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Poll

Try mod on 31.12 or play it safe?

DF2010
- 18 (75%)
40d
- 6 (25%)

Total Members Voted: 24

Voting closed: July 20, 2010, 03:39:37 am


Pages: [1] 2 3 ... 9

Author Topic: Soapscum Succession Fortress (Syrupleaf mod)  (Read 9980 times)

breadbocks

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Soapscum Succession Fortress (Syrupleaf mod)
« on: July 10, 2010, 03:20:07 am »

Spoiler: OP (click to show/hide)
Spoiler: Mod (click to show/hide)
Spoiler: Play Order (click to show/hide)
Spoiler: Embark (click to show/hide)
So! We've finally started!
« Last Edit: July 30, 2010, 02:06:04 am by breadbocks »
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UmbrageOfSnow

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Re: Soapscum Community Fortress (Syrupleaf mod)
« Reply #1 on: July 10, 2010, 03:32:29 am »

I'd play a round.
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breadbocks

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Re: Soapscum Community Fortress (Syrupleaf mod)
« Reply #2 on: July 10, 2010, 03:35:52 am »

Why is it that you so obsessively follow me? Anyway, do you want a dwarf, or will you just take what you get>
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UmbrageOfSnow

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Re: Soapscum Community Fortress (Syrupleaf mod)
« Reply #3 on: July 10, 2010, 03:39:32 am »

I sit on the games page waiting for you to post. :-*

Actually I think we both just post in like 70% of new starting succession games and have similar lack-of-sleep schedules.  But yeah, I'd noticed that too.

I don't really care, but as first one in, I guess give me the mechanic and give it my name.
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evilgenius21

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Re: Soapscum Community Fortress (Syrupleaf mod)
« Reply #4 on: July 10, 2010, 04:21:16 pm »

Sounds interesting. I'd be interested to see what happens. This would be a community fort, correct?
« Last Edit: July 10, 2010, 04:23:13 pm by evilgenius21 »
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UmbrageOfSnow

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Re: Soapscum Community Fortress (Syrupleaf mod)
« Reply #5 on: July 10, 2010, 05:25:14 pm »

As far as risking it with modding 2010, I think it is a good idea, but the RAWs have changed a bit.  I say you post the mod information you got in a spoiler tag in this thread, and we all look over it and see what changes might or might not need to be made to get the same gameplay changes.
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breadbocks

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Re: Soapscum Community Fortress (Syrupleaf mod)
« Reply #6 on: July 11, 2010, 12:08:54 am »

Do you mean you want the download?
I'm thinking if we use 2010.09, we just look at what was added, and pop it into the RAWs ourselves.
Here's the text from the OP. I think we can dig up what needs to be put in, since it says what was added.
Spoiler (click to show/hide)
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UmbrageOfSnow

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Re: Soapscum Community Fortress (Syrupleaf mod)
« Reply #7 on: July 11, 2010, 01:09:55 am »

Well I was thinking you could just copy and paste the actual text of the RAW changes for ease of everyone seeing it, but we can rebuild it from scratch too I'm sure. 

Anyway, the Sand Raiders and Frost Giants were taken from Civilization Forge and have been updated to 2010 already, we can use those, or just base ourselves off civilization forge and mod that a tad.  Anyway, here are the Frost Giant and the Sand Raider:

Frost Giant Entity
Spoiler (click to show/hide)

Frost Giant Creature
Spoiler (click to show/hide)
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UmbrageOfSnow

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Re: Soapscum Community Fortress (Syrupleaf mod)
« Reply #8 on: July 11, 2010, 01:17:15 am »

Sand Raider Entity
Spoiler (click to show/hide)

Sand Raider Creature
Spoiler (click to show/hide)
« Last Edit: July 11, 2010, 01:27:52 am by UmbrageOfSnow »
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UmbrageOfSnow

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Re: Soapscum Community Fortress (Syrupleaf mod)
« Reply #9 on: July 11, 2010, 01:20:09 am »

And given the other stuff, I'm guessing the unholly offspring of HollisticDetective are the CivForge Tainted Dwarfs:

Entity:
Spoiler (click to show/hide)

Creature
Spoiler (click to show/hide)

So that is the 3 new civs taken care of, although we could make some changes to those if anyone thinks we should.  Any idea what the new animals, megabeast, or gem changes were?  And I have no idea what sort of creature difficulty balancing now would be equivalent to it in 40d.
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UmbrageOfSnow

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Re: Soapscum Community Fortress (Syrupleaf mod)
« Reply #10 on: July 11, 2010, 01:33:34 am »

Looking at it, CivForge does add a couple extra gems and a few new animals.
It looks like the mod for syrupleaf was pretty much CivForge.  We could just do that.  Or take CivForge and do something extra with it ourselves.  Or just take out some of the extra extra races and features that we consider excessive and/or weren't in the original syrupleaf yet.
« Last Edit: July 11, 2010, 01:35:54 am by UmbrageOfSnow »
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breadbocks

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Re: Soapscum Community Fortress (Syrupleaf mod)
« Reply #11 on: July 11, 2010, 12:19:00 pm »

Taking a peak inside the folder, it seems it was CivForge. But Bay12 as a whole still need to mess with it a bit. For Science! Adamantine should be made completely unusable in any form.  But Spawn should only wear adamantine armor. There should be gems called "Nemo's Tears" which are silver, and have a value modifier of 150, unless it is processed at a Masonry, where it can then be made into statues with a value modifier of 300. Things like that. Of course I don't know crap about modding. Unless you do, this should probably be taken to the modding forums.
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UmbrageOfSnow

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Re: Soapscum Community Fortress (Syrupleaf mod)
« Reply #12 on: July 11, 2010, 12:29:26 pm »

I know an immeasurably small bit about modding, so you're probably right.  Go ahead and ask there.  I think custom gems are pretty easy, not sure about how to enforce the use of adamantine armor though.

Also not sure how old material values compare to new ones.  I don't know if 150 value today is what 150 value was in 40d.
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breadbocks

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Re: Soapscum Community Fortress (Syrupleaf mod)
« Reply #13 on: July 11, 2010, 05:25:17 pm »

OK WTF? There are 9 votes, and 3 people who wanted to play. Who is hiding?
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evilgenius21

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Re: Soapscum Community Fortress (Syrupleaf mod)
« Reply #14 on: July 11, 2010, 07:43:34 pm »

Oh, so if this is a succession game, sign me up. If not, I would definitly enjoy being dwarfed.
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