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Author Topic: COMMUNITY MOD PROJECT - Magic the Gathering  (Read 11467 times)

TolyK

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Re: COMMINITY MOD PROJECT - Magic the Gathering
« Reply #30 on: February 09, 2011, 10:33:15 am »

and unhinged. XD
Lol. (I have some cards from both ;))
...
no really.
« Last Edit: February 09, 2011, 10:35:17 am by TolyK »
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Seriyu

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Re: COMMINITY MOD PROJECT - Magic the Gathering
« Reply #31 on: February 09, 2011, 11:07:02 pm »

Idea, using mana to make artifacts?

As "making" live creatures isn't really viable yet, and it's better then having a bunch of useless mana items lying around. And it'd have kind've a neat dynamic of being able to make high strength artifact (In the DF sense) armors and such from a large amount of mana.

As a note I've never played Magic the gathering, but if I can harass a friend that does into telling me about some neat stuff in there I'll probably toss something in.

!!crundle!!

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Re: COMMINITY MOD PROJECT - Magic the Gathering
« Reply #32 on: February 09, 2011, 11:18:45 pm »

I'll put together a list of myr, then begin working on them.
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TolyK

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Re: COMMINITY MOD PROJECT - Magic the Gathering
« Reply #33 on: February 09, 2011, 11:31:33 pm »

for creature categories I suggest we use one raw and multiple castes.
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Seriyu

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Re: COMMINITY MOD PROJECT - Magic the Gathering
« Reply #34 on: February 09, 2011, 11:37:18 pm »

Another another idea, maybe just making mana factor into every reaction period?

I dunno how irritating that'd get and how big a deal resource exhaustion would be, but just tossing ideas out.

I'll probably be making urza's armor for the sake of throwing something in, as I kinda dislike just throwing random ideas out.

EDIT: In fact just throw me in for making as many of the urza equips as is applicible. I'll probably throw up a chart here at some point.

If you have any ideas for filling in blanks here lemme know.

Spoiler (click to show/hide)

I feel the need to reiterate that if you have an idea for any of these things that you don't see in my descriptions, lemme know. Also I apologize for the absolutely massive spoiler.

EDIT: I just realized we're supposed to be working on creatures primarily so I'll just make the two creatures in here and wait for the artifact part. I'll keep the chart here for future reference.

The last horse crosses the finish line.
« Last Edit: February 10, 2011, 02:44:12 am by Seriyu »
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!!crundle!!

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Re: COMMINITY MOD PROJECT - Magic the Gathering
« Reply #35 on: February 09, 2011, 11:50:15 pm »

Myr chart is complete, from all cards of the Myr creature type- noncreature myr not included.

Myr such as Copper Myr or Gold Myr will be made of their respective materials.

Code: [Select]
Myr ----- p/t ----- rarity ----- CMC ----- Ability -----


Alpha Myr ----- 2/1 ----- C ----- 2 ----- Stronger attack? -----
Brass Squire ----- 1/3 ----- U ----- 3 ----- Equips gear? -----
Copper Myr ----- 1/1 ----- C ----- 2 ----- Makes Mana? -----
Coretapper ----- 1/1 ----- U ----- 2 ----- ? -----
Darksteel Myr ----- 0/1 ----- U ----- 3 ----- EXTREMELY Tough -----
Gold Myr ----- 1/1 ----- C ----- 2 ----- Makes Mana? -----
Ichorclaw Myr ----- 1/1 ----- C ----- 2 ----- Syndrome/Extra Tough -----
Iron Myr ----- 1/1 ----- C ----- 2 ----- Makes Mana? -----
Leaden Myr ----- 1/1 ----- C ----- 2 ----- Makes Mana? -----
Lodestone Myr ----- 2/2 ----- R ----- 4 ----- Extra Tough?? -----
Myr Adapter ----- 1/1 ----- C ----- 3 ----- Equips Gear -----
Myr Battlesphere ----- 4/7 ----- R ----- 7 ----- ? -----
Myr Enforcer ----- 4/4 ----- C ----- 7 ----- ? -----
Myr Galvanizer ----- 2/2 ----- U ----- 3 ----- ? -----
Myr Landshaper ----- 1/1 ----- C ----- 3 ----- ? -----
Myr Mindservant ----- 1/1 ----- U ----- 1 ----- ? -----
Myr Moonvessel ----- 1/1 ----- C ----- 1 ----- Makes Mana/ITEMCORPSE? -----
Myr Propagator ----- 1/1 ----- R ----- 3 ----- Has children? -----
Myr Prototype ----- 2/2 ----- U ----- 5 ----- ? -----
Myr Quadropod ----- 1/4 ----- C ----- 4 ----- Two versions; Stong attack/Tough body -----
Myr Retriever ----- 1/1 ----- U ----- 2 ----- ? -----
Myr Servitor ----- 1/1 ----- C ----- 1 ----- ? -----
Myr Sire ----- 1/1 ----- c ----- 2 ----- ? -----
Myr Welder ----- 1/4 ----- R ----- 3 ----- Equips Gear/? -----
Omega Myr ----- 1/2 ----- C ----- 2 ----- Tougher Body? -----
Palladium Myr ----- 2/2 ----- U ----- 3 ----- Makes Mana? -----
Perilous Myr ----- 1/1 ----- C ----- 2 ----- Explodes with a dust attack -----
Plague Myr ----- 1/1 ----- U ----- 2 ----- Syndrome and makes mana? -----
Sarcomite Myr ----- 2/1 ----- C ----- 2U ----- Flying? -----
Shimmer Myr ----- 2/2 ----- R ----- 3 ----- Fast? -----
Silver Myr ----- 1/1 ----- C ----- 2 ----- Makes Mana? -----
Suntouched Myr ----- 0/0* ----- C ----- 3 ----- ? -----

*Has sunburst

I need ability ideas here.

Now to work on the myr body.
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TolyK

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Re: COMMINITY MOD PROJECT - Magic the Gathering
« Reply #36 on: February 09, 2011, 11:56:49 pm »

Another another idea, maybe just making mana factor into every reaction period?

I dunno how irritating that'd get and how big a deal resource exhaustion would be, but just tossing ideas out.

I'll probably be making urza's armor for the sake of throwing something in, as I kinda dislike just throwing random ideas out.
That could work. We'd have to rework most workshops though... and not all can do that.

Myr chart is complete, from all cards of the Myr creature type- noncreature myr not included.

Myr such as Copper Myr or Gold Myr will be made of their respective materials.

*chart*
I need ability ideas here.

Now to work on the myr body.
Nice.
One potential problem with creatures made of *material* may be under/over powered. A plasma elemental for example could be almost an FB...
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!!crundle!!

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Re: COMMINITY MOD PROJECT - Magic the Gathering
« Reply #37 on: February 10, 2011, 12:02:47 am »

Myr chart is complete, from all cards of the Myr creature type- noncreature myr not included.

Myr such as Copper Myr or Gold Myr will be made of their respective materials.

*chart*
I need ability ideas here.

Now to work on the myr body.
Nice.
One potential problem with creatures made of *material* may be under/over powered. A plasma elemental for example could be almost an FB...

I'm not suggesting it for all creatures, just for some castes of myr, to add extra flavor.

Also, what should the base material for non-material specific myr be?

Now i feel like making a wurm chart.
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Seriyu

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Re: COMMINITY MOD PROJECT - Magic the Gathering
« Reply #38 on: February 10, 2011, 01:07:16 am »

Things have occured while making my chart.

@TolyK: Well I was thinking we'd just remove the normal metalsmith's forge from the entity files, and replace it with a custom manasmith's forge, or whatever needs replacing. It's up to you though, I don't wanna feel like I'm forcing this on you. :P

@!!crundle!!: I have a few ideas, namely...

Battlesphere: Maybe just make it occasionally produce a random myr, via a low breeding time? Battlesphere could be the only "female" myr, for the sake of appearing to spawn other myr. That might push it into Megabeast territory though, given how tough some of them are looking to be. Nevermind.

Landshaper: Maybe [ITEMCORPSE] of some mana or something? Kind've a stretch.

Servitor: Fast regeneration seems to fit well enough.
« Last Edit: February 10, 2011, 01:42:40 am by Seriyu »
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!!crundle!!

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Re: COMMINITY MOD PROJECT - Magic the Gathering
« Reply #39 on: February 10, 2011, 01:26:28 am »

@!!crundle!!: I have a few ideas, namely...

Battlesphere: Maybe just make it occasionally produce a random myr, via a low breeding time? Battlesphere could be the only "female" myr, for the sake of appearing to spawn other myr. That might push it into Megabeast territory though, given how tough some of them are looking to be.

Landshaper: Maybe [ITEMCORPSE] of some mana or something? Kind've a stretch.

Servitor: Fast regeneration seems to fit well enough.

Myr propogator and Myr Sire should be able to produce other myr. I'm also not sure how to gave creatures a low breeding time.

ALSO

WURM CHART

Code: [Select]
Wurm ----- p/t ----- CMC ----- Rarity ----- Ability -----  Megabeast status (normal/semi/mega) -----


All wurms are [SAVAGE]
Normal and Semimegabeast wurms have BUILDINGDESTROYER:1
Megabeast wurms have BUILDINGDESTROYER:2


Argothian Wurm ----- 6/6 ----- 4 ----- R ----- ? -----  S -----
Arrogant Wurm ----- 4/4 ----- 5 ----- U ----- ? -----  N -----
Autochthon Wurm ----- 9/14 ----- 15 ----- R ----- ? -----  M -----
Barbed-Back Wurm ----- 4/3 ----- 5 ----- U ----- Minor Syndrome ----- B -----
Barbtooth Wurm ----- 6/4 ----- 6 ----- C ----- ? -----  N -----
Battering Wurm ----- 4/3 ----- 7 ----- U ----- ? -----  N -----
Bellowing Tanglewurm ----- 4/4 ----- 5 ----- U ----- ? -----  N -----
Carrion Wurm ----- 6/5 ----- 5 ----- U ----- Lives in evil areas -----  N -----
Charnelhoard Wurm ----- 6/6 ----- 7 ----- R ----- ? -----  N -----
Craw Wurm ----- 6/4 ----- 6 ----- C ----- ? -----  N -----
Deathcoil Wurm ----- 7/6 ----- 7 ----- R ----- Deadly syndrome? -----  M -----
Dirtcowl Wurm ----- 3/4 ----- 5 ----- R ----- ? -----  N -----
Duskdale Wurm ----- 7/7 ----- 7 ----- U ----- ? -----  S -----
Elder Land Wurm ----- 5/5 ----- 7 ----- R ----- ? -----  N -----
Endless Wurm ----- 9/9 ----- 5 ----- R ----- Even bigger than a normal wurm -----  M -----
Engulfing Slagwurm ----- 7/7 ----- 7 ----- R ----- ? -----  S -----
Enlisted Wurm ----- 5/5 ----- 6 ----- U ----- ? -----  N -----
Fallow Wurm ----- 4/4 ----- 3 ----- C ----- ? -----  N -----
Golgari Rotwurm ----- 5/4 ----- 4 ----- C ----- Lives in evil areas; Possibly has a sydrome -----  N -----
Gorger Wurm ----- 5/5 ----- 5 ----- C ----- ? -----  N -----
Harvest Wurm ----- 3/2 ----- 2 ----- C ----- ? ----- N -----
Havenwood Wurm ----- 5/6 ----- 7 ----- C ----- ? -----  N -----
Henge Guardian ----- 3/4 ----- 5 ----- U ----- Inorganic -----  N -----
Johtull Wurm ----- 6/6 ----- 6 ----- U ----- ? -----  N -----
Jungle Wurm ----- 5/5 ----- 5 ----- C ----- ? -----  N -----
Massacre Wurm ----- 6/5 ----- 6 ----- M ----- Evil; Syndrome over an area -----  S -----
Metamophic Wurm ----- 3/3 ----- 5 ----- U ----- ? -----  N -----
Mungha Wurm ----- 6/5 ----- 4 ----- R ----- ? -----  N -----
Nesting Wurm ----- 4/3 ----- 6 ----- U ----- Higher population than normal ----- N -----
Novablast Wurm ----- 7/7 ----- 7 ----- M ----- Extremely deadly breath attack -----  M -----
Panclacial Wurm ----- 9/5 ----- 7 ----- R ----- ? -----  S or M -----
Pelakka Wurm ----- 7/7 ----- 7 ----- U ----- ? -----  S -----
Penumbra Wurm ----- 6/6 ----- 6 ----- R ----- Has an evil-biome counterpart -----  N -----
Phantom Wurm ----- 2/0* ----- 6 ----- U ----- Leaves no corpse; ? ----- N -----
Plated Slagwurm ----- 8/8 ----- 7 ----- R ----- Larger than normal; Tougher body ----- M -----
Plated Wurm ----- 4/5 ----- 5 ----- C ----- Tougher Body -----  N -----
Pouncing Wurm ----- 3/3 ----- 4 ----- U ----- Fast -----  N -----
Quilled Slagwurm ----- 8/8 ----- 7 ----- U ----- ? -----  S or M -----
Ravaging Rifttwurm ----- 6/6 ----- 3 ----- U ----- Fast/? -----  N -----
Reckless Wurm ----- 4/4 ----- 5 ----- U ----- ? -----  N -----
Roaring Wurm ----- 6/4 ----- 7 ----- R ----- ? -----  N -----
Rootbreaker Wurm ----- 6/6 ----- 7 ----- U ----- ? ----- N -----
Saltskitter ----- 3/4 ----- 4 ----- C ----- Fast -----  N -----
Scaled Wurm ----- 7/6 ----- 8 ----- C ----- Larger than normal -----  S -----
Scoria Wurm ----- 7/7 ----- 5 ----- R ----- ? -----  S -----
Segmented Wurm ----- 5/5 ----- 5 ----- U ----- ? -----  N -----
Shivan Wurm ----- 7/7 ----- 5 ----- R ----- Fast -----  S -----
Siege Wurm ----- 5/5 ----- 7 ----- C ----- Larger than normal, BUILDINGDESTROYER:2 -----  s -----
Skeletal Wurm ----- 7/6 ----- 8 ----- U ----- Evil; No flesh ----- s -----
Spined Wurm ----- 5/4 ----- 5 ----- C ----- ? -----  N -----
Streetbreaker Wurm ----- 6/4 ----- 5 ----- c ----- BUILDINGDESTROYER:2 ----- N -----
Symbotic Wurm ----- 7/7 ----- 8 ----- R ----- Has 'Insects' as a body part; they have a syndrome ----- S -----
Tempting Wurm ----- 5/5 ----- 2 ----- R ----- Has rare materials in hide -----  N -----
Thundering Wurm ----- 4/4 ----- 3 ----- C ----- ? -----  N -----
Trench Wurm ----- 3/3 ----- 4 ----- U ----- Cavern dweller ----- N -----
Tunneler Wurm ----- 6/6 ----- 8 ----- U ----- Cavern dweller -----  N -----
Vastwood Gorger ----- 5/6 ----- 6 ----- C ----- Large -----  N -----
Waning Wurm ----- 7/6 ----- 4 ----- U ----- ? -----  N -----
Warping Wurm ----- 1/1 ----- 4----- R ----- Small, Fast -----  N -----
Water Wurm ----- 1/1 ----- 1 ----- C ----- Amphibious -----  N -----
Whiptail Wurm ----- 8/5 ----- 7 ----- C ----- Extra-deadly tail swipe attack ----- S -----
Wild Wurm ----- 5/4 ----- 4 ----- C ----- Fast -----  N -----
Winding Wurm ----- 6/6 ----- 5 ----- C ----- ? -----  N -----
Witherscale Wurm ----- 9/9 ----- 6 ----- R ----- Blood is poisonous to itself -----  S -----
Wurmcoil Engine ----- 6/6 ----- 6 ----- M ----- Syndrome, smaller version also exists ----- S, or N for smaller version -----
Yavimaya Wurm ----- 6/4 ----- 6 ----- C ----- ? -----  N -----


There's lotsa wurms.
« Last Edit: February 10, 2011, 01:28:28 am by !!crundle!! »
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Seriyu

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Re: COMMINITY MOD PROJECT - Magic the Gathering
« Reply #40 on: February 10, 2011, 01:42:17 am »

Hmm.

Apperently you can't lower the breeding time, so you could probably just ignore that suggestion. My bad. :P

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Re: COMMINITY MOD PROJECT - Magic the Gathering
« Reply #41 on: February 10, 2011, 05:15:40 am »

Regarding Myr:
Remember that you can't define different biomes for individual castes. It'd probably be more practical to put the generic myr as castes under one creature (which appears in all biomes), and then create secondary creatures for myr aligned to a colour (leaden myr could be considered a black creature, for example).

Actually, this counts for all species aligned to multiple colours (slivers, myr, wurms, maybe atogs, etc.).

I'd suggest putting any card that's remotely associated with a colour in with that colour (a black/green creature would be a caste of both the "black" base creature and the "green" base creature). While this will result in some effective duplicates it'll mean that such creatures can appear in overlapping biomes.

Considerations on biomes:
Black: All wetlands, tropical moist broadleaf forest
Blue: Oceans, lakes, pools, tundras, glaciers
Green: Forests(/hills, including taiga), rivers, maybe pools, some wetlands
Red: Mountains, tundras, glaciers, badlands, rocky wastelands
White: All plains, sand desert, some forests

Obviously these'd vary from creature to creature, but it's probably best establishing a baseline.

« Last Edit: February 10, 2011, 05:47:59 am by 3 »
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TolyK

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Re: COMMINITY MOD PROJECT - Magic the Gathering
« Reply #42 on: February 10, 2011, 08:42:04 am »

*urza*
creatures maily, yeah, but those workshops would come in handy.
not sure about the infinite mana... maybe a multiplier of color>2 colorless or something?

Things have occured while making my chart.

@TolyK: Well I was thinking we'd just remove the normal metalsmith's forge from the entity files, and replace it with a custom manasmith's forge, or whatever needs replacing. It's up to you though, I don't wanna feel like I'm forcing this on you. :P
this is a community mod, so go ahead! I was planing on something else but just go for it.

Myr propogator and Myr Sire should be able to produce other myr. I'm also not sure how to gave creatures a low breeding time.
Well we could have them take long to age, i.e. babies that will take longer to develop.
hmmm...

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WURM CHART
There's lotsa wurms.
Wow, keep it up! That's awesome!
(How do you make these BTW? Just typing?)

Regarding Myr:
Remember that you can't define different biomes for individual castes. It'd probably be more practical to put the generic myr as castes under one creature (which appears in all biomes), and then create secondary creatures for myr aligned to a colour (leaden myr could be considered a black creature, for example).

Actually, this counts for all species aligned to multiple colours (slivers, myr, wurms, maybe atogs, etc.).
hm... no biome-specifics in castes huh...
So you mean putting copies of the myr template in different biomes? or putting them all in all biomes?

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Considerations on biomes:
[SAVAGE] Black: All wetlands, tropical moist broadleaf forest
[GOOD] Blue: Oceans, lakes, pools, tundras, glaciers
[ANY] Green: Forests(/hills, including taiga), rivers, maybe pools, some wetlands
[SAVAGE] Red: Mountains, tundras, glaciers, badlands, rocky wastelands
[GOOD] White: All plains, sand desert, some forests

Hmm... also thinking of this (for some creatures) to still let the difficulty level be user-defined (i.e. no mini-demons in a good biome):
[SAVAGE] Black - Everywhere, but the big bad dudes only in "terrifying"
[GOOD] Blue - Everywhere. The baddies are in the ocean.
[ANY] Green - Everywhere. Baddies in the jungle/caverns.
[SAVAGE] Red - Everywhere, but the baddies are in magma/savage mountains.
[GOOD] White - Everywhere, mostly on the plains.

We could do a combination of both...
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Obviously these'd vary from creature to creature, but it's probably best establishing a baseline.

sphere alignment is nice.
...
maybe I should mod language?
What stuff should I add to the language raws?
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TolyK

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Re: COMMINITY MOD PROJECT - Magic the Gathering
« Reply #43 on: February 10, 2011, 08:44:49 am »

also:
I could write a program that changes civ control-ability.
Should we be able to adventure as any type of creature?
(Can we also put specific castes to be controllable, or just one creature of a random caste?)
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Re: COMMINITY MOD PROJECT - Magic the Gathering
« Reply #44 on: February 10, 2011, 08:57:04 am »

hm... no biome-specifics in castes huh...
So you mean putting copies of the myr template in different biomes? or putting them all in all biomes?

Basically, yeah. You make a different base creature for each colour/set of biomes, then add the types of myr as castes to any and all of the applicable creatures.

An example - the darkheart sliver is a gold card with both black and green mana. I make it a caste of the black sliver creature (so it shows up in "black" areas) and I also make an identical caste in the green sliver creature (so it shows up in "green" areas as well).

The only other options are either picking a single biome for multi-colour creatures to show up in (which doesn't always work very well) or completely bypassing the caste system and making a billion different creatures.

Hmm... also thinking of this (for some creatures) to still let the difficulty level be user-defined (i.e. no mini-demons in a good biome):

I don't know if you know or not, but SAVAGE + EVIL is terrifying, BENIGN + EVIL is sinister, SAVAGE + GOOD is untamed wilds, etc.. It's impossible to have every black creature be savage evil without them only showing up in terrifying areas.

Personally, I'd make every black creature EVIL and every white creature GOOD, and simply make the stronger creatures SAVAGE and the weaker ones BENIGN. This should allow players to, say, embark on a benign area if they don't want much trouble, or a savage area if they want more difficulty, regardless of the alignment.

The point of doing things this way is so the player has a choice in the flavour of things (want to see evil creatures but don't want a difficult game? Pick sinister. Want good surroundings but difficulty? Pick untamed wilds). Vanilla DF is a bit lacking in this regard, as evil areas are universally more dangerous than good ones, but in MTG, white is just as dangerous as black as blue as red.

I could write a program that changes civ control-ability.

Why not just make all civs controllable?

(Can we also put specific castes to be controllable, or just one creature of a random caste?)

If the creature is controllable, you can select which caste you want just as you can select sex.
« Last Edit: February 10, 2011, 09:00:28 am by 3 »
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