Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: ---***===UNDERDARK MOD (V 0.20)===***---  (Read 4021 times)

ashton1993

  • Bay Watcher
    • View Profile
---***===UNDERDARK MOD (V 0.20)===***---
« on: August 26, 2011, 03:41:08 pm »

Hey, I'm currently working on the Underdark mod (Currently V 0.20), here's some of the the things currently implemented:

Soils simplified - they are now clay, soil and sand which work much the same way as vanilla

Minerals simplified - All layers are now composed of one stone - stone, black adamantine can be found in place of slade, cyan adamantine where normal adamantine is (which can be brewed into an epic drink - demonbrew) and magenta adamantine (though not currently implemented you will be able to transform this into any of four dyes) where obsidian is found. The regular layers do not leave usable stone however small deposits of stone can be found as well as raw adamantine.

Prospecting - Instead of mining minerals and smelting them as in vanilla you instead first obtain usable stone and at an alchemist's workshop either prospect it for ore (which gives iron, gold and/or silver) or for gems (which gives emeralds, rubies, sapphires and/or diamonds)

Adamantine works - when you mine raw adamantine it is a mostly useless rock, however it can be transformed into any of four forms, green is strong, blue is light and sharp, red is heavy and white is valuable. To transform it you must first combine the raw adamantine with the coloured fruits found on the third cavern layer to prepare it at an alchemists workshop and then smelt it with a gem of the corresponding colour to turn it into metal bars (rubies for red, ect.)

Food reworked - Farming food crops is impossible (you can however farm the cavern 3 coloured fruits however the seeds are dangerous and take 2.5 years to grow), instead you must gather plants via herbalism in the caverns, although you can create tree farms I've tried to make this dangerous by causing some plants to release toxins when harvested (these can't be told apart from edible plants). The other option for food is hunting in the caverns, though not currently implemented I intend to get rid of normal pets and only have 1 or two which are inedible and create cave critters like underground emu's which roam in packs to make food work better.

Although this all sounds pretty impressive please bear in mind this mod is very much in its infancy hence the majority of these features are implemented badly and need a hell of a lot of work, also none of the new creatures have been added yet and stuff like all the humans/elves dying out will always happen until the mod is worked on more, but most of the mod's basic framework is in and it is now roughly playable, though more as a demonstration than something which works well, here's the download:

http://dffd.wimbli.com/file.php?id=4909

Hope you like it!


Spoiler: Credits (click to show/hide)

Spoiler: Original Post (click to show/hide)
« Last Edit: September 02, 2011, 12:42:36 pm by ashton1993 »
Logged
Wow, that's actually really friggin' awesome looking.
That is brilliant.
That is hilarious, Ashton. I love it.
OMG yes!!!  Thank you!!!

Totally not a narcissist.

ashton1993

  • Bay Watcher
    • View Profile
Re: ---***===UNDERDARK MOD (V 0.10)===***---
« Reply #1 on: August 26, 2011, 03:41:56 pm »

An embark in Underdark V0.2

Ok, first generate a world with mineral scarcity set to everywhere



Once you've embarked, go to status -> stone -> stone (the one in red) and enable it



The journal of an un-named dwarf:

ENTRY 1
Ok, we've arrived, tasked with the mission of creating adamantine weapons and demonstrating some of the various features of the Underdark mod I sent the miner to dig down to the caverns.

ENTRY 2
Ah success, we've reached the first cavern, I instructed a few of the dwarfs to gather plants and cut down the grey stone and red goblin mushrooms



ENTRY 3
Well we've hit another two caverns the second is much the same as the first although the last one... it's almost alien, filled with strange fruits, the alchemist who claims he can talk to a diety he refers to merely as "the creator" says we need these to prepare adamantine for smelting into one of the four flavours we can produce, he also mentions that some of the plants being gathered vaporize mysteriously and that the creator had told him that there is approximately a 1 in 200 chance of a dwarf being seriously harmed or even killed when this happens... strange.



ENTRY 4

Well, we've neither been able to find adamantine to start preparing or stone to build with or prospect for ores (iron, gold and silver) and gems (emeralds, sapphires, rubies and diamonds) so in the meantime I told the miner to explore and had the alchmist try and extract seeds from the fruit to plant.



Well this is stupid, apparently the seeds we extracted aren't "green" seeds, they're merely seeds which don't belong to any plant and can't be planted, the alchemist says that the creator told him it was a "glitch", hope we don't ge too many of these

ENTRY 5

Hey, we've struck cyan adamantine! It has two properties: It makes THE best alchol in the known universe and secondly there's some rumour about drinking to much of it will cause clowns to chase you... not sure what that's about but because of this they decided the alcohol should be known as demonbrew, fair enough...



ENTRY 6

Ah, the demonbrew is finished, I take the first swig "blegh! This tastes like your mother's asshole!" I shout whilst taking a swing at the brewer, the Alchemist later reassures me it's another "glitch" similar to the one affecting the seeds

ENTRY 7

Briliant! The miner finally found some adamantine! And usable rock! The alchemist prepares a chunk of adamantine making it transform into a vivid green colour, he'd prepare the rest of the adamantine except it's mysteriously disappeared, this time the creator apparently said "it was most likely vermin but it doesn't matter because in the next universe these fruits will be much rarer anyway". I really am getting annoyed by the alchemist's bullshit now, and who is this creator anyway?



ENTRY 8

Well, we set up a wood furnace and smelter with the rock and have 2 chunks of usable stone left to prospect for gems, apparently we need emeralds to combine with the green adamantine to turn it into one of the finest metals dwarf kind has used, the only problem is that there's only a 9% chance of extracting the emeralds we need and we only have 2 shots.... great, I told him he'd best get lucky.

ENTRY 9

Yes we've done it the alchemist came out of his workshop with a bar of shining green metal of excellent quality, as he came out he shouted

I congratulated him and then said he should really practice his grammar

ENTRY 10

Well it's time to forge the mighty metal into a blade which will forever mark our progress in demonstrating the Underdark mod, version zero-point-two. As I gave the order to the alchemist he replied "sorry, that's impossible"
"What is this, don't you dare tell me this is another glitch!"
"Umm, no... we forgot to bring an anvil"
« Last Edit: September 02, 2011, 12:20:25 pm by ashton1993 »
Logged
Wow, that's actually really friggin' awesome looking.
That is brilliant.
That is hilarious, Ashton. I love it.
OMG yes!!!  Thank you!!!

Totally not a narcissist.

jaxy15

  • Bay Watcher
  • Adept Modder
    • View Profile
Re: ---***===UNDERDARK MOD (V 0.10)===***---
« Reply #2 on: August 26, 2011, 03:49:56 pm »

I'll try it out later, but next time I think you may want to use The Dwarf Fortress File Depot.
Logged
Dwarf Fortress: Threats of metabolism.

ashton1993

  • Bay Watcher
    • View Profile
Re: ---***===UNDERDARK MOD (V 0.10)===***---
« Reply #3 on: August 26, 2011, 04:01:02 pm »

I'll try it out later, but next time I think you may want to use The Dwarf Fortress File Depot.
Done  :D Don't expect too much though because as I said very much in its infancy, just looking to see what people think to it at the moment.
Logged
Wow, that's actually really friggin' awesome looking.
That is brilliant.
That is hilarious, Ashton. I love it.
OMG yes!!!  Thank you!!!

Totally not a narcissist.

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: ---***===UNDERDARK MOD (V 0.10)===***---
« Reply #4 on: August 26, 2011, 05:57:17 pm »

Looks like my Mod and yours will be competeing, just kidding. If there are any tricky problems that you have I'm willing to help you out with them whenever I'm not working on my Mod. Good luck, and believe me I havn't seen a mod like this yet. I shall check it out.

EDIT: My computer says adress not found when I try to open the DL link, now if could be just my internet tho.
Logged

ashton1993

  • Bay Watcher
    • View Profile
Re: ---***===UNDERDARK MOD (V 0.10)===***---
« Reply #5 on: August 26, 2011, 06:13:52 pm »

Looks like my Mod and yours will be competeing, just kidding. If there are any tricky problems that you have I'm willing to help you out with them whenever I'm not working on my Mod. Good luck, and believe me I havn't seen a mod like this yet. I shall check it out.

EDIT: My computer says adress not found when I try to open the DL link, now if could be just my internet tho.
Well cheers for offering your help and yup it was just a broken tag, fixed now, cheers for pointing that out, I 'spose as some people have looked at this I'll also tell you now I intend to wipe out all non-sentinent life from the surface, and edible plants from the first cavern layer (from which dwarfs export food and seeds) If you want to survive, your going to have to move into the caverns and with plants which take years to grow you'll have to hunt the ferocious beasts of the depths for food and gather what scraps you can, if you can't yet tell I intend to make this a very challenging mod.
Logged
Wow, that's actually really friggin' awesome looking.
That is brilliant.
That is hilarious, Ashton. I love it.
OMG yes!!!  Thank you!!!

Totally not a narcissist.

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: ---***===UNDERDARK MOD (V 0.10)===***---
« Reply #6 on: August 26, 2011, 06:21:11 pm »

Looks like my Mod and yours will be competeing, just kidding. If there are any tricky problems that you have I'm willing to help you out with them whenever I'm not working on my Mod. Good luck, and believe me I havn't seen a mod like this yet. I shall check it out.

EDIT: My computer says adress not found when I try to open the DL link, now if could be just my internet tho.
Well cheers for offering your help and yup it was just a broken tag, fixed now, cheers for pointing that out, I 'spose as some people have looked at this I'll also tell you now I intend to wipe out all non-sentinent life from the surface, and edible plants from the first cavern layer (from which dwarfs export food and seeds) If you want to survive, your going to have to move into the caverns and with plants which take years to grow you'll have to hunt the ferocious beasts of the depths for food and gather what scraps you can, if you can't yet tell I intend to make this a very challenging mod.

Sounds like this mod will be for hardcore players, plus mods that make DF simplier is acually better (reduces stockpile list clutter and FPS) just a friendly suggestion (take it or leave it, unless you already had it in mind) you should make gems simplfied say one of each color? And making plants (edible) take longer to grow is a good idea, usally I don't have to worry about food due to the fact my fortresses can self  sustain themselves simply on plump helments. You should also make plants only edible cooked (that way no seeds are produced) making it that much harder, and only brewing will give you extra seeds. I can't wait to see this mod mature.
Logged

ashton1993

  • Bay Watcher
    • View Profile
Re: ---***===UNDERDARK MOD (V 0.10)===***---
« Reply #7 on: August 26, 2011, 06:27:05 pm »

Spoiler (click to show/hide)
Hmm... making plants only edible when cooked, I'll use that, good idea! And for the gems, I thought I already mentioned it, they'll be rubies (red), sapphires (blue), emeralds (green) and diamonds (white)
Logged
Wow, that's actually really friggin' awesome looking.
That is brilliant.
That is hilarious, Ashton. I love it.
OMG yes!!!  Thank you!!!

Totally not a narcissist.

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: ---***===UNDERDARK MOD (V 0.10)===***---
« Reply #8 on: August 26, 2011, 06:31:32 pm »

For the gems I had thought those where examples, as some people leave out the etc... Anyways Good Luck :P
Logged

squiggles5

  • Bay Watcher
    • View Profile
Re: ---***===UNDERDARK MOD (V 0.10)===***---
« Reply #9 on: August 27, 2011, 11:56:30 am »

Looks quite cool, I'll try it out once it's been developed a bit for now just posting to watch  :)
Logged

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: ---***===UNDERDARK MOD (V 0.10)===***---
« Reply #10 on: August 29, 2011, 10:38:28 am »

Shameless bump :P
Logged

ashton1993

  • Bay Watcher
    • View Profile
Re: ---***===UNDERDARK MOD (V 0.10)===***---
« Reply #11 on: August 29, 2011, 12:24:14 pm »

Ah thanks for that  :D basically the situation is I've been thinking about food (with a lot of Hugo's help) and if this mod is to truly represent the underdark, a place where barghest's attack you from the astral plane and all manner of terrors plague your fortress from underneath, this mod is going to be HARD. Food will be much scarcer than normal:

  • Plants will not drop seeds making farming for food impossible.
  • As a consequence of this the only sources of food will be hunting and herbalism.
  • Using the equivalent of tree farms for food will not escape the danger of the caverns, when interactions are implemented some plants indistinguishable from other will release poisons, due to difficulties these plants explode when harvested until fixed.
  • Adamantine berries will create seeds although the seeds will be dangerous to handle, take three years to grow and the finished product can not be eaten.
  • There will be an inifinite amount of animals, making them extinct will not happen, tamable animals will not be edible.

Sorry I've not said anything in a while, I spent a couple of days trying to make syndromes and plants together and after a bit of frustration took a break for a day, at some point closer to completion I'll probably create a second thread with pretty pictures and stuff in the first post
Logged
Wow, that's actually really friggin' awesome looking.
That is brilliant.
That is hilarious, Ashton. I love it.
OMG yes!!!  Thank you!!!

Totally not a narcissist.

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: ---***===UNDERDARK MOD (V 0.10)===***---
« Reply #12 on: August 29, 2011, 02:15:34 pm »

Ah thanks for that  :D basically the situation is I've been thinking about food (with a lot of Hugo's help) and if this mod is to truly represent the underdark, a place where barghest's attack you from the astral plane and all manner of terrors plague your fortress from underneath, this mod is going to be HARD. Food will be much scarcer than normal:

  • Plants will not drop seeds making farming for food impossible.
  • As a consequence of this the only sources of food will be hunting and herbalism.
  • Using the equivalent of tree farms for food will not escape the danger of the caverns, when interactions are implemented some plants indistinguishable from other will release poisons, due to difficulties these plants explode when harvested until fixed.
  • Adamantine berries will create seeds although the seeds will be dangerous to handle, take three years to grow and the finished product can not be eaten.
  • There will be an inifinite amount of animals, making them extinct will not happen, tamable animals will not be edible.

Sorry I've not said anything in a while, I spent a couple of days trying to make syndromes and plants together and after a bit of frustration took a break for a day, at some point closer to completion I'll probably create a second thread with pretty pictures and stuff in the first post

1. Ah I like that there will be difficulty, Now I think somewhere you said all life on the surface is going to be 'dead' so what about civs? Will humans and elves and the like be more 'savage' as everyone fights for food and survival? making onlt your home civ the only people that want to trade? or has everyone hostile been made Layer_Linked so they form cave camps?

2. You have a reserve post here so making another thread for screenies might upset a few people :(, editing the reserve post to be screenies will reduce hate mail by 100%. And eagerly awaiting the next release :D
Logged

ashton1993

  • Bay Watcher
    • View Profile
Re: ---***===UNDERDARK MOD (V 0.10)===***---
« Reply #13 on: August 29, 2011, 03:32:15 pm »

Ah thanks for that  :D basically the situation is I've been thinking about food (with a lot of Hugo's help) and if this mod is to truly represent the underdark, a place where barghest's attack you from the astral plane and all manner of terrors plague your fortress from underneath, this mod is going to be HARD. Food will be much scarcer than normal:

  • Plants will not drop seeds making farming for food impossible.
  • As a consequence of this the only sources of food will be hunting and herbalism.
  • Using the equivalent of tree farms for food will not escape the danger of the caverns, when interactions are implemented some plants indistinguishable from other will release poisons, due to difficulties these plants explode when harvested until fixed.
  • Adamantine berries will create seeds although the seeds will be dangerous to handle, take three years to grow and the finished product can not be eaten.
  • There will be an inifinite amount of animals, making them extinct will not happen, tamable animals will not be edible.

Sorry I've not said anything in a while, I spent a couple of days trying to make syndromes and plants together and after a bit of frustration took a break for a day, at some point closer to completion I'll probably create a second thread with pretty pictures and stuff in the first post

1. Ah I like that there will be difficulty, Now I think somewhere you said all life on the surface is going to be 'dead' so what about civs? Will humans and elves and the like be more 'savage' as everyone fights for food and survival? making onlt your home civ the only people that want to trade? or has everyone hostile been made Layer_Linked so they form cave camps?

2. You have a reserve post here so making another thread for screenies might upset a few people :(, editing the reserve post to be screenies will reduce hate mail by 100%. And eagerly awaiting the next release :D
I've not done anything with creatures yet coding wise (fair bit of planning done though). Yes they'll form camps [camps], I also want a few to be like dwarfs in the sense that they dig underground but siege from above [settles], lastly they'll be some where I simply don't create an entity file and have the pack numbers really high so like deer they arrive in groups except dozens at a time [roams]. Here's a quick summary of the sentinent species I intend to add:

Duergar: Grey dwarfs, greatest variety of metals available, [settles]

Drow: Dark elves, very fast (though fragile) and can forge superior blue adamantine [settles]

Gnomes: One hand is replaced by a pick, the other by a hammer, can forge superior red adamantine [settles]

Illithids: Use mind powers to inflict huge amounts of pain on enemies and then smothers them with dozens of slimy appendages [settles]

Goblins: Tough skinned melee fighters supplemented by worgs and shamans [camps]

Skinks: Diminutive lizardmen covered in scales and immune to fear which employ fire breathing salamanders [camps]

Kobolds: Use powerful poisons and blowdarts to bring down your dwarfs over time [camps]

Barghests: Grows stronger after killing it's own kind (makes weapons from Barghest remains which are basically upgraded claws), travels in small groups [camps (In groups of 1)]

Mycanoids: Harness spores which blind, rot and cause sleepiness [roams]

Humans: Magic casters, travel in solitude, very unpredicatble [roams]

There may be a few other sentinents but there the one's I've thought of and have remembered. Liking the line up so far? These guys might not come for another 2 or 3 updates but there you go.


As for not creating a second thread I'll take your advice  :)
« Last Edit: August 29, 2011, 03:34:59 pm by ashton1993 »
Logged
Wow, that's actually really friggin' awesome looking.
That is brilliant.
That is hilarious, Ashton. I love it.
OMG yes!!!  Thank you!!!

Totally not a narcissist.

squiggles5

  • Bay Watcher
    • View Profile
Re: ---***===UNDERDARK MOD (V 0.10)===***---
« Reply #14 on: September 01, 2011, 10:55:05 am »

Hmm, thought the update was coming soonish, it's all gone quiet
Logged
Pages: [1] 2