Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Dicemod 1.11  (Read 7142 times)

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Dicemod 1.11
« on: March 01, 2012, 01:41:54 am »

Dicemod: Egotistical Title or Just Lazy?

This is a pretty simple mod, just to add some more variety and flavor to the core game. Nothing too wild as of yet, mostly just reasonable expansions. I plan on adding more (and more fantastical) content over time, so it'll probably get larger, though how fast depends on how bored I get/how many other things I need to procrastinate on.   :P

I've playtested it pretty much, but I might have missed something. If something is broken, let me know.

Anyhow, the contents as of 1.11:

Spoiler: Entities (click to show/hide)

Spoiler: Ores (click to show/hide)

Spoiler: Metals (click to show/hide)

Spoiler: Weapons (click to show/hide)

Spoiler: Armor and Shields (click to show/hide)

Spoiler: Plants (click to show/hide)

Spoiler: Foods (click to show/hide)


Spoiler: Future Plans (click to show/hide)


Again, these are pretty basic additions for anyone who wants to spice things up a bit without DIYing or any radical alterations. That may change as I add more, of course. Originally, this stuff was just a pile of things I was working on to make my own games more interesting, but someone expressed interest, so I figure if anyone else would enjoy this, I should put it up. Enjoy!
« Last Edit: March 23, 2012, 03:33:18 pm by Flying Dice »
Logged


Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Slax

  • Bay Watcher
    • View Profile
Re: Dicemod 1.0
« Reply #1 on: March 01, 2012, 04:19:44 am »

Just what I've been looking for. Small, sensible additions.
Add the extra armor and I'll be a happy chappy.
Logged

magikmw

  • Bay Watcher
  • angryface
    • View Profile
    • Blog/links
Re: Dicemod 1.0
« Reply #2 on: March 01, 2012, 05:06:48 am »

Kewl, might as well try it. Looks good.
Logged
Oh, hai.

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: Dicemod 1.01
« Reply #3 on: March 01, 2012, 12:53:23 pm »

Just ran a fresh game after redownloading and extracting the 1.0 file, realized that I'd derped and included an older copy of the reaction raws which doesn't link the reactions to the smelter building. This'll prevent you from making any of the three new alloys. Fix is up, sorry.  :-[

Ed: Fixed another issue with the reactions. Fixed plants.
« Last Edit: March 01, 2012, 06:51:04 pm by Flying Dice »
Logged


Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Slax

  • Bay Watcher
    • View Profile
Re: Dicemod 1.03
« Reply #4 on: March 03, 2012, 07:35:02 am »

Time for a proper fort. Should be interesting!

Kobolds running around with starmetal dirks. OOF!
« Last Edit: March 03, 2012, 11:32:21 am by Slax »
Logged

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: Dicemod 1.03
« Reply #5 on: March 03, 2012, 04:36:27 pm »

Working on 1.1. Might be today, might be tomorrow, depending on how long it takes me to decide what to make the new creature and entity, and to do research. May or may not add some form of armor, mainly because the only additions would be some type of partial-coverage armor.
Logged


Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

sackhead

  • Bay Watcher
    • View Profile
Re: Dicemod 1.03
« Reply #6 on: March 04, 2012, 01:23:14 am »

cool mod. I like the New metal (and the fact they are harder to produce). for the cheap building Metal in my mod i plan to use caste iron (Put some iron in more cast iron comes out). you can use this idea if you want it
Logged

Slax

  • Bay Watcher
    • View Profile
Re: Dicemod 1.03
« Reply #7 on: March 04, 2012, 05:44:18 am »

What I'd like to see is everything from light bracers to heavy plate. You know, the basics. Just for variation.
Logged

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: Dicemod 1.03
« Reply #8 on: March 04, 2012, 02:29:02 pm »

Okay, I've set up the reactions in such a way that, while any entity with metalworking capability can melt the new ores, only dwarves can refine them into a useful state. It'll consume more coal if you're working without magma, but that's better than having everything running around with absurdly good weapons and armor. Will work on armor this afternoon, hopefully will have the update up sometime today.
Logged


Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: Dicemod 1.1
« Reply #9 on: March 04, 2012, 04:54:39 pm »

Okay, 1.1 is up. New information is in the op.

Regarding armor: I did what I could, but the structure of medieval armor is essentially a number of smaller pieces combined to provide coverage, and there really isn't an effective way to model that, because each piece would be counted as covering at least the minimum area of whatever body section it was worn on. So for upper body armor, you'd have the cuirass, faulds, culet, pixane, and maybe a plackard, and the equivalent would be the vanilla breastplate, except you'd be wearing 4 or five of them with slightly less coverage. Then you'd need to account for the arms, which would mean spaulders + besagews or pauldrons, vambraces, rerebraces, and cowters. Until we can specify things for clothing like having them attached to a worn piece of armor, or worn on, say, the neck, or shins, or shoulder, or stomach, etc., there isn't a way to do that AFAIK. Quite apart from that, plate armors are by-and-large identical in function and nearly so in form. What I could do, if it were possible/I knew how, would be stuff like brigandines (metal plates sewn onto cloth or leather), to add real variance. As it stands, though, "breastplate" and "gauntlets" together cover everything that in a real set of platemail would be composed of 8-10 or more parts, and IMO that is probably for the best, given the difficulty already inherent in the provision of military equipment.
Logged


Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Slax

  • Bay Watcher
    • View Profile
Re: Dicemod 1.1
« Reply #10 on: March 05, 2012, 07:59:45 am »



Hm.
Logged

magikmw

  • Bay Watcher
  • angryface
    • View Profile
    • Blog/links
Re: Dicemod 1.1
« Reply #11 on: March 05, 2012, 08:11:52 am »

Now with 100% more shields!
Logged
Oh, hai.

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: Dicemod 1.1
« Reply #12 on: March 05, 2012, 09:23:59 am »

Heheh, that's what happens when I test stuff at night. Fix is up.

/derp
Logged


Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Vgray

  • Bay Watcher
    • View Profile
Re: Dicemod 1.1
« Reply #13 on: March 08, 2012, 02:10:23 pm »

Who would put meat in muffins? Or bread? Then again we are talking about Dwarves...

And on the menu tonight we have roast pump helmets and berries, plump helmet bread, and our special, dwarven beer and plump helmet stew.
« Last Edit: March 08, 2012, 03:27:24 pm by Vgray »
Logged

Interus

  • Bay Watcher
    • View Profile
Re: Dicemod 1.1
« Reply #14 on: March 09, 2012, 11:30:36 am »

Who would put meat in muffins? Or bread? Then again we are talking about Dwarves...

And on the menu tonight we have roast pump helmets and berries, plump helmet bread, and our special, dwarven beer and plump helmet stew.

A meat muffin would be a little weird, but I would definitely not be averse to bread with roast beef already baked into it.
Logged
Pages: [1] 2