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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: Eagle_eye on August 23, 2010, 09:57:10 pm

Title: Fremen Sietch (Dune mod) release thread
Post by: Eagle_eye on August 23, 2010, 09:57:10 pm
(http://i33.tinypic.com/1sjs4j.jpg)


Alright, after about two weeks of work, I think foamy and I have gotten far enough to release a beta. I'm still waiting on the weapon raws from foamy, so lasguns and such will be unbalanced, but its playable, though not even close to what I plan for it. I'd like it if all discussion of this mod could be moved here.
Link to the old thread: http://www.bay12forums.com/smf/index.php?topic=63721.0
Link to the mod: http://dffd.wimbli.com/file.php?id=2991

And now, without further ado, features:

New creatures:
     Sandworms- not hostile to the fremen, but enourmous and deadly. If any creature in the game can best one of these, I'll be amazed
    Various desert life not worth mentioning
     Dust devils- harmless, indestructable swirling clouds of dust
    Coriolis Storms - deadly and destructive, get your fremen inside when a "storm" arrives
    Fremen - Fanatical natives of the desert, you play as them.
    Smugglers - they will trade with you, and trade is near essential, (or is going to be) for survival in this mod
    Bene Gesserit - They don't yet have an entity, but when they do, they'll be someone who's bad side you DON'T want to be on. Their max strength is 1.5 times higher than a dwarfs, and the other attributes are similarly elevated.

New Combat:
    As I said, most of these are still having the kinks worked out of them:
    Lasguns- Incredibly powerful, but not very accurate,  worthless against shielded targets. At the moment they can be made from a bar of plasteel, a more complex reaction is coming.
    Maula Pistols- more effective against armor than lasguns, but less so against unarmored targets
    Crysknifes - razor sharp blades that cut through flesh with the greatest of ease (new materials currently being worked on)
   Shields- These protect very well from projectiles, less so from melee: combat will probably be slower and hits will be more deadly.

Gameplay:
         Arrakis is not hospitable to terran life: water is incredibly scarce.
         Drink can only be acquired through trade, or when a fortress is small, the distillation of vermin and body parts
         Storms ravage the land, and there is nothing you can do to stop them: simply pull all your fremen inside
         A custom mapscript makes the whole land desert


Coming Soon:

    Creatures:
               Vehicles: I'll soon start working on vehicles that will appear with sieging armies and will be quite deadly.
               Sandworms: I hope to reproduce the sandworm reproductive cycle, if DF allows it, as well as their aversion to water.
    Plants:
               melange: not included as of yet, I'll start working on it soon
               Wild shrubs are a possibility, but they will be rare.
               
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: Foamy on August 24, 2010, 06:02:22 am
Some more info on combat:

Pellet guns: you can think of these as like using iron weapons against steel equipped enemies. they are only useful because they can penetrate shields from a distance (if medical help is close they are only really deadly with headshots, broken bones are common though).

Lasguns: these are more like steel weapons. they will tear unshielded people apart and almost always cause permanent damage. the downside is that they do nothing against shields.

shields in melee: currently shields will protect you from pretty much every single melee attack from any edged weapon. Wrestling still works though. this will change soon so that the better blades cut right through. I am also hoping to tweak the fremen's wrestling to simulate the weirding way. this will make a fremen wrestler about equal to a harkonen with a shield and sword if i am successful.

Water: The only natural source of water (outside the deathstill) is underground reservoirs. the traditional caves are the entrances to these reservoirs. you are not able to mine many types of rock (usually a few Z levels below the surface) so you cant dig down to them.
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: Eagle_eye on August 24, 2010, 05:30:18 pm
I'm currently working on the bene gesserit, they'll be done within a few days.
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: Foamy on August 25, 2010, 12:02:44 am
Weirding way testing was a success. all things being equal it'll take 2 or 3 regular wrestlers to take down one fremen.
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: Freddex on August 26, 2010, 10:47:41 am
Heya Foam, this looks interesting, I think I'll test it later. As far as I understood it, this is really challenging survival in the desert, set in the world of Dune. I look forward to it. :D
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: Foamy on August 26, 2010, 11:07:23 am
Yeah, it's going to be extremely different to vanilla. very little production will be possible so the goal is to sell as much spice as possible before you die of thirst or are overrun by invaders.
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: Eagle_eye on August 26, 2010, 04:22:27 pm
or rather, spice is really the only thing you can produce, except for water, unless you embark on a cave, which can be seen as "easy mode"
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: Eagle_eye on August 26, 2010, 04:23:34 pm
or rather, spice is really the only thing you can produce, except for water, unless you embark on a cave, which can be seen as "easy mode"

and yes, that does mean your food supplies will have to last until the caravan.
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: Eagle_eye on August 26, 2010, 04:28:37 pm
a small issue I'll fix soon, but harkonnen expand FAST. By year 300, they had 25 or so dark fortresses in a single civ. In other words, end worldgen early until I get this fixed.
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: Eagle_eye on August 26, 2010, 04:52:47 pm
Added harkonnens, I'm now working on vehicles, I'll update once I get 'thopters working.
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: Aklyon on August 27, 2010, 12:02:11 am
will the worms attack spice-gatherers?
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: Eagle_eye on August 27, 2010, 06:39:53 am
no they will not, but they will be hostile to non fremen.
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: Asra on August 28, 2010, 12:06:59 am
Ah, I love playing in deserts. I can't wait to try this out. Edited!
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: Josephus on August 28, 2010, 12:13:36 am
I'm sorry, I'm too busy staring at your lovely banner to download this right now. But I will try this out.

(who drew that? It's lovely.)
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: Foamy on August 28, 2010, 04:09:20 am
http://akreon.deviantart.com/art/Sands-of-Arrakis-174971939?q=boost%3Apopular+in%3Adigitalart+dune&qo=62
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: Acanthus117 on August 28, 2010, 04:41:20 am
This is so pro.

I'm so going to play this later.
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: Eagle_eye on August 29, 2010, 12:01:48 pm
hmm...  something appears to have happened to the plasteel reactions....
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: Eagle_eye on September 04, 2010, 04:40:05 am
Well, in case you didn't notice, work on this has  slowed down considerably due to school starting. I'd appreciate it if anyone without such burdens would like to help fix the many bugs left.
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: Vendayn on November 07, 2010, 04:53:36 pm
Thank you for making this mod. :) I love Dune, so this is great.
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: Eagle_eye on November 07, 2010, 06:43:49 pm
yeah, it's kinda dead at the moment, but I plan to get back to working on it later in the year, ideally when multi tile creatures are introduced, if they are going to be. It's not fully complete, and the plasteel reaction may or may not be broken...
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: Vendayn on November 07, 2010, 07:56:39 pm
Well, even though it isn't finished...I've been having fun with it...three losses so far :P Still learning how things work and what not...but anything Dune is an automatic like by me :P
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: Eagle_eye on November 07, 2010, 08:03:42 pm
if you see any dust storms, could you tell me how well they're working?
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: Foamy on November 08, 2010, 04:19:22 am
I hope start working on this again when i restart Hunter's Moon sometime towards the end of January. Unfortunately work and school may make it difficult though.
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: SineHacker on November 13, 2010, 05:26:12 am
I've been wanting to give modding a go for a while, I love dune so I will help out if I can learn enough!
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: SineHacker on November 13, 2010, 05:30:59 am
I fancy trying to create a blade runner style mod of df as well, not quite sure how it would work, it would be based more around adventure mode though
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: rex mortis on November 20, 2010, 12:03:18 pm
Does anyone know if this will work in .31.18?
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: Eagle_eye on November 20, 2010, 05:27:24 pm
It will, although fremen sietches won't exist, as only conventional towns are included at the moment.
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: Pirra on February 10, 2011, 07:58:20 pm
It will, although fremen sietches won't exist, as only conventional towns are included at the moment.

How would you do that. What all do you have to copy over from the file with the mod in it to a .31.18 file? Sorry if this is a dumb question.
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: Eagle_eye on February 10, 2011, 08:02:17 pm
It will, although fremen sietches won't exist, as only conventional towns are included at the moment.

How would you do that. What all do you have to copy over from the file with the mod in it to a .31.18 file? Sorry if this is a dumb question.

yeah, just copy all the files....
your post reminded me of this mod... maybe I'll actually finish it at some point :D
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: thrandisher on February 11, 2011, 03:24:17 am
Heh, all i can saw is reading the info on this, it freaked me out a bit.  My RL name is arrakis. My mother was reading one of the books back in the 70's while carrying me and thus it became my name.  Darn 70's.

Hope ya get it updated and finished tho, id like to try it out with .18.
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: Deon on February 11, 2011, 05:17:25 am
Wow, that's a weird way to pick names.

You are lucky your mother didn't read Star Wars novels.
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: GamerKnight on February 11, 2011, 08:38:26 am
Lasgun vs shield should blow shit the hell up, not be useless. In the books it was a psuedo-atomic explosion. Oh Frank Herbert is turning in his grave.

Just kidding, pretty good but  :-X about the lasguns though.
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: Eagle_eye on February 11, 2011, 06:15:03 pm
yeah, its not currently possible. believe me, I spent hours trying to figure out a way to do it. :-\
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: thrandisher on February 11, 2011, 10:30:11 pm
Actually im really happy with it. If i was female i think she said it was going to be something not, nova skye, for my first and middle name.

I had blue eyes, sandy blond hair, and i was like her imortality living on. hence all the things that added up to the name.
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: kerlc on February 14, 2011, 07:47:44 am
yeah, that about the lasguns pissed me off too. but i got used to it. By the way, wich skill does the crysknife use? (hope i spelled it right)

so howzabout some progress info?
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: Foamy on February 14, 2011, 01:38:19 pm
If i remember correctly the knives use the dagger skill.

I'm up for doing some more work on this so i'll have a look over the features future updates will bring now and then i'll get onto Eagle and see where we want to go.
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: Solifuge on February 14, 2011, 01:51:04 pm
That'd be pretty cool. Just now found this, due to the wonders of thread necromancy, and I wish I had found it before. It'd be great to see this made to mesh with the new Caravan Arc features.
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: Foamy on February 15, 2011, 08:43:33 am
Well i talked to Eagle and we're going to start again when the next update's out so there's not too much time to wait.
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: Jeoshua on March 11, 2011, 03:30:24 pm
Ahem... ahem...

This mod is a beautiful idea.  Please continue it?
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: Foamy on March 11, 2011, 04:17:44 pm
We had to pause things when we realised almost none of the town types are in the current version of DF. The reason for this is that currently everyone starves to death very quickly and the reason the other types of towns aren't in is that they have problems with them which Toady didn't want to have to deal with right now. This means that whatever solutions and changes happen when they come back will likely mean any work we did would need to be reevaluated and redone.

We were just a little premature with the decision to update it. It's not going to die as at least I am completely in love with it. As with Hunter's Moon, when this comes back it'll have a huge amount of new content. Definitely including full graphics set and probably a custom soundtrack too.
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: Illanair on April 17, 2011, 07:17:21 am
Hah! I knew somewhere deep in my mind, that DF was bound to have at least one Dune related mod. :D (All hail search functions)

*Ahem*

Your work so far looks promising - It's a shame that things are hardcoded to such a degree that some things won't quite work yet, but hopefully Toady will get there some day, so we can have multi tile sandworms (with a burrow like movement through sand), and shields that explode when hit by lasers.

May Shai-Hulud clear the path before you.

(PS: For those of you with a nostalgia for Dune, you may want to check out the Dune Wars mod for Civ IV - it's quite polished.)
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: kerlc on April 17, 2011, 12:22:29 pm
YOU MADE THE DUNE WARS MOD FOR CIV4????

i bow down to your awesomeness.

thee shall be worshiped.
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: Illanair on April 17, 2011, 12:23:43 pm
YOU MADE THE DUNE WARS MOD FOR CIV4????

Haha, no - I can't claim that. I am merely a fan of the mod, and a longtime player. :D
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: kerlc on April 18, 2011, 06:25:48 am
then lemme do tis

*erases the last post and does the honourful thing.
 smash you with the crowbar*
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: Deon on April 18, 2011, 01:53:48 pm
Yeah, DuneWars is a great mod, I've made a couple of models for them.
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: Gargomaxthalus on June 12, 2013, 07:51:30 pm
Ehhh.... I realize that this could be seen as being in poor taste or even being a bit rule breaking, but this will never get finished without some proper attention.
Sooo..... bump. Interesting concepts deserve to be remembered and if possible used.
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: Godlysockpuppet on June 13, 2013, 04:48:05 am
Ehhh.... I realize that this could be seen as being in poor taste or even being a bit rule breaking, but this will never get finished without some proper attention.
Sooo..... bump. Interesting concepts deserve to be remembered and if possible used.
This thread has been dead for years. If you want to try and update/improve it go ahead, I doubt OP will mind.
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: Eagle_eye on June 13, 2013, 08:01:30 am
Yeah, go ahead. I don't really have the time or the will to continue working on it right now, obviously.
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: Godlysockpuppet on June 13, 2013, 08:35:50 am
Yeah, go ahead. I don't really have the time or the will to continue working on it right now, obviously.
So you a fan of the dune RTS games by Westwood?
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: Eagle_eye on June 13, 2013, 05:32:32 pm
Never played it.
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: Godlysockpuppet on June 13, 2013, 05:49:25 pm
Never played it.
Ah. Well you missed out on something special then! Haha :)
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: Foamy on June 15, 2013, 04:53:26 pm
I have all the old files for this still in my dropbox I think if anyone wants to pick it back up. My intention was to work on this again when I came back to my other mod after the new version. Unfortunately plans change but I would be glad to offer any assistance required to someone else to work on this instead.
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: Hugo_The_Dwarf on June 15, 2013, 05:08:24 pm
well I'll be damned, been awhile since I saw you Foamy. Was a huge fan of Hunter's Moon.

Now to be more on topic, in the current DF release a great ton of effects can be done. Combined with custom world gens could capture the lore very well.

Saddly I've only played Westwoods RTS Dune 2000 (preferred Red Alert or the Tiberium Wars versions better) and seen the movie a long long time ago.

But I can help answer any questions on how to get effects and the like working.
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: Godlysockpuppet on June 15, 2013, 05:33:46 pm
well I'll be damned, been awhile since I saw you Foamy. Was a huge fan of Hunter's Moon.

Now to be more on topic, in the current DF release a great ton of effects can be done. Combined with custom world gens could capture the lore very well.

Saddly I've only played Westwoods RTS Dune 2000 (preferred Red Alert or the Tiberium Wars versions better) and seen the movie a long long time ago.

But I can help answer any questions on how to get effects and the like working.
Command and conquer <3 I still play them. How sad :) Hehe. Well I'd gladly offer my help if someone wants to take this mod up!
Title: Re: Fremen Sietch (Dune mod) release thread
Post by: Foamy on June 15, 2013, 06:22:03 pm
Here's what we've got:

https://dl.dropboxusercontent.com/u/10634310/Fremen%20Sietch.zip

90% of that will be unusable with all the changes though.