from the basic body structure are the darkheart, the frenzy, and the dementia
- they need individual caste descriptions
- they need appearance modifiers
- they need personalities
- they need sphere associations (by-creature, not by-caste)
- p/t is purely represented through size
- some don't have any abilities or aren't defined well
- biome distribution probably wants revising (see below)

I think the best idea would be to get each sliver pertaining to a colour (it doesn't matter how much or how little) under a base creature itself pertaining to a colour. That way there'll be overlapping entires (the darkheart will be a caste of both the "black" and "green" base creatures, and will show up in both applicable biomes as a result).

On a more general note, remember to consider the potential overlap between colours and biome alignment (black is both evil and swamps/marshes, red is both savage and mountains, etc.).
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Ultimuh

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Re: COMMINITY MOD PROJECT - Magic the Gathering
« Reply #16 on: February 06, 2011, 09:32:21 pm »

Hmm.. I wonder how an Atog would work in DF.. Possible with the ability to eat any crafted furniture and items? IF it IS possible..
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TolyK

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Re: COMMINITY MOD PROJECT - Magic the Gathering
« Reply #17 on: February 06, 2011, 10:54:57 pm »

15/76 silvers done, in the most basic sense. I need to flesh them out more before they can be considered complete.

Spoiler: Creature entry (click to show/hide)
         
Spoiler: Body entries (click to show/hide)
      

Things to fix for this batch:

- the only variants which deviate from the basic body structure are the darkheart, the frenzy, and the dementia
- they need individual caste descriptions
- they need appearance modifiers
- they need personalities
- they need sphere associations (by-creature, not by-caste)
- p/t is purely represented through size
- some don't have any abilities or aren't defined well
- biome distribution probably wants revising (see below)

I think the best idea would be to get each sliver pertaining to a colour (it doesn't matter how much or how little) under a base creature itself pertaining to a colour. That way there'll be overlapping entires (the darkheart will be a caste of both the "black" and "green" base creatures, and will show up in both applicable biomes as a result).

On a more general note, remember to consider the potential overlap between colours and biome alignment (black is both evil and swamps/marshes, red is both savage and mountains, etc.).
nice work!
I've been so far doing repetitive work using castes, not done yet do to it being night here
nice syndromes BTW

I'll add this to my current stuff when I wake up XD
« Last Edit: February 06, 2011, 11:04:49 pm by TolyK »
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TolyK

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Re: COMMINITY MOD PROJECT - Magic the Gathering
« Reply #18 on: February 07, 2011, 07:07:51 am »

I made a basic platform (took me a while), just add the general tokens/tags at the top and caste-specific stuff in the lower section.
Code: [Select]
[CREATURE:SLIVER]
[DESCRIPTION:A medium-sized humanoid with great stealth]
[NAME:sliver:slivers:slivery]
********************************************
ALL GENERAL STUFF GOES HERE!!!!
********************************************
CASTE-SPECIFIC STUFF GOES HERE!
[CASTE:ACIDIC]
[CASTE_NAME:acidic sliver:acidic slivers:acidic sliver]
All-creature syndrome.
[CASTE:ARMORED]
[CASTE_NAME:armored sliver:armored slivers:armored sliver]
Armored.
[CASTE:BARBED]
[CASTE_NAME:barbed sliver:barbed slivers:barbed sliver]
Spikes all over body.
[CASTE:BATTERING]
[CASTE_NAME:battering sliver:battering slivers:battering sliver]
BUILDING_DESTORYER:2
[CASTE:BLADE]
[CASTE_NAME:blade sliver:blade slivers:blade sliver]
Attached whip to hand.
[CASTE:BONESPLITTER]
[CASTE_NAME:bonesplitter sliver:bonesplitter slivers:bonesplitter sliver]
Attached whip to hand.
[CASTE:CRYPT]
[CASTE_NAME:crypt sliver:crypt slivers:crypt sliver]
Underground
[CASTE:CRYSTALLINE]
[CASTE_NAME:crystalline sliver:crystalline slivers:crystalline sliver]
Made of diamond.
[CASTE:DORMANT]
[CASTE_NAME:dormant sliver:dormant slivers:dormant sliver]
Sleeps a lot???
[CASTE:ESSENCE]
[CASTE_NAME:essense sliver:essense slivers:essense sliver]
Gnomeblight-synrome-style.
[CASTE:FIREWAKE]
[CASTE_NAME:firewake sliver:firewake slivers:firewake sliver]
Firebreathing.
[CASTE:FRENETIC]
[CASTE_NAME:frenetic sliver:frenetic slivers:frenetic sliver]
Rrrraaaaaaggggggeeeeeeeeeeeeee!
[CASTE:FUNGUS]
[CASTE_NAME:fungus sliver:fungus slivers:fungus sliver]
Cavernous.
[CASTE:FURY]
[CASTE_NAME:fury sliver:fury slivers:fury sliver]
Rrrraaaaaaggggggeeeeeeeeeeeeee!
[CASTE:HARMONIC]
[CASTE_NAME:harmonic sliver:harmonic slivers:harmonic sliver]
Good biome
[CASTE:HORNED]
[CASTE_NAME:horned sliver:horned slivers:horned sliver]
Horn
[CASTE:HUNTER]
[CASTE_NAME:hunter sliver:hunter slivers:hunter sliver]
Vermin hunter. Natural "hunter" skill.
[CASTE:LYMPH]
[CASTE_NAME:lymph sliver:lymph slivers:lymph sliver]
Tiny. Quick reproduction.
[CASTE:MAGMA]
[CASTE_NAME:magma sliver:magma slivers:magma sliver]
Magma!
[CASTE:METALLIC]
[CASTE_NAME:metallic sliver:metallic slivers:metallic sliver]
Metallic!
[CASTE:MUSCLE]
[CASTE_NAME:muscle sliver:muscle slivers:muscle sliver]
Strong/big
[CASTE:NERCOTIC]
[CASTE_NAME:nercotic sliver:nercotic slivers:nercotic sliver]
Syndrome
[CASTE:PLAGUE]
[CASTE_NAME:plague sliver:plague slivers:plague sliver]
Syndrome
[CASTE:PLATED]
[CASTE_NAME:plated sliver:plated slivers:plated sliver]
Armor.
[CASTE:PSIONIC]
[CASTE_NAME:psionic sliver:psionic slivers:psionic sliver]
???
[CASTE:QUICK]
[CASTE_NAME:quicksliver:quickslivers:quicksliver]
Fast.
[CASTE:REFLEX]
[CASTE_NAME:reflex sliver:reflex slivers:reflex sliver]
Fast.
[CASTE:ROOT]
[CASTE_NAME:root sliver:root slivers:root sliver]
Food???
[CASTE:SCREECHING]
[CASTE_NAME:screeching sliver:screeching slivers:screeching sliver]
???
[CASTE:SHADOW]
[CASTE_NAME:shadow sliver:shadow slivers:shadow sliver]
???
[CASTE:SHIFTING]
[CASTE_NAME:shifting sliver:shifting slivers:shifting sliver]
???
[CASTE:SIDEWINDER]
[CASTE_NAME:sidewinder sliver:sidewinder slivers:sidewinder sliver]
Natural ambusher skill
[CASTE:OVERLORD]
[CASTE_NAME:overlord sliver:overlord slivers:overlord sliver]
Huge.
[CASTE:QUEEN]
[CASTE_NAME:queen sliver:queen slivers:queen sliver]
??? Full of awesome
[CASTE:SILVERSMITH]
[CASTE_NAME:silversmith sliver:silversmith slivers:silversmith sliver]
Silver hand
[CASTE:SPECTRAL]
[CASTE_NAME:spectral sliver:spectral slivers:spectral sliver]
???
[CASTE:SPITTING]
[CASTE_NAME:spitting sliver:spitting slivers:spitting sliver]
Spit syndrome
[CASTE:TALON]
[CASTE_NAME:talon sliver:talon slivers:talon sliver]
Talons
[CASTE:TOXIN]
[CASTE_NAME:toxic sliver:toxic slivers:toxic sliver]
Syndrome
[CASTE:TWO-HEADED]
[CASTE_NAME:two-headed sliver:two-headed slivers:two-headed sliver]
Two heads.
[CASTE:VAMPIRIC]
[CASTE_NAME:vampiric sliver:vampiric slivers:vampiric sliver]
Drinks blood.
[CASTE:VIRULENT]
[CASTE_NAME:virulent sliver:virulent slivers:virulent sliver]
Syndrome.
[CASTE:WATCHER]
[CASTE_NAME:watcher sliver:watcher slivers:watcher sliver]
Natural observer skill.
[CASTE:WINGED]
[CASTE_NAME:winged sliver:winged slivers:winged sliver]
Wings! Flying.
[FLIER]
********************************************
MULTI-CASTE STUFF GOES HERE

EXAMPLE:
[SELECT_CASTE:ACIDIC]
[SELECT_ADDITIONAL_CASTE:ESSENSE]
[SELECT_ADDITIONAL_CASTE:NERCOTIC]
[SELECT_ADDITIONAL_CASTE:PLAGUE]
[SELECT_ADDITIONAL_CASTE:TOCIN]
[SELECT_ADDITIONAL_CASTE:VIRULENT]
Some sort of toxin. Well not all the same of course, but this is just an example.
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Grimlocke

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Re: COMMINITY MOD PROJECT - Magic the Gathering
« Reply #19 on: February 07, 2011, 09:25:32 am »

I would realy like to see less modding topics start off like 'Heres my modding idea, now off you go modders!'.
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TolyK

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Re: COMMINITY MOD PROJECT - Magic the Gathering
« Reply #20 on: February 07, 2011, 09:30:34 am »

did you even read the last post?
I'm working on it too  ::)
whoops I forgot to update it...
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gSamp108

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Re: COMMINITY MOD PROJECT - Magic the Gathering
« Reply #21 on: February 08, 2011, 01:52:27 pm »

I've created some plants and stones that could be useful for emulating mana.  I used plants to make mana a renewable resource but gave the plants long grow times.  The stone names may need adjusting as I couldn't think of anything creative that sounded right.  I also listed the biomes that plants might best fit in but using them causes problems with availability so their all just NOT_FREEZING for now.

http://dffd.wimbli.com/file.php?id=3772


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TolyK

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Re: COMMINITY MOD PROJECT - Magic the Gathering
« Reply #22 on: February 08, 2011, 03:14:06 pm »

I've created some plants and stones that could be useful for emulating mana.  I used plants to make mana a renewable resource but gave the plants long grow times.  The stone names may need adjusting as I couldn't think of anything creative that sounded right.  I also listed the biomes that plants might best fit in but using them causes problems with availability so their all just NOT_FREEZING for now.

http://dffd.wimbli.com/file.php?id=3772
cool! I added this to the common raws.

I'll add a reaction for any mana using black lotus...
one question though: why use smelting?
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rephikul

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Re: COMMINITY MOD PROJECT - Magic the Gathering
« Reply #23 on: February 08, 2011, 04:00:26 pm »

without moddable dietary, mana is useless anyway.
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Re: COMMINITY MOD PROJECT - Magic the Gathering
« Reply #24 on: February 08, 2011, 04:03:31 pm »

It can be used as a reaction component.

I suppose the most logical thing to do would be to split each colour into its own workshop, then figure out as many sources of each colour that can fit within DF's boundaries as possible.

Nearly done with the black sliver entry.

Also, I'd appreciate it if someone could come up with an idea for a special ability for the basal sliver. It's a mana source in MTG, but I can't really get that to translate easily (if it were a standalone creature it'd be possible to turn its meat into a mana source or something, but as a caste that's problematic). Maybe some kind of ITEMCORPSE?

Edit: Okay, done, at bloody last.

               
New to this version:
- Everything has descriptons
- Everything has a reasonable POP_RATIO (feel free to disagree with me on this; I used a combination of rarity and cost to determine ratio)
- Everything has varying colours
- Sphere associations
- More special abilities and such
- Natural skills
- The occasional attribute/personality modification

I've left a placeholder comment in the basal sliver until it's decided what mana does and how it works.

Making the rest should be a little less longwinded now I have the structure down.
« Last Edit: February 08, 2011, 06:01:58 pm by 3 »
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TolyK

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Re: COMMINITY MOD PROJECT - Magic the Gathering
« Reply #25 on: February 08, 2011, 11:10:47 pm »

Also, I'd appreciate it if someone could come up with an idea for a special ability for the basal sliver. It's a mana source in MTG, but I can't really get that to translate easily (if it were a standalone creature it'd be possible to turn its meat into a mana source or something, but as a caste that's problematic). Maybe some kind of ITEMCORPSE?
itemcorpse as colorless mana maybe?
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rephikul

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Re: COMMINITY MOD PROJECT - Magic the Gathering
« Reply #26 on: February 09, 2011, 12:47:20 am »

hey 3, the poster with an avatar of a tree, can you upload the card list with its actual MGT description instead of the interpreted power? That's be nice for inspiration and maybe I can help with ideas altho I know jack about that game.
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Re: COMMINITY MOD PROJECT - Magic the Gathering
« Reply #27 on: February 09, 2011, 04:02:14 am »

http://gatherer.wizards.com/Pages/Default.aspx

It's not ideal, but it's better than having to type out everything by hand.
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TolyK

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Re: COMMINITY MOD PROJECT - Magic the Gathering
« Reply #28 on: February 09, 2011, 08:41:56 am »

yeah.
what expansions should we do first? the latest one?
((Personally I like Mirrodin and (Shards?) of Mirrodin because I like to play strange artifact decks. Oh, and darksteel colossus would be easy to mod in if we get darksteel working  ;D))

Actually how about I try and mod in darksteel?
(I'll have to get my df comp working though...)
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rephikul

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Re: COMMINITY MOD PROJECT - Magic the Gathering
« Reply #29 on: February 09, 2011, 10:29:37 am »

what expansions should we do first?
Unglued.
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