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Author Topic: Community Mod  (Read 19382 times)

Corai

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Re: Community Mod
« Reply #30 on: June 09, 2012, 09:50:57 pm »

At the risk of some complaints I'm going to say we have a rule that the end product must be playable to a certain degree.

Define this "Playable" you speak of...

No crashes, no dieing in the first season, no insta-kill weapons, no major changes to base-dwarves.

Thats my ideas.
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Dunamisdeos

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Re: Community Mod
« Reply #31 on: June 09, 2012, 10:46:52 pm »

So no crashes, no insta kill weapons.... What about changes to workshops and the like?
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Montopolis

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Re: Community Mod
« Reply #32 on: June 09, 2012, 10:57:15 pm »

Well, I'm somewhat new to Dwarf Fortress and modding, but...
Sign me up!
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Delioth

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Re: Community Mod
« Reply #33 on: June 09, 2012, 11:08:52 pm »

At the risk of some complaints I'm going to say we have a rule that the end product must be playable to a certain degree.

Define this "Playable" you speak of...

No crashes, no dieing in the first season, no insta-kill weapons, no major changes to base-dwarves.

Thats my ideas.

Does the "no major changes to base-dwarves" include putting in an animal that makes many useful things for the dwarves?
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Corai

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Re: Community Mod
« Reply #34 on: June 09, 2012, 11:11:28 pm »

At the risk of some complaints I'm going to say we have a rule that the end product must be playable to a certain degree.

Define this "Playable" you speak of...

No crashes, no dieing in the first season, no insta-kill weapons, no major changes to base-dwarves.

Thats my ideas.

Does the "no major changes to base-dwarves" include putting in an animal that makes many useful things for the dwarves?

On that, my ideas are these.


NO MEGA-WEAPON INSTA KILLS, no death stars, no swords that shoot magma, no cage-trap shooting machine guns, no spawning throwable magma, etc.

NO BASE CHANGES TO DWARVES, this includes -Editting the ethics, editting the actual creature, etc. Anything else is good-

NO CRASHES-You must be able to fast travel in ADV, embark and live, and view legends mode.

NO DIEING IN SECONDS-There cant be a bag of magma that sets the map on fire, there cant be hyper-animals that has [SPEED:0], etc.



Thats just my ideas.
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Reudh

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Re: Community Mod
« Reply #35 on: June 09, 2012, 11:15:16 pm »

I am definitely going to sign up for this. It'll give me a chance to update my older sentients to 34.11, and add my other creatures.

I'm tempted to make another 'positive syndrome' creature.

Meph

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Re: Community Mod
« Reply #36 on: June 10, 2012, 12:20:55 am »

Dont sign me up, I would end up changing all the reactions without changing the reaction names. And suddenly you make "soap" from fresh skin and get a gold bar in the end. ^^
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Dunamisdeos

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Re: Community Mod
« Reply #37 on: June 10, 2012, 12:44:58 am »

So it sounds like we are allowed new creatures, new entities, new materials, new workshops, new reactions, and new items? That about cover it?

Also, We need to pick a version. I suppose 34.11?
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Corai

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Re: Community Mod
« Reply #38 on: June 10, 2012, 12:48:48 am »

Im not the OP, I dont decide. Im just giving ideas for rules.




I am gonna modgasm when this gets handed to me...


Dont ask what a modgasm is, but it involves me going through every single file trying to figure out what the hell I am looking at, drinking tea and rubbing my temples.
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Dunamisdeos

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Re: Community Mod
« Reply #39 on: June 10, 2012, 12:52:33 am »

We all do that, I think, when we first start. It'll pass.
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FACT I: Post note art is best art.
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FACT III: "All life begins with Post-it notes and ends with Post-it notes. This is the truth! This is my belief!...At least for now."
FACT IV: SPEECHO THE TRUSTWORM IS YOUR FRIEND or BEHOLD: THE FRUIT ENGINE 3.0

Reudh

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Re: Community Mod
« Reply #40 on: June 10, 2012, 01:06:19 am »

Man this is going to be so good.

Is it going to be serious, or exactly like S.L.A.D.E.?

Trapezohedron

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Re: Community Mod
« Reply #41 on: June 10, 2012, 01:27:46 am »

Man this is going to be so good.

Is it going to be serious, or exactly like S.L.A.D.E.?

Time will tell the details.

What the first three people on the list make will most likely determine what kind of outcome this project has... err, will have. Stupid use of grammar, NG!
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Person

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Re: Community Mod
« Reply #42 on: June 10, 2012, 01:41:51 am »

I'm generally gonna agree on the playableness idea. Making new controllable civs is fine, but leave in the dwarves. As you may notice in the first post, axemans turn has been started. 34.11 is in fact the version number we're using.
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EmperorJon

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Re: Community Mod
« Reply #43 on: June 10, 2012, 03:13:18 am »

Hmm, I'd say you are allowed to change the Dwarvers, but the game should be:

Playable in adventurer, with all the "features" available and without it being too hard/too easy.
Playable in fort mode, with relevant features available without being too hard/too easy.
No overpowered instakill enemies, syndromes, etc.
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GreatWyrmGold

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Re: Community Mod
« Reply #44 on: June 10, 2012, 01:57:20 pm »

It shouldn't be harder to survive than Fortress Defense added to Kobold Camp.

axeman: Will you let us know at least a vague idea of what you're doing? I want to know if I should plan to make demiliches or robots.
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