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Author Topic: [DF 31.13] ۝ War of the Ring Mod ۝ [WotR 13.3] (We're back!)  (Read 39735 times)

existent

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War of the Ring is a total overhaul mod for Dwarf Fortress, based upon the works of J.R.R. Tolkien.
War of the Ring Features:

-Races-

Good
Spoiler (click to show/hide)

Evil
Spoiler (click to show/hide)

-Weapons/Armor-
Spoiler (click to show/hide)

-Resources-
Spoiler (click to show/hide)

-Creatures-

Wild Animals
Spoiler (click to show/hide)

-Flora-

Agricultural
Spoiler (click to show/hide)

Arboreal
Spoiler (click to show/hide)

-Misc-
Spoiler (click to show/hide)

Dev List:
Spoiler (click to show/hide)

« Last Edit: September 16, 2010, 01:03:19 pm by existent »
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[DF 0.31.13]  ۝ War of the Ring Mod ۝  [WotR 0.13.3]

War of the Ring is back baby!
A mod based on Lord of the Rings, by JRR Tolkien.

existent

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Links, Change Log, And Credits
« Reply #1 on: August 12, 2010, 10:39:59 pm »

War of the Ring is constantly changing, being updated, and having bugfixes. I seriously recommend posting in this thread, so that you can stay on top of changes.

Prepackaged with Dwarf Fortress 31.13:
Download Version 0.13.3 Here.
Individual RAW files:
Download Version 0.13.3 Here.

Now Hear This, Now Hear This:
Any and all suggestions will be considered for implementation. That said, feel free to fiddle with the mod on your own. I have no problem with people changing things, or with people sharing said files with the community.

Change Log:
Version 0.13.3
Spoiler (click to show/hide)
Version 0.13.2
Spoiler (click to show/hide)
Version 0.13.1
Spoiler (click to show/hide)
Version 0.13
Spoiler (click to show/hide)
Version 0.10.1
Spoiler (click to show/hide)

Spoiler: Credits (click to show/hide)
« Last Edit: September 16, 2010, 01:03:03 pm by existent »
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[DF 0.31.13]  ۝ War of the Ring Mod ۝  [WotR 0.13.3]

War of the Ring is back baby!
A mod based on Lord of the Rings, by JRR Tolkien.

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Re: LotR Mod- Version 0.00.05
« Reply #2 on: August 12, 2010, 10:51:05 pm »

Should ents build structures? I doubt it. Use TREE_CITY as their entity site type to get rid of them.

Also, VBASE. It will ensure that your stuff is compatible with everything else, and will cut down on file size (vastly, in some cases) and editing time to some degree. If you're not interested in using it right now, then I suggest you try getting used to it once you've gotten a handle on modding basics.
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existent

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Re: LotR Mod- Version 0.00.05
« Reply #3 on: August 12, 2010, 10:54:49 pm »

Should ents build structures? I doubt it. Use TREE_CITY as their entity site type to get rid of them.
To be honest, I kinda thought I had. These Ents are nowhere near finished. Also, thanks for the tip, I'll check out vbase after I've tinkered with the Ents a bit.

Also, now that I think about it, didn't Treebeard have a hut/house of some sort? I'll have to check that sometime. Either way, I'm probably going with TREE_CITY for them.
« Last Edit: August 12, 2010, 11:00:23 pm by existent »
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[DF 0.31.13]  ۝ War of the Ring Mod ۝  [WotR 0.13.3]

War of the Ring is back baby!
A mod based on Lord of the Rings, by JRR Tolkien.

Eagle_eye

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Re: LotR Mod- Version 0.00.05
« Reply #4 on: August 12, 2010, 11:32:32 pm »

in my experience, creatures made of non flesh materials are extremely brittle. I tried to make a slade golem once, it was bitten in half by a puppy. I'm not sure how the bronze colossus manages...
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Re: LotR Mod- Version 0.00.05
« Reply #5 on: August 13, 2010, 12:01:55 am »

It depends. I just made a creature with a primary material based on muscle, and it proved indestructible (Literally. I had given it no heatdam/colddam point, tried attacking it with a Grandmaster Hammerer BC with a slade maul, and couldn't dend it) all because of me giving the tissue def THICKENS_ON_STRENGTH. I took that out, and it worked fine.
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Deon

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Re: LotR Mod- Version 0.00.05
« Reply #6 on: August 13, 2010, 03:12:00 am »

You can look into my old Middle-Earth mod for the ideas on critters and races. It's great to see this in the works :).
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

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Re: LotR Mod- Version 0.00.05
« Reply #7 on: August 13, 2010, 03:14:03 am »

You can look into my old Middle-Earth mod for the ideas on critters and races. It's great to see this in the works :).

How many mods have you made?!

You need to be like, promoted, or something.
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Well if you remove the [MULTIPLE_LITTER_RARE] tag from dwarves I think they have like 2-4 children each time they give birth. And if you get enough mothers up on the pillars you can probably get a good waterfall going.

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Re: LotR Mod- Version 0.00.05
« Reply #8 on: August 13, 2010, 03:14:53 am »

A lot. ;)
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Re: LotR Mod- Version 0.00.05
« Reply #9 on: August 13, 2010, 09:11:10 am »

You can look into my old Middle-Earth mod for the ideas on critters and races. It's great to see this in the works :).
Awww man. Linking me to that was a mistake.

Also, I'll let you guys know how I end up making Ents not fight like styrofoam.

On the list for today:
Make the Dev list coherent
Continue working on Ents
Flora Re-write
Testing and probably tweaking Wargs (although, wargs might be changed later into more of an "evil mount" than the demon wolf they are now)
Make the Dev list coherent. That's a biggie.
Hobbitses!
Slight weapon tweaking (NOT the weapon re-write, that'll come in later)
Elf Re-write

I'll probably get started on the Flora Re-write first, mainly because it won't be that hard but will have a big affect on immersion. At least, it will for me, and I'm making it, so that's all that counts. After that, Ents, and once they're in some form of working order, I'll jump into the Dev List Overhaul. Everything else is susceptible to getting pushed back.
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[DF 0.31.13]  ۝ War of the Ring Mod ۝  [WotR 0.13.3]

War of the Ring is back baby!
A mod based on Lord of the Rings, by JRR Tolkien.

Deon

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Re: LotR Mod- Version 0.00.05
« Reply #10 on: August 13, 2010, 09:27:40 am »

Why that was a mistake?
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

existent

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Re: LotR Mod- Version 0.00.05
« Reply #11 on: August 13, 2010, 09:33:10 am »

Why that was a mistake?
I'll be stealing like.... most of that.

Hmmm.... well, making these Ents work is tricky, but I think I might have got it. As they are now, they're essentially "Copper Colossuses", which had some interesting results. First off, unarmed attacks seem to be next to impossible to hit them. This means they cannot kill each other, which I guess is good. Ents aren't very murderous. Secondly, they're not too tough, but they're also unkillable. Four unarmed dwarves were completely crushed by a pair of Ents. One dwarf with no armor, skills set at grandmaster and a blue-metal axe was unable to do much of anything before an Ent crushed his head. One dwarf, in steel armor, with skills at talented, managed to get most of them into cyan before dying.

At this point, an Ent is fairly even matched against 5 Ironclad Gobblins, with the exception that Ents are now unkillable. I'm working on that last bit.
« Last Edit: August 13, 2010, 09:53:54 am by existent »
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[DF 0.31.13]  ۝ War of the Ring Mod ۝  [WotR 0.13.3]

War of the Ring is back baby!
A mod based on Lord of the Rings, by JRR Tolkien.

Deon

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Re: LotR Mod- Version 0.00.05
« Reply #12 on: August 13, 2010, 09:53:17 am »

Wait what. That's 38c or 39c man ;). Don't joke like that.

And the concept belongs to Tolkien.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

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Re: LotR Mod- Version 0.00.05
« Reply #13 on: August 13, 2010, 10:06:50 am »

Ugh. I'm officially giving up on Ents for now, and moving on to the Flora Re-write. I can get one to die, but it takes a Bronze Colossus 5 minutes to do it.
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[DF 0.31.13]  ۝ War of the Ring Mod ۝  [WotR 0.13.3]

War of the Ring is back baby!
A mod based on Lord of the Rings, by JRR Tolkien.

Eagle_eye

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Re: LotR Mod- Version 0.00.05
« Reply #14 on: August 13, 2010, 10:15:36 am »

try giving them a low heatdam point and adding flaming spells/arrows.
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