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Messages - Krom

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1
DF Modding / Re: Hardcore Mod
« on: February 04, 2008, 08:24:00 pm »
Alright, HARDCORE mod v0.1 is up. http://rs73.rapidshare.com/files/89236608/objects.zip

- Dogs and cats more expensive
- There is no cheap meat. Minimum cost = 6.
- Many wild animals made more dangerous
- Added a reaver creature, a blind spider that views Dwarves as vermin (thanks, gurra!)
- Making iron and steel takes more charcoal
- Dwarven weapons and armor generally less effective
- Crossbow damage significantly nerfed
- Plump helmets not edible raw
- Growth periods for all subterrenean plants extended significantly, and grow seasons restricted
- Dwarven traps nerfed
- Some ores don't yield as much as they used to
- Smelting alloys from ores disallowed. Bars only.


I couldn't find a way of disallowing cheap and easy stone and wood crafting, so if you want to take the true HARDCORE CHALLENGE, you never sell stone or wood crafts.

I'm still looking to add monsters, and make lots of adjustments based on playtest feedback.


2
DF Modding / Re: Hardcore Mod
« on: February 04, 2008, 08:03:00 pm »
Gurra, I'm sticking a very much toned-down version of that nightmare creature in there.

I'm going to post v0.1 tonight.


3
DF Modding / Re: Hardcore Mod
« on: February 04, 2008, 03:57:00 pm »
Gurra,

Thanks! That's really useful information for my creature and monster tweaks. I'm definitely wanting to have a lot of different ways in which the fortress is often beset by a range of problems, both large and small.


4
DF Modding / Re: Hardcore Mod
« on: February 04, 2008, 12:38:00 am »
Torak,

Thanks! Those all sound good, and perfectly in the spirit of what I'm trying to accomplish. They all seem pretty straightforward except for the first one. Ummm, the most obvious way of reducing dwarven combat capability is by degrading the weapon and armor effectiveness. I guess they could also be made size 5 instead of 6? Wonder what side effects that would have.


5
DF Modding / Hardcore Mod
« on: February 04, 2008, 12:18:00 am »
I did some work over the weekend toward making a "hardcore" mod that presents a higher challenge level than the base game. Elements I'd like to address:
1) Complicate farming by making growth times longer, restrict growing periods, and  reduce raw consumption.
2) Make meat more expensive so initial loadups and caravan purchases are costlier
3) Add more evil races and marauding monsters
4) Make metalbashing more complicated by reducing smelting outputs and increasing carbon requirements
5) Sharply reduce the amount of trade value a crafter can trivially produce by churning through cheap rock and wood crafts.
6) Increase the cost of highly valuable pets, particularly dogs

I've already accomplished 1,2,4, and 6
#3 will be easy, particularly because I've got a large number of pre-existing mods to draw from
I think #5 is currently impossible to accomplish through modding

So, I'm open to knowledgable modders giving me some advice on #5, and experienced DF players' opinion as to what else can be done to complicate things and reduce the effectiveness of common easy strategies and exploits.

Version 0.1 is posted! http://rs73.rapidshare.com/files/89236608/objects.zip

[ February 04, 2008: Message edited by: Krom ]


6
DF Modding / Re: [38c]Minerals mod v1.76, Alchemy, Infusion, and Stone Se
« on: January 28, 2008, 01:04:00 pm »
LIGNITE_TO_COKE reaction is in there twice, exactly the same.

PEAT_TO_CHARCOAL is in there twice, although the second is actually a peat to ash reaction.

The peat reactions are completely useless unless you have a magma smelter, and even then are of dubious value. Maybe that's exactly as intended, but I wanted to check.


7
DF Dwarf Mode Discussion / Re: "He prefers to be alone."
« on: January 31, 2008, 09:16:00 am »
Oooooh, the anticipation!

I'd love to succession it with you!


8
DF Dwarf Mode Discussion / Re: Cursemountains, the hunt for wealth
« on: February 01, 2008, 01:38:00 pm »
17Hema54

A pet goat! Her name is Zikelser, and she is perfect!

Surath agreed to make me a nice spot near a waterfall. It's by the chasm, which is a bit worrisome. Not that I'm afraid of anything that might come out of there. It's just not completely conducive to rest and relaxation. Maybe if we trap the perimeter? Well, anyway, it's going to be great. I'll have some lovely statues, and I'll keep Zikelser there. With the spray of the waterfall....


9
DF Dwarf Mode Discussion / Re: Cursemountains, the hunt for wealth
« on: January 31, 2008, 10:20:00 pm »
8Felsite54

The encounter with the cave swallow proves it. With Tegirnazush in my hand, I am invincible. Unfortunately, the monster killed 3 lesser ones before I could stop it. While Surath will undoubtably erect a statue to commemorate this event, I think I've reached the point where I deserve a special place for quiet reflection.

I'd like a statue garden, with onyx or maybe even a gold statue. But most important is mist. I'd like mist to come wafting through my status garden. Others will be allowed to use it, but it will be mine. I think I've earned it.


10
DF Dwarf Mode Discussion / Re: Cursemountains, the hunt for wealth
« on: January 30, 2008, 02:29:00 pm »
Kroma came running up.

"Surath, Surath! Would you say the scorpion was more reddish-brown, or brownish-red? I mean, kaolinite is probably too red, but sandstone is too brown, right? Anyhow, V can't make glass that color, so we'll need some masons on the job. And don't you think we want to commemorate the dogs who have given themselves to the security of our city, as well? What do you think is appropriate for that?"
"OOo, and shouldn't the hall be polished stone? With maybe one wall of engravings?"


11
DF Dwarf Mode Discussion / Re: Cursemountains, the hunt for wealth
« on: January 29, 2008, 08:56:00 pm »
[OOC: No way! Are you really building a 10-story tall glass frog structure??]

12
DF Dwarf Mode Discussion / Re: Cursemountains, the hunt for wealth
« on: January 29, 2008, 09:31:00 am »
28Slate53

Another group of raggedy green dwarves came rolling into camp today. Some of the last wave are shaping up, but I can't shake the feeling that we're taking in a lot of freeloaders.

Viktoria and I were talking about this place we've made, this community that has sprung up from our hard work and persistance. And we're missing a lot of the things that make a true community. One thing V and I thought would help was to get some impressive architecture built. Impressive places that speak to the importance of the community and what we're doing here.

We should also have monuments that commemorate important events in our history. Like, for an example, defeating the titan toad. Viktoria thinks we should make a giant toad statue made out of dozens of green glass blocks and put it out in the towercap forest.

That's a fabulous idea, and I can't wait to mention it to Surath. She'll love it! We should also look for other ways to build some important edifices around here. This is our home!


13
DF Dwarf Mode Discussion / Re: Cursemountains, the hunt for wealth
« on: January 28, 2008, 11:35:00 am »
10Sand52

Still no pet goat from the traders. Maybe the elves will come through for me, like they did with my nifty flute. I've been practicing now and again, and hope to have some songs to play next time someone throws a party. Seems like parties don't happen here nearly as often as back home.

I was thinking about maybe taking a break from stonecrafting for a little while. Maybe cooking? We could sure use it. Maybe I could spend half my time seeing if I could improve the menu around here. I'll talk to Surath.

We now have a Sherriff and 5 "soldiers" to protect us from the deadly threat of eagle attack. Seems entirely foolish. And most of the others don't actually seem to do much of anything. Mostly just moving stuff around. We should ask some of the less useful ones to leave. Go back home. But nicely.


14
DF Dwarf Mode Discussion / Re: Cursemountains, the hunt for wealth
« on: January 26, 2008, 05:33:00 pm »
9Slate52

Now, I don't mean to be unkind. Some of them are very nice dwarves. But, look, first off, there's way too many of them. None of them brought so much as a plump helmet with them. And, frankly, most of them are entirely useless in the skills department. One guy was quite proud of his soap-making abilites.

Another dwarf greeted us with "I hear you could use a glassmaker." Well, no, pal. We could use someone to haul these bins over there, though. Congratulations, you're it.

What I'm not clear about is what this does to our shares. How does any of it work, anyway?  Surath kind of hemmed and hawed when I asked her about it. I beginning to suspect that there's no actual way to cash out and go home.

And what's the deal with Watson calling himself the "Sherriff" now? So silly. Next thing you know, he'll want to build some useless jail. What a power trip.


15
DF Dwarf Mode Discussion / Re: Cursemountains, the hunt for wealth
« on: January 26, 2008, 12:04:00 pm »
1Granite52

The outpost is humming along nicely. We've got large stockpiles of barrels filled with wonderful beverages and all assortment of meats! Some of which I'd never even heard of before! Still no cook, so we have to make do. I had some raw fish the other day, which was quite nasty. Seems cruel to force dwarves to eat that sort of thing.

Crafting is going great. I'm staying very busy, and getting better at it all the time. Get this: they tell me the marble is off-limits. Something about making steel. Whatever, I've got the artistic freedom to make whatever I choose, so I'm happy.

Surath went over her books with us today. How much we've already made, broken down by category, that sort of thing. We're doing really well, and she thinks we'll do even better in the next year. Sounds like I'll soon be rich!

Now I just have to decide how much longer to do this until I decide to cash out and go home. Surath ran through a lot of big figures, and I think my share of that would set me up nicely for a triumphant return home. Bail out dad, get myself a modest room.

I'll have to talk to Surath next chance I get about when she thinks I should cash in my share. Exciting!

[Originally crossposted with Dame]

[ January 26, 2008: Message edited by: Krom ]


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