Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: PKs Mod: Tenitively Released  (Read 665 times)

pisskop

  • Bay Watcher
  • Yarr Harr Fiddldy Dee
    • View Profile
PKs Mod: Tenitively Released
« on: February 18, 2020, 08:38:00 pm »

0.9b Mod

**  This mod is my attempt to provide a near-vanilla experience while still changing enough to create a unique experience.  It adds redundant civs, redesigns the attribute range of civs, and hopes to make both fortress and adventure mod feels that much different.


Spoiler: New Creatures (click to show/hide)


Spoiler: Civ Additions/Changes (click to show/hide)

Spoiler: Farming Changes (click to show/hide)




Spoiler: old text (click to show/hide)
« Last Edit: February 23, 2020, 10:03:00 am by pisskop »
Logged
Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

pisskop

  • Bay Watcher
  • Yarr Harr Fiddldy Dee
    • View Profile
Re: PKs Mod: Planning
« Reply #1 on: February 18, 2020, 08:49:36 pm »

The ideas Im currently playing with are adding copypasted civs so that goblins can dow goblins and dwarves will try to cross trade with other dwarves.

The idea is going to add more 'clutter' to an already outdated UI, but also more life to the game/world.


My current vision of the civs:

- Dwarves are traditional and proud.  They mature slower than humans, at 18 years to adulthood.  They tend to fight over trade deals and insults.
- Humans are the 'diplomats'.  They use most weapons and most resources.  They will die somewhat earlier than the base game [lifespan=80] and show the greatest variation in their ethics and beliefs.
- Elves are less strong but more agile, relying upon their animals of war more.  They will live for long periods of time, and i want them to behave more aggressively than in the base game.
- Goblins are toned down into having some structure in their society.  Still crude and disdainful of order, they will do basic things like actually needing to eat and animal care.  An idea I have was to create a civ where they arent demon-spawned, though the idea that goblins are hellfiends brought to earth is appealing in its own way.  Goblins are build more infrastructure.
- Merlocks are meant to sub in for goblins are a secondary antagonist.  They typically fare great against all manners of worldgen warfare.  They are carnivorous, rude, guileful, and will kidnap children.  They prefer lighter slashing weapons and prefer tundra and desserts.  They live in mountain halls of their own, and prefer the underground.
Logged
Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

pisskop

  • Bay Watcher
  • Yarr Harr Fiddldy Dee
    • View Profile
Re: PKs Mod: Planning
« Reply #2 on: February 18, 2020, 08:50:33 pm »

Spoiler: notes (click to show/hide)
Logged
Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

redivider

  • Bay Watcher
    • View Profile
Re: PKs Mod: Planning
« Reply #3 on: February 19, 2020, 07:40:19 pm »

HOLY SHAT its PK himself, man I play a lot of cdda (especially lately) and every time with PKs rebalancing. Idk why you stopped devving it but I just wanted to say thanks for your work sir.
Logged

pisskop

  • Bay Watcher
  • Yarr Harr Fiddldy Dee
    • View Profile
Re: PKs Mod: Planning
« Reply #4 on: February 20, 2020, 10:57:15 am »

HOLY SHAT its PK himself, man I play a lot of cdda (especially lately) and every time with PKs rebalancing. Idk why you stopped devving it but I just wanted to say thanks for your work sir.

Hey, Thanks!  I loved making that, though its honestly in need of a huge under-the-hood revision if anyone ever went to actually mod it further.
Logged
Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

pisskop

  • Bay Watcher
  • Yarr Harr Fiddldy Dee
    • View Profile
Re: PKs Mod: Tenitively Released
« Reply #5 on: February 23, 2020, 10:00:58 am »

:(

So the new version, 47.xx, now checks for duplicate entity and creature tags instead of overwritting.  When I sat down to gen a world I got one full of sentient cave crocodiles and giant bats.  Ive fixed that.

Ive changed how goblins and merlocks spawn, and added a 'less crude' goblin entity that now uses steel, attempts to have infrastructure, and worships gods.
Logged
Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!