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Topics - Snow Gibbon

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[View the Steam Collection] [Discuss on Discord]

Civ Crucible is a personal mod that has been in sporadic development since DF 40d. Starting out as a spiritual successor to the Civilisation Forge mod of yore, it has since evolved into encapsulating a lot of random tweaks to the vanilla game that I find indispensable, which draws parallels with tweak collections like Dwarf Fortress Revised and Modest Mod. Now that the game has entered a new era, these are now being packaged up and released to the public.
Overview
The entire mod is split into two main parts:
  • Civ Crucible Core [Steam] [DFFD] - This module contains all the gameplay tweaks, fixes, optimisations, raw completions, and other random things that pertain to the vanilla game. See the mod description to learn more about the specifics. As a graphics user, you will generally be able to use this module alone with no problem. Eventually, this module will contain any common definitions needed in the other modules. There aren’t any of these dependencies now and I endeavour to keep them to a minimum but there may be points where I can’t and would rather not flood the Workshop with a thousand compatibility patches to achieve it.
  • Civilisations - The original meat of the mod. Currently consisting of six new creatures and seven entities with more on the way, these civilisations add new trading partners, enemies, and more life to world generation. The new module system allows you to mix and match these to your heart’s content.
    • Korriks [Steam] [DFFD] (playable) - Semi-intelligent kobold-kin at the dawn of their metal age
    • Undines [Steam] [DFFD] - Water spirits that are the life of the party
    • Rakshasas [Steam] [DFFD] - Honour-bound warriors sending raiding from the desert
    • Hiisi [Steam] [DFFD] - Reclusive knowledge seekers studying from frozen vaults
    • Leshy [Steam] [DFFD] - Stoic forest spirits cast from their homes doing anything to survive
    • Kappa [Steam] [DFFD] - Polymorphic semi-reptilians building rowdy communities in the marshes
    • Deep Dwarves [Steam] - Progenitors to modern dwarves launching attacks from the caverns
Additional optional modules will no doubt be coming down the line for new plants, creatures and industry overhauls.

Note that I have no intention to do graphics. I am an ASCIIvangelist through and through. Please read each individual module's description to find out which ones are vanilla tweaks and are safe to use, work well with default placeholders, or won't work for graphics users.

Paradigms

Rather than listing features it may be easier to describe what Civ Crucible aims to do. This mod is for you if you align with any of the below items:
  • Difficulty - Civ Crucible aims to bring back the heinous difficulty of DF’s Boatmurdered heyday. Wildlife have been buffed within reason while food is less abundant. New behaviours have been thrown in to keep experienced players on their toes. New playable races may be carnivores or have other alternate food production and offer other challenges to the player.
  • Completion - Toady has left a few notes peppered around the raws for things that should be implemented. This mod aims to fill those gaps and more to iron out issues, oversights and add variety to the game without even needing to add new content.
  • Industry - DF has a lot of different skills, some of them only marginally explored or useful. While not much can be done about potash making, the mod aims to bring more depth to different industries, add more capabilities and make them an engaging part of your fortress.
As for the new races, they follow a number of internal rules:
  • Folklore not fantasy - Candidates for new civilised creatures were picked from folklores all across the world to avoid doubling down on western European fantasy too much. While extra layers of flavour may take some inspirations from popular media, they try to not be too overt.
  • No derivatives, no beastmen - Vanilla DF has animal people pretty down pat and having twenty elf variations is lazy. While certain creatures will inevitably have parallels to existing sentients, they will have certain gimmicks to set them apart and will generally fall into the category of moderately tall, mostly-hairless flat-faced humanoids.
  • Populate the map - Apart from goblins occasionally, areas like wetland, tundra and desert will never be colonised by sentients, and can often make up massive swathes of the map leaving players wondering where everyone's gone. By spreading new entities out into these wildernesses, it will ensure you’ll likely have more than one partner in the region to trade or contend with.
  • Fit within the framework - New entities have been carefully crafted to add their own unique behaviours to the game, targeting individual quirks in worldgen, while still feeling like they could be part of the base game. Some entity mods go crazy with interactions and magic and that’s technically intriguing but not my cup of tea, Civ Crucible remains largely within the unintentionally-low-fantasy feeling of vanilla DF.

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DF Modding / Reduce artifact rate with worldgen or raws?
« on: December 30, 2017, 06:39:58 am »
After getting 10 or so legendary migrants in my fort I'm looking for a way to reduce the rate of artifacts being made during worldgen. I know I can reduce the world age but I'm hoping there's another way. I dug through the worldgen params but couldn't find anything, though I may have missed something. I doubt it but is there something in the raws I can change?

3
DF Modding / Can anything be done about migrations?
« on: November 24, 2017, 11:01:34 pm »
Hey all,
I'm a super old DF veteran coming back. Lately (and by lately I mean since about 2010) I've been pretty disgruntled at the migration rate - In 40d days getting a migrant wave was a bit of an achievement to get, nowadays you're pretty much guaranteed a swarm of 20 dudes within the first two seasons and it ruins the sense of progression. Migrants have always been in the "Its hardcoded" zone, has anything changed recently?

4
DF Gameplay Questions / Getting farmers to deposit to the right stockpile.
« on: February 21, 2016, 09:15:50 am »
Simple enough question. I have two plant stockpiles, stockpile A next to my farms and stockpile B a few levels above supplying some kitchens and stills. A minecart elevator connects the two. Instead of putting the harvest in stockpile A the farmers are taking the 50ish tile trek to stockpile B. Seeing as there's no way to take from a farm much like taking from a workshop, is there any way to save my farmer's effort?

5
DF Modding / Forcing metal use
« on: September 24, 2013, 01:27:21 am »
I'm trying to get a human entity to not use bronze, specifically weapons and armour. I've tried removing the reaction permission yet I still spawned with a bronze weapon and had some extra funky effects (peasants using stone implements).

Is this possible?

6
DF Modding / Any limit to the amount of different files I can have?
« on: September 11, 2013, 06:57:34 am »
Heyall,

When modding I like to seperate certain classes of items, as well as each entity definition, into seperate .txt files. I was just wondering if I should not make a habit of this in case if there is a limit to the number of files DF can handle that someone knows about.

Thanks for your replies.

7


Friday 12th July 1800 BST to Monday 15th July 0600 BST

I'm sure a lot of you have heard of Mechwarrior: Living Legends at some point. Maybe you've played it in the past, either for a quick spin, or for a longer period of time. Maybe you've heard it from playing Mechwarrior Online or seen it on their forums, and the various slanderous comments their fanboys have against it. Or perhaps you're a normal human being and have no idea what I'm raving on about.

If your the latter, that's perfectly reasonable. The playerbase has severely reduced in recent circumstances. However, this is what Project Phoenix Down is trying to ammend.

Here's your rough-and-ready rundown of what MW:LL actually is:

MW:LL is a combat simulation game set in the Battletech Universe built in CryEngine 2. It is a mod for Crysis Wars, and can operate with the free trial version of the game.
MW:LL Includes:
  • 32 Mechs (each with multiple variants)
  • Truly combined arms, charge into battle as a nimble Battle Armour or pilot Vehicles from the Battletech Universe (Aerospace Fighters, VTOLs, Tanks, Hovercraft)
  • A wide array of advanced weaponry up to the year 3067 (including Heavy Gauss, Heavy Lasers, Arrow IV, ATMs)
  • 17 Unique official maps and dozens of high quality community created maps (autodownloder included)
  • Multiple game modes (mostly respawn based)
  • Up to 32 players on one server
  • Hot Inner Sphere on Clan action
  • Years of balancing and content
  • Featuring the vocal talents of George Ledoux reprising his role as Duncan Fisher, AKA the Solaris commentator from Mechwarrior 4

Best of all, it’s free! Gratis! A pure labour of love.   A fantastic game missing one major thing, an active playerbase.

There is not tournament or grand campaign associated with Phoenix Down. This is simply an opportunity for everyone to get on a server and cause havoc. In that case, it is a perfect opportunity for new players to pick up the game and duke it out with other complete newbies.

If this is successful, a tournament or something similar may come out of this.

download the complete standalone version here: http://forum.mechlivinglegends.net/index.php/topic,19294.0.html

Friday 12th July 1800 BST to Monday 15th July 0600 BST

See ya there!

8
DF Suggestions / Bow effectiveness is affected by material
« on: August 22, 2012, 05:51:15 am »
Currently, the material that a bow (or crossbow) is made of only affects it's effectiveness as a bludgeon in combat. Perhaps we could also realistically simulate material properties for their ranged function as well?

What I'm suggesting is that a bow made of a material with higher tensile properties will have lower effectiveness for smaller creatures or those with lower strength. For example, Freengus the Kobold will have some serious trouble trying to pull the string on a bow made of iron in order for the arrow to go anywhere meaningful. Meanwhile, Urist McMuscles or Mr. Giant over there will have no trouble pulling on it, and will gain whatever benefit it may yield to them (probably higher missile velocity than using an ordinary wooden bow).

This can apply to crossbows as well - A crossbow with a steel bow (i.e. an arbalest) may boast a greater shooting force than a wooden one and be able to punch through the heaviest armor, but can boast a slower reload time (Once Toady has fixed the fire rate for them compared to bows) and may require a Windlass in order to cock and load it.

This will give more variation to Fortress mode as well as Adventure mode - It will give reason to actually use both wooden crossbows as well as metal ones, dependent on whether you want to compromise speed over power or vice versa.

Good or no? Post below!

9
DF Suggestions / [Arena] Save a creature loadout
« on: August 10, 2012, 11:18:20 pm »
Like we can save embark loadouts, how about we can save the skill stats and the equipment of creatures in the Arena as well? It would certainly streamline the process of making a lot of units of the same type, especially if you want to continue testing something over a longer period of time than a single day.

10
DF Modding / Thermonuclear Creatures - Still Possible?
« on: March 25, 2012, 01:53:10 am »
I'm only a dabbling creature modder at this stage, especially with the whole materials and tissues thing in the recent versions, so please bear that in mind. Playing with various creatures in the Arena, I noticed that when Fire Men, when they got hit rather hard in the upper body, got their parts blasted all over the place. Now, the notion of flaming bits blasting all over the place brought something to mind. Back then making things set on fire and throw bits everywhere was rather simple. But my attempts at making the bits set on fire has been useless. Of course, the wiki says, under the article 'Catsplosion' -
Quote
Thanks to the Scamps Conventions of 0.28.181.40d and 0.31.03, the number of Thermonuclear Catsplosions has been drastically reduced, for the ignition keys are now by law hidden in a very Fun place after worldgen. They are, therefore, unavailable to prospective modders elf-fondling terrorists to use after then without causing drastic, system-wide instability to their computer networks.

But there must be a way. Please? Pretty Please?

11
DF Suggestions / Bad thoughts from eating offal
« on: March 08, 2012, 12:50:53 am »
I'm newer here, please avoid shooting your flames at me if this has been discussed recently.

One thing I don't quite understand is how Dwarves seem to have no qualms with eating eyes, or tripe, or sweetbread, without any form of cooking process. That stuff is not exactly appetising on its own.

So, I think that eating stuff from an animal that isn't a hunk of meat will cause a bad thought, and Dwarves will only eat it raw at the last resort. HOWEVER, if it is added as an ingredient in a meal, then the bad thought is negated, to simulate the fact that organ meats like liver can be considered a delicacy. However, raw offal still has a use - Once carnivorous pets (e.g. dogs) require feeding then we have some cheap unused meat to feed them with.

Thoughts, Questions, Comments?

12
DF Modding / Mage mod idea - Is this possible?
« on: March 06, 2012, 02:04:12 am »
Hello forumites! Long time DF player, modder and lurker here.

First off I'd like to thank the others here who have done some interaction modding before me, giving me some templates to work off.

Here's a modest proposal: I wish to make a mod that includes a few fields of magic as secret interactions, like necromancy works now. When a person reads a book and learns a magic field, they will be able to cast a basic spell. To simulate them practicing and doing further study, after a few years a second stage will be reached, and will be able to cast a second spell as well. Here's my Fire Mage "Tech Tree" as an example:

Mage Level
  • Learned when secret discovered
  • Able to cast Fireball
Acolyte Level
  • Learned after a few years (the exact amount is to be decided)
  • Able to cast Fire Jet
Wizard Level
  • Learned after a few more years
  • Able to inject a burning poison as a melee attack
  • Able to cast Fireball twice
  • Gains higher heat resistance

Ascendant Level
  • Learned after a lot of years; only the strongest and luckiest in Worldgen will get here
  • Permanently turned into a Fire Ascendant, a tall humanoid creature enveloped with flames
  • Completely immune to heat and can swim through magma
  • Will burn anything it touches
  • Able to cast Sunburst
  • Able to cast Fire Jet twice
  • Becomes a Megabeast?

Anyone who wishes to point out any impossibilities may do so now. If not, let's proceed with the questions, with the obvious first:

1. I have noticed that CE_CAN_DO_INTERACTION has a Start value, yet no examples I have seen have one other than 0. I'm assuming I can set this value to whatever to make the ability kick in after a certain amount of time? How long would a whole game year be? Also, can they have an end?

2. Can I define multiple different Syndromes in a single Interaction?

3. Above I made Wizard level mages have an inject attack and higher heat resistance. Can I make these possible without having to make them transform into a different creature?

3. Through an Interaction can the AI create an object like a weapon?

4. Is there a way to make a web that burns or explodes violently?

There may be more questions to come so please be patient with me!

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