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Author Topic: Medikohl's Expanded DF Mod version 1.8 (for 0.34.09)  (Read 16846 times)

medikohl

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Re: Medikohl's Expanded DF Mod version 1.6 (accepting submissions)
« Reply #30 on: April 17, 2012, 11:32:54 pm »

does anyone have any thoughts as to what else I should add in?
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I can imagine a bunch of  monks making a pilgrimage to a holy mountain, only to discover that it isn't there anymore.

Black_Legion

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Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
« Reply #31 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
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medikohl

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Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
« Reply #32 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
I'm still relatively new to all this, how would i go about setting up chitin materials? do they pop up when butchered?
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I can imagine a bunch of  monks making a pilgrimage to a holy mountain, only to discover that it isn't there anymore.

medikohl

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Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
« Reply #33 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).
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I can imagine a bunch of  monks making a pilgrimage to a holy mountain, only to discover that it isn't there anymore.

medikohl

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Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
« Reply #34 on: April 18, 2012, 10:26:34 pm »

thinking of making black powder bayonet muskets

that or a bayonet bowgun
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I can imagine a bunch of  monks making a pilgrimage to a holy mountain, only to discover that it isn't there anymore.

medikohl

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Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
« Reply #35 on: April 18, 2012, 10:27:44 pm »

sulfur, charcoal, salt peter= black powder
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I can imagine a bunch of  monks making a pilgrimage to a holy mountain, only to discover that it isn't there anymore.

medikohl

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Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
« Reply #36 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
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I can imagine a bunch of  monks making a pilgrimage to a holy mountain, only to discover that it isn't there anymore.

Deon

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Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
« Reply #37 on: April 19, 2012, 01:55:17 am »

It should be anthracite, not anthricite. And more coal types is always good.
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medikohl

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Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
« Reply #38 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).
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I can imagine a bunch of  monks making a pilgrimage to a holy mountain, only to discover that it isn't there anymore.

Deon

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Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
« Reply #39 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".
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

medikohl

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Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
« Reply #40 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
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I can imagine a bunch of  monks making a pilgrimage to a holy mountain, only to discover that it isn't there anymore.

Jeoshua

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Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
« Reply #41 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 ;)
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I like fortresses because they are still underground.

medikohl

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Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
« Reply #42 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
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I can imagine a bunch of  monks making a pilgrimage to a holy mountain, only to discover that it isn't there anymore.

Black_Legion

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Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
« Reply #43 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

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.
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micha

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Re: Medikohl's Expanded DF Mod version 1.6 (craving input)
« Reply #44 on: April 26, 2012, 01:45:42 pm »

omg ratling traders!
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