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Author Topic: Complete Modding newb looking for help  (Read 662 times)

Complete Modding newb looking for help
« on: June 01, 2007, 10:44:00 am »

Hi everyone.

So, um, I have a rather ambitious set of ideas and no clue where to start with them.

First: Okay, so the game has Fire-based attacks. What about cold (damage over time and slows you down) and lightning (I figure lightning would do high damage and ignore metal armor, but would have a rather low chance of starting fire)?

Second: How would I go about implementing hill giants? They would want to bash critters in the appropriate size range (which would include dwarven adults - babies would be too small) into unconsciousness and carry them off. I'd like there to be a chance for a lone hill giant starting in year 3 or so. If he's ever successful, he brings a bunch of friends with him a couple of months after he leaves, but if he's killed then there's chance of a smaller "where'd our buddy go?" the next year. Kill the king (when he eventually shows up) and you scatter the tribe, and it's at least a year before there's any chance of the cycle starting again (with a new hill giant civilization).

Third: Can we put in new buildings? I want to have an "advanced alchemists shop" that's only available when The Alchemist noble shows up.

Fourth: Duergar. Evil dwarves, slaves to the blood god. I'd like them to start to show up - say in winter - after you begin to produce iron bars. Their 'trade' would be a demand for iron or steel in exchange for 'good will'. If they don't 'show a profit', they will send in dwarves to take iron. If they are attacked they fight back hard. Piss them off enough and they are willing to send punitive expeditions, who eventually become armed with steel - and even adamant (for you to claim if you can).

Fifth: Drow. Evil elves that have a chance of living in the chasm, and who will send overland sieges if you ever clear out the chasm permanently. They have heat resistance so that steam doesn't bug them as much, and sometimes they have adamant weapons.

Sixth: Is there a way to get animals to produce manure on occasion? If so, is there a way to get them to go to refuse stockpiles when they need to make a deposit?

Seventh: Can I add sulfer as an ore type?

Eighth: Two tasks for an alchemy shop - refine large manure into saltpeter, refine stack of small manure (cats, dogs) into saltpeter.

Ninth: Grind gunpowder.

Tenth: Make wood pulp.

Eleventh: Make gunne balls - probably 250 per block of refined metal.

12: gunpowder + wood pulp + gunne ball = cartriges.

13: Guns themselves are either bronze and very heavy, or steel and somewhat lighter. Firing a gun should be a rather loud event - at least 10 distances of noise, maybe 20. I'd like to have it so that you need a really high-quality weapon to get much accuracy out of it.

14: Cannons.

15: Magicians who might have powers of ice (ranged cold attack, cold aura wrestling attack), fire (fireball, firewave, fire aura wrestling), lightning, water (water breathing, water submersion, I'd like to have flooding but it'd be too dangerous, causes 'in water and drowning' status when wrestling), air (flight, increased protection from ranged weapons), earth (increased strength and soak underground, cause cave-in), acid (heavy damage over time).

16: 'Good' areas to bring in druids and centaurs to attack if you kill too many 'good' critters.


So, any of these possible with the current game?

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Keilden

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Re: Complete Modding newb looking for help
« Reply #1 on: June 01, 2007, 11:32:00 am »

Most of those can't be done with the current modding we are allowed to do. If you want help with what you can do check out the wiki.
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The Endcat will end you and everything you love.
Re: Complete Modding newb looking for help
« Reply #2 on: June 01, 2007, 12:35:00 pm »

You mean the wiki that is incomplete and has no 'modding for dummies' section? Gave me a headache trying to figure out what was what.

Oh well. Trying my first mod now - turning off all pets except cats and dogs. Baby steps, eh?

(The plan being to have a herd of cattle stuffed into one of those handy TARDIS cages eventually - once it gets big enough I'll slaughter the horse herd that always hangs around.)

-Albert

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Heliopios

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Re: Complete Modding newb looking for help
« Reply #3 on: June 01, 2007, 12:58:00 pm »

1. Hasnt been implemented yet
2. You can make a hill giant civilization, but not possible to make them do that. They can carry off children, and seige you, if you add [CHILD_SNATCHER] or something along those lines, to them.
3. No.
4&5. You can make these civilzations, but not make them do this, except you can make the drows come out of the chasm, I suppose.
6. No.
7. You cannot mod any ores into the game as of yet.
8-14. Nope, cannot do this.
15. Once magicians and magic are added, you wont need to bother.
16. Centuars dont show up anywhere that i've seen, so it's not possible as of yet.
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Gaulgath

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Re: Complete Modding newb looking for help
« Reply #4 on: June 03, 2007, 10:46:00 am »

You should be able to start seeing centaurs if you remove the [FANCIFUL] tag.
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Fieari

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Re: Complete Modding newb looking for help
« Reply #5 on: June 03, 2007, 11:52:00 pm »

What does [fanciful] do anyway?  The wiki doesn't know.
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Heliopios

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Re: Complete Modding newb looking for help
« Reply #6 on: June 04, 2007, 12:36:00 am »

quote:
Originally posted by Fieari:
<STRONG>What does [fanciful] do anyway?  The wiki doesn't know.</STRONG>

magical in the future

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