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Poll

3 Votes per person

Make all Ammo generic (any gun can use it) (piercing, normal, cutting)
- 11 (20.8%)
Start working on Wildlife (Surface)
- 15 (28.3%)
Make Hostile Civs have castes for added FUN (Jumpjet troopers, granadiner)
- 15 (28.3%)
Start on Cavern Wildlife
- 9 (17%)
Work on item pricing (most furniture is just 50 credits)
- 3 (5.7%)

Total Members Voted: 20


Pages: [1] 2 3 4

Author Topic: [TC/RTS]: Dwarf Fortress, Command & Conquer (v1.2)  (Read 15168 times)

Hugo_The_Dwarf

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[TC/RTS]: Dwarf Fortress, Command & Conquer (v1.2)
« on: December 25, 2012, 10:59:31 pm »

First Release of DF CnC, if you ever felt like DF should be like an RTS (make units, make money, rule all) then this mod hopes to aim for the stars, and shoot them down.

So this mod is based strongly around RTS elements such as you collect materials to reduce to credits, and then use those credits to buy items and materials, or attempt to pay for upgrades for certain units. Units come in the from of rapidly maturing children, even though they are born full adult size. To start the unit making process a motorized puller must be transformed into a replicator, after that every 6 months more units will be made, from 2 to 5 at a time.

Humans have no emotion because people die so often as that is the point of an RTS and a tantrum spiral just makes no sense as they would simply kill themselves off (would make it a rather difficult RTS if your units just up and kill each other) some features like machinery or special buildings are taking a bit of time to manufacture and getting the game play down to something tolerable and manageable is getting there aswell.



CREDITS
Suds Zimmerman and the rest of the team that made WH40K: Underhive
because I stole their modified Ironhand Tileset and modded it myself, and their creature graphics
(But they are cool with it)

DETAILS

Story:
Spoiler (click to show/hide)

Setting: Post-Post-Post Apoc
Tech: Mix of watered down future technology and modern equipment
Races:
  • Humans:Alliance of Peacekeepers(playable)
  • Humans:Federation of the Gemini
  • Humans:Mutants(cave)
  • Mutant Insects:Krog
Wildlife:
  • Krog (scouts, spitters, and drones)
Current Features:
  • All materials are dumbed down, there is only 5 stone types
    (stone, hard stone, concrete, obsidian, bedrock), very basic metals,
    soils and such are very basic, same with flora (which is main source of income).
  • There are 4 types of guns (Pistols 9mm, SMGs 9mm, Assault Rifles .32cal, and Scoped Rifles .723cal) With melee weapon attcahments, Combat Knives, and Batons. Making 12 guns in total
  • Cash based ecnomoy (Industrial Credits worth 50 and Stamped Credits worth 1000)
  • Computer Terminals (Construction, Furniture, War and Medical, Upgrades)
    that allow for goods to be bought with credits, and the stamping of credits
  • Recycler to turn crystallized logs, shards and old items back into credits
  • Generator to produce cash from time(free money)
  • Transform motorized pullers to dna replicators to start unit production, or turrets for base defense.
  • Cyborg upgrades that can just make a unit stronger (metal frame, less organs)
    or even make them larger and give them built in weaponry
    (ripper chainsaw, auto cannon, rocket launchers)
  • Krog now have their lesser hive mates roaming around the world for food, be-careful they can sneak up and kill a group of 7 rather quickly if they find you.
  • Can now buy armor materials and make armor at the leather shop to help prevent death.

Things I need to do yet:
Fauna is gone atm until I can make some mutant critters (Feral mutant/crystal hounds, mutant scorpion bats, and giant cockroaches)
Add mega beasts (mutant sabre tooth bull elephant, Giant crystal crab)
Add semi-mega beasts (Giant mutant crystal bat, Mutant crystal scorpion, Centi-Conda (giant centipede mutated with an anaconda)
« Last Edit: April 10, 2014, 12:46:15 pm by Hugo_The_Dwarf »
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Replica

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Re: Dwarf Fortress, RTS (WIP)
« Reply #1 on: December 25, 2012, 11:52:09 pm »

I read "clones", "robots" and "no hard feelings army of disposable heroes" so I'm interested.

I'd rather wait for your first "full" release, but you should post it anyways so that others can try it out, the premise and setting of the mod sounds pretty cool.
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Quote from: tahujdt
I don't know about unicorns, but back in .95, one of my PA soldiers was diagnosed with power armor. I drew a fairly good picture about it, but my science project (a bunny) pissed all over it.
Fallout: Equestria - Index of Stable Reports x Fallout: Equestria - Orange

Hugo_The_Dwarf

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« Reply #2 on: December 26, 2012, 05:02:23 pm »

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« Last Edit: March 12, 2014, 10:08:08 pm by Hugo_The_Dwarf »
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Hugo_The_Dwarf

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« Reply #3 on: December 27, 2012, 12:36:09 am »

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« Last Edit: March 12, 2014, 10:05:26 pm by Hugo_The_Dwarf »
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Replica

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Re: Dwarf Fortress, RTS (WIP)
« Reply #4 on: December 27, 2012, 01:12:33 am »

I am largely clueless as to how reactions and interactions work, but to make them "switch off" wouldn't it be possible to make a workshop reaction that affects the "female" spawners and make them sterile, or even turn them into males?
I don't know about the gender switch, but I do know that Valdiku supposedly has a drink in his mod with a syndrome that makes whoever drinks it sterile, and an antidote that makes them fertile again.
If it were possible to reverse engineer that and turn it into something that would affect the spawners (whom I assume don't drink, eat or have blood) that could be activated via workshops then you'd have yourself a working "on/off" switch.
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Quote from: tahujdt
I don't know about unicorns, but back in .95, one of my PA soldiers was diagnosed with power armor. I drew a fairly good picture about it, but my science project (a bunny) pissed all over it.
Fallout: Equestria - Index of Stable Reports x Fallout: Equestria - Orange

Putnam

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Re: Dwarf Fortress, RTS (WIP)
« Reply #5 on: December 27, 2012, 01:29:07 am »

Sterility is easy; your suggested method of on/off is easy to mod in.

Hugo_The_Dwarf

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« Reply #6 on: December 27, 2012, 03:23:52 pm »

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« Last Edit: March 12, 2014, 10:05:51 pm by Hugo_The_Dwarf »
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Hugo_The_Dwarf

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« Reply #7 on: January 12, 2013, 04:43:01 pm »

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« Last Edit: March 12, 2014, 10:06:05 pm by Hugo_The_Dwarf »
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Hugo_The_Dwarf

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« Reply #8 on: February 18, 2013, 05:38:53 pm »

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« Last Edit: March 12, 2014, 10:06:25 pm by Hugo_The_Dwarf »
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Hugo_The_Dwarf

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« Reply #9 on: February 18, 2013, 10:00:28 pm »

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« Last Edit: March 12, 2014, 10:06:46 pm by Hugo_The_Dwarf »
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Hugo_The_Dwarf

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« Reply #10 on: February 19, 2013, 05:00:27 pm »

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« Last Edit: March 12, 2014, 10:07:00 pm by Hugo_The_Dwarf »
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Hugo_The_Dwarf

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« Reply #11 on: February 19, 2013, 09:29:18 pm »

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« Last Edit: March 12, 2014, 10:07:15 pm by Hugo_The_Dwarf »
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smakemupagus

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Re: Dwarf Fortress, RTS (WIP) First Release
« Reply #12 on: February 20, 2013, 12:54:58 pm »

I could easily modified this to make a hive mod, play as ants, or some kind of aliens.

That would be pretty cool :D

Hugo_The_Dwarf

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« Reply #13 on: February 20, 2013, 10:23:14 pm »

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« Last Edit: March 12, 2014, 10:07:33 pm by Hugo_The_Dwarf »
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Hugo_The_Dwarf

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« Reply #14 on: February 21, 2013, 02:02:04 am »

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« Last Edit: March 12, 2014, 10:07:47 pm by Hugo_The_Dwarf »
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