Bay 12 Games Forum

Dwarf Fortress => DF Modding => Topic started by: medikohl on April 09, 2012, 11:35:27 am

Title: Medikohl's Expanded DF Mod version 1.8 (for 0.34.09)
Post by: medikohl on April 09, 2012, 11:35:27 am
NOTE: to choose a starting race for fortress mode, tab to neighboring civs, the top one on the list is your race, choose a different civilization to change.

NOTE: hill/sun dwarves are slightly modified regular dwarves, different weapons, additional armors, and a new reaction.
also they have a stronger work ethic.

Welcome to my mod, right now I'm working on just expanding the game, adding new features, and creating more unique races.

right now I'm accepting content created by other people if they happen to have any ideas or suggestions.

currently I'm trying to work out how I'm going to make a medusa (the dwarf stabs the first head snake), and if i can change a creature into a statue as a syndrome effect.



http://dffd.wimbli.com/file.php?id=6137


Installation. replace objects folder with the one in the zip file.
for graphics (800x600)replace the graphics folder with the one provided


current build all additions:

1.8
-updated to minecart release 0.34.09 (various reaction tweaks)
-added blue and green gold alloys (gold and iron, gold and silver)
-added more region specific crops, added trees with higher base value
-added spiked bowgun
-sundwarves require a taiga biome in worldgen to exist. they build cities. they tame local wildlife. fortress playable




1.7
-added gnomes as a smaller sized race with smaller weapons.
-added irda.
-added gnolls-beast creature sieger.
-goblin castes.
-hill dwarves- more focused, a bit weaker, a bit faster different weapon list, different armor list
-sun dwarves- live in cities, no longer have underground creatures by default, they tame local creatures, different weapon list, different armor list (WILL REQUIRE THE TAIGA BIOME IN WORLD GEN, meaning forests close to tundra)

  -added spiders to the sun dwarf start biome to give them silk to trade with
  -added vicunas, mammoths, rock sheep, and angora rabbits for potential wild (and sun dwarf) sources of wool. made musk oxen shearable.
  -added centipedes with complicated body plan (vermin, large, giant, savage megabeast)

  -added starmetal alloy (2 nickel, 1 pig iron, 2 iron=  3 star iron)
  -added blue gold alloy(1 iron, 3 gold)
  -added a few new sources of iron (goethite in tiny quantities in certain soil layers, siderite appearing in veins of galena)
  -added a small percentage to get nickel from limonite, hematite, and magnetite
  -added anthricite coal (a metamorphic source of coal)
  -added flint as a new source for stone weapons
  -made maces, dirks, daggers, and spears stone capable
 

  -added new workshop: Bone Crafters
  -bone and leather beds
  -bone and leather bins
  -bone and leather door
  -bone cage
  -bone crutch
  -bone animal trap
  -bone mechanism

  -added weapons
    -katana
    -staff
    -dirk
    -hatchet
    -bowgun (a heavier crossbow, has a short spike at the front for reloading purposes but also gives it a bit of an edge in melee combat)
    -longbow (shoots with a bit more force)
    -made knuckles (like brass knuckles) use the strike skill
    -made cestus (it's a bladed gauntlet basically) use the strike skill

  -added armor
   -heavy shield
   -tower shield
   torso
   -halfplate (lower coverage, lower material cost)
   -lamellar
   -reinforced lamellar
   -kimono (leather and cloth only)
   -rough scale armor (bone and shell torso armor)
   legs
   -lamellar
   hands
   -bracers

   -added tags to entity default to make the other dwarven civs show up for trading

forum topic
bay12forum link http://www.bay12forums.com/smf/index.php?topic=106971.0
Title: Re: Medikohl's Expanded DF Mod version 1.111111 beta
Post by: medikohl on April 09, 2012, 11:44:37 am
any suggestions?
Title: Re: Medikohl's Expanded DF Mod version 1.111111 beta
Post by: medikohl on April 09, 2012, 12:40:10 pm
damn you lack of discussion
Title: Re: Medikohl's Expanded DF Mod version 1.111111 beta
Post by: Sunday on April 09, 2012, 03:54:56 pm
mendikohl from the Starfarer forums?

Anyway, I like the idea of rabies: if you create a syndrome that makes mammals "frenzy" (and perhaps make it prone to rage at 60 or so), themselves transfer the syndrome on bite, and then die after a while, it should work. Not sure how you'd get it to hit dogs at random, though—maybe it requires a vermin bite (from rats, perhaps?) to get it started. Or you create a super-rare "carrier" caste of dog that periodically goes insane and starts biting other mammals and giving them the syndrome.

Title: Re: Medikohl's Expanded DF Mod version 1.111111 beta
Post by: medikohl on April 09, 2012, 10:53:12 pm
mendikohl from the Starfarer forums?

Anyway, I like the idea of rabies: if you create a syndrome that makes mammals "frenzy" (and perhaps make it prone to rage at 60 or so), themselves transfer the syndrome on bite, and then die after a while, it should work. Not sure how you'd get it to hit dogs at random, though—maybe it requires a vermin bite (from rats, perhaps?) to get it started. Or you create a super-rare "carrier" caste of dog that periodically goes insane and starts biting other mammals and giving them the syndrome.
yes, from starfarer.

I was already planning on adding raccoons with a 1/100 chance of a caste with rabies
Title: Re: Medikohl's Expanded DF Mod version 1.2
Post by: medikohl on April 10, 2012, 03:51:40 am
how would you go about adding the enrage effect?
Title: Re: Medikohl's Expanded DF Mod version 1.2
Post by: Deon on April 10, 2012, 03:56:38 am
[PRONE_TO_RAGE:1], where 1 can be a higher number.

Also you bumped your thread like 3 times right after posting, what's up with you? :D
Modding forums are quite slow, get used to it, and good luck in modding!
Title: Re: Medikohl's Expanded DF Mod version 1.2
Post by: medikohl on April 10, 2012, 03:58:50 am
[PRONE_TO_RAGE:1], where 1 can be a higher number.

Also you bumped your thread like 3 times right after posting, what's up with you? :D
Modding forums are quite slow, get used to it, and good luck in modding!
what do you think would be a good value for that?
Title: Re: Medikohl's Expanded DF Mod version 1.3
Post by: medikohl on April 10, 2012, 07:00:49 am
got a new creature made up.

giant centipede.
body detail plan
Spoiler (click to show/hide)

and the raw
Spoiler (click to show/hide)
Title: Re: Medikohl's Expanded DF Mod version 1.3
Post by: medikohl on April 10, 2012, 05:13:51 pm
anyone have suggestions?
Title: Re: Medikohl's Expanded DF Mod version 1.3
Post by: medikohl on April 11, 2012, 09:31:35 am
humans vs zombies today.
Title: Re: Medikohl's Expanded DF Mod version 1.4
Post by: medikohl on April 13, 2012, 04:05:06 am
1.4
Title: Re: Medikohl's Expanded DF Mod version 1.4 (accepting submissions)
Post by: medikohl on April 13, 2012, 04:07:38 am
accepting submissions for creatures
Title: Re: Medikohl's Expanded DF Mod version 1.4 (accepting submissions)
Post by: Naryar on April 13, 2012, 05:47:40 am
A stone katana ?  :-\

Title: Re: Medikohl's Expanded DF Mod version 1.4 (accepting submissions)
Post by: Deon on April 13, 2012, 06:37:08 am
Stone katana is something that would be destroyed after 1 attack. But I guess it's magic :D.
Title: Re: Medikohl's Expanded DF Mod version 1.4 (accepting submissions)
Post by: nocker on April 13, 2012, 09:15:36 am
katanas are just masterwork bastard swords, anyway.
Title: Re: Medikohl's Expanded DF Mod version 1.4 (accepting submissions)
Post by: Meph on April 13, 2012, 01:16:20 pm
Just read your improved dog raw, please do note that now huskies can brred boxers and so on... maybe you should split them into different creatures.
Title: Re: Medikohl's Expanded DF Mod version 1.4 (accepting submissions)
Post by: medikohl on April 13, 2012, 03:32:09 pm
A stone katana ?  :-\
well honestly, it makes as much sense as a stone short sword.
Title: Re: Medikohl's Expanded DF Mod version 1.4 (accepting submissions)
Post by: medikohl on April 13, 2012, 03:33:20 pm
Just read your improved dog raw, please do note that now huskies can brred boxers and so on... maybe you should split them into different creatures.
but then huskies couldn't breed WITH boxers
Title: Re: Medikohl's Expanded DF Mod version 1.4 (accepting submissions)
Post by: Deon on April 13, 2012, 03:37:51 pm
A stone katana ?  :-\
well honestly, it makes as much sense as a stone short sword.
No, stone short sword makes sense. It's like the mayan sword. Katana on the other hand...

That's the stone short sword (real):
(http://img.carters.com.au/91496.jpg)

or it could be like this:
(http://www.precolumbianweapons.com/images/swords74.jpg)

Now imaging making this out of stone:
(http://www.samurai-swords-for-sale.com/store/images/P/japanese-swords-rittersteel-great-katana-odachi.jpg)

Yeah...

Even iron katanas were breaking VERY often. Stone katanas are not possible :).
Title: Re: Medikohl's Expanded DF Mod version 1.4 (accepting submissions)
Post by: medikohl on April 13, 2012, 03:49:06 pm
well to be honest no mining race has katana's so they don't actually show up in the game.
Title: Re: Medikohl's Expanded DF Mod version 1.4 (accepting submissions)
Post by: Naryar on April 13, 2012, 04:24:25 pm
It's just how a katana is built is totally impossible to do with stone. Hell I would rather see a chitin, bone, nail, or even wooden katana (NOT a bokken though), rather than a stone katana.

Obsidian short swords are possible, because the handle and weapon is made of wood, only the cutting edges are obsidian.

Also, you want creature suggestions ?

http://en.wikipedia.org/wiki/Pseudoscorpion

Go. In DF terms, scorpions with no tail and tail stinger and poisonous pincers. Kinda like a tick with pincers, really.

The giant pseudoscorpion should be nice. Digestive enzyme venom should be necrosis... FUN for everyone !
Title: Re: Medikohl's Expanded DF Mod version 1.4 (accepting submissions)
Post by: medikohl on April 13, 2012, 04:29:32 pm
It's just how a katana is built is totally impossible to do with stone. Hell I would rather see a chitin, bone, nail, or even wooden katana (NOT a bokken though), rather than a stone katana.

Obsidian short swords are possible, because the handle and weapon is made of wood, only the cutting edges are obsidian.

how would I go about making chitin katanas?
Title: Re: Medikohl's Expanded DF Mod version 1.4 (accepting submissions)
Post by: Naryar on April 13, 2012, 04:43:47 pm
It's just how a katana is built is totally impossible to do with stone. Hell I would rather see a chitin, bone, nail, or even wooden katana (NOT a bokken though), rather than a stone katana.

Obsidian short swords are possible, because the handle and weapon is made of wood, only the cutting edges are obsidian.

how would I go about making chitin katanas?

No, that's just plain ridiculous, i was just using chitin as an example. Stick with iron and steel for katanas.

Hell as adamantine cannot be bent, we should have no adamantine katanas either.
Title: Re: Medikohl's Expanded DF Mod version 1.4 (accepting submissions)
Post by: medikohl on April 13, 2012, 07:26:27 pm
It's just how a katana is built is totally impossible to do with stone. Hell I would rather see a chitin, bone, nail, or even wooden katana (NOT a bokken though), rather than a stone katana.

Obsidian short swords are possible, because the handle and weapon is made of wood, only the cutting edges are obsidian.

how would I go about making chitin katanas?

No, that's just plain ridiculous, i was just using chitin as an example. Stick with iron and steel for katanas.

Hell as adamantine cannot be bent, we should have no adamantine katanas either.

well I was trying to figure out how to make chitin armor and maybe a few other items.
Title: Re: Medikohl's Expanded DF Mod version 1.4 (accepting submissions)
Post by: medikohl on April 13, 2012, 11:26:40 pm
working on making a few new cave creatures
Title: Re: Medikohl's Expanded DF Mod version 1.4 (accepting submissions)
Post by: medikohl on April 14, 2012, 09:05:22 pm
well apparently the can learn tag I added to the bulldog caste had an unexpected effect....
I now have a bulldog woodcrafter.

also had a forgotten beast with the body of a centipede....holy hell.
Title: Re: Medikohl's Expanded DF Mod version 1.5 (accepting submissions)
Post by: medikohl on April 15, 2012, 03:55:48 am
1.5 is out
Title: Re: Medikohl's Expanded DF Mod version 1.5 (accepting submissions)
Post by: medikohl on April 17, 2012, 04:54:20 pm
working on implementing a new material, studded leather.
Title: Re: Medikohl's Expanded DF Mod version 1.6 (accepting submissions)
Post by: medikohl on April 17, 2012, 10:50:02 pm
1.6

added anthricite
added savage centipede
added cestus
added knuckles (brass and otherwise)
tweaked max ages
Title: Re: Medikohl's Expanded DF Mod version 1.6 (accepting submissions)
Post by: medikohl on April 17, 2012, 11:32:54 pm
does anyone have any thoughts as to what else I should add in?
Title: Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
Post by: Black_Legion on April 18, 2012, 03:07:34 am
Interactions and secerets are always fun to add in to a mod as well as make. You could do battle mages, healers, boozemancers, or even just some more creatures. Your centipede is really well done and one of the first creatures I've added that I didn't have frothyme beastiary I've been compiling since 31.xx. Dwarves could always use better ranged weapons (i made a mechanzed crossbow before and it was quite fun, expensive though to equip more than a few squads). Evil creatures could use some love as well. Seeing the same swarm of thrips people and giant mosquitoes gets boring if that's all you see.

Making a Monster Hunter-like Beasts Workshop could be interesting especially if you could make decent armor from something like a centipede. Try looking at this mod, it's pretty cool but hasn't been updated in a long time --> http://dffd.wimbli.com/file.php?id=3202 (http://dffd.wimbli.com/file.php?id=3202)
Title: Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
Post by: medikohl on April 18, 2012, 03:59:54 am
Interactions and secerets are always fun to add in to a mod as well as make. You could do battle mages, healers, boozemancers, or even just some more creatures. Your centipede is really well done and one of the first creatures I've added that I didn't have frothyme beastiary I've been compiling since 31.xx. Dwarves could always use better ranged weapons (i made a mechanzed crossbow before and it was quite fun, expensive though to equip more than a few squads). Evil creatures could use some love as well. Seeing the same swarm of thrips people and giant mosquitoes gets boring if that's all you see.

Making a Monster Hunter-like Beasts Workshop could be interesting especially if you could make decent armor from something like a centipede. Try looking at this mod, it's pretty cool but hasn't been updated in a long time --> http://dffd.wimbli.com/file.php?id=3202 (http://dffd.wimbli.com/file.php?id=3202)
I'm still relatively new to all this, how would i go about setting up chitin materials? do they pop up when butchered?
Title: Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
Post by: medikohl on April 18, 2012, 04:16:11 am
I'm also staying away from modifying too much of what dwarves can do.

making new and interesting things? that's a dorf right there.
magic? that sounds like elf talk to me.

I've also been adding more natural sources for resources to the game.  Anthracite for coal, flint for weapons, limonite and hematite produce a bit of coal on occasion. and added a new reaction for "starmetal" a bit better than steel, but more resource intensive for the end result (2 iron, 1 pig iron, 1 nickel = 3 starmetal may be tweaking those numbers later).
Title: Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
Post by: medikohl on April 18, 2012, 10:26:34 pm
thinking of making black powder bayonet muskets

that or a bayonet bowgun
Title: Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
Post by: medikohl on April 18, 2012, 10:27:44 pm
sulfur, charcoal, salt peter= black powder
Title: Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
Post by: medikohl on April 19, 2012, 12:25:06 am
ok learned something interesting.

my willow trading post became a !!willow trading post!!  when a goblin thief showed up while the (fire-breathing) drake men were trading with my fortress..... future note-make trade depot out of stone
Title: Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
Post by: Deon on April 19, 2012, 01:55:17 am
It should be anthracite, not anthricite. And more coal types is always good.
Title: Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
Post by: medikohl on April 19, 2012, 02:59:33 am
It should be anthracite, not anthricite. And more coal types is always good.
dammit you're right. any way I researched it and it appears in metamorphic layers as opposed to sedimentary layers. (which is where all the rest show up)

most of the things I've been adding have some basis in realism.  Starmetal might be a bit fantasyish; however, I went with what the metal composition of the majority of metal bearing meteorites are (nickel iron).
Title: Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
Post by: Deon on April 19, 2012, 03:27:04 am
Starmetal could be just meteoric iron, it's perfectly realistic. Many nations actually called it "star iron" or "star metal".
Title: Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
Post by: medikohl on April 19, 2012, 03:51:25 am
Starmetal could be just meteoric iron, it's perfectly realistic. Many nations actually called it "star iron" or "star metal".
I'd actually made it into an alloy, it's a bit better than steel, and slightly more valuable
Title: Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
Post by: Jeoshua on April 19, 2012, 01:03:04 pm
Most nickel-iron alloy from meteorites is tinted a distinctive dark green, leading to the green swords of legend from the Chinese and Japanese people.

So yeah.  It's realistic as all get out ;)
Title: Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
Post by: medikohl on April 26, 2012, 12:07:11 am
next update will have a new custom workshop.
-bed crafters workshop-requires bonecarver skill to make
--allows the creation of bone and leather beds-bonecarver skill
--allows the creation of hammocks from ropes or chains-clothier skill
Title: Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
Post by: Black_Legion on April 26, 2012, 12:06:33 pm
If you want more alloys to play around with you can try this reaction:
Spoiler (click to show/hide)

Essentially this is a way to make still without coke but still grounded in game balance as it requires 3 separate metals: Cobalt, Iron, and Nickel. Overall it requires 1 bar of nickel, 1 bar of cobalt, 2 iron bars, and some charcoal which makes it at or slightly more expensive to produce than normal steel. You save on 1 charcoal and a flux stone but pay for two metal ores in the end. This alloy is called high speed steel in actual industry:
http://en.wikipedia.org/wiki/High_speed_steel (http://en.wikipedia.org/wiki/High_speed_steel)

I call it cold steel since I use cobalt and iron to make cold iron in a separate reaction. The nickle and the cobalt act as flux and allow some impurities to give the alloy in the high speed steel some strength like the normal steel process. This makes up for not having flux stone in most embarks as nickel and cobalt are pretty common. If this seems like something that could fit in your mod feel free to use it. I'm always a fan allowing people multiple ways to solve problems and this addresses the somewhat hit or miss scenario of iron and flux being on the same embark.
Title: Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
Post by: micha on April 26, 2012, 01:45:42 pm
omg ratling traders!
Title: Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
Post by: medikohl on April 27, 2012, 01:45:48 pm

I call it cold steel since I use cobalt and iron to make cold iron in a separate reaction. The nickle and the cobalt act as flux and allow some impurities to give the alloy in the high speed steel some strength like the normal steel process. This makes up for not having flux stone in most embarks as nickel and cobalt are pretty common. If this seems like something that could fit in your mod feel free to use it. I'm always a fan allowing people multiple ways to solve problems and this addresses the somewhat hit or miss scenario of iron and flux being on the same embark.
you can usually always find flux if you dig deep enough.
I like it, might add it in.

been thinking of adding in uranium ore, for density purposes.
Title: Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
Post by: medikohl on April 30, 2012, 06:25:36 am
well things seem to be working well.

Spoiler (click to show/hide)
Title: Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
Post by: medikohl on May 01, 2012, 07:04:22 am
I'm thinking of redoing the dogs.

instead of breeds it would be big, scrappy, small
Title: Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
Post by: medikohl on May 01, 2012, 07:13:51 pm
what do you guys think?
Title: Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
Post by: Pan on May 01, 2012, 09:33:00 pm
I dunno. Different god types would be good for variety, I guess. But they all get killed the same by goblins.
Title: Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
Post by: medikohl on May 01, 2012, 10:47:24 pm
I dunno. Different god types would be good for variety, I guess. But they all get killed the same by goblins.
love the typo
Title: Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
Post by: Black_Legion on May 01, 2012, 10:54:39 pm
I like the idea of hill dwarves. I'm curious as to how they differ from the fortress or "mountain" dwarves. All I saw was their ethics were a bit different. Can you summarize?
Title: Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
Post by: Jake on May 02, 2012, 12:51:26 pm
I can tell you from experience that flint is more trouble than it's worth; even if you mod it back into the game (for some odd reason it's been absent since .31.01), you've got to figure out some way of making guns use less than an entire boulder at a time. I prefer to imagine my dwarves using rasp-locks, as described in this forum post. (http://www.muzzleloadingforum.com/fusionbb/showpost.php?post/64959/)
Title: Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
Post by: medikohl on May 02, 2012, 06:02:39 pm
I like the idea of hill dwarves. I'm curious as to how they differ from the fortress or "mountain" dwarves. All I saw was their ethics were a bit different. Can you summarize?
hill dwarves
have higher agility, lower endurance, and a few personality tweaks, making them less likely to take breaks, and slightly more likely to be traumatized.
also they have access to a unique list of weapons, they have a few different religon tags, slightly different priority for decorations.


Title: Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
Post by: medikohl on May 02, 2012, 06:03:46 pm
I can tell you from experience that flint is more trouble than it's worth; even if you mod it back into the game (for some odd reason it's been absent since .31.01), you've got to figure out some way of making guns use less than an entire boulder at a time. I prefer to imagine my dwarves using rasp-locks, as described in this forum post. (http://www.muzzleloadingforum.com/fusionbb/showpost.php?post/64959/)
well honestly I was using flint as an alternative to obsidian for stone weapons
Title: Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
Post by: medikohl on May 03, 2012, 01:03:42 am
oh and hill dwarves come to trade in the winter as opposed to autumn
Title: Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
Post by: medikohl on May 03, 2012, 03:06:38 am
1.7 will be out soon

changes-
removing the drake people firebreath (too many "accidents" with firebreathing)
adding sun dwarves (they use any pet race)
changed the icon for bubble bulbs in good biomes (they were driving me mad visually)
added a couple of new biome specific plants (trees and sources of cloth)

to be done-
adding in wool to musk oxen
going to make vicuna (something like a camel, lives in mountains) as a source of high value wool.

Title: Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
Post by: Pan on May 03, 2012, 04:38:22 am
Dog*  :P
Title: Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
Post by: medikohl on May 03, 2012, 05:14:27 am
Dog*  :P
a bit late for that lol
Title: Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
Post by: medikohl on May 03, 2012, 07:35:27 pm
well I just resisted the impulse to make pie minable
Title: Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
Post by: Courtesy Arloban on May 03, 2012, 07:55:47 pm
I can tell you from experience that flint is more trouble than it's worth; even if you mod it back into the game (for some odd reason it's been absent since .31.01), you've got to figure out some way of making guns use less than an entire boulder at a time. I prefer to imagine my dwarves using rasp-locks, as described in this forum post. (http://www.muzzleloadingforum.com/fusionbb/showpost.php?post/64959/)
well honestly I was using flint as an alternative to obsidian for stone weapons

It's good for that,(especially adventure crafting) and for human castle walls.
Title: Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
Post by: medikohl on May 04, 2012, 12:15:31 pm
ok currently I have 3 types of dwarves.

vanilla-regular dwarves
hill dwarves- different stats, different personality ranges, new weapons and armors
sun dwarves- still able to mine, but no longer have knowledge of underground beasts, on the flip side they have access to local animals.
                   I added in orb weaver spiders to provide silk for the civilization, and vicunas as a wool source. they have access to katanas as
                   well as a few new weapons and armor.
Title: Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
Post by: medikohl on May 05, 2012, 11:14:16 am
two words:
woolly mammoths
Title: Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
Post by: medikohl on May 05, 2012, 11:18:38 am
full list of new wild creatures with wool so far.

angora rabbits,
rock sheep,
vicunas, (a sort of mix between camel and llama)
woolly mammoths
Title: Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
Post by: medikohl on May 06, 2012, 06:49:51 am
goethite- an iron ore that shows up occasionally in soil layers in small clusters.
siderite- an iron ore that occasionally occurs in veins of galena.
Title: Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
Post by: medikohl on May 06, 2012, 07:01:58 am
any other sources of ore come to mind?
Title: Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
Post by: GreatWyrmGold on May 06, 2012, 07:16:04 am
If you created a creature that died instantly, without melting or anything, and gave it an itemcorpse of a statue, you could have medusae turn people into that creature, which would kill them and make them into a statue.
Title: Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
Post by: Pan on May 06, 2012, 07:17:12 am
Maybe you can add in mythical ore types? Iridium, orihalcum, colored steel? I don't really like those colored steel they have in variety mods, but if variety is what you are going for, go for it.
Title: Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
Post by: GreatWyrmGold on May 06, 2012, 07:33:07 am
Orichalcum is actually an alloy of a bunch of metals.

Maybe Blood Iron, from the evil races? Better at killing, red, but not worth as much. Similarly, Shieldsteel could be a different kind of refined iron that's really good for armor, and light, but doesn't hold as good of an edge. Or...um...some sort of alloy of gold and steel, maybe? Oh, I know, meteoric iron?
Title: Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
Post by: medikohl on May 06, 2012, 03:46:25 pm
Orichalcum is actually an alloy of a bunch of metals.

Maybe Blood Iron, from the evil races? Better at killing, red, but not worth as much. Similarly, Shieldsteel could be a different kind of refined iron that's really good for armor, and light, but doesn't hold as good of an edge. Or...um...some sort of alloy of gold and steel, maybe? Oh, I know, meteoric iron?
already have starmetal as a nickel-iron alloy. Possibly considering adding in the various alloys of gold. (i.e. Green gold, white gold). considering the benefits of Damascus steel. Also possibly folding iron in a three stage process using iron bars.  Been researching ideas to tweak the sun dwarves, since they don't live in the mountain homes anymore, and have long since developed their own culture. Need to find stats for oriental weapons and work from there, also estocs and rapists. EDIT- rapier. Damn autocorrect

Title: Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
Post by: medikohl on May 06, 2012, 04:08:44 pm
Currently working on a few range weapon variations. Longbows, javelins, light crossbows, slings.  Note to self: tweak goblin size caste size variation. Specifically bugbear and hobgoblin
Title: Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
Post by: medikohl on May 06, 2012, 04:18:28 pm
Finishing up a few custom simplistic graphics for the dwarf varieties. I was getting tired of not being able to tell the difference when they came to trade. (or attack)
Not my best work but it does familiarize me with how the custom graphics work, which is a good thing if you ask me.  Currently have the 10 by 12 pixel ones done. Will be setting up the larger sizes soon.

If someone would be so kind let me know what the common sprite dimensions are, so I can make the necessary adjustments
Title: Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
Post by: medikohl on May 06, 2012, 04:40:44 pm
Dammit need my computer why did I leave it behind. Three  more hours and I can start implementing my ideas.  The main issue I had was with the drake people. The fire breathing caused too much FUN too fast. Might bring them back with a different syndrome.

Anyone have any ethic ideas to increase the amount of war? Need to balance the trading with some extra evil races. Might end up changing gnomes into a different race with similar weakness that attack earlier.

Honest question should I keep the dwarf trading scattered through the year like I have it.  Or should I make autumn the official dorf reunion?
Title: Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
Post by: medikohl on May 06, 2012, 05:34:52 pm
If anyone has a good source of RAWs for new armor types please post the link or the armor RAW itself
Title: Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
Post by: jackbod on May 07, 2012, 05:58:38 am
A small (gnome size) bug man civ with multiple castes and giant dirt mounds (fortresses)
-Flying
-Venemous
-Deadly sings
-Acrobatic leap ability
And unique ways to get food Namely GIANT APHIDS and DECOMP CHAMBERS
Giant aphids are like the bug mens cows they produce a sugery substance syrup that
Title: Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
Post by: medikohl on May 07, 2012, 10:52:45 pm
current build all additions:

1.7

-added gnomes as a smaller sized race with smaller weapons.
-added irda.
-added gnolls-beast creature sieger.
-goblin castes.
-hill dwarves- more focused, a bit weaker, a bit faster different weapon list, different armor list
-sun dwarves- live in cities, no longer have underground creatures by default, they tame local creatures, different weapon list, different armor list (WILL REQUIRE THE TAIGA BIOME IN WORLD GEN, meaning forests close to tundra)

  -added spiders to the sun dwarf start biome to give them silk to trade with
  -added vicunas, mammoths, rock sheep, and angora rabbits for potential wild (and sun dwarf) sources of wool. made musk oxen shearable.
  -added centipedes with complicated body plan (vermin, large, giant, savage megabeast)

  -added starmetal alloy (2 nickel, 1 pig iron, 2 iron=  3 star iron)
  -added blue gold alloy(1 iron, 3 gold)
  -added a few new sources of iron (goethite in tiny quantities in certain soil layers, siderite appearing in veins of galena)
  -added a small percentage to get nickel from limonite, hematite, and magnetite
  -added anthricite coal (a metamorphic source of coal)
  -added flint as a new source for stone weapons
  -made maces, dirks, daggers, and spears stone capable
 

  -added new workshop: Bone Crafters
  -bone and leather beds
  -bone and leather bins
  -bone and leather door
  -bone cage
  -bone crutch
  -bone animal trap
  -bone mechanism

  -added weapons
    -katana
    -staff
    -dirk
    -hatchet
    -bowgun (a heavier crossbow, has a short spike at the front for reloading purposes but also gives it a bit of an edge in melee combat)
    -longbow (shoots with a bit more force)
    -made knuckles (like brass knuckles) use the strike skill
    -made cestus (it's a bladed gauntlet basically) use the strike skill

  -added armor
   -heavy shield
   -tower shield
   torso
   -halfplate (lower coverage, lower material cost)
   -lamellar
   -reinforced lamellar
   -kimono (leather and cloth only)
   -rough scale armor (bone and shell torso armor)
   legs
   -lamellar
   hands
   -bracers

   -added tags to entity default to make the other dwarven civs show up for trading
Title: Re: Medikohl's Expanded DF Mod version 1.7 (FINALLY OUT)
Post by: medikohl on May 08, 2012, 12:30:04 pm
if anyone has some more real world alloys, let me know
Title: Re: Medikohl's Expanded DF Mod version 1.7 (FINALLY OUT)
Post by: Hugo_The_Dwarf on May 08, 2012, 06:32:32 pm
Medusa's hair would be quite a bit of body parts on the head. Also for stone stare, you could have it transform to target to a creature that has it's brain tissue melt at room or lower temp, and have an ITEMCORPSE. That should make the "turned to stone" effect. IN theory
Title: Re: Medikohl's Expanded DF Mod version 1.7 (FINALLY OUT)
Post by: medikohl on May 09, 2012, 02:24:47 am
Medusa's hair would be quite a bit of body parts on the head. Also for stone stare, you could have it transform to target to a creature that has it's brain tissue melt at room or lower temp, and have an ITEMCORPSE. That should make the "turned to stone" effect. IN theory
it would definitely be a megabeast if anything. stone stare could be replaced with paralyzing.
Title: Re: Medikohl's Expanded DF Mod version 1.7 (FINALLY OUT)
Post by: medikohl on May 10, 2012, 03:42:10 pm
tinkering with various plants
Title: Re: Medikohl's Expanded DF Mod version 1.7 (FINALLY OUT)
Post by: Hugo_The_Dwarf on May 10, 2012, 04:13:16 pm
Could there be a workshop, or reactions for the craftshop that allows Armor and Weapon decorations? Say I wanted to have my Milita Commander's armor mencing with spikes of iron and banded with gold? and allow me to choose what improvements I want.

Title: Re: Medikohl's Expanded DF Mod version 1.7 (FINALLY OUT)
Post by: medikohl on May 11, 2012, 03:51:43 am
Could there be a workshop, or reactions for the craftshop that allows Armor and Weapon decorations? Say I wanted to have my Milita Commander's armor mencing with spikes of iron and banded with gold? and allow me to choose what improvements I want.

metal crafters bench?


if you can get me a sample reaction to work off of, I'll build it.
Title: Re: Medikohl's Expanded DF Mod version 1.7 (FINALLY OUT)
Post by: Hugo_The_Dwarf on May 11, 2012, 06:22:33 am
[REACTION:IMPROVE_WEAPON_WITH_(metal)_(type)]
   [NAME:add (metal) (type) to weapon]
   [BUILDING:(building):NONE]
   [REAGENT:metal:150:BAR:INORGAINC:(metal)] --- spacific metal
   [REAGENT:weapon:1:WEAPON:NONE:NONE:NONE] --- takes any weapon
      [PRESERVE_REAGENT]
   [IMPROVEMENT:100:weapon:(type):GET_MATERIAL_FROM_REAGENT:metal:NONE]
   [SKILL:METALCRAFT] --- metal crafting? sound good?

[REACTION:IMPROVE_ARMOR_WITH_(metal)_(type)]
   [NAME:add (metal) (type) to armor]
   [BUILDING:(building):NONE]
   [REAGENT:metal:150:BAR:INORGAINC:(metal)] --- spacific metal
   [REAGENT:armor:1:ARMOR:NONE:NONE:NONE] --- takes any armor
      [PRESERVE_REAGENT]
   [IMPROVEMENT:100:armor:(type):GET_MATERIAL_FROM_REAGENT:metal:NONE]
   [SKILL:METALCRAFT] --- metal crafting? sound good?

(type) can be replaced with:
BANDS, COVERED, GLAZED, RINGS_HANGING, and SPIKES

I wouldn't mind even if they are generic (use any metal on hand) reactions, because I'll probally throw my metalsmith in a small room with the armor and weapons and metals. Donno about other players.
Title: Re: Medikohl's Expanded DF Mod version 1.7 (FINALLY OUT)
Post by: medikohl on May 11, 2012, 09:35:23 pm
I wouldn't mind even if they are generic (use any metal on hand) reactions, because I'll probally throw my metalsmith in a small room with the armor and weapons and metals. Donno about other players.

well it's a balance, do I want to complicate it with endless lists?
or do I want to simplify it and keep it closer to vanilla?
Title: Re: Medikohl's Expanded DF Mod version 1.7 (FINALLY OUT)
Post by: Hugo_The_Dwarf on May 11, 2012, 09:54:55 pm
Well a generic reaction would just leave one line/reaction for each improvement (cover weapon with metal rings, add metal spikes to armor) of course micromanagement is needed so the right pieces of armor are grabbed as well as the desired metal. (use of locked rooms with materials/items and the use of Forbid/UnForbid)

Or you can just to many but with more desired metals (COPPER,BRONZE,IRON,STEEL,GOLD,SILVER,LEAD?) of course that would be a X6/7 multiplier to the reactions. If that's the case a simple program the accept metal IDs and spit out the reactions is better then trying to copy paste then alter where it seems fit.

All and all you can leave this enitre thing out, or make a poll and see how many others (like myself) would like this.

It is kinda Vanilla, since you can stud/decorate/encrust items (not all tho  :( ) just allows players to pick and choose them.
Title: Re: Medikohl's Expanded DF Mod version 1.7 (FINALLY OUT)
Post by: medikohl on May 11, 2012, 10:01:15 pm
Well a generic reaction would just leave one line/reaction for each improvement (cover weapon with metal rings, add metal spikes to armor) of course micromanagement is needed so the right pieces of armor are grabbed as well as the desired metal. (use of locked rooms with materials/items and the use of Forbid/UnForbid)

Or you can just to many but with more desired metals (COPPER,BRONZE,IRON,STEEL,GOLD,SILVER,LEAD?) of course that would be a X6/7 multiplier to the reactions. If that's the case a simple program the accept metal IDs and spit out the reactions is better then trying to copy paste then alter where it seems fit.

All and all you can leave this enitre thing out, or make a poll and see how many others (like myself) would like this.

It is kinda Vanilla, since you can stud/decorate/encrust items (not all tho  :( ) just allows players to pick and choose them.
but that would stifle creativity of dorfs
Title: Re: Medikohl's Expanded DF Mod version 1.7 (FINALLY OUT)
Post by: medikohl on May 13, 2012, 12:31:41 am
Well a generic reaction would just leave one line/reaction for each improvement (cover weapon with metal rings, add metal spikes to armor) of course micromanagement is needed so the right pieces of armor are grabbed as well as the desired metal. (use of locked rooms with materials/items and the use of Forbid/UnForbid)

Or you can just to many but with more desired metals (COPPER,BRONZE,IRON,STEEL,GOLD,SILVER,LEAD?) of course that would be a X6/7 multiplier to the reactions. If that's the case a simple program the accept metal IDs and spit out the reactions is better then trying to copy paste then alter where it seems fit.

All and all you can leave this enitre thing out, or make a poll and see how many others (like myself) would like this.

It is kinda Vanilla, since you can stud/decorate/encrust items (not all tho  :( ) just allows players to pick and choose them.
but that would stifle creativity of dorfs
honestly I wonder if it's possible to make them inlay images on shields
Title: Re: Medikohl's Expanded DF Mod version 1.7 (FINALLY OUT)
Post by: Hugo_The_Dwarf on May 13, 2012, 10:07:09 am
You might with a special creature that has a bunch of materials but it DOES_NOT_EXSIT. so

Spoiler (click to show/hide)

So I guess a "metalworker's bench" and a "artist's workshop" and takes dye as a reagent?

[REACTION:PAINT_DWARVES_FIGHTING]
   [NAME:paint images of war on shield]
   [BUILDING:???:???]
   [REAGENT:A:150:POWDER_MISC:NONE:NONE:NONE][REACTION_CLASS:DYE] --- might have to put this on all milled dyes in plants (or the material template)
            [REAGENT:shield:1:ARMOR:ITEM_SHIELD_SHIELD:NONE:NONE] --- takes any shield, don't know if the same shield can get painted twice
               [PRESERVE_REAGENT]
            [IMPROVEMENT:50:shield:COVERED:CREATURE_MAT:ADD_ART:DWARVES_FIGHTING]
            [IMPROVEMENT:50:shield:COVERED:CREATURE_MAT:ADD_ART:GOBLINS_DYING] --- 50% chance 1/both/or non of these will be added
   [SKILL:??]
Title: Re: Medikohl's Expanded DF Mod version 1.7 (FINALLY OUT)
Post by: medikohl on May 16, 2012, 03:31:50 pm
ok, been tweaking for the new updated mining system.
Title: Re: Medikohl's Expanded DF Mod version 1.8 (THE END IS NIGH)
Post by: medikohl on May 17, 2012, 12:26:42 pm
tweaks is complete
Title: Re: Medikohl's Expanded DF Mod version 1.8 (THE END IS NIGH)
Post by: medikohl on May 18, 2012, 04:00:15 am
tweaks is complete

version 1.8 for the  0.34.09 release is out.
Title: Re: Medikohl's Expanded DF Mod version 1.8 (for 0.34.09)
Post by: Sirtaquito on May 21, 2012, 01:55:01 am
Where's the new download link?
Awesome Mod by the way

  :D
Title: Re: Medikohl's Expanded DF Mod version 1.8 (for 0.34.09)
Post by: medikohl on May 24, 2012, 02:05:46 am
http://dffd.wimbli.com/file.php?id=6137


forgot to update the version number sorry.


also should work with the new release of df.
Title: Re: Medikohl's Expanded DF Mod version 1.8 (for 0.34.09)
Post by: medikohl on May 26, 2012, 07:58:10 pm
just saying, if anyone has an idea, and even better, have the stats for it, I'm open to it.
Title: Re: Medikohl's Expanded DF Mod version 1.8 (for 0.34.09)
Post by: Hugo_The_Dwarf on May 26, 2012, 08:30:24 pm
What is valid idea? lol
Title: Re: Medikohl's Expanded DF Mod version 1.8 (for 0.34.09)
Post by: medikohl on May 28, 2012, 02:28:11 am
What is valid idea? lol
well just looking at what is a good addition, creaturewise, mineralwise, plantwise, smelter reactionwise.
Title: Re: Medikohl's Expanded DF Mod version 1.8 (for 0.34.09)
Post by: Hugo_The_Dwarf on May 28, 2012, 11:59:03 am
Ideas:
- Custom demons, boogymen, and nightcreatures
- Naturally armored and armed creautres (wandering group of lost adventurers in the caves, or fallen paladins in hell)
- Creature that explodes violently when it FLEEs
- Creature that gets stonger in water (buff spell only works in WATER)

- Make spells learnable in fortress and adv. mode, through means of writing scrolls/books or getting them from megabeasts. (Scroll of fireball, book of ice shards, rune of mud spray, etc..)
- more armor and weapons (Tower Shield, Bucket Helm/Great Helm. Bastard sword, Long Bow, Arbelst)

Just some ideas, hopefully some of them fit your goals.
Title: Re: Medikohl's Expanded DF Mod version 1.8 (for 0.34.09)
Post by: medikohl on May 29, 2012, 02:31:32 am
- Custom demons, boogymen, and nightcreatures
  something to think about

- Naturally armored and armed creautres (wandering group of lost adventurers in the caves, or fallen paladins in hell)

- Creature that explodes violently when it FLEEs
sounds intriguing, has anyone figured out how to make that work?

- Creature that gets stonger in water (buff spell only works in WATER)


- Make spells learnable in fortress and adv. mode, through means of writing scrolls/books or getting them from megabeasts. (Scroll of fireball, book of ice shards, rune of mud spray, etc..)
        been a bit leery of messing around with this bit at this point.

- more armor and weapons (Tower Shield, Bucket Helm/Great Helm. Bastard sword, Long Bow, Arbelst)
                                       Check,          check,                        not yet,           check,       not yet
Title: Re: Medikohl's Expanded DF Mod version 1.8 (for 0.34.09)
Post by: medikohl on June 05, 2012, 04:26:38 am
making ice age animals for the moment

done next release:
woolly mammoths
woolly rhinos

Planned:
Sabertooth tiger
ground sloth
Peccary (a type of giant boar)
Dire wolves
Title: Re: Medikohl's Expanded DF Mod version 1.8 (for 0.34.09)
Post by: GreatWyrmGold on June 29, 2012, 06:00:54 am
Why do sun dwarves live in the taiga?

Maybe add some kind of magic? There's a lot that could be done there.
Title: Re: Medikohl's Expanded DF Mod version 1.8 (for 0.34.09)
Post by: medikohl on July 02, 2012, 02:27:29 am
Why do sun dwarves live in the taiga?

Maybe add some kind of magic? There's a lot that could be done there.

It was basically an isolated biome that isn't covered in by any of the other catch all biome groups.
so I could make a separate creature list for embark. Oh and as a bonus? No goddamn cats.
Title: Re: Medikohl's Expanded DF Mod version 1.8 (for 0.34.09)
Post by: medikohl on July 04, 2012, 01:27:27 am
also still fiddling about with magic at the moment, trying to make a few new secrets, possibly going to base it off of the various schools of magic in D&D. that should cause a few towers to spring up devoted to them.
Title: Re: Medikohl's Expanded DF Mod version 1.8 (for 0.34.09)
Post by: medikohl on July 06, 2012, 02:45:24 am
any thoughts on how to do this?
Title: Re: Medikohl's Expanded DF Mod version 1.8 (for 0.34.09)
Post by: medikohl on July 10, 2012, 12:43:51 pm
oh yeah, I added several pack animal tags so that races without domestic animal access will be able to trade