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DF Modding / Mod idea: Dorf-Com (Planning stage)
« on: July 07, 2011, 07:41:04 pm »
So I've had this idea for a mod recently:
It's sort of DF meets X-COM. Of course it would be impossible to replicate X-Com exactly with the Dwarf Fortress engine. But I'm thinking a sort of 'research' system, where items collected from enemy civilizations or alien corpses can be turned into 'data blocks' which can be used to make advanced weapons and armor. Or mining out ancient technology that can be turned into components to make said items.
The thing is that I only really have a handful of ideas right now, (most of which are for weapons) and I don't think that this can be done properly (with the current version at least), specially with how you can't make ranged weapons more accurate, change their firing rate properly or have magazines/clips, so making certain firearms is impossible.
Would anyone be willing to help me with this or does anyone think that this is in any way a good idea?
Here are the Ideas I have so far:
Civs/factions
EPDS Agents (Emergency Planetary Defense Squad)
The playable civ, a group of humans who will do whatever it takes to protect the human race, even if they need to protect it from itself from time to time.
Federation
Humans who live in cities, who can show up to trade supplies and weapons with you.
Cultists
A group of humans who see the aliens as messianic figures that will save the human race. They will most likely see your efforts in a negative light and should attack as well as midgame FUN.
Greys
Stereotypical aliens, small size but big heads. Physically weak, but carry powerful plasma weapons. Early game fun. Perhaps have them be accompanied by mutants of some kind, so they are more like vanilla DF goblins.
Barbarics
The native and primitive beings of some faraway world before the aliens captured them and tried to use them against us. Big, powerful, but only have access to sub par and primitive weapons. They seem to be interested in trying to steal our stuff, though. (Perhaps make these as the replacement for kobolds.)
Brutes
Larger and more warlike aliens, perhaps closer to mutons. Could carry plasma weapons and a type of armor. (I should make them bigger than humans so their armor is unusable and must be 'researched'.)
Elders
Physically weak, but capable of great destruction. Wield psionic power staves which tap into mental energies to deal damage to others. (Since there's no magic system yet that could simulate psionic powers I'll have to make due with psionic blast staves. Perhaps have them spit 'globs' of psionic energy for when ammo runs out.)
Masters
Powerful and deadly aliens who have extremely powerful weapons and armor and are not afraid to use them. Late game !!FUN!! which will invoke fear in the most experienced agent. (I wonder if there's a way to have them use different 'allies' from greys. Also make them bigger so humans can't use their armor)
Alien monsters
Mutants
Humans who have been kidnapped and subjected to horrid experiments, and are now larger and stronger, but also under alien control. Fortunately they are also not very bright. (I should find a way to make them appear with greys during sieges.)
Cerebrals
Weak floating brains which can fire psionic blasts. A nuisance alone, but dangerous in large numbers.
Parasitoids
Terrifying monstrosities which implant small embryos into their targets, turning them into the borderline undead Hosts. (One of the reasons I'm looking forward to the next version is being able to make this happen. I still wonder if I can make these appear with the Masters rather than greys with some clever use of biome tags.)
Hosts
A human infested with a Parasitoid embryo eventually becomes one of these. They know no fear. They know no pain. They know only death. Make sure it is not yours. (I'm wondering if I can make one of the infected humans turn into a Host some time after being implanted, and then turn into another Parasitoid after a long time. And yes, I'm basing them both on the Chryssalids.)
Weapons
This is a bit more complicated, since I'm thinking of having a 'researched' version of most of the alien's weapons while others are obtained from digging up tecnology left by old civilizations or the ruins of crashed space ships. Basically I'm making most weapons into these classes:
-Pistols (Smaller, lighter, and hopefully faster to fire, but generally weaker. Uses knife skill)
-Rifles (Average in most regards. Uses crossbow skill)
-Machineguns/Cannons (Heavy and unwieldy, but hopefully spit ammo like nobodies business. Uses whip skill)
-Swords (Deadly if you can get close enough to use them)
-Staves (Can tap into to psionic energy to deal serious damage at a range. Uses pike skill)
with varying levels
-Primitive - Tier 0 - Barbarics
-Standard - Tier 1 - Starting EPDS
-Plasma/Laser - Tier 2 - Greys and brutes
-Ancient technology - Tier 3 - Elders
-Pulse/Ion - Tier 4 - Masters
-Precursor technology - Replacing 'cotton candy'?
Armor would probably follow the same system, with a complete suit being developed from the parts of alien armors, but also from technology 'ores', and the first 'armor' being essentially a reinforced jumpsuit kind of like in the original X-com.
Reactions and buildings
Making bullets could be used with lead, copper and a propellant. One idea I had was making it a variation of nitrocellulose which is used in modern ammunition, so a variation of my old muskets mod could be used. Thing is, I know that doing this would be rather complicated, so I also considered making the propellant from a plant, or an alien plant's extract and some clay, like a form of TNT.
As pitchblende is an ore of uranium, I'm thinking of a reaction that makes uranium power cores, which can be used to make ammo for the human's energy based weapons at 'charging stations', leading to it becoming depleted uranium which can be used to make more powerful ammunition for the otherwise weaker weapons, or for more powerful advanced weapons. Perhaps using precursor tech there could be another type of charging station that can do the same without needing uranium, much like a sort of magma smelter not needing fuel.
Researching would require a weapon, a piece of armor, or a 'technology ore', and would result in a blueprint, perhaps at an adequate chance (80-60%?), some usable parts (50-20%?), or explode in your face (30-10%?) While it shouldn't result in a blueprint 100% of the time, I don't think that risking unleashing an army of sealed horrors would be worth it if you only got the parts or blueprint for the best weapons and armor at a tiny rate.
The actual work I have so far is very small, and it would take quite a while to do all of this, but I've got some ideas at least.
It's sort of DF meets X-COM. Of course it would be impossible to replicate X-Com exactly with the Dwarf Fortress engine. But I'm thinking a sort of 'research' system, where items collected from enemy civilizations or alien corpses can be turned into 'data blocks' which can be used to make advanced weapons and armor. Or mining out ancient technology that can be turned into components to make said items.
The thing is that I only really have a handful of ideas right now, (most of which are for weapons) and I don't think that this can be done properly (with the current version at least), specially with how you can't make ranged weapons more accurate, change their firing rate properly or have magazines/clips, so making certain firearms is impossible.
Would anyone be willing to help me with this or does anyone think that this is in any way a good idea?
Here are the Ideas I have so far:
Civs/factions
EPDS Agents (Emergency Planetary Defense Squad)
The playable civ, a group of humans who will do whatever it takes to protect the human race, even if they need to protect it from itself from time to time.
Federation
Humans who live in cities, who can show up to trade supplies and weapons with you.
Cultists
A group of humans who see the aliens as messianic figures that will save the human race. They will most likely see your efforts in a negative light and should attack as well as midgame FUN.
Greys
Stereotypical aliens, small size but big heads. Physically weak, but carry powerful plasma weapons. Early game fun. Perhaps have them be accompanied by mutants of some kind, so they are more like vanilla DF goblins.
Barbarics
The native and primitive beings of some faraway world before the aliens captured them and tried to use them against us. Big, powerful, but only have access to sub par and primitive weapons. They seem to be interested in trying to steal our stuff, though. (Perhaps make these as the replacement for kobolds.)
Brutes
Larger and more warlike aliens, perhaps closer to mutons. Could carry plasma weapons and a type of armor. (I should make them bigger than humans so their armor is unusable and must be 'researched'.)
Elders
Physically weak, but capable of great destruction. Wield psionic power staves which tap into mental energies to deal damage to others. (Since there's no magic system yet that could simulate psionic powers I'll have to make due with psionic blast staves. Perhaps have them spit 'globs' of psionic energy for when ammo runs out.)
Masters
Powerful and deadly aliens who have extremely powerful weapons and armor and are not afraid to use them. Late game !!FUN!! which will invoke fear in the most experienced agent. (I wonder if there's a way to have them use different 'allies' from greys. Also make them bigger so humans can't use their armor)
Alien monsters
Mutants
Humans who have been kidnapped and subjected to horrid experiments, and are now larger and stronger, but also under alien control. Fortunately they are also not very bright. (I should find a way to make them appear with greys during sieges.)
Cerebrals
Weak floating brains which can fire psionic blasts. A nuisance alone, but dangerous in large numbers.
Parasitoids
Terrifying monstrosities which implant small embryos into their targets, turning them into the borderline undead Hosts. (One of the reasons I'm looking forward to the next version is being able to make this happen. I still wonder if I can make these appear with the Masters rather than greys with some clever use of biome tags.)
Hosts
A human infested with a Parasitoid embryo eventually becomes one of these. They know no fear. They know no pain. They know only death. Make sure it is not yours. (I'm wondering if I can make one of the infected humans turn into a Host some time after being implanted, and then turn into another Parasitoid after a long time. And yes, I'm basing them both on the Chryssalids.)
Weapons
This is a bit more complicated, since I'm thinking of having a 'researched' version of most of the alien's weapons while others are obtained from digging up tecnology left by old civilizations or the ruins of crashed space ships. Basically I'm making most weapons into these classes:
-Pistols (Smaller, lighter, and hopefully faster to fire, but generally weaker. Uses knife skill)
-Rifles (Average in most regards. Uses crossbow skill)
-Machineguns/Cannons (Heavy and unwieldy, but hopefully spit ammo like nobodies business. Uses whip skill)
-Swords (Deadly if you can get close enough to use them)
-Staves (Can tap into to psionic energy to deal serious damage at a range. Uses pike skill)
with varying levels
-Primitive - Tier 0 - Barbarics
-Standard - Tier 1 - Starting EPDS
-Plasma/Laser - Tier 2 - Greys and brutes
-Ancient technology - Tier 3 - Elders
-Pulse/Ion - Tier 4 - Masters
-Precursor technology - Replacing 'cotton candy'?
Armor would probably follow the same system, with a complete suit being developed from the parts of alien armors, but also from technology 'ores', and the first 'armor' being essentially a reinforced jumpsuit kind of like in the original X-com.
Reactions and buildings
Making bullets could be used with lead, copper and a propellant. One idea I had was making it a variation of nitrocellulose which is used in modern ammunition, so a variation of my old muskets mod could be used. Thing is, I know that doing this would be rather complicated, so I also considered making the propellant from a plant, or an alien plant's extract and some clay, like a form of TNT.
As pitchblende is an ore of uranium, I'm thinking of a reaction that makes uranium power cores, which can be used to make ammo for the human's energy based weapons at 'charging stations', leading to it becoming depleted uranium which can be used to make more powerful ammunition for the otherwise weaker weapons, or for more powerful advanced weapons. Perhaps using precursor tech there could be another type of charging station that can do the same without needing uranium, much like a sort of magma smelter not needing fuel.
Researching would require a weapon, a piece of armor, or a 'technology ore', and would result in a blueprint, perhaps at an adequate chance (80-60%?), some usable parts (50-20%?), or explode in your face (30-10%?) While it shouldn't result in a blueprint 100% of the time, I don't think that risking unleashing an army of sealed horrors would be worth it if you only got the parts or blueprint for the best weapons and armor at a tiny rate.
The actual work I have so far is very small, and it would take quite a while to do all of this, but I've got some ideas at least.