Dwarf Fortress > DF Modding
Lets brainstorm a little bit - What could new Steam players use in a mod?
Meph:
MasterworkDF started once as a project to increase FPS, fix bugs, add a bit of atmosphere and expand on vanilla features without deviating too much. Obviously at some point that changed a bit.
Now I'm wondering what a good mod could be for people completely new to DF, coming from Steam. They get graphics and a few UI changes. But what could we, the modding community, add to that?
My idea would be a somewhat extended all-races-playable mod, with about .. lets say 10 new items, 10 new workshops and 10 new creatures (pets) per race. A few basic gameplay changes, like kobolds can't dig / produce metal, humans can buy stuff with gold, elves make heavy use of plants, goblins make heavy use of corpses. A couple new nobles here and there.
That should keep people occupied for a while. ^^
scourge728:
A "Learn Ascii mod" where it just removes the graphics, and you can't uninstall till you defeat the clown car in ascii
Broms:
I think having descriptions on every reaction would be fantastic. Maybe something like an official description and then a related tip or suggestion? Oh now that I mention it, it would be extra fantastic if reactions also mentioned what skill they use in their descriptions.
FantasticDorf:
--- Quote from: Broms on March 19, 2019, 11:21:13 am ---I think having descriptions on every reaction would be fantastic. Maybe something like an official description and then a related tip or suggestion? Oh now that I mention it, it would be extra fantastic if reactions also mentioned what skill they use in their descriptions.
--- End quote ---
You can achieve this a little bit via CATEGORY, which is what is used for vanilla game instrument descriptions but also applies to modding (I have some on my elves). I think the game should be considerably simplified where possible possibly cutting the game entirely down for a mod to a straightforward dwarves v goblin conflict so that gobboes don't really actually have any other targets to attack by editing out the entitites and some basic suggested advanced worldgen worlds or seeds ready on file.
Adding what is essentially a development panel of cheats (generate water at workshop, free food, metals etc) may also be pretty straightfoward for taking a load of the shoulders of players so they can just jump straight in.
Superdorf:
+1 to the All Races pack; that's the first and only mod I've ever really used. I'd love to see it fleshed out a bit.
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