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RimWorld => Mods => Unfinished => Topic started by: The-Eroks on April 02, 2017, 01:48:02 PM

Title: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: The-Eroks on April 02, 2017, 01:48:02 PM
Epic Omega - Fantasy Total Conversion

Chapter 1: Keepers of Time I - Precipice Spearca and The Annuals of Earthen

This mod is a fantasy-themed total conversion that is based on the DnD universe of Epic Omega... from the Infinite Dream to the Ultimate Darkness Device, lead your adventuring party to glory or damnation. Guide your team to stake a claim in the new world and build an empire, explore dungeons and ancient ruins for treasure and fame, or hunt down the fragments of the Godstone and restore The Shattered One to power (or claim that power for yourself)!


Epic Omega is fantasy-themed mod comp which presents RimWorld between as a fantastic megaverse between the Prehistoric Era to the Renaissance Era and beyond into The Age of Steam and High Magic.

New Scenarios and Storytellers. You play as a Fateweaver, a powerful demigod entity whose task is to influence the events of time and space. Your orders come from the elder Fatekeepers. An omen has signaled the coming darkness of a dire prophecy and you must prepare a team of adventurers for the challenge ahead. You venture to Eorth, the prime material plane of The Fallen Goddess, located at the center of the Grand Order multiverse.

Three scenarios await you:

Awoken Adventurers
QuoteFour steely-eyed adventurers awaken from The Time Immortal and appear onto Eorth, guided by you, a Fateweaver. Your orders from the Fatekeepers are elusive at best: create a realm in this world and prepare for a disaster unknown. But your orders were issued in haste as there is trouble in The Realm of Fates...Precipice Spearca, First Weapon Master of the Guardian Order, stands accused of crossing The Realm of Fates and murdering the God of Trickery. In her absence, voiders, creatures of nightmare and horror, were allowed to slip into the universe to reap havoc.

The Lost Tribe
QuoteYou cannot. The words echoed in your mind as you approached the forsaken tribesfolk. Their defeat was self-evident. The reports stated that they came in the night, voiders, horrid aberrations from beyond. Although sometimes these nightmares slip through Heaven's Fence, never have they made it to Eorth. Their old tribe was destroyed by those void creatures and six of them managed to escape.

The Loremaster's Rite
QuoteLoremasters are esteemed scholars, warriors, and adventurers. It well known that Loremaster's play an important role in the universe at large, and in particular, within the society of the Tower of Prime. They are selected based on their wisdom and fitness to gather lore in the universe. As a final test and rite, an aspiring Loremaster must enter Eorth alone and return with a new secret. Normally, passage through the Realm of Fates is forbidden to all outsiders, but the role of Loremaster's and their Rite of Secrets is an exception.

New Alignment System. Your characters in EO can be lawful or chaotic, good or evil, or anywhere in between. Not only do their traits effect how they perceive the world, their specific alignment will drive their feels and mood as you respond to the worlds challenges.

New Research Project and Technology Tree. As a baseline, EO features an entirely new Technology Tree. Currently features 320 research projects from the Prehistoric Era to Enlightenment. Future versions will expand into magic, clockpunk, steampunk.

Expanded World. EO includes new animals, creatures, plants, and mineral types. The final version will include many new biomes, worldscapes, dungeons (and dragons!), creatures of all varieties, and numerous factions. Monsters and magical beasts wander the landscape and the most devious seek to crush your settlement.

Medieval and Fantasy Warfare. To Arms! EO includes an entire array of arms and armor, crafting systems, and various industries. Defend your castle with siege weapons and alchemist contraptions or destroy your neighbors with the same. The complete version will include a vast assortment of equipment, arcane and divine magic, steam engines, wondrous machines, and mystical creatures you can persuade to attack your enemies or defend your allies.

Complete Experience. With permission, Epic Omega integrates various mods to create a complete and enhanced playing experience. This gives you a simple, clean, no-hassle experience without the "load order" woes.

More to Come! If there are features, mods, or ideas you want to see included in Epic Omega let me know in the comments or message me. This project's vision is to create a baseline fantasy mod that you can create mods for yourself.

INSPIRATIONS:
Media: Bleach
Gaming: Dungeons and Dragons 3.5 (http://dnd.wizards.com/) (Thanks WotC!); Caveman to Cosmos (http://forums.civfanatics.com/threads/caveman-2-cosmos.288570/) (Thanks C2C Team!); Fall From Heaven II (http://kael.civfanatics.net/) and Ashes of Erebus (http://forums.civfanatics.com/threads/final-fixes-reborn.493730/) (Thanks Kael!)
Musical: Coheed and Cambria (http://www.coheedandcambria.com/), AFI (http://afireinside.net/), Silversun Pickups (http://silversunpickups.com/)

COMPATIBILITY:
- It should be compatible with any mod that doesn't rely on original research projects, even though it completely patches the Core folder. The original research projects were simply relabeled, so as an unintended consequence, other mod's assets may be unlocked through some odd prerequisites.  Please try your favorite mod out and let me know!

NOTE: If there is interest, I'll create a mod-modders guide to Epic Omega.

LICENCE:
- Free to use, no credit necessary; but please see the individual licenses of the included mods. Mod components are clearly marked in the individual folders.

Included Mods: These mods are those that have been implemented in one way or another into Epic Omega. No need to download updates or worry about load orders. Key mods are usually upgraded further for better integration into the Epic Omega megauniverse. Used with Permission:

(+) RimBeast (https://ludeon.com/forums/index.php?topic=16037.0) by rooki1
(+) Ish's Medieval Mods (https://ludeon.com/forums/index.php?topic=14006.0) by IshOfTheWoods
(+) Expanded Traits (https://ludeon.com/forums/index.php?topic=20166.0) by TheFlameTouched
(-) Cats! (https://ludeon.com/forums/index.php?topic=15457.0) by Fluffy
(+) Medieval Times (https://ludeon.com/forums/index.php?topic=22316.0) by Vindar
(+) Ancient Asian Weapons (https://ludeon.com/forums/index.php?topic=26723.0) by eatKenny
(+) RimBakery (https://ludeon.com/forums/index.php?topic=13291.0) by Ykara
(+) Rimshire Music (https://ludeon.com/forums/index.php?topic=34073.0) by Bombadil (see License on mod's page)
(+) Dragons  (https://ludeon.com/forums/index.php?topic=16238.0)by blaze7736
(+) XtraPlants  (https://ludeon.com/forums/index.php?topic=7328)and Biodiversity  (https://ludeon.com/forums/index.php?topic=9532.0)by Igabod
(+) Animal Armour (https://ludeon.com/forums/index.php?topic=34487.0) by XeoNovaDan
(+) MegaFauna (https://ludeon.com/forums/index.php?topic=34432.0) by Spino
(+) Community Fantasy Animals (https://github.com/Tammabanana/Community-Fantasy-Animals)
(+) Dinosauria (https://ludeon.com/forums/index.php?topic=35678.0) by Spincrus
(-) More Consumables and Mutagens (https://ludeon.com/forums/index.php?topic=33284) by AtomicRavioli
(+) Editable Backstories (https://ludeon.com/forums/index.php?topic=32192.0), More Trait Slots (https://ludeon.com/forums/index.php?topic=32192.0), and Pawns Are Capable (https://ludeon.com/forums/index.php?topic=32192.0) by dburgdorf

Key:
(.) Assets Used, but majority not implemented
(-) Partial implementation, toward design goals
(+) Full implementation, consistent with design goals

DOWNLOAD:
[A17] Epic Omega WIP Version - Build 13c: [ Google Drive  (https://drive.google.com/open?id=0Bz1CQdb0yQNtNUVRaGlqSHVlYW8)] [ Dropbox  (https://www.dropbox.com/s/fyaad5r8hmax4nm/Epic%20Omega%20WIP%20Build%2013c.rar?dl=0)] (Released: 29 Oct 17)

Installation:
1. Place EO Folder in your mods folder
2. Ensure that is the last item on your load order list

- There are more detailed instructions in the download file -

Errick's Note: Starting to look more like a fantasy mod  ;)

The Latest Lore

QuoteThe Signatory of Vaults
Extract from The Annuals of Earthen
~ Loremaster Harken, First Counselor of Serenity

...The Vaults, of course, play a major role in the balance of the multiverse. Each can be considered its own universe, in a sense, complete with their own unique laws of physics, magical and divine affinities; major, minor, and pocket planes; and extraordinary denizens. The various individual deities, gods, goddesses, demon lords, arch angels and devils, and multitude of demigods that make up Pantheon of Pantheons reside among The Twelve Vaults. In addition to the vaults, there are several superstructures which account for rest of the multiverse's celestial machinations: Heaven's Fence, which encloses the multiverse and separates it from The Void Infinite; The Realm of Fates, located centrally within the Multiverse, this realm serves as a hub for all energies and is where individual souls begin and end their existence; Eorth, also centrally located within The Multiverse and co-existing parallel to The Realm of Fates, is considered the origin of existence and where the remaining, undiscovered pieces of the Shattered One are located; and finally, the Tower of Prime, which is said to span infinitely tall (or deep, depending on your perspective) and houses The Three Thrones at the furthermost level with The City of Serenity and Chaos at the level before it. The Esteem of Twelve is located at the heart of The City, and includes twelve Prime Deities (one from each vault) and The Grand Prime Deity (usually the most powerful and eldest of deities, chosen from a previous Esteem)...

QuoteA Celestial Perspective
Extract from The Annuals of Earthen
~ Loremaster Harken, First Counselor of Serenity

...if one where to awaken as a newborn within one of the various vaults and never learn of the grand design of the multiverse at large, it is likely that they would assume that their existence was unique and vital to the process known as The Celestial Machinations. We know this to be false. If one were to have infinite wisdom, they would know that each vault has a Prime Deity and that Deity holds the dual role of Vault Master and "Leader" to the Esteem of Twelve. As Vault Master, they reign over their respective vault's universe within the confines of The Unspoken (powerful, fundamental rules of the universe--created by The Shattered One before her betrayal). As an Esteem Leader, they collaborate with the Esteem of Twelve to deliberate the fate and rules of the multiverse. Within this celestial order, The Grand Prime offers these deliberations to the Throne Keepers as a fourth check on the balance of celestial power...

Credits:
The-Eroks - Loremaster (Dungeon Master)
CopaKindred - Awoken Adventurer (Writer)
Modraneth - Awoken Adventurer (Writer)
pwndemic - Awoken Adventurer (Play Tester)


Art Credits
The Spriters Resource (https://www.spriters-resource.com)
Art Modification Resources Thread (https://ludeon.com/forums/index.php?topic=2390.0)
Open Game Art (https://opengameart.org/)

Music Credits:
Vladan Zivanovic - Composer of the delightful music. See Steam Power Studios (https://www.steampowerstudios.com.au/) for Vladan and his wife's other creative endeavors.
Nancy Lorenz - Creator of the Hobbiton Brushhand font. See Nancy's webpage (http://www.nancylorenz.com/) for her other LOTR fan works.
The Last Days Mod Team - Sound effects. An open source mod for Mount and Blade that made their content available for use. See here (http://mbx.streetofeyes.com/index.php/topic,2881.0.html) for more details.

Special Thanks:
- Civilization IV and all those who've contributed that mod scene over the past decade
- The Authors of DnD 3.5
- VBall_Ldy and Rocket

If beauty sits the child's kiss
Of laughter I amend
Can you catch her if she runs?
Title: Gameplay Previews
Post by: The-Eroks on April 02, 2017, 01:49:50 PM
Who Will You Guide?
(https://i.imgur.com/a5QjHaw.png)
You can play a tribal member, an adventurer, or a loremaster. Here a loremaster on their Rite of Secrets sets across the desert with his friendly Furx by his side. Epic Omega has tons of new animals, beasts, magical beasts and monsters of all varieties. Animals and beasts will roam around the area, but not generally bother you. Monsters will attack your settlement in raids or as manhunter packs. Beware!

Many dangers await to be discovered...
(https://i.imgur.com/ONHGPYx.png)
Our Loremaster should have taken a sword with him, it's dangerous to go alone!

New Character Stats, Backstories, Traits, Skills, and Scenarios
(https://i.imgur.com/LktITp1.png)
(https://i.imgur.com/QvVVzsw.png)
(https://i.imgur.com/xdVQDA5.png)
In Epic Omega, your characters have an Ethos determined by their childhood backstory and a character class determined by their adult backstory. Your ethos determines your alignment, what traits you can generate, and starting skills, and possible character classes. Your character class further refines your traits and skills.

The skill tree has been rebuilt to include ability scores and a few key skills. These skills determine how success your character is at combat, crafting, and various professions.

New Research Tree and Projects
(https://i.imgur.com/1n2zksN.png)
Epic Omega has a diverse research tree that you'll need to progress through while you explore the World of Eorth.

Title: Re: [A16] Epic Omega - A DnD-Themed Fantasy Total Conversion
Post by: BlackSmokeDMax on April 02, 2017, 02:35:32 PM
Looks cool, will definitely be keeping an eye on this!

Btw, speaking of Kael, there have been slight hints (not from Kael directly, mind you!) that we may see an update to Fall from Heaven. My opinion, and I don't believe I am alone, is that the mystery 4x game announcement Stardock is going to have this year will be a version based on the Fall From Heaven mod Kael made headed up for Civ4.

Pretty sure it will be on the Nitrous engine (same engine as Ashes of the Singularity) which should improve greatly upon Stardock more recent 4x Fantasy which have all been based on updated versions of the same engine as their somewhat embarrassing Elemental: War of Magic from about 7-8 years ago. Those have all had some major/minor flaws that hopefully will be vastly improved with the usage of Nitrous. It certainly won't hurt the performance! Anyway, gossip/prediction over!
Title: Re: [A16] Epic Omega - A DnD-Themed Fantasy Total Conversion
Post by: InterstellarOrbit on April 02, 2017, 06:11:00 PM
Looks great!  ;D
Title: Re: [A16] Epic Omega - A DnD-Themed Fantasy Total Conversion
Post by: SpaceDorf on April 02, 2017, 07:53:58 PM
Your links do not work :(

Also if this mod keeps what you promise, you are utterly and totally batshit insane :)

Keep up the good work.
Title: Re: [A16] Epic Omega - A DnD-Themed Fantasy Total Conversion
Post by: The-Eroks on April 02, 2017, 08:29:08 PM
Quote from: SpaceDorf on April 02, 2017, 07:53:58 PM
Your links do not work :(

Also if this mod keeps what you promise, you are utterly and totally batshit insane :)

Keep up the good work.

Oh jeez... url tags  :o That should be fixed now, thank you.
Title: Re: [A16] Epic Omega - A DnD-Themed Fantasy Total Conversion
Post by: koni on April 03, 2017, 02:55:46 PM
I have not really an idea about DnD, but is it necessary to have research projects about inventing language?
Title: Re: [A16] Epic Omega - A DnD-Themed Fantasy Total Conversion
Post by: The-Eroks on April 03, 2017, 07:49:07 PM
Quote from: BlackSmokeDMax on April 02, 2017, 02:35:32 PM
Looks cool, will definitely be keeping an eye on this!

Btw, speaking of Kael, there have been slight hints (not from Kael directly, mind you!) that we may see an update to Fall from Heaven. My opinion, and I don't believe I am alone, is that the mystery 4x game announcement Stardock is going to have this year will be a version based on the Fall From Heaven mod Kael made headed up for Civ4.

I hope this is true... although I can't say I would finish EO anytime soon after the release of a Fall From Heave III.
Title: Re: [A16] Epic Omega - A DnD-Themed Fantasy Total Conversion
Post by: The-Eroks on April 03, 2017, 08:01:14 PM
Quote from: koni on April 03, 2017, 02:55:46 PM
I have not really an idea about DnD, but is it necessary to have research projects about inventing language?

Haha... Yes and No. None of the main civilizations or factions will need to research language, so it's more to illustrate the player's location in time and space. The reason it is there is that lore-wise, any pre-sentient species could happen across a Godstone by chance and be risen into sentience at an accelerated rate as a result. Pre-sentient species in this situation would need to develop language as a foundation for further development and cultural innovation.  C2C is the original source inspiration for the research tree and I want it to be very comprehensive from the prehistoric era into pre-industrial--thus, language.

The early release scenarios will have simple projects such as language enabled at the start, so it wouldn't be a hindrance :)
Title: Re: [A16] Epic Omega - A DnD-Themed Fantasy Total Conversion
Post by: Source on April 03, 2017, 09:47:02 PM
I like it, this remembers me Final Fantasy.
Title: Re: [A16] Epic Omega - A DnD-Themed Fantasy Total Conversion
Post by: Darque on April 04, 2017, 03:03:07 AM
Mentioning Fall from Heaven II brings back memories of my Civ4 modding days :)

Anyways, this mod is an interesting concept.  I will look forward to seeing what the final product will look like.
Title: Re: [A16] Epic Omega - A DnD-Themed Fantasy Total Conversion
Post by: The-Eroks on April 04, 2017, 08:01:40 PM
Quote from: Darque on April 04, 2017, 03:03:07 AM
Mentioning Fall from Heaven II brings back memories of my Civ4 modding days :)

Yep... I really took to RimWorld Modding because of all the xml/python editing experience I accumulated in those days.

QuoteAnyways, this mod is an interesting concept.  I will look forward to seeing what the final product will look like.

Thanks! If you have any ideas or features you'd like to see, please let me know.  :)
Title: Re: [A16] Epic Omega - A DnD-Themed Fantasy Total Conversion
Post by: CopaKindred on April 06, 2017, 07:31:52 AM
Very excited.  Assembling my suggestions here:

1. Find and Replace all instances of Plassteel with Mithral
2. Find and Replace all instances of Vancium with Adamantine
3. Find and Replace all instances of Uranium with Horichalcum
4. Find and Replace all instances of Compacted Steel with Iron Ore

5. Suggestion: Remove the word 'knowledge' from your Knowledge skills?  As Rimworld supports Skills not Stats, and these might get a bit long, simply remove the Knowledge words.  Just an aesthetic issue.  If you want to rename skills (such as Nature) and want better alternatives, just ask.  I have a gift for nomenclature.

6. Arcana, Piety, Religion, Spellcraft:  Whether you want to separate these into their own skills, or combine them up, is a design decision to make NOW. 

7. Skill List: Look into your skill list and determine what skills are fun to play with, and which are overly cumbersome.  One of the best things that Pathfinder did for D&D3.5 was to roll several skills into more tight groups. Move Silently and Hide became Stealth; Listen, Spot, and Search became Perception; Open Locks and Disable Traps became Disable Device.  You're going to want to do much the same with your skills!

*(Craft -) Alchemy: More advanced medicines, grenades?  This skill would be linked to an Alchemy Table Object (see magic table from magic/staffs mod!) in order to create specific subsets of items.
*(Craft -) Art: This is another skill that should probably be left as is.  Use it for sculpture as it stands.
*(Craft -) Carpentry: Building walls and furniture.  Don't worry about Masonry as its own skill!  That's a trap.
*(Craft -) Cooking: Roll your brewing into this.  Anything that makes food of any sort.
*(Craft -) Smithing: I like that this is an option.  Just make sure its all metal things, arms, armor, and accessories.  Don't get overly complex.
*(Craft -) Tailoring: A skill to leave entirely as it is.  No need for Craft - Cobbling.  I've seen mods adding footwear, gloves, socks...  We may wish to stick with the more basic ideas, and simply move 'leg-based enchantments' to the pants slot.  This gives us head, shirt, jacket, armor, pants, plus the 'shield' location from personal shields, all of which are good slots.  Remember that these slots also regulate temperature.  Can't wait to see "Pants of the Winterlands".  XD

I like the rename/definition of ranged/melee attack skills.  Perhaps a change into Might/Strength and Aim/Dexterity to hearken to D&D?  If its possible, you might also be able to change damage mitigation and/or healing with a Constitution 'skill'.  These skills wouldn't be able to be raised outside of magical gear.

Magical Spells: In the exact same way that you can equip bows which rely on your ranged skill, and swords which rely on your melee skill, you should be able to tag and craft Magic Books and Holy Symbols that will allow you to link directly to a characters Spellcraft/Religion/Arcana/Piety skills.  Use the same skills for crafting the symbols and books/scrolls at an altar or library/grimoire, with higher level spells 'skill-locked' in the same way that planting different crops is.  Like grenades, these items could have a limited number or charges.  You might even name them in the traditional fantasy fashion: Lit1 could cast lightning once.  Lit2 could cast it twice.  Fir1 could cast a fireball (rocket launcher much?) once, Fir3 could do it three times before being depleted.  Since characters can only hold a few limited items, they would have to return to their altar/grimoire to re-prepare spells.  There's already a mod that allows you to carry drugs around with you, use that to spec and handle your potions.  Use a Font to make Divine potions, and a Cauldron to make Arcane.

BUGREP: I noticed you have two concentration skills.  Are these planned on being implemented for anything?



Title: Re: [A16] Epic Omega - A DnD-Themed Fantasy Total Conversion
Post by: The-Eroks on April 08, 2017, 12:11:35 AM
Thanks for the great feedback!
Quote1. Find and Replace all instances of Plassteel with Mithral
2. Find and Replace all instances of Vancium with Adamantine
3. Find and Replace all instances of Uranium with Horichalcum
4. Find and Replace all instances of Compacted Steel with Iron Ore
Accepted -- consider it done.

Quote5. Suggestion: Remove the word 'knowledge' from your Knowledge skills?  As Rimworld supports Skills not Stats, and these might get a bit long, simply remove the Knowledge words.  Just an aesthetic issue.  If you want to rename skills (such as Nature) and want better alternatives, just ask.  I have a gift for nomenclature.
Quote7. Skill List: Look into your skill list and determine what skills are fun to play with, and which are overly cumbersome.  One of the best things that Pathfinder did for D&D3.5 was to roll several skills into more tight groups. Move Silently and Hide became Stealth; Listen, Spot, and Search became Perception; Open Locks and Disable Traps became Disable Device.  You're going to want to do much the same with your skills!

I am working on the skills at the moment: what verbiage to use for each and to what extent the skills should represented. I did originally go with the entire DnD 3.5 roster of skills (+99 in total :o). Your feedback is inline with the early feedback I'm getting from other sources--99 might be too many.

I am feeling this change as well. I was originally trying to keep the DnD stylization of labeling knowledge, craft, and profession type skills as a CATAGORY - TYPE. But its not visually appealing, the string length seems to be causing some secondary bugs, and again, so many skills doesn't seem like the appropriate design decision here.

Feedback on the nomenclature would be appreciated.

Quote6. Arcana, Piety, Religion, Spellcraft:  Whether you want to separate these into their own skills, or combine them up, is a design decision to make NOW.

Absolutely agree. I think a definite divide between arcana/spellcraft and piety/religion is in order (and later, psionics/psi-craft). However, as noted above, the exact nomenclature isn't set in stone.

The EO lore basically has a place for all of the pantheons, so I am debating between having different alignments of religion represented in skills--or perhaps in other ways. Thoughts?

There is a hard limit on the number of skills that can be displayed without a GUI modification, but no apparent limit on the total number of "invisible" skills. So there is some room to leverage these hidden skills, provably combined with traits, to give characters more flexibility or depth.

QuoteI like the rename/definition of ranged/melee attack skills.  Perhaps a change into Might/Strength and Aim/Dexterity to hearken to D&D?  If its possible, you might also be able to change damage mitigation and/or healing with a Constitution 'skill'.  These skills wouldn't be able to be raised outside of magical gear.

Strength and Dexterity are not bad options here. I am hesitant to use ability scores as skill name nomenclature because I feel lacking without the other four abilities. However, it is more inline with the theme than just "Melee" and "Ranged". Also, Melee and Ranged are limited in the scope of what they might apply to (ex: it would be weird to use your ranged attack stat to determine % to dodge; whereas it is natural to use dexterity for ranged attacks and % to dodge).

QuoteMagical Spells: In the exact same way that you can equip bows which rely on your ranged skill, and swords which rely on your melee skill, you should be able to tag and craft Magic Books and Holy Symbols that will allow you to link directly to a characters Spellcraft/Religion/Arcana/Piety skills.  Use the same skills for crafting the symbols and books/scrolls at an altar or library/grimoire, with higher level spells 'skill-locked' in the same way that planting different crops is.  Like grenades, these items could have a limited number or charges.  You might even name them in the traditional fantasy fashion: Lit1 could cast lightning once.  Lit2 could cast it twice.  Fir1 could cast a fireball (rocket launcher much?) once, Fir3 could do it three times before being depleted.  Since characters can only hold a few limited items, they would have to return to their altar/grimoire to re-prepare spells.  There's already a mod that allows you to carry drugs around with you, use that to spec and handle your potions.  Use a Font to make Divine potions, and a Cauldron to make Arcane.

Yep.  :) The early implementation of this will be to soft-replace certain weapons with wands/holy symbols/books/other evokable items to cast (shoot) fireballs (rockets).
One of my implementations was to allow arcane users upgrade their spell books through tiers by "studying". This will be accomplished by building a recipe for the next higher book which required a certain skill level, a book of the previous tier, and some "arcane research" (itself a craftable item). The product would be a more powerful spell book, wand, holy symbol, etc.

Drugs and such will definitely be ported over into potion brewing.

QuoteBUGREP: I noticed you have two concentration skills.  Are these planned on being implemented for anything?
At present, if there are two, its definitely copypasta.
Title: EO Version 01, Build 02
Post by: The-Eroks on April 08, 2017, 08:49:12 AM
Completed initial work of adding every DnD 3.5 skill (+99 in total)... although this list will get whittled down to a more user friendly amount.  ::)

[attachment deleted by admin due to age]
Title: Re: [A16] Epic Omega - A DnD-Themed Fantasy Total Conversion
Post by: CopaKindred on April 08, 2017, 06:10:40 PM
So we have:

N/A Skills
Acrobatics
Appraise
Bluff
Climb
Disable Device
Escape Artist
Fly
Intimidate
Linguistics
Perception
Perform
Ride
Sense Motive
Sleight of Hand
Stealth
Survival (nature?)
Swim
Use Magic Device


CRAFT Skills
Alchemy (medicine beyond herbs, grenades?)
Sculpture = Art!
Carpentry (furniture and buildings)
Cooking (Fewd & Beer)
-

KNOWLEDGE Skills
Arcana: Arcane spellcasting, arcane research, and resistance to spells?
Nature = Growing
Religion: Divine spellcasting, divine research, and resistance to spells?
-

PROFESSION Skills
Mining: Likely just a rename of mining, but we should have stone-block cutting and its associated table based on this as well, I should think.
-



Renamed Skills:
Diplomacy = Social/Warden (Hmmm... Charisma?)
Handle Animal = Animal Handling XD
Heal = Medicine
-

NEW Skills
Enchanting/Spellcraft: If you decide that enchanting items (turn steel longsword into steel longsword +1) requires its own skill, you'll want to either use Enchanting, or Spellcraft.  Alternatively, crafting spell items can be Spellcraft, while using them is based on Arcana or Religion, with Enchanting being a whole new shtick.  I still suggest potions use the same skill, however.
Sagecraft = Research
-


The Flick Mechanic, and spell durations
Is it possible to put timers on things?  I note that if I'm cold, I can send someone to flick the heater in my room, and it'll be all toasty when my meeples go to bed.  Would it be possible for that flick to turn itself off based on a duration?  Or would it be better to use an arcane/use-metal skill to craft a widget in the room (heat metal, chill metal) to warm or cool it, which decays over time like a torch?  When the item is done, it could break just like a conduit, and leave you with a piece of iron to chill/heat all over again.

Magic and Horichalcum
In order to do anything in the upper levels of magic, ESPECIALLY enchanting, you should be looking for Horichalcum.  This means the role of Uranium and its rarity don't change, as it simply becomes magic/technology energy in the upper tier all over again.  It still makes for pretty fancy swords, too.

Build Tabs/Categories
It should be possible to customize the categories that show up in your menus.  You can put everything that carpentry crafts in its own menu-tab, and everything that cooking crafts in its own menu-tab, etc.

Divine Nature
Rather than expression alignment differences in skills, how about by Altar?  If you're going to have an altar mechanic anyway, have an Altar of Good, and Altar of Evil, an Altar of Chaos, an Altar of Law, and an Altar of Balance.  This way, your spell choices are set by the altar you pray at.

MOAR
I'm going to look at traits, converting them for a more fantasy style theme, and implementing alignments as traits.  Is it possible to tamper with how ornery a character is by the traits they have?  IE: Can we make Evil characters prone to starting fights?   We know we can make certain traits antagonistic towards one another (hard worker vs lazy), so Evil vs Good becomes very doable, but can we use that system to make someone just... tetchy?
Title: Re: [A16] Epic Omega - A DnD-Themed Fantasy Total Conversion
Post by: Minnigin on April 08, 2017, 07:40:10 PM
very interesting, watching this closely :D
Title: Update - Version 1, Build 03
Post by: The-Eroks on April 08, 2017, 11:25:17 PM
Update - Work continues on Build 03. My short term game plan is to start doing actual code writing in version 2 (which will be required to get more skills displayed properly), so for the time being the attached picture will be the final skills selection (with perhaps a few minor additions if feedback warrants). I took the 99 skill set and put it in the idea-drawer for now and settled on re-framing several skills into the six core ability scores (melee -> strength, shooting -> dexterity, mining -> constitution, research -> intelligence, healing -> wisdom, and social -> charisma). Added two core skills, Arcana and Divinity, as the two magic-related skills.

I'm about wrapped up with the research project tree at this point--319 new projects in total with room for mod-modders to expand with ease and to add magic and lore-based research projects down the road.

QuoteN/A Skills
Acrobatics
Appraise
Bluff
Climb
Disable Device
Escape Artist
Fly
Intimidate
Linguistics
Perception
Perform
Ride
Sense Motive
Sleight of Hand
Stealth
Survival (nature?)
Swim
Use Magic Device


CRAFT Skills
Alchemy (medicine beyond herbs, grenades?)
Sculpture = Art!
Carpentry (furniture and buildings)
Cooking (Fewd & Beer)
QuotePROFESSION Skills
Mining: Likely just a rename of mining, but we should have stone-block cutting and its associated table based on this as well, I should think.

I would concur with the above. While I won't be able to go as far forward with exact skills as I had wanted due to the GUI needing an update, I do want to get a solid outline done before Version 1 is officially released--that way skill expansion (and perhaps an even more expanded crafting/industry system) can be a central feature of Version 2.

QuoteKNOWLEDGE Skills
Arcana: Arcane spellcasting, arcane research, and resistance to spells?
Nature = Growing
Religion: Divine spellcasting, divine research, and resistance to spells?
QuoteNEW Skills
Enchanting/Spellcraft: If you decide that enchanting items (turn steel longsword into steel longsword +1) requires its own skill, you'll want to either use Enchanting, or Spellcraft.  Alternatively, crafting spell items can be Spellcraft, while using them is based on Arcana or Religion, with Enchanting being a whole new shtick.  I still suggest potions use the same skill, however.
Sagecraft = Research
Yep. I am currently debating between leaving nature wrapped up in divinity or breaking it out into its own knowledge/spell power domain separate from divine and arcane magic and a spellcraft/enchanting type skill was the other minor tweak I was considering. Thoughts?

QuoteRenamed Skills:
Diplomacy = Social/Warden (Hmmm... Charisma?)
Handle Animal = Animal Handling XD
Heal = Medicine
Social and medicine have been rolled into ability scores, animal handling is in  ;)

QuoteThe Flick Mechanic, and spell durations
Is it possible to put timers on things?  I note that if I'm cold, I can send someone to flick the heater in my room, and it'll be all toasty when my meeples go to bed.  Would it be possible for that flick to turn itself off based on a duration?  Or would it be better to use an arcane/use-metal skill to craft a widget in the room (heat metal, chill metal) to warm or cool it, which decays over time like a torch?  When the item is done, it could break just like a conduit, and leave you with a piece of iron to chill/heat all over again.
I assume yes. I will need to look into it more.

Quote
Magic and Horichalcum
In order to do anything in the upper levels of magic, ESPECIALLY enchanting, you should be looking for Horichalcum.  This means the role of Uranium and its rarity don't change, as it simply becomes magic/technology energy in the upper tier all over again.  It still makes for pretty fancy swords, too.
Agreed. I intend to add a vastly expanded crafting and industrial system sometime in the future (likely version 2 or 3).

Quote
Build Tabs/Categories
It should be possible to customize the categories that show up in your menus.  You can put everything that carpentry crafts in its own menu-tab, and everything that cooking crafts in its own menu-tab, etc.
This is another thing on my list, but it might have to wait until at least Version 2 since it might require some GUI coding. There are a number of excellent GUI modifications, and I'll have to review those to learn how those authors did their work.

QuoteDivine Nature
Rather than expression alignment differences in skills, how about by Altar?  If you're going to have an altar mechanic anyway, have an Altar of Good, and Altar of Evil, an Altar of Chaos, an Altar of Law, and an Altar of Balance.  This way, your spell choices are set by the altar you pray at.
When the magic system gets more fleshed out, different alters and being able to setup entire temples is one of the design goals. I do agree that alignment should be more expressed through traits and structural choices--rather than exercised by skill usage.

QuoteMOAR
I'm going to look at traits, converting them for a more fantasy style theme, and implementing alignments as traits.  Is it possible to tamper with how ornery a character is by the traits they have?  IE: Can we make Evil characters prone to starting fights?   We know we can make certain traits antagonistic towards one another (hard worker vs lazy), so Evil vs Good becomes very doable, but can we use that system to make someone just... tetchy?
Absolutely. Character quality expansion is one of major design goals for Version 1. This also seems to be one the easier xml-related things to mod if you have access to Notepad++... if you wanted to either draft some traits and descriptions, or input yourself, I would love to include your work.

[attachment deleted by admin due to age]
Title: Re: [A16] Epic Omega - A DnD-Themed Fantasy Total Conversion
Post by: CopaKindred on April 09, 2017, 02:13:14 AM
I have just about enough C# skills to make a calendar and a random number generator.  That's as far as my classwork got.  XD

I am, however, a writer par excellence, so I'll start going through the traits immediately for verbage.  Once we have our list of skills, we can do that, and since we do...

Don't roll nature into divinity.  Farmers/Commoners don't use divinity.
Title: Re: [A16] Epic Omega - A DnD-Themed Fantasy Total Conversion
Post by: CopaKindred on April 09, 2017, 03:15:25 AM
SKILLS:
Strength (melee skills)
Dexterity (ranged skills)
Constitution (mining)
Intelligence (research)
Wisdom (healing)
Charisma (social)
Alchemy (crafting medicine, building grenades)
Arcana (arcane magic)
Carpentry (craft structures and furniture)
Cooking (make food and beer)
Divinity (divine magic)
Handle Animal (animal training and milking and shaving)
Nature (cutting and sowing plants)
Sculpture (the only currently useful form of art)

- Note: I'm uncomfortable with constitution being relegated solely to mining.  The engine supports a fantastic level of injury and health, from individual limb-productivity to rate of infection.  Constitution should really support or enhance or modify some of THESE states, rather than being the 'skill' for mining.  I don't know if it's possible to modify those rates, or if putting them under a skill is a good idea, but it -seems- themely for our fantasy setting.  Heroes are tough critters.  That being said, it makes total sense to put mining under the stat for con in D&D; Change approved!

Work Tab, Allowances, and Skills!
What is and is not disabled, and the Work tab, is the other thing that needs to be immediately addressed.  Wizards and priests don't do 'dumb labor'. Fighters and barbarians don't do 'intelligence'.  It's here that we can put some of our other skills, like Survival (hunting!) and Diplomacy (wardening!).

Firefight
Patient - Why is this even ON here?  Why isn't going to the temple an ingrained behavior for the mortally wounded?
Doctor -> Heal
Bedrest
Flick - UMD? (use magic device?)
Warden -> Intimidate
Handle -> Groom
Negotiate -> Diplomacy
Cook -> Cook
Construct
Mine
Grow -> Farm
Hunt -> Survival
Plant Cut -> Harvest
Smith
Tailor
Art
Craft - I think Craft might want to be rolled into Mining (blocks), Smithing (smelting), and 'more'.  Not sure where more fits into this.
Research -> Scribe? Sage?  Leave as research?
Haul
Clean
*Enchant?
*I seem to remember 'repair' being a priority that was on my work tab, but it's no longer there.  That's the perfect place for 'engineering'.

The more I look at this, the more I think that the ethos/attitude/diety should be under the childhood entry, and the class/profession should be under the adulthood entry.  Prepare carefully is a great tool for dissecting character building!  I'm happy to rewrite everything in here!

The backgrounds and traits rely on these in order to be written.  Having all your skills now means not having to go through and modify everything later on.  If you want to implement psychic magic/psionics, now is the time to plan for that.  If dungeon exploring is an 'off camera' effect which has your meeples leave the screen, roll a random number, and come back later with loot and injuries, that can be dungeoneering as a skill and adventure as a work.  Commoners are incapable of adventuring   8).  If it happens onscreen, the skills as written handle that. 
Title: Re: [A16] Epic Omega - A DnD-Themed Fantasy Total Conversion
Post by: The-Eroks on April 10, 2017, 09:32:52 PM
Quote from: CopaKindred on April 09, 2017, 03:15:25 AM
SKILLS:
Strength (melee skills)
Dexterity (ranged skills)
Constitution (mining)
Intelligence (research)
Wisdom (healing)
Charisma (social)
Alchemy (crafting medicine, building grenades)
Arcana (arcane magic)
Carpentry (craft structures and furniture)
Cooking (make food and beer)
Divinity (divine magic)
Handle Animal (animal training and milking and shaving)
Nature (cutting and sowing plants)
Sculpture (the only currently useful form of art)

- Note: I'm uncomfortable with constitution being relegated solely to mining.  The engine supports a fantastic level of injury and health, from individual limb-productivity to rate of infection.  Constitution should really support or enhance or modify some of THESE states, rather than being the 'skill' for mining.  I don't know if it's possible to modify those rates, or if putting them under a skill is a good idea, but it -seems- themely for our fantasy setting.  Heroes are tough critters.  That being said, it makes total sense to put mining under the stat for con in D&D; Change approved!
As soon as I figure out how to get more skills displayed, I think I'll revisit what sort of crafts/professions are included in the overall skill list. One of the features of DF that I liked was the larger array of skills. It suited larger colonies (with a diversity of workforce abilities) and added more opportunity for interesting decisions in the early game (ex: should I capitalize on a particularly skilled dwarf or focus on standard survival priorities?) I did add Alchemy and Carpentry to the current list, but they'll end up being hidden for now with Arcana and Divinity.

QuoteWork Tab, Allowances, and Skills!
What is and is not disabled, and the Work tab, is the other thing that needs to be immediately addressed.  Wizards and priests don't do 'dumb labor'. Fighters and barbarians don't do 'intelligence'.  It's here that we can put some of our other skills, like Survival (hunting!) and Diplomacy (wardening!).
This is actually a good idea for easy-to-theme that I'll add to the major design goals of Version 1. Thanks for the inspiration!

QuoteThe more I look at this, the more I think that the ethos/attitude/diety should be under the childhood entry, and the class/profession should be under the adulthood entry.  Prepare carefully is a great tool for dissecting character building!  I'm happy to rewrite everything in here!
I think I'm picking up what you're putting down: basically incorporate prepare carefully into the base modification, which would allow for DnD-style character design. Choose (a) Background and (b) character... this sets your class. I had intended to allow one to choose their race by picking their starting conditions as well. So the in-game portion might look as follows:

Start: Elven Outriders
Three Elven Characters
1. Faithful of Fayrill - Druid of the Six Circles
2. Dark Intentions - Shadowdancer
3. Spell-Touched (Lightning) - Ranger

QuoteThe backgrounds and traits rely on these in order to be written.  Having all your skills now means not having to go through and modify everything later on.  If you want to implement psychic magic/psionics, now is the time to plan for that.
For the immediate and foreseeable future, psionics will not be a main focus.

QuoteIf dungeon exploring is an 'off camera' effect which has your meeples leave the screen, roll a random number, and come back later with loot and injuries, that can be dungeoneering as a skill and adventure as a work.  Commoners are incapable of adventuring   8).  If it happens onscreen, the skills as written handle that.
Oh, trust me, the plan is to go dungeon exploring on camera  ;D
Title: Re: [A16] Epic Omega - A DnD-Themed Fantasy Total Conversion
Post by: CopaKindred on April 11, 2017, 05:20:15 AM
Quote from: The-Eroks on April 10, 2017, 09:32:52 PM
I think I'm picking up what you're putting down: basically incorporate prepare carefully into the base modification, which would allow for DnD-style character design. Choose (a) Background and (b) character... this sets your character. I had intended to allow one to choose their race by picking their starting conditions as well.

More in that I don't know how to dissect the game files, so I start a new game, I go into prepare carefully, and I start writting in an open document next to the open game.   ;D

But yes!  I imagine people will want to say 'I start with a fighter, a commoner, and a wizard'.
Title: Re: [A16] Epic Omega - A DnD-Themed Fantasy Total Conversion
Post by: CopaKindred on April 11, 2017, 11:20:52 AM
So far I am looking at covering 72 Ethos and 25 Classes, to replace the Childhood and Adulthood choices of Backstory, and then... who knows how many traits.  I'll likely pick traits inspired by common fantasy tropes, as well as class features and feats.  Things like 'lightning scarred', 'iron will', 'fast movement', and 'greedy'.
Title: Re: [A16] Epic Omega - A DnD-Themed Fantasy Total Conversion
Post by: CopaKindred on April 12, 2017, 04:31:38 AM
I'm excited by the look of white_altar's music playback mod!  That has a lot of impact on the position of bards in the world.  The thought of skillful music creating both beauty and joy in the area around them is very cool.  Tagging a musician as 'art' allows people to stop and appreciate them, too, for a mood buff.
Title: Re: [A16] Epic Omega - A DnD-Themed Fantasy Total Conversion
Post by: The-Eroks on April 12, 2017, 09:01:11 PM
Quote from: CopaKindred on April 12, 2017, 04:31:38 AM
I'm excited by the look of white_altar's music playback mod!  That has a lot of impact on the position of bards in the world.  The thought of skillful music creating both beauty and joy in the area around them is very cool.  Tagging a musician as 'art' allows people to stop and appreciate them, too, for a mood buff.
I agree. I'll reach out and see if he'd be willing to allow his project to be incorporated into this mod comp  :)
Title: Re: [A16] Epic Omega - A DnD-Themed Fantasy Total Conversion
Post by: CopaKindred on April 15, 2017, 01:46:07 PM
Adherent Ethoses (Ethoi?  Ethos-plural?) are all done.  Need an editing pass which I'll do at the end.  Place-holder classes are all done (no descs).  Keep me updated with your progress!  Going to play with the traits some.
Title: Re: [A16] Epic Omega - A DnD-Themed Fantasy Total Conversion
Post by: The-Eroks on April 28, 2017, 09:55:35 PM
Quote from: CopaKindred on April 15, 2017, 01:46:07 PM
Adherent Ethoses (Ethoi?  Ethos-plural?) are all done.  Need an editing pass which I'll do at the end.  Place-holder classes are all done (no descs).  Keep me updated with your progress!  Going to play with the traits some.

Awesome! I'll be posting a stable build this evening for sure.

Edit:
New public release. Nothing too special content-wise. RimBeast (https://ludeon.com/forums/index.php?topic=16037.0) has been merged into EO with the permission of rooki1. Most of my work on the mod was focused on refining a python-script which makes converting older builds into the current version of RimWorld easier.

Next focus will be integrate more mods to start giving EO a more fantasy feel.

[attachment deleted by admin due to age]
Title: Re: [A16] Epic Omega - A DnD-Themed Fantasy Total Conversion
Post by: roxxploxx on April 29, 2017, 08:53:29 AM
I'm working on code injection that resized the character screen for skills. Might check UnificaMagica in this forum. I need to run the injection code after all mods load, to count skills, but it will work for you now.
Title: Re: [A16] Epic Omega - A DnD-Themed Fantasy Total Conversion
Post by: The-Eroks on April 29, 2017, 10:26:26 AM
Quote from: roxxploxx on April 29, 2017, 08:53:29 AM
I'm working on code injection that resized the character screen for skills. Might check UnificaMagica in this forum. I need to run the injection code after all mods load, to count skills, but it will work for you now.

You're a savior  ;) I will definitely be adding that! I assume you're adding a number of new skills for magic proficiency... For your situational awareness (and maybe you already found out the hard way), I did learn that if the name string for a skill is too long, that it basically corrupts the progress bar and flame icons--although I didn't experiment too much to find the exact length/reason. I suspect that it has to do with the GUI rolling the progress bar/flame icons outside of its draw area.
Title: Re: [A16] Epic Omega - A DnD-Themed Fantasy Total Conversion
Post by: cesarjunior233 on April 29, 2017, 05:33:09 PM
Look epic
Title: Epic V01 B05 Preview
Post by: The-Eroks on April 30, 2017, 12:08:57 PM
As promised... here is a preview of Build 05: medieval raptor hunt (featuring Ish's Medieval Armor and Weapons (https://ludeon.com/forums/index.php?topic=14006.0))!

Seems one of those warriors got themselves a set of turtle-plate armor  ;)

[attachment deleted by admin due to age]
Title: Re: [A16] Epic Omega - A DnD-Themed Fantasy Total Conversion
Post by: The-Eroks on May 06, 2017, 02:52:42 PM
Update - Ish's Medieval Mods have all been incorporated. Next focus is on Expanded Traits and some quick work with Thoughts. Next build release is on track for Sunday (it's starting to look like an actual game now!)  ;D
Title: Re: [A16] Epic Omega - A Fantasy Total Conversion (Version 1 - Build 05)
Post by: The-Eroks on May 07, 2017, 10:18:21 AM
Alright... build 05 has been released, and this will be the last release for [A16]. Next major focus will be to convert everything to the [A17] standard, than continue work on adding mod comps  8)
Title: Re: [A16] Epic Omega - A Fantasy Total Conversion (Version 1 - Build 05)
Post by: CopaKindred on May 16, 2017, 06:32:36 PM
Questions added to worksheet doc for Erok; standins for all classes added with at least themely abilities; list of 202 traits to start working on - questions about limits of coding added to sheet need answering; All Adherent Ethoi finished (editing pass needed), begun on devotees, 17 non-religious alignments added as well, wondering if we have to multiply those in the random pass or if they can be weighted to be more common than the religious BGs?  Do we even want non-religious characters to be more common considering the influence of gods and worship on a fantasy culture?
Title: Re: [A16] Epic Omega - A Fantasy Total Conversion (Version 1 - Build 05)
Post by: CopaKindred on May 31, 2017, 01:33:58 AM
One day Errok will answer my questions.  :p

The first 115 of 201 traits/feats/classfeatures are named, specced, and flavored, and now only need statting and implementation.

Questions remain:
Does RimWorld core know what the value of character abilities are on its own, or do we need to figure out the math on those? 
Do we wish to enforce the point-speccing of characters on our own, or rely on the values and rarity waits of randomizing character generation?
How often do we want to see negative traits like pyromaniac and tee-totaler in the game's random generation of NPCs?
Title: Re: [A16] Epic Omega - A Fantasy Total Conversion (Version 1 - Build 05)
Post by: entumba on June 05, 2017, 01:28:17 AM
What kind of timeframe do you have for A17 compatibility?
What kind of timeframe for a feature-complete release?
Title: Re: [A16] Epic Omega - A Fantasy Total Conversion (Version 1 - Build 05)
Post by: CopaKindred on June 06, 2017, 05:28:38 AM
The missioning system in On The Road seems like the ideal jumping off point for creation of dungeon style raiding and gameplay in this mod.  I imagine once Eroks gets his ducks in a row with his current semester he'll be raring to go on that front.  I believe we're literally just waiting on time management at the moment, and once he can give me some more feedback and can figure his way around the current programming block on Backstory/Childhood, all my work should implement fairly quickly.  I'm crossing my fingers to have this up and running and fully functioning by the time an A18 rolls out...
Title: Re: [A16] Epic Omega - A Fantasy Total Conversion (Version 1 - Build 05)
Post by: The-Eroks on June 10, 2017, 09:03:55 PM
Haha... sorry for the delayed responses! I'm alive! But I am pressed for time this evening so I'll answer a few questions:

QuoteWhat kind of timeframe do you have for A17 compatibility?
What kind of timeframe for a feature-complete release?
[A17] is an interesting release because it added some new modding features that (I believe) will change the way we update and release EO Core. I'm in the process of experimenting with what exactly can be achieved. EO V01 for [A16] basically had the user delete the original core (OG Core) and replace it with EO Core. Than we could a) develop and release EO modules or b) include mod-comps directly in EO (which was the route I was going at the time [A17] was released. This file architectural methodology had two huge, major flaws... any official update would a) update over the top of the "Core" folder and b) require some VERY tedious file reviewing to transition EO Core's between major releases.

Luckily, [A17] came with a new feature which allows inherent (and maybe backward modification). For example, IN THEORY, instead of copypasta over the original Weapons_Guns.xml with my own EO Core, I can create an EO Core mod which the user would place as the first load order, that mod would inherent and backward modify Weapons_Guns.xml by disabling with a non-accessible technology or re-texturing the asset without chaning it's def. This is a FAR more advantageous approach as it would not wreck the core file anytime a minor update was released and allow us to use a modular based file architecture.

So... I still haven't answered the question yet though. I sincerely HOPE that I can get Epic Omega to be [A17] compatible NLT 4 July with 31 July as a conservative estimate. An official release of Epic Omega would be nice to achieve before 1 September.

QuoteDo we wish to enforce the point-speccing of characters on our own, or rely on the values and rarity waits of randomizing character generation?

My initial reaction is that we must trust the dice  ;) In a later version, I would like to allow the player to build a 4-6 member party using a traditional character sheet/generation process. Two of my favorite aspects of DM'ing were seeing what the dice did when I was doing world generation of NPCs, and of course, seeing what the players themselves came up with.
Title: Re: [A16] Epic Omega - A Fantasy Total Conversion (Version 1 - Build 05)
Post by: The-Eroks on June 11, 2017, 02:22:52 PM
Quote from: CopaKindred on June 06, 2017, 05:28:38 AM
The missioning system in On The Road seems like the ideal jumping off point for creation of dungeon style raiding and gameplay in this mod.
My thoughts exactly. EO Core will definitely be taking advantage of this feature to present quests of various sorts  :D

Update for Build 07:
So my experiments with the new patching system have proven successful, so now it's on to the minor task of delineating EO Core from the different modules that will be released. Basic design strategy will shift from a single major module-composition to a single major EO Core release followed by minor module releases. This will also increase compatibility while making EO more modular with other authors... so this is good news!
Title: Re: [A16] Epic Omega - A Fantasy Total Conversion (Version 1 - Build 05)
Post by: Tamias on June 13, 2017, 10:36:28 PM
I absolutely love the idea behind this mod! You should consider using Jec's Tools for magic implementation, and possibly the abilities of other classes, as it does a much better job with those types of things than an item based system. You should check out the "Star Wars: The Force" mod, as the jedi system in that mod was built from Jec's tools, and it would give you an idea of the things you could do with that tool set. If you need any help with it, the team behind both Jec's Tools and the Star Wars mods have a Discord page, and they are generally very helpful.
Title: Re: [A16] Epic Omega - A Fantasy Total Conversion (Version 1 - Build 05)
Post by: The-Eroks on June 17, 2017, 02:24:27 PM
Quote from: kyle1847 on June 13, 2017, 10:36:28 PM
I absolutely love the idea behind this mod! You should consider using Jec's Tools for magic implementation, and possibly the abilities of other classes, as it does a much better job with those types of things than an item based system. You should check out the "Star Wars: The Force" mod, as the jedi system in that mod was built from Jec's tools, and it would give you an idea of the things you could do with that tool set. If you need any help with it, the team behind both Jec's Tools and the Star Wars mods have a Discord page, and they are generally very helpful.

Thanks for the support! My long-term vision is to have a system that supports both in-depth character generation and adventuring as well as some fantasy-based colony survival/empire building fun.  ;D
Title: Re: [A16] Epic Omega - A Fantasy Total Conversion (Version 1 - Build 05)
Post by: The-Eroks on June 24, 2017, 06:23:08 PM
Latest Update: We're close to the [A17] release of Version 1, Build 07. As of this moment, EO Core is being treated as a standalone mod, all of OG content basically nullified through the new patching system, and mod comps are being more cleanly handled. All of this means that future builds will more gracefully transition between new version of RimWorld and EO Core will easier to modmod.

Latest, Latest Update: RimBeast has been fully converted  :) !

As a thank you (and a sign of good will)... I am happy to post some of the Lore that I've been writing:

The Signatory of Vaults
Extract from The Annuals of Earthen
~ Loremaster Harken, First Counselor of Serenity

...The Vaults, of course, play a major role in the balance of the multiverse. Each can be considered its own universe, in a sense, complete with their own unique laws of physics, magical and divine affinities; major, minor, and pocket planes; and extraordinary denizens. The various individual deities, gods, goddesses, demon lords, arch angels and devils, and multitude of demigods that make up Pantheon of Pantheons reside among The Twelve Vaults. In addition to the vaults, there are several superstructures which account for rest of the multiverse's celestial machinations: Heaven's Fence, which encloses the multiverse and separates it from The Void Infinite; The Realm of Fates, located centrally within the Multiverse, this realm serves as a hub for all energies and is where individual souls begin and end their existence; Eorth, also centrally located within The Multiverse and co-existing parallel to The Realm of Fates, is considered the origin of existence and where the remaining, undiscovered pieces of the Shattered One are located; and finally, the Tower of Prime, which is said to span infinitely tall (or deep, depending on your perspective) and houses The Three Thrones at the furthermost level with The City of Serenity and Chaos at the level before it. The Esteem of Twelve is located at the heart of The City, and includes twelve Prime Deities (one from each vault) and The Grand Prime Deity (usually the most powerful and eldest of deities, chosen from a previous Esteem)...
Title: Re: [A17] Epic Omega - A Fantasy Total Conversion (Version 1 - Build 07)
Post by: The-Eroks on July 01, 2017, 01:59:08 PM
Work continues. 8) Expanded Traits has been reincorporated and is fully functional... and on track to the first [A17] release.

Title: Re: [A17] Epic Omega - A Fantasy Total Conversion (Version 1 - Build 07)
Post by: The-Eroks on July 03, 2017, 10:27:25 AM
A Celestial Perspective
Extract from The Annuals of Earthen
~ Loremaster Harken, First Counselor of Serenity

...if one where to awaken as a newborn within one of the various vaults and never learn of the grand design of the multiverse at large, it is likely that they would assume that their existence was unique and vital to the process known as The Celestial Machinations. We know this to be false. If one were to have infinite wisdom, they would know that each vault has a Prime Deity and that Deity holds the dual role of Vault Master and "Leader" to the Esteem of Twelve. As Vault Master, they reign over their respective vault's universe within the confines of The Unspoken (powerful, fundamental rules of the universe--created by The Shattered One before her betrayal). As an Esteem Leader, they collaborate with the Esteem of Twelve to deliberate the fate and rules of the multiverse. Within this celestial order, The Grand Prime offers these deliberations to the Throne Keepers as a fourth check on the balance of celestial power...

Build 07 for [A17] is right around the corner! RimBeast is fully implemented. Expanded Traits is fully implemented. Ish's Medieval Weapons and Armors are fully implemented (working on defenses right now)... and I hope to have a few more surprises/mod comps completed by tomorrow. 
Title: Re: [A17] Epic Omega - A Fantasy Total Conversion (Version 1 - Build 09)
Post by: The-Eroks on July 04, 2017, 06:54:56 PM
Finally! Build 09 for Version 1 is complete. Features include:
- Entire file architecture rebuilt to take advantage of [A17] patching system
- Slightly Expanded Industrial Base
- All Scenarios and Storytellers are revamped (to include EO lore and the first hints of the Chapter 1 episode)
- RimBeast, Ish's Medieval Weapons, Armor, and Defenses; Expanded Traits all fully implemented, Cats is partially implemented
- New Rocks (dwarves love rocks)
- Many new structures (although they're just placeholder graphics)

Thanks again for all of the support. Hopefully the next release don't take as long  ;)

Also, I'm pretty sure I told CopaKindred a month ago that I would look into some stuff and answer some questions regarding traits/attributes (which I never did...  :-[). Onward to Build 10!
Title: Re: [A17] Epic Omega - A Fantasy Total Conversion (Version 1 - Build 09)
Post by: The-Eroks on July 08, 2017, 02:26:41 PM
Build 10 will be coming out shortly.  ;D

Here we have a few mythic creatures that could ruin your adventurer's day.

[attachment deleted by admin due to age]
Title: Re: [A17] Epic Omega - A Fantasy Total Conversion (Version 1 - Build 09)
Post by: The-Eroks on July 08, 2017, 07:14:32 PM
And Build 10 is released!  ;D

Features:
- Implemented Medieval Times and Ancient Asian Weaponry
- Implemented RimBakery
- Implemented Rimshire Music
- A few bug fixes/tweeks

Now it's really starting to look like a fantasy game


[attachment deleted by admin due to age]
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (Version 1 - Build 10) [08 Jul 2017]
Post by: BlackSmokeDMax on July 08, 2017, 09:29:51 PM
Looking damn good!
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (Version 1 - Build 10) [08 Jul 2017]
Post by: The-Eroks on July 11, 2017, 10:24:53 PM
Work on Epic Omega Continues...

[attachment deleted by admin due to age]
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (Version 1 - Build 10) [08 Jul 2017]
Post by: The-Eroks on July 22, 2017, 11:40:49 AM
Here is an update for everybody:

1) I ran out of time to post Build 11 last week :-[ (which is currently done and included dragons and dragon related fun things), but since Build 12 is now very near completion, I am going to just release build 12 which will also include Dragons, XtraPlants and Biodiversity. I am shooting to drop B12 tomorrow (I might try to squeeze in Tribal Stuff to flesh out the early tier research tree, but we'll see what time permits)

2) With the inclusion of these last two mods, the next phase of Version 1 will be to fully integrate all aspects of these mod comps, work on balance/playableness, and produce a final build of version 1!  :)

3) Since we are nearing a final product... if anybody wants to be a play-tester, let me know!

Thanks again for everybody's support.
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (Version 1 - Build 12) [23 Jul 2017]
Post by: The-Eroks on July 23, 2017, 11:57:18 PM
Build 12!!!  ;D

Featuring some excellent wild plants and animals created by Igabod. Our Loremaster seems to have ran upon a few Hell Hogs...

[HD: Loremaster and Hell Hog (http://steamcommunity.com/sharedfiles/filedetails/?id=1088085953)]

What do you think of the wild wheat?

This about wraps up the target mod comps for the initial release of version 1.0 (I don't think I'll have time for Tribal Stuff for the official 1.0 release  :-\). Now it's time to focus on refining and turning this into something that is fun and playable.



[attachment deleted by admin due to age]
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (Version 1 - Build 12) [23 Jul 2017]
Post by: SpaceDorf on August 09, 2017, 01:27:03 PM
@the-eroks

I love seeing this gem grow, could I request something ?

I am in the middle of a Rimsenal Game and would love to have the RimBeasts as well.
Would it be hard for you or even possible to publish an updated version from the work you have done for your mod ?
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (Version 1 - Build 12) [23 Jul 2017]
Post by: The-Eroks on August 09, 2017, 03:00:06 PM
Quote from: SpaceDorf on August 09, 2017, 01:27:03 PM
Would it be hard for you or even possible to publish an updated version from the work you have done for your mod ?
Consider it done  :) Give me a few days. Part of this entire structural rewrite between [A16] and [A17] was to make that exact process much easier.

Interim Update

Work continues on Build 13, balance, and refining the various features. I am happy to announce that I added a new member to my RL family... and that has been a focus for the past couple of weeks. Now it's time to get back to the great work of game design  ;D

Design Thoughts:

Right now, the research tree is setup as a single, giant, continuous spectrum ranging from the most basic types of culture up through late Renaissance technology. One of the core emotional hooks that I'm striving for is a more complex and intricate technology tree that the player can learn and get better at navigating (as one of a variety of methods to seek advantage, especially at higher difficulty levels).  However, the tree itself is, in its current inception, mostly leafless branches. With consideration and some early feedback, I'm not sure that the single-scope "tree-through-the-ages" will be the most enjoyable from a player perspective, at this moment or with the larger design.

For Build 13, a key iteration will be shifting from the single-scope tree to three separate trees based on the starting scenario. If the starting scenario is tribal-based (such as the lost tribes or a future Orcish Outrider scenario), than the player will start with access to the Tribal Tree and the game, within that scenario, will be balanced around that particular tree. If the starting scenario is commoner-based (such as the Adventurer's Awoken or a future Thieves Guild scenario), than the player will have primary access to the Medieval Tree and limited access to the Tribal Tree. Finally, if the staring scenario is mythic- or high born-based (such as the Fatemaster Trial or the future Whispers of the Undying scenario), than the player will have primary access to the Renaissance Tree and limited access to the Tribal and Medieval Trees.

This allows three distinct version of the game to be played, which can than present their own unique challenges. I intend, likely around version 1.x or 2.0 to have the incident generator tied to the technology tree, so the fiction layer can be advanced as the player advances in technology (think Alpha Centauri in the method of storytelling).

All three tree exists together on a spectrum (as before) and sufficiently advanced tribal and medieval colonies will be able to advance into future generations. Limited access allows for completely different strategies in term of medieval and renaissance starts. Consider starting with the Adventurers Awoke and choosing to take a Tribal Tree strategy and focusing on the development of advanced rangers/druids.

Arcane and Divine magic are separated into their own tabs, as well as specific cultural advancement tabs. By blending research prerequisites within the standard tree, magic/divine trees, and cultural tree, each colony will have access to more or less unique sets of magic items and spells, defenses, and equipment. These items can be traded for or sought through adventuring or conquest.

The Player's Perspective

It is implicit at the moment: the player is a Fateweaver. Fateweavers are semi-omnipotent beings whose purpose in the universe is to influence individuals as directed by the Fatekeepers. Fatekeepers answer to the Three Thrones and are bound to keep balance in the universe. The Shattered One (the supreme deity of the First and Second Ages) had foreseen her own betrayal and before her demise, recorded a series of prophecies. Among them, the so-called "Dusk of the Fourth Age" stated that the beginning of the end of the Fourth Age would be marked by the wills of the Fateweavers being set free by The Defender. Some fear that The Defender of Wills has emerged and retreated to Eorth, where they are plotting to awaken The Shattered One and destroy the universe.  It is said that a great disaster follows and the Fateweavers have been dispatched to track down and defeat this threat before it's too late.
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (Version 1 - Build 12) [23 Jul 2017]
Post by: SpaceDorf on August 09, 2017, 03:16:08 PM
Quote from: The-Eroks on August 09, 2017, 03:00:06 PM
Consider it done  :) Give me a few days.....

Awesome :)
Thank you so much.

Quote from: The-Eroks on August 09, 2017, 03:00:06 PM
I am happy to announce that I added a new member to my RL family... and that has been a focus for the past couple of weeks.

Gratulations to that :) Sleep is overrated anyway..

Quote from: The-Eroks on August 09, 2017, 03:00:06 PM
For Build 13, a key iteration will be shifting from the single-scope tree to three separate trees based on the starting scenario.

My inner GM got all excited reading this ..
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (Version 1 - Build 12) [23 Jul 2017]
Post by: CopaKindred on August 13, 2017, 06:45:40 AM
1.  Is there any reason Farming and Nature/Natura need to be seperated?

2. Why can we no longer build wooden walls?  In fact, upon researching stonecutting, we cannot build stone walls either.  This is a wildly bad glitch.
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (Version 1 - Build 12) [23 Jul 2017]
Post by: The-Eroks on August 13, 2017, 01:22:44 PM
Quote from: CopaKindred on August 13, 2017, 06:45:40 AM
1.  Is there any reason Farming and Nature/Natura need to be seperated?[

The short answer is eventually yes. Skills in general will continue to be one of those areas where play testing will have to sort out the exact balance between the fiction and design layers. In terms of the fiction, nature magic and farming are separate (although marginally related). We can imagine a druid or ranger being rather good at at cultivating plants in general [ex: planting faster, plants growing quicker, or being more resilient to fertility] or even having exclusive access to certain hard to grow varieties [ex: those with skill in nature could grow Good Berries or Serren Trees]. It is harder to imagine the relationship working the other direction, that is to say, a farmer because of their skill with a hoe and sickle being able to control the weather or commune with animals. That's why the skills were initially separated. Ideally (and I've only done a small amount of research into this at present), skills will be more integrated with WorkTypes, WorkGivers, and Stats_ before the version 1.0 release.

For stats and works which have synergistic skills, the intent was to have both skills contribute and work together. Therefore, a druid or ranger who has a high nature affinity will receive some benefit to animal handling and farming.

Quote2. Why can we no longer build wooden walls?  In fact, upon researching stonecutting, we cannot build stone walls either.  This is a wildly bad glitch.

Haha... That's a bug.  :-[ The inability to build walls in general is a glitch and I might drop an 12b release to make the game slightly more playable in that regard. All three of the original starting scenarios should include some sort of starter wall. Wood doors and wood walls are unlocked with carpentry; stone doors and walls (in game, called masonry walls) are unlocked with masonry; and metal doors and walls are unlocked with smiting.

Q: What?
A: One of the 1.x features is to have a scenario where the players starts with a single, recently awoken demigod that knows nothing (they were, just moments prior, an animal that happened to stumble upon a Shard of the Shattered One and a Mythic Artifact). That's why the technology tree starts where it does. However, the Tribal, Medieval and Renaissance starts should all have some key technologies unlocked at the start.

Q: Why separate wall types for wood, stone, metal, etc?
A: There are some design advantages that I'm exploring at the moment. The intent is to play test this mythology though and tweak it from there. There are going to be some specific future qualities to having different walls types. For example, in a much later version when fog of war and line of sight are implement, dwarven character's stone sense will interact with stone walls.

This also allows the technology tree to progress more incrementally. Additionally, the initial release will have many more material types. I think that having everything listed under one wall type will be exhausting to sort through every time.
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (Version 1 - Build 12) [23 Jul 2017]
Post by: CopaKindred on August 13, 2017, 06:15:48 PM
No reason not to try your design system first, but in later passes we could also always tag the NPC classes 'magic no'.  That stops them from planting goodberries!


Aside:
Also, I highly suggest the 4x prep mod that lets you make four meals at a go.  When I cook for the family I make everyone's at once.  XP
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (Version 1 - Build 12) [23 Jul 2017]
Post by: The-Eroks on August 14, 2017, 04:02:43 PM
Update on Build 13:

This particular build is focused more on balance and bringing together the various features that have been comp'd together thus far. I'll admit... it's an arduous process, but it's gonna be well worth the effort. The final goal will be for Build 13 to be "playable" in the sense that one could start an Awoken scenario and enjoy some sandbox fun. Build 13 will mark the official release of "Version 1.0". The world narrative won't be fully implemented and there is no end game yet; but the play experience should be decent.

Design Thoughts

Culture: In the process of balancing and integrating weapons and armor as a design concept, the groundwork for cultural and racial variations are being laid out as well. Currently, there are just three prominent human culture groups: neolithic, western and eastern. The goal is to have each culture group's joy objects, plants and agriculture, weapons, armors, and production have specific flavors. In particular, weapons and armors will have distinctly different stat compositions. For example, neolithic weapons are cheaper, quicker to produce, and have simple material requirements; but they make poor trade goods and are lower quality. Eastern weapons take much longer to produce, have minimum skill requirements for both use and production (the former of which will require the production of training weapons to practice with), and will be deadlier than western varieties. Later cultural additions will include elves, dwarves, orcs, and imperial humans.

These slight cultural differences open the door for more meaningful faction interactions, with certain high quality items only available from different cultures. These items could be acquired through trade, diplomacy, quest rewards, or conquest.

Art and Life: Have I mentioned art? This won't get too much attention prior to a 1.x release, but at present, you can make some outstandingly large sculptures. Additionally, sculptures in general provide building synergy to a sculpture's workshop. Again, do you build up your sculpture workshop to produce more sculptures quickly in the future, or sell them as you complete them?

Ideally, a future release will modify how room values are calculated to give a bonus for variety and placement. Fine woven rugs, a well placed sculpture, a brilliant stained glass window, and an imposing throne should work together somehow, instead of encouraging us to just line the rooms with gold statutes. I also want to implement a system whereby pawns desire specific types of rooms... an beautiful sculpture garden, a grand library, a sacred temple.

Whenever I get around to deepening the diplomacy and alignment systems, such art pieces, buildings, and rooms should have a diplomatic- or alignment-based effect on traders, allies, and pawns. If a caravan meanders to your city through a valley decorated by the hanging corpses of your enemies... that'll send a message. Specifically, a dark and evil message. Good aligned pawns in your colony will become unhappy and may leave, or plot your demise. Adventurers from nearby settlements may decide to assault your dungeon.

Technology and Production: To enable cultural specific items, a culture tab was added to the research project screen. A scenario will start with the given cultural "technology" enabled, which is the prerequisite to make specific items. The actual item producer itself (say, a forge or brewery) would require the specific research project to create (say, Smithing or Brewery). A room where such a production building is located is known as the workshop. As new technologies are unlocked, the workshop can be added to, instead of replacing the original building. Through building synergies, the old buildings can enhance the speed of newer buildings. This creates interesting decisions: should you design a large room initially that way you can grow into it (more expensive/time consuming, and might be harder to defend; but doesn't require rebuilding later), do you put together a small workshop that meets your needs now (less expensive/time consuming; requires rebuilding later); do you keep your old buildings (maybe you need the materials)?

In addition to entirely new weapon/armor types being unlocked through new production buildings, there will be a large array of new materials. For example, obsidian ("Sharp Stone"); and Copper, Lead, Bronze, and Iron.  The means of using or producing these new materials will be unlocked through technology. Obsidian can be used to make various pointy or sharp things where metal has not been unlocked yet. The early metals provide the first tier of material for the first tier of weapons. The effectiveness of those weapons can be enhanced through new material processing techniques. Finally, there are some rare and exquisite materials which can be obtained from deep mining, exploration, quest reward, or celestial traders. These metals confer great properties to create powerful weapons.

Biome Balance and Soft Quests: At the moment, Biomes are bit wacky. I'll be touching on that in the very near future with the intent of allowing monsters and other "soft quest" opportunities to come and go from the local area, using a smarter algorithm to balance plants and animal appearance, and using hidden areas more thoughtfully to create monster raids. The strong limiting factor that I haven't began to address yet is finding themed, artistically appropriate monster tokens to use as pawns. I call this the "four direction" problem. Most tokens used for pencil/paper are simply a drawings shrunk down to a circle or something else. Rim World requires four images (three if you transpose the right/left): an up down left right. Additionally, it needs to be from a specific angle and preferably without hands or feet ;)

If you know of any art assets like that, let me know!

By the way, I'm shooting for a 12a release sometime this week (walls for everybody!)  :)
Title: Re: [A17] Epic Omega - Fantasy Total Conversion ([WIP] - Build 12a) 16 Aug 17
Post by: The-Eroks on August 16, 2017, 09:39:50 PM
Hotfix 12a is released for the WIP Version of Epic Omega!  :D

12a corrects the issue with scenario starts not being able to build walls and Research Projects not being applied correctly at the start. This makes the mod actually playable.

If you'd like to play test and give the mod some feedback, please do and post it in the forums!

QuoteBug Fixes:
- Fixed game breaking error that prevented adventures from building walls at game start
- Fixed game breaking error that caused scenarios to start with incorrect starting research projects
- Fixed error with Butchering Spot and Tailoring Spot generating message about being unable to resolve Learning Helper

Known Issues:
- Mod comp doors cannot be placed on mod comp walls or blueprints, which causes a player inconvenience. This effects lumber walls, stone walls, metal walls, ice walls, defensive wall structures from both Epic Omega and MidTimes. After researching the issue, this appears to be a limit caused by [A17] and how doors were coded--and cannot be resolved right now. FIX: players will have to manually deconstruct the wall first before placing the door.

Changes:
- Implemented Piercing Damage Type and EO: Damage Type Learning Helper (Partial: Armors have not yet been updated; and many weapons still require patching/updating)
- Scenario Start Splash Screen updated with improved information
- Adventurers start with appropriate armor and appeal, instead of starting dressed up as tribal. They have a much larger equipment budget and will receive minor magic items in the future.
- Created/Patched an Adventurers hair tag identifier. Adventurers will spawn with a much greater variety of hair styles
- Eastern-themed Factions will appear in the world (Partial: they still require a unique map label, some eastern themed armor and apparel, and eastern-themed raiders are not implemented as of yet).

This is just a hotfix on the road to Build 13, so you'll see the outlines of various Build 13 feature (monster hoards and raids [hopefully  ;)], a slightly improved production scheme, and the basics of magic and magic crafting).

You'll see that in this build, adventurers actually look like adventurers now (not tribal folk wanting to be adventurers).


[attachment deleted by admin: too old]
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 12a) [16 Aug 17]
Post by: CopaKindred on August 17, 2017, 05:08:07 AM
Reinstalling and resuming my playtest.  :p
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 12a) [16 Aug 17]
Post by: CopaKindred on August 18, 2017, 11:46:02 AM

1. Drop pods still land.
2. Item Caches may consist of shotguns
3. The AI still calls out crashed ship coordinates.
4. Characters may begin with packed MREs.
5. Material Names are still futuristic (IE Plasteel)
6. Engrish am need much update fort turtle.
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 12a) [16 Aug 17]
Post by: The13thRonin on August 19, 2017, 02:49:17 PM
Could we get more screenshots of the tech tree?

How involved is it? Is it complex and rewarding?
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 12a) [16 Aug 17]
Post by: BlackSmokeDMax on August 20, 2017, 06:46:05 AM
Finally made some time to give this a try, everything looks great so far, and I love your writing at the beginning. Very immersive.

I have a couple questions/thoughts:

1. Noticed right away with doors:
Simple: 40 wood / 10 work
Good: 25 wood / 20 work
Did you mean for simple doors to take less wood? Seems like the good door should not only take more work, but more wood as part of its balancing.

2. Furniture:
When first starting I built a table and some stools right away. But not long after found some other furniture in the "Medieval" menu. Just wondering if you are planning to remove the stock Rimworld furniture?

3. Research:
a. For the life of me I can't find a research bench to build!! Hope this is me just being a dummy.
b. Is the intent to keep the stock Rimworld research in place as well as all your custom tabs? Or maybe all the stock Rimworld techs aren't in that Rimworld tab, I didn't really compare it directly to vanilla to check. So, I guess mostly just wondering about your plans on this.

Really like what you have so far, excellent job!!
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 12a) [16 Aug 17]
Post by: CopaKindred on August 21, 2017, 12:48:53 AM
Somehow the Desk is gone as well, and we now have multiple Divinity tabs.
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 12a) [16 Aug 17]
Post by: The-Eroks on August 26, 2017, 03:05:52 PM
Whoops... sorry for the delayed responses. The forum's have not been sending me emails when the thread was replied to. Quick Update - still balancing the wildPlants and wildAnimal appearance rates for various biomes. I had to create a data sheet which automatically calculates ratios based on type group, species, and a few other factors. This makes the biomes much more balanced, but its still tedious work. In the future, maybe I'll write a python script to automate taking the data off the table and automatically applying it, but right now we're doing it the old fashioned way ;)

Quote from: CopaKindred on August 18, 2017, 11:46:02 AM

1. Drop pods still land.
2. Item Caches may consist of shotguns
3. The AI still calls out crashed ship coordinates.
4. Characters may begin with packed MREs.
5. Material Names are still futuristic (IE Plasteel)
6. Engrish am need much update fort turtle.

1. Yep. Seems coded, so that'll have to wait for a 1.x release. I think in the mean time I'm simply going to replace the drop pop graphics with a sphere of light or something as such to at least make it more flavorful when pawns/items drop from the heavens.

2. Yep. Also seems coded, so that'll be a 1.x fix as well. In the mean time, I might attempt to slowly patch every original asset to simply be a generic treasure-looking item.

3. Yep. Haha, and also seems coded.  ;)

4. Can you provide some more information on this one? Are you referring to pawns that join the colony from outside factions or the starting adventurers?

5. Expect that to be fixed for 1.0. I had originally used your naming conventions for the [A16] release, but I think the names got lost in the conversation and they're somewhere on the to-do list.

6. Yep. Many of the mod comps I brought into the fold have non-thematic descriptions or some spelling/grammar issues. Expect all of those to be completely cleaned up by 1.1.

Quote from: The13thRonin on August 19, 2017, 02:49:17 PM
Could we get more screenshots of the tech tree?

How involved is it? Is it complex and rewarding?

I'll post a updated screenshot of the tech tree. I will say this: there is the way the tech tree is now and they way it's intended to be. Right now there are hundreds of technologies and its rather complex. However, there is a lot of blank space in the tech tree that will eventually be filled with appropriate stuff and the tree in general will likely go through several iterative improvements before version 2.x.

I'll be honest, I'm not 100% satisfied with the tech tree at the moment, so expect it change significantly at some point. I want to ideally have separate descriptions for when you view the project on the tree and when you actually research it, maybe some visual graphics on the tree, and I would love to implement an OR prerequisite capability to make the choices more interesting.

So... Complex: yes. Rewarding, err... yes?, in a broken-rubrics-cube sort of way.  ;D

Quote from: BlackSmokeDMax on August 20, 2017, 06:46:05 AM
Finally made some time to give this a try, everything looks great so far, and I love your writing at the beginning. Very immersive.

I have a couple questions/thoughts:

1. Noticed right away with doors:
Simple: 40 wood / 10 work
Good: 25 wood / 20 work
Did you mean for simple doors to take less wood? Seems like the good door should not only take more work, but more wood as part of its balancing.

2. Furniture:
When first starting I built a table and some stools right away. But not long after found some other furniture in the "Medieval" menu. Just wondering if you are planning to remove the stock Rimworld furniture?

3. Research:
a. For the life of me I can't find a research bench to build!! Hope this is me just being a dummy.
b. Is the intent to keep the stock Rimworld research in place as well as all your custom tabs? Or maybe all the stock Rimworld techs aren't in that Rimworld tab, I didn't really compare it directly to vanilla to check. So, I guess mostly just wondering about your plans on this.

Really like what you have so far, excellent job!!

Thanks for giving it a whirl and I appreciate the feedback.

1. Yes. Simple and Good doors should have scaling costs, additional material requirements, and work required. I'll add that to the bug list.

2. Yes. I plan to either remove or move the stock furniture around to make it more intuitive. What should be left in the furniture tab is unsorted or unique furniture items.

3a. I'll clean that up a bit, the thinking spot is the go to research bench at the moment. There is going to be an entirely new researching system put in place here eventually which is centered around collecting tombs in a library and actually doing experiments. But that's not going to get implemented until 1.x, at least. Therefore it would make sense to have a better interim solution.

3b. So the short answer is that the stock RimWorld Research will be removed (as far as the player can tell). However, I need to keep the actual ResearchDefs for compatibility reasons. Therefore, at some point I need to patch all of the stock research to take the label/description of Epic Omega researches, update my entire mod with the new defs, and than remove the tab. Having a stock tab is just an interim solution. This will allow a player to put another mod in, and if that mod attached it to a RimWorld Tech named whatever, that an EO tech of a similar name/function enables those features.



Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 12a) [16 Aug 17]
Post by: BlackSmokeDMax on August 26, 2017, 08:19:19 PM
Quote from: The-Eroks on August 26, 2017, 03:05:52 PM
3a. I'll clean that up a bit, the thinking spot is the go to research bench at the moment. There is going to be an entirely new researching system put in place here eventually which is centered around collecting tombs in a library and actually doing experiments. But that's not going to get implemented until 1.x, at least. Therefore it would make sense to have a better interim solution.

Sorry to be a bother, still having trouble finding the research spot (the thinking spot)

Have looked through every single item in the architect menu and just not finding it. I have no other mods installed at all. By the way, you do have 2 "divine" items on the main architect menu. Nothing in either of them or the arcane. I apologize if I am just being a dolt and missing it, but it is certainly hiding from me pretty damn well if it there.
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 12a) [16 Aug 17]
Post by: The-Eroks on August 26, 2017, 10:09:52 PM
I looked in to it further... definitely a bug (somehow that thinking spot got missed in a transition). Expect a 12b 12c sometime this evening.  ::)

In the mean time:

Quote
The Time Immortal
Vision of a Memory Shard
Precipice Spectra, First Fateweaver of the Guardian Order

[This memory appears to have been taken from Precipice Spearca, First Fateweaver of the Guardian Order, and recounts her first conversion with a Fatekeeper regarding her new role in the natural order of the universe.]

"The Time Immortal is said to be both an infinitesimal instant and an infinity of infinities in duration. At the end of The Third Age, marked by the moment of betrayal of The Shattered One, all energy and consciousness within all of existence was cast into The Time Immortal while the Throne Keepers determined, for the first time, the fate of everything. Such is the burden of the gods."

"These deliberations where thought be both serene and chaotic, hollowed and devious, and spanned to the end of time. But for all consciousness, to include the other deities themselves, they experienced only a blink, a drip in the ocean of eternity."

"At the start of The Fourth Age, the entities trapped in The Time Immortal were allowed to will themselves awake, guided by the Fateweavers, and usually in precedence by their otherworldly power and influence. For the most powerful souls, those of gods, goddesses, demigods, demon lords, archangles, and archdevils, they retained some recollections of the past age--and a significant portion of their freewill. These recollections, for the most powerful of the powerful, manifested themselves in actual memories (although fragmented), and to the least powerful, visions, hunches, and inclinations of a time and space long forgotten. The less than divine awoke based on their previous prestige and influence, sometimes stepping from The Time Immortal in an adulterated form and having only their dreams and goals to guide them. Most shifted into The Realm of Fates as keeperless souls, awaiting the creation of a Lifespark to transition into a new fate. Some still wait in The Time Immortal, waiting for the call of fate to guide them toward a new destiny."

"And that is our role... your role... as a Fateweaver."

Precipice didn't break eye contact with the Artificer Earthen. She watched as mountains rose and fell before the power of entire continents shifting, crashing and bleeding into one another and nothing.

"Precipice, you showed great promise in your life before and that is why you were reborn today--to guide those lesser and advise those greater."

As Precipice listened to the Fatekeeper speak, she stepped uncomfortably forward toward the Artificer Earthen. The Artificer Earthen towered over and around her and she was lost in its magnificent detail of the sphere--a planet slowly spinning in the blackness on a sea of stars. She reached out, but stopped short of touching it as she watched it fade into blackness and reappear as a world anew.

The Fatekeeper noticed Precipice's concerned dismay at the Artificer and continued, "the Shattered One and Eorth are one and the same. She sleeps forever, broken and subdued. Eorth is her prison and her heart. As she dreams, the words or thoughts she whispers cause Eorth to be reborn. Eorth's people are reborn as well, or shifted back to The Time Immortal or to the Realm of Fates."

The Fatekeeper misread Precipice's reaction toward the Artificer and concern over Eorth's inhabitants.

The Fatekeeper droned on, "...there are many wonders upon Eorth, as well as it being a central location to all other universes. This makes it a prime location for expeditions and adventurers alike..."

Precipice was instead overwhelmed with a single, consuming thought--but knew enough to never speak it: Why? Why was this the order of things?
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 12a) [16 Aug 17]
Post by: BlackSmokeDMax on August 26, 2017, 10:52:53 PM
Thanks, looking forward to the new release! Will I be able to just delete the old folder and drop the new in? Or will this require a new save? Will give it a try tomorrow.

I want to also compliment you again on your writing! Great stuff.
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 12c) [26 Aug 17]
Post by: The-Eroks on August 26, 2017, 11:47:02 PM
And WIP 12c is posted!  8)
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 12c) [26 Aug 17]
Post by: pwndemic on August 27, 2017, 11:25:06 AM
Hello!
So, I've started playtesting with devmode on.
First of all, this mod is amazing! Thank you for working on it.

I am a game tester by profession, so if you'd like we can work out some better testing methods so I can be more efficient.

Here's my list of suggestions and some minor bugs (if I can read my messy writing on paper...):

---BUGS---
- Loading time is a bit too long in the game when mod is turned on.
- Skills in the "Incapable of" list not translated. They are the same as in the original game.
http://imgur.com/a/rlQas
- The quadhog is too low on the texture image file probably, because it appears lower on the tile than it should.
http://imgur.com/a/XBEQe
- The description texts are cut off in some places.
http://imgur.com/a/VMAPG
- Sugar cane plant is not selectable.
- No graphics for crashbug. Is this intentional? :D
http://imgur.com/a/hyA5h
- Can't put door blueprint on wall blueprint, like in the vanilla version.
http://imgur.com/a/EfJmO
- Error message when a pawn tried to pick up olives. It picked them up 2-3 at a time (ALL of the olives) before error message popped up again, but didn't do anything with them. Presumably, the pawn wanted to eat. After I ordered it to eat them, it did, but the pickup seemed to be a problem.
http://imgur.com/a/GZx8t

---SUGGESTIONS---
- Mod factions on the world map are all green. It's pretty difficult to tell them apart, can this be changed?
http://imgur.com/a/2BAuK
- "Select landing site" sounds strange in this context, maybe it could be changed to "Select starting site" or something similar?
- How about separating the basic attributes and the skills in different tabs? A good example of this would be the Psychology mod.
- The tree art could be reworked a bit. There are too many tiny details which cause interesting graphical phenomena (flickering), and it's hard to tell which growing stage the trees are in. A good example is the Vegetable Garden mod.
- Bamboo plant is really big, bigger than the trees. Can this be scaled down a little?
- There's way too much Nymph Hair on the map :D Can the spawn rate be adjusted? It's visually confusing because it cannot be selected or used for anything, and it's a really vibrant color.
http://imgur.com/a/ec2Vy
- Sound effect for failed contruction / workbench being put outside is a little too dramatic for these events. I thought something really big and terrible happened when I first heard it. Can this be changed?
- Harvesting trees destroys them completely. When just harvesting and not cutting them, they could instead stay where they are but with a set back fruit growth stage, like trees in the Vegetable Garden mod.
- Fruit trees don't give wood when cut down, but I feel like it would be a nice addition.
- Extra floor tiles for new materials could be added (like chert floor, claytone floor).
- A very minor suggestion, but would it be possible to add a visitor area? So traders and visitors don't go into bedrooms and disturb sleep.

That is all for the first two days for my colony, I hope I helped somewhat :)
I can help with the textures, if you're looking for someone :D
Thank you for your time!
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 12c) [26 Aug 17]
Post by: BlackSmokeDMax on August 27, 2017, 01:15:42 PM
Here comes another list of questions/comments :)

Please let me know if you'd rather me not put these here. Whether that is you want them somewhere else, or you want to wait until the mod is further along for this type of feedback.

Anyway....

1. Stone Hearth - Awesome Graphic, like how it blends with the walls!
a. Does Flipping the "Power" switch stop the refueling
b. and in combo with a, which i suspect is true, when switch is flipped and not even fueled yet, I had a pawn attempting to "Attending to and stoking fire"

2. Wheat - it was harvested during planting of my grow zones, however it can't be set to be stored in any stockpile that I have found. I would assume it is an ingredient for flour later. I know corn is, so maybe you only have corn flour?

3. Butchering spot doesn't seem to work. Fairly basic settings, set to forever, no area restrictions on pawn. I then build a butchering table (likely still from vanilla) right next to the butchering spot and it worked just fine.
a. Before I had the butchering spot within my home area, selecting cook, and right clicking on the spot brought up something about not being able to repair or maintain it or something (should have paid more attention to that). I then put it in my home area and now selecting cook and right clicking on butchering spot produces no results. That is, no right click menu at all.

4. Just browsing through the tech tree: In the "Trade" tech, there was a likely mis-spelling of Tailoring as Trailoring.

5. Both Weak and Hungry Stew recipes allow rotten by default. Is that intended?

6. Saw my first dragon. It was a white dragon. For shits and giggles I figured I try and slay it. I saved first - preparing to save-scum for testing purposes, of course! :)  After that I draft all 4 of my pawns and send them after the dragon, 2 with ranged and 2 with melee. All with starting equipment. Setup just at range of crossbow and great bow. Dragon was dead long before it got near any pawns. Seems balance change is needed on that, was way too easy in my opinion. could have done that in the first 2 minutes of a fresh game. Looked at the melee dps on the draon before the fight and it was only 5.xx (I think, forget the actual number, again should have been paying more attention). That seems a bit low, there are certainly vanilla Rimworld creatures much more dangerous. I'd like to think a dragon should trump all of those. Btw it was 6 years old out of a 25 year life span. Like to see that life span dramatically increased as well.

7. Cherry Tree lacks "Harvest" command button, doesn't work with "Harvest" command from orders menu either, (message at top of screen when using harvest command from orders menu: Must designate harvestable sufficiently-grown plants. ) I'm assuming they should be harvestable as there are recipes. Can be chopped for wood with no problem. Lemon trees work fine!

I also have a separate game/install started where I tried a bunch of mods, and they all seem to be working fine. They are all quality of life mods, so I rather expected them to. Here is a list of what I have working with your mod:

    <li>HugsLib</li>
    <li>EO Core V01B12c</li>
    <li>AllowDeadMansApparel</li>
    <li>CleaningArea</li>
    <li>HelpTab</li>
    <li>Hunting Alert</li>
    <li>Moody</li>
    <li>MorePlanning</li>
    <li>New Zone Tools</li>
    <li>OmniLocator</li>
    <li>QualityBuilder</li>
    <li>ImprovedWorkbenches</li>
    <li>726479594 Storage Search A17 2017_06_12</li>
    <li>771073854 Patch Storage Search A17 and Allow Fresh 2017_05_24</li>
    <li>WorkTab</li>


The storage search mod and patch were downloaded from Steam a while back and are older versions. I rename the folders on my system for my convenience so just an FYI to anyone looking they won't necessarily match with things out in the wild.

The "allow deadman's apparel" mod is one for adding a filter on stockpiles, not bypassing the wearing of deadman's clothing system.

I'm sure I haven't used every feature from every mod listed yet, but so far so good early game. No errors or weird lag or anything going on!
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 12c) [26 Aug 17]
Post by: The-Eroks on August 27, 2017, 05:54:29 PM
Quote from: pwndemic on August 27, 2017, 11:25:06 AM
Hello!
So, I've started playtesting with devmode on.
First of all, this mod is amazing! Thank you for working on it.

Thanks!  ;D

QuoteI am a game tester by profession, so if you'd like we can work out some better testing methods so I can be more efficient.

I would greatly appreciate any advice in this area. I've basically got a google sheet for tracking bugs and my experience in that area amounts to a 5 minute search for a how to debug. That is so say, it's likely amateur (at best!)

Quote- Loading time is a bit too long in the game when mod is turned on.

I've noticed this as well. I think it might be related to XML patching (which I'm sure I could improve) but I'm not sure. If anybody is knowledgeable in this area, I would love some feedback.

Quote- Skills in the "Incapable of" list not translated. They are the same as in the original game.
http://imgur.com/a/rlQas
Tracking. This one will require a code modification (or at least, a considerable rebuild of all of the SkillDefs). In short, RimWorld keeps the backstories locked up in the code for whatever reason (I think because you can pay $$ to have your RL personal backstory implemented in game) -- and the effects of those backstories and the corresponding string are kept at the code level to project the integrity of those stories.

QuoteThe quadhog is too low on the texture image file probably, because it appears lower on the tile than it should.
http://imgur.com/a/XBEQe
I'll take a look at it.

Quote- The description texts are cut off in some places.
http://imgur.com/a/VMAPG
Is one is a known issue. The scroll bars/reading areas are hardcoded, so I'll have to whip up some code to add the bars. This effects the skills list too.

Quote- Sugar cane plant is not selectable.
Hmm... it should definitely be selectable  ::)

Quote- No graphics for crashbug. Is this intentional? :D
http://imgur.com/a/hyA5h
Yes and No. It's a known issue... it's just so small that it doesn't display I believe. I might drop the animal though, because it's not very fun to be bitten/attacked by an "invisible" bug (ghosts would be a different story, of course)

Quote- Can't put door blueprint on wall blueprint, like in the vanilla version.
http://imgur.com/a/EfJmO
Yep, known issue. It seems to be on RimWorld's side of the house--it effects things such as the wooden gates as well. I think ORW hacks walls/doors to allow doors to be placed over the blue prints instead of handling it at the .xml level. However, I haven't confirmed this as of yet, but I have done a review of the .xml and there doesn't seem to be any issues.

Quote- Error message when a pawn tried to pick up olives. It picked them up 2-3 at a time (ALL of the olives) before error message popped up again, but didn't do anything with them. Presumably, the pawn wanted to eat. After I ordered it to eat them, it did, but the pickup seemed to be a problem. http://imgur.com/a/GZx8t

Odd... I'll look into this as well.

Thanks for hunting these down! I'll add everything to my bug log and get them resolved ASAP.
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 12c) [26 Aug 17]
Post by: The-Eroks on August 28, 2017, 09:22:00 PM
Quote from: BlackSmokeDMax on August 27, 2017, 01:15:42 PM
Here comes another list of questions/comments :)

Please let me know if you'd rather me not put these here. Whether that is you want them somewhere else, or you want to wait until the mod is further along for this type of feedback.

This is the best place for me. I prefer an open discussion, because, ideally, maybe somebody else could see your feedback and be inspired.

Quote1. Stone Hearth - Awesome Graphic, like how it blends with the walls!
a. Does Flipping the "Power" switch stop the refueling
b. and in combo with a, which i suspect is true, when switch is flipped and not even fueled yet, I had a pawn attempting to "Attending to and stoking fire"

The stone hearth is a Medieval Times item, so be sure to throw some praise at Vindar  (https://ludeon.com/forums/index.php?action=profile;u=29457). It has a few main purposes, mainly as a joy object (to hangout around), to push heat (which consumes fuel), and to cook (which "doesn't" consume fuel, because that same fuel is being used to push heat). The switch should prevent it from pushing heat and cooking. The issue might be related to its JoyGiverDef, which is apparently active regardless of if it's on or off. I'll need to double check to ensure that's behaving as expected. If it is what I think it is, it might require coding to correct.

Quote2. Wheat - it was harvested during planting of my grow zones, however it can't be set to be stored in any stockpile that I have found. I would assume it is an ingredient for flour later. I know corn is, so maybe you only have corn flour?

Consider it fixed; as well as an ancillary bug related to grinding wheat/corn (corn and wheat should both be able to be ground into a single type of "flour"). Although, the wheat recipe has not been implemented yet. Both corn and wheat grinding are implemented  ;)

Quote3. Butchering spot doesn't seem to work. Fairly basic settings, set to forever, no area restrictions on pawn. I then build a butchering table (likely still from vanilla) right next to the butchering spot and it worked just fine.
Fixed. I'm learning so much about WorkGiverDefs today  ;D

Quote4. Just browsing through the tech tree: In the "Trade" tech, there was a likely mis-spelling of Tailoring as Trailoring.

Fixxied.

What are your thoughts/first impressions of the tech tree?

Quote5. Both Weak and Hungry Stew recipes allow rotten by default. Is that intended?
Nope... I'll look into this.

Quote6. Saw my first dragon. It was a white dragon. For shits and giggles I figured I try and slay it. I saved first - preparing to save-scum for testing purposes, of course! :)  After that I draft all 4 of my pawns and send them after the dragon, 2 with ranged and 2 with melee. All with starting equipment. Setup just at range of crossbow and great bow. Dragon was dead long before it got near any pawns. Seems balance change is needed on that, was way too easy in my opinion. could have done that in the first 2 minutes of a fresh game. Looked at the melee dps on the draon before the fight and it was only 5.xx (I think, forget the actual number, again should have been paying more attention). That seems a bit low, there are certainly vanilla Rimworld creatures much more dangerous. I'd like to think a dragon should trump all of those. Btw it was 6 years old out of a 25 year life span. Like to see that life span dramatically increased as well.

Noted. I haven't started balancing the actual monsters quite yet, as I'm still trying to get the weapon/armor balance correct. Once the weapons/armor are worked out, I can get an idea about the DPS and toughness of a standard adventurer and address it from there. When converting the attack verbs of the creatures over, I used a lot of placeholders, so Dragons, I suspect, are pushovers right now  ;)

I do like the idea of increasing their max life to something more thematic  :D

Quote7. Cherry Tree lacks "Harvest" command button, doesn't work with "Harvest" command from orders menu either, (message at top of screen when using harvest command from orders menu: Must designate harvestable sufficiently-grown plants. ) I'm assuming they should be harvestable as there are recipes. Can be chopped for wood with no problem. Lemon trees work fine!

Haha, yeah... I think I deleted the cherries by accident at some point  :-[ In a 1.x or 2.0 release, after the bulk of the XML editing is complete, I would like to implement a feature such that you can harvest or chop fruit trees. Harvesting for fruit trees would allow you to "pick" the tree, while chopping would yield wood. It'll require coding though.

I also have a separate game/install started where I tried a bunch of mods, and they all seem to be working fine. They are all quality of life mods, so I rather expected them to. Here is a list of what I have working with your mod:[/quote]

Do you mind if I steal that list and post it on the front page/in the mod's readme? I have been meaning to test/incorporate a number of QoL mods, but the dilemma is, of course, the time required to hunt/test vs. focus of the project right now. It would be very helpful to others to know which mods work and which don't  :)

QuoteI'm sure I haven't used every feature from every mod listed yet, but so far so good early game. No errors or weird lag or anything going on!

Thanks! I really appreciate you taking the hard look at this stuff. If you have any other thoughts, feedback, or ideas... please let me know!

Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 12c) [26 Aug 17]
Post by: BlackSmokeDMax on August 29, 2017, 01:07:38 AM
Quote from: The-Eroks on August 28, 2017, 09:22:00 PM
What are your thoughts/first impressions of the tech tree?

It's probably a bit early for any real assessment, but so far, nothing I have researched seems to have opened anything. Not sure if that is my selecting things that are really designed just as stepping stones to later things, or just early in the dev process. Overall, it does seem to work well, and is easily understood even being the long skinny type of tree. I also happened to have fairly bad researchers without any passion, so it is slow going still. Some more flavor text in each techs description would be certainly welcome. But again, I think you are still fairly early in an overall process, so I am certainly not complaining!

Quote from: The-Eroks on August 28, 2017, 09:22:00 PM
Haha, yeah... I think I deleted the cherries by accident at some point  :-[ In a 1.x or 2.0 release, after the bulk of the XML editing is complete, I would like to implement a feature such that you can harvest or chop fruit trees. Harvesting for fruit trees would allow you to "pick" the tree, while chopping would yield wood. It'll require coding though.

Oh, thought you had that running already. That is why I made the comment about the lemon trees working. They seem to be fully functional as far as both harvesting and chopping. Maybe you just need to copy whatever you have for the lemon tree over to the cherry tree??

Quote from: The-Eroks on August 28, 2017, 09:22:00 PM
Do you mind if I steal that list and post it on the front page/in the mod's readme? I have been meaning to test/incorporate a number of QoL mods, but the dilemma is, of course, the time required to hunt/test vs. focus of the project right now. It would be very helpful to others to know which mods work and which don't  :)

Please, feel free! I'd recommend putting the disclaimer that they haven't been fully tested for all their features, but certainly they are not causing any issues with general game play so far, which is a big positive. Couple of them are definitely not the most up-to-date versions, but most are. Specifically Storage Search (and it's auxiliary patch) has been switched to Rimworld Search Agency, which I have not downloaded or tested in any games yet, including with your modpack.

Think the rest may be up-to-date, but not sure I checked all of them. I keep a list of all mods I use in a spreadsheet with links to original thread and/or download location. I then keep an archive of all the mods I download and select and install from there rather than going to the download every time. Usually once a month or so, I go through my spreadsheet and click the links to all the mods and see if the version at the link matches the version number in my spreadsheet.

Quote from: The-Eroks on August 28, 2017, 09:22:00 PM
Thanks! I really appreciate you taking the hard look at this stuff. If you have any other thoughts, feedback, or ideas... please let me know!

You are certainly welcome, I enjoy the process of seeing and playing new creations as they evolve!
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 12c) [26 Aug 17]
Post by: The-Eroks on August 30, 2017, 09:08:07 PM
Quote from: pwndemic on August 27, 2017, 11:25:06 AM
---SUGGESTIONS---
- Mod factions on the world map are all green. It's pretty difficult to tell them apart, can this be changed?
http://imgur.com/a/2BAuK

I don't disagree. The map is saturated with green at the moment as those are friendly factions. Some near future releases will see a few other colors (red for hostiles, yellow for neutral monsters, white/gray for landmarks) and this should spread things out a bit. I might also experiment with using a solid color symbol with a colored boarder to represent the different types of factions.

Quote- "Select landing site" sounds strange in this context, maybe it could be changed to "Select starting site" or something similar?
I agree. As soon as I hunt down where this string is at in the game files, it'll get changed.

Quote- How about separating the basic attributes and the skills in different tabs? A good example of this would be the Psychology mod.
I'll check that out. Once coding gets underway, the character screen will under go some significant revision. One of the goals is to make the character screen more akin to something you'd see in a DnD style RPG.

Quote- The tree art could be reworked a bit. There are too many tiny details which cause interesting graphical phenomena (flickering), and it's hard to tell which growing stage the trees are in. A good example is the Vegetable Garden mod.
Hmm... I'll experiment with this at some point. I did notice the trees do have some graphical quarks.

Quote- Bamboo plant is really big, bigger than the trees. Can this be scaled down a little?
Haha, maybe I'll count that as a feature  ;)

Quote- There's way too much Nymph Hair on the map :D Can the spawn rate be adjusted? It's visually confusing because it cannot be selected or used for anything, and it's a really vibrant color.
http://imgur.com/a/ec2Vy
I do agree that given its vibrancy, it may be too much.

Quote- Sound effect for failed contruction / workbench being put outside is a little too dramatic for these events. I thought something really big and terrible happened when I first heard it. Can this be changed?
Agreed. It should be simple enough... I'll look into it.

Quote- Harvesting trees destroys them completely. When just harvesting and not cutting them, they could instead stay where they are but with a set back fruit growth stage, like trees in the Vegetable Garden mod.
- Fruit trees don't give wood when cut down, but I feel like it would be a nice addition.
Agreed! These are planned futures once I get around to the coding part.

Quote- Extra floor tiles for new materials could be added (like chert floor, claytone floor).
There should be floor tiles for the new materials, so if they're not appearing correctly, that's a bug. I'll look into it.

Quote- A very minor suggestion, but would it be possible to add a visitor area? So traders and visitors don't go into bedrooms and disturb sleep.
QoL is an important consideration. I think I'm going to try to compile a list of QoL mods that work with EO without issue. This request, in particular, I think is handled by another mod already. If you can hunt it down and confirm it works (or any other QoL mods), that would be very helpful.  ;D

Thanks again for taking a hard look at this WIP!
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 12c) [26 Aug 17]
Post by: BlackSmokeDMax on September 02, 2017, 10:26:03 PM
Found a weird behavior.

Have a pawn who keeps putting more and more olives into their inventory.... Handling is off, cooking is off, was holding 80, went and picked up more. Told her to drop them, started grabbing them again immediately. This has happened with at least two pawns so far. To solve this for now I made the olive press and leave the olives forbid until right before I have the cook do the pressing. I then forbid while the process is going on so another pawn doesn't come over and start hoarding the olives.
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 12c) [26 Aug 17]
Post by: The-Eroks on September 02, 2017, 11:40:15 PM
Hmmm...  ??? if this weren't such an annoying behaviour, I would think it humorous. I can't imagine those olives taste that good. I will be (hopefully) dropping 12d tomorrow evening and I'll look into what's going on here before releasing it.

Did they have any other food stuffs in their inventory?


Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 12c) [26 Aug 17]
Post by: BlackSmokeDMax on September 02, 2017, 11:47:39 PM
Quote from: The-Eroks on September 02, 2017, 11:40:15 PM
Hmmm...  ??? if this weren't such an annoying behaviour, I would think it humorous. I can't imagine those olives taste that good. I will be (hopefully) dropping 12d tomorrow evening and I'll look into what's going on here before releasing it.

Did they have any other food stuffs in their inventory?

I think one had a piece of waybread, but not positive on that. One sec, I'll load that back up right now and see if that is still happening. I know I still have olives so I'll watch a person who is definitely carrying food already.

edit: So, I just let it run for a couple days at high speed. No one took any olives this time. At first I still had the press job active so the cook made some olive oil, I then turned that bill off. But still no one took any olives. Perhaps just having that press is stifling that behavior, I may go back and deconstruct that press and see if that makes a change.

Also, during this time, I noticed my cook took 5 rice and 1 olive to cook a simple meal. That caused me to look at olives closer, they are set at .5 nutrition instead of the normal .05 nutrition of most veggies. Intentional? In the same vein, are the standard rimworld meals something you intend to remove as well?

Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 12c) [26 Aug 17]
Post by: BlackSmokeDMax on September 03, 2017, 12:03:57 AM
OH, and your description next to the download link in the OP still says 12a. Not a big deal of course, but may want to change it just so someone doesn't ask.
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 12d) [26 Aug 17]
Post by: The-Eroks on September 03, 2017, 07:45:43 PM
Build 12d is release. See the release notes. Major changes are as follows: New system of thing categories (migration is in progress), extensive clean up recipes and production centers, and realigned most weapons/apparel items with relevant tags.

Also! Here is some stuff that I didn't get time to finish (and it didn't make it into 12d)...





[attachment deleted by admin: too old]
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 12d) [26 Aug 17]
Post by: BlackSmokeDMax on September 03, 2017, 10:14:16 PM
Quote from: The-Eroks on September 03, 2017, 07:45:43 PM
Build 12d is release. See the release notes. Major changes are as follows: New system of thing categories (migration is in progress), extensive clean up recipes and production centers, and realigned most weapons/apparel items with relevant tags.

Also! Here is some stuff that I didn't get time to finish (and it didn't make it into 12d)...

Looks like the links in the OP still point to version C (Google Drive link) and A (Dropbox link), am I missing the link to version D somewhere!?

Tried a couple other things with that olive hoarding deal and couldn't get it to work. Guess I'll just keep my eyes open for that in the future and make sure to preserve the autosave prior to that.
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 12c) [26 Aug 17]
Post by: The-Eroks on September 03, 2017, 10:27:33 PM
sigh... ::) Guess it's amateur hour here at Epic Omega.

Alright, NOW 12d is updated.  ;)
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 12c) [26 Aug 17]
Post by: BlackSmokeDMax on September 03, 2017, 10:29:26 PM
Quote from: The-Eroks on September 03, 2017, 10:27:33 PM
sigh... ::) Guess it's amateur hour here at Epic Omega.

Alright, NOW 12d is updated.  ;)

LOL! Thanks! Gonna start fresh with this one.
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 12c) [26 Aug 17]
Post by: BlackSmokeDMax on September 05, 2017, 05:30:35 PM
First thing I'm gonna mention here is more of a long term thing, but figured I'd throw it in now anyway.

1. Consider changing the opening screen of Rimworld the way HardcoreSK does it. They have their own graphic that replaces the background Rimworld view during the menus. You have that great png file in your .rar that would serve that purpose very well!

2. Plan to eliminate chronological age? Along that same line of thought what about the prostophile/prostophobe traits? Basically are you planning to take out all of the space/future themed mechanics from Rimworld? Electricity? Geothermals? Etc.

3. On the campfire there is an option to do bulk x10 for simple meals. That option doesn't seem to exist at the stone hearth. Seems like if one of the two were to have that option it would be the hearth and not the campfire. Or perhaps both should have it. Either way, I'm good, just seems incorrect the way it is now.

4. Been getting somewhere with the research in my most recent game. Really like the icebox mechanic and the ice creation as well. Just got that up and running at the end of my last play session, so it isn't all the way to freezing yet, but closing in! Not sure if that is from another mod or something you added, but either way, very cool!
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 12c) [26 Aug 17]
Post by: The-Eroks on September 05, 2017, 07:56:23 PM
Quote from: BlackSmokeDMax on September 05, 2017, 05:30:35 PM
First thing I'm gonna mention here is more of a long term thing, but figured I'd throw it in now anyway.

1. Consider changing the opening screen of Rimworld the way HardcoreSK does it. They have their own graphic that replaces the background Rimworld view during the menus. You have that great png file in your .rar that would serve that purpose very well!

That is exactly what I want to do with that graphic  :) unfortunately, I can't seem to find the proper location of the file BG graphic to overwrite with my mod. Maybe I'll load up HardcoreSK and check how they did it.

Quote2. Plan to eliminate chronological age? Along that same line of thought what about the prostophile/prostophobe traits? Basically are you planning to take out all of the space/future themed mechanics from Rimworld? Electricity? Geothermals? Etc.

I like the idea of removing chronological age, consider it added to the list of future improvements. I do plan on taking out or re-contextualizing many of the RimWorld mechanics. Electricity is going to be added back in much later with the introduction of steampower. But yes, generally speaking, the space and future themed objects are going to be removed/phased out.

Quote3. On the campfire there is an option to do bulk x10 for simple meals. That option doesn't seem to exist at the stone hearth. Seems like if one of the two were to have that option it would be the hearth and not the campfire. Or perhaps both should have it. Either way, I'm good, just seems incorrect the way it is now.

Yes, it seems fair that both should have it. Consider it added.

Quote4. Been getting somewhere with the research in my most recent game. Really like the icebox mechanic and the ice creation as well. Just got that up and running at the end of my last play session, so it isn't all the way to freezing yet, but closing in! Not sure if that is from another mod or something you added, but either way, very cool!

Thanks... it was originally a Medieval Times feature. It was very well done. I'm trying to come up with a few ways to expand on the "ice industry"
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 12c) [26 Aug 17]
Post by: pwndemic on September 09, 2017, 07:20:20 PM
Quote from: BlackSmokeDMax on September 02, 2017, 10:26:03 PM
Found a weird behavior.

Have a pawn who keeps putting more and more olives into their inventory.... Handling is off, cooking is off, was holding 80, went and picked up more. Told her to drop them, started grabbing them again immediately. This has happened with at least two pawns so far. To solve this for now I made the olive press and leave the olives forbid until right before I have the cook do the pressing. I then forbid while the process is going on so another pawn doesn't come over and start hoarding the olives.

Sorry for butting in so late. I've encountered this as well, had dev mode turned on so I received an error message. Something is seriously wrong with olives :P Issue is under investigation.
It seems to happen whenever a pawn pick up olives for anything: eating, hauling, whatever they want to do with them. Game says pawn started 10 tasks in 10 ticks.

IDK, maybe they're trying to pick all of it up one olive at a time very quickly and that drives them mad :D
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 12c) [26 Aug 17]
Post by: BlackSmokeDMax on September 10, 2017, 12:25:53 AM
Quote from: pwndemic on September 09, 2017, 07:20:20 PM
Quote from: BlackSmokeDMax on September 02, 2017, 10:26:03 PM
Found a weird behavior.

Have a pawn who keeps putting more and more olives into their inventory.... Handling is off, cooking is off, was holding 80, went and picked up more. Told her to drop them, started grabbing them again immediately. This has happened with at least two pawns so far. To solve this for now I made the olive press and leave the olives forbid until right before I have the cook do the pressing. I then forbid while the process is going on so another pawn doesn't come over and start hoarding the olives.

Sorry for butting in so late. I've encountered this as well, had dev mode turned on so I received an error message. Something is seriously wrong with olives :P Issue is under investigation.
It seems to happen whenever a pawn pick up olives for anything: eating, hauling, whatever they want to do with them. Game says pawn started 10 tasks in 10 ticks.

IDK, maybe they're trying to pick all of it up one olive at a time very quickly and that drives them mad :D

LOL, well at least I now know I wasn't going mad dreaming of olive hoarding!
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 12e) [10 Sep 17]
Post by: The-Eroks on September 10, 2017, 09:31:32 PM
EPIC.

Epic Omega 12e has been officially released! Among three new mod comps (Animal Armour, MegaFauna, and Community Fantasy Animals), 12e corrects the infamous "olive bug" and tweaks numerous little things. 8)

This release is mostly focused on expanding the number of monsters and creatures floating around... and those dragons are bit tougher now  ;)





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Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 12e) [10 Sep 17]
Post by: BlackSmokeDMax on September 11, 2017, 02:09:46 PM
Yay, another update!

Got it all installed and running last night along with my usual QoL mods, hope to get some play time in during the week, but my hopes are not high until the weekend.
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 12e) [10 Sep 17]
Post by: The-Eroks on September 13, 2017, 10:05:55 PM
Work on Build 13's alignment system is underway  ;D



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Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 12e) [10 Sep 17]
Post by: BlackSmokeDMax on September 14, 2017, 12:02:24 AM
Oooh, alignment. Very interesting. Can't wait to see how that works out!

Btw, spelled chaotic incorrectly in one of those (and correctly in another)
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 12e) [10 Sep 17]
Post by: MCreeper on September 14, 2017, 06:57:47 AM
"good" healer AND chaotic berserker? :D How that should work?
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 12e) [10 Sep 17]
Post by: The-Eroks on September 14, 2017, 07:09:21 AM
Quote from: BlackSmokeDMax on September 14, 2017, 12:02:24 AM
Oooh, alignment. Very interesting. Can't wait to see how that works out!

Btw, spelled chaotic incorrectly in one of those (and correctly in another)

Oh spelling... my faithful foe.  ::)

Quote from: MCreeper on September 14, 2017, 06:57:47 AM
"good" healer AND chaotic berserker? :D How that should work?

I imagine that surgery can get messy.  :o
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 12e) [10 Sep 17]
Post by: MCreeper on September 15, 2017, 06:21:51 AM
1. When(roughly) and how(too) magic will be implemented?
2. When metallurgy will be implememnted?
3. Will there be biome unique resources? (except usual stones, leathers, etc) Civilization-like researches is confusing.
4. When goddamned everything will be implemented(i.e. ships, not much more left xD)
5. Do icecats and firecats supposed to emit light? Thay just spawning light thing under them once in big while.

Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 12e) [10 Sep 17]
Post by: The-Eroks on September 15, 2017, 10:20:19 PM
Quote from: MCreeper on September 15, 2017, 06:21:51 AM
1. When(roughly) and how(too) magic will be implemented?

First, I want to disclaim that the design environment right now is slanted toward rapid iterations. So whatever does get implemented while we're a WIP might not be what remains. Furthermore, I believe in evolving game mechanics as the complexity of the project increases and as it gets playtested--so we'll continue to improve and change whatever does come out of the initial development process.

That being said, the short answers to both of those questions:

When... eventually, but sooner than later.

How... initially, we'll be designing a magic system within the confines of the RW .xml environment without too much coding. What this means in design terms is that we can recontextualize the existing turrets, traps, and projectile weapon systems to shoot fireballs instead of rockets, power word - kill runes instead of deadfall traps, and glacial spikes instead of mortars.  That system will be wrapped within an arcane crafting system that is parallel to an alchemical crafting system. These systems will be modulated by a system of arcane research where research speed is determined by collecting rare spell books, trinkets, and building a grand arcane library.

What that means in player terms is that when magic does start to become more fleshed out, you'll be able to craft magical arms and armor, craft trinkets and wondrous items, cast spells using implements, construct arcane defenses, brew potions and craft alchemical devices, and construct an arcane library.

You're questions makes me very happy, by the way. I would like to take a moment and praise the team... The question itself is pretty strong evidence that we've finally crossed an important threshold--that we look like a fantasy mod (finally  8)). Now the new standard is where's the magic??

Quote2. When metallurgy will be implemented?

As with the first question, the short version is that it'll be sooner than later. The concept of metallurgy is simple to implement within the existing structure. The holdup here is waiting for the pendulum of design effort and focus to swing back to stones, rocks, ore, and smelting. I'd guess this one is going to be sooner than even a deep magic system.

Quote3. Will there be biome unique resources? (except usual stones, leathers, etc) Civilization-like researches is confusing.

Could you elaborate on this more--how do biome unique resources relate to the technology tree (I would really appreciate the feedback)?

The short answer is yes. A broad system of biome resourcing will be down the road a bit though. Currently the standard selection of biomes is hardcoded (although some talented modders have cracked the code).  Once we start to cross that bridge, biomes will be expanded for sure.

In general, the technology tree is not in its final iteration. I would like to rearrange it some to make it more useful to the player, improve it visually, add some long term functionality to the code in terms of AND and OR prerequisites, and, ya know... have each research project actually do [i[something[/i].

Quote5. Do icecats and firecats supposed to emit light? They just spawning light thing under them once in big while.

I noticed this the other day as well. It's a bug, as their glow doesn't seem to follow them around properly.

Quote4. When goddamned everything will be implemented(i.e. ships, not much more left xD)

I love the enthusiasm! I really do. I appreciate everybody who has taken an interest in the project--it's why I fall asleep dreaming about Epic Omega and wake up each morning and start designing.

Hmm... I can't put a firm date on that though. :-)

My only goal is to devote as much time as possible to the project, update it as often as possible, and iterate as many times as I can between updates to create the best project I can. We've come a long way since Build 1 and I think there is still a pretty long way to go before Version 1.0. But I am happy to say that Build 1 looks almost nothing like Build 13, Build 13 is without a doubt 100x better than Build 1, and I would guess that down the line Version 1 won't look much like Build 13.

I think that like any good game design, it won't ever be "finished". There will always be something to work on, something to refine, something to improve. In fact, I was so embarrassed with Build 1 that I nearly gave up on the whole idea. I mean, look how many years it's taken Tynan to make the actual RimWorld Core... and my simple goal is to take that masterpiece and create a separate but equal masterpiece in an epic fantasy universe... while teaching myself the work of game design, and OOP, and art, and sound engineering, and writing, and how to manage a software development team...

But every great game started as a crappy first build... and I have no plans to "shelve" the project either. Epic Omega will endure... and everything will be implemented when it's implemented  8)
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 12e) [10 Sep 17]
Post by: BlackSmokeDMax on September 16, 2017, 01:25:48 AM
Seeing some groups doing the "showing up to help" thing. But when they show up the gear they are wearing is ridiculously over insulated. It is currently about 10 Celsius outdoor temp, some of them are succumbing to heat stroke because their gear has them comfortable from -193C - to -3C.

They also seem to be stuck on the map, it states they were leaving due to bad temps (again due to their clothing, not the actual environment) but they do not *actually* leave the map. They mill around over-heating and then start going into malnutrition because of not having brought multiple meals for their extended stay due to being stuck on the map.

Not running Hospitality or any other mod that should be influencing pawns actions, whether mine or visitors.

Not even sure what they were stopping by to "help me" with. Is this possibly due to the vanilla A17 bug with ancient dangers?
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 12e) [10 Sep 17]
Post by: MCreeper on September 16, 2017, 05:51:18 AM
Quote from: The-Eroks on September 15, 2017, 10:20:19 PM
Could you elaborate on this more--how do biome unique resources relate to the technology tree (I would really appreciate the feedback)?
One that comes to mind is "spice trading". Say, you probably will not have black pepper in boreal forest, and to grow it yourself you need to make colony in jungles and transport it to main one with ships. Just got confused with current tech tree, really looking more like civilization tech tree then rimworld one. With vanilla rimworld growing system, this one isn't an issue, though.   ;D

Wonder how my computer will handle multiple colonies, i have noticable slowdown with single colony in ~2 years.   :D
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 12e) [10 Sep 17]
Post by: Modraneth on September 16, 2017, 10:33:15 AM
hi, first of all i need to say thanks for the invite to be part of the team in this project.

i want to ask the forum community this:
- What races would u like to see that will be living on ice, cold, tundra biomes?
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 12e) [10 Sep 17]
Post by: The-Eroks on September 16, 2017, 10:50:49 AM
Quote from: MCreeper on September 16, 2017, 05:51:18 AM
Quote from: The-Eroks on September 15, 2017, 10:20:19 PM
Could you elaborate on this more--how do biome unique resources relate to the technology tree (I would really appreciate the feedback)?
One that comes to mind is "spice trading". Say, you probably will not have black pepper in boreal forest, and to grow it yourself you need to make colony in jungles and transport it to main one with ships. Just got confused with current tech tree, really looking more like civilization tech tree then rimworld one. With vanilla rimworld growing system, this one isn't an issue, though.   ;D

Wonder how my computer will handle multiple colonies, i have noticable slowdown with single colony in ~2 years.   :D

Funny you should mention a civilization style tech tree.. The tree was directly inspired by Caveman 2 Cosmos (https://forums.civfanatics.com/threads/caveman-2-cosmos.288570/)  ;)
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 12e) [10 Sep 17]
Post by: The-Eroks on September 16, 2017, 02:27:00 PM
Quote from: BlackSmokeDMax on September 16, 2017, 01:25:48 AM
Seeing some groups doing the "showing up to help" thing. But when they show up the gear they are wearing is ridiculously over insulated. It is currently about 10 Celsius outdoor temp, some of them are succumbing to heat stroke because their gear has them comfortable from -193C - to -3C.

Hah... that's awesome.  :D Next time that happens can you peak to see what their clothing was made out of? I do need to calibrate the leathers and wools at some point

QuoteThey also seem to be stuck on the map, it states they were leaving due to bad temps (again due to their clothing, not the actual environment) but they do not *actually* leave the map. They mill around over-heating and then start going into malnutrition because of not having brought multiple meals for their extended stay due to being stuck on the map.

Not running Hospitality or any other mod that should be influencing pawns actions, whether mine or visitors.

Not even sure what they were stopping by to "help me" with. Is this possibly due to the vanilla A17 bug with ancient dangers?

Hmm... I know that the lingering thing is a known bug; but I have not doubt that EO isn't helping the situation either.

Thanks for the bug report!
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 12e) [10 Sep 17]
Post by: BlackSmokeDMax on September 16, 2017, 07:11:24 PM
I saved during that and quit for the night, so I'm still in the middle of it. Started it up and snapped some screenshots, here they are in an imgur album showing some of their clothes. There are a couple who already died as well, think I got a couple pieces of their clothes as well after stripping them:

https://imgur.com/a/3N7op

Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 12e) [10 Sep 17]
Post by: The-Eroks on September 17, 2017, 11:29:24 AM
Thanks for the info! I'll try to get this worked out today (as I suspected, getting the trait-based alignment system and thought definitions to work just right is tedious ;) )

And based on the team's feedback, I think that taking care of immersion breaking stuff (those danged glitterworld surgeons and their drop pods!) will need to be a higher priority, so expect at B13 release today that features the basic alignment system and B13b-z to focus on removing the rest of the "Rim" from the world as well as numerous bug fixes.


Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13a) [17 Sep 17]
Post by: The-Eroks on September 17, 2017, 11:58:12 PM
Annnnnd 13a is posted... annnd time to sleep  :P

13a features the first steps toward a full alignment system, some alchemical slime (by AtomicRavioli), almost a dozen dinosaurs (by Spincrus), and even a few bug fixes.

Onward to Build 13b... the focus will continue to be get the last little bits of the outer rim replaced by the glorious chaos of The Shattered One.
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13a) [17 Sep 17]
Post by: MCreeper on September 18, 2017, 03:43:28 AM
Speaking of Shattered one, what memory shards supposed to do? Now they are seems to be just psychic soothers with diffirent name.
What special enemies are planned ( disaster unknown  ;D )
And there are one wonky thing with traits. Colonists can have, for example, "very wise" that gives them +6 to wisdom, and backstory that disables wisdom.
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13a) [17 Sep 17]
Post by: The-Eroks on September 18, 2017, 10:55:31 PM
Quote from: MCreeper on September 18, 2017, 03:43:28 AM
Speaking of Shattered one, what memory shards supposed to do? Now they are seems to be just psychic soothers with different name.

So the short explanation is that there is a divination spell that can pull memories from creatures. In game, they'll have a couple of purposes. As a questing item, if you capture pawns (say, raiders or you assault an enemy fortress or dungeon), you could use such a spell to extract their memories. If you collected enough of these from a particular group, you could ascertain the location of an item stash or maybe another dungeon or such. The system hasn't been fully designed or coded yet though... so don't quote me too much.
As storytelling items, they're there to help tell the world narrative. The one on the tribal start is one the first memories of Precipice Spectra. Read over the starting scenarios and some of the basic lore on the main thread :) She is one of the main protagonists/antagonists in Epic Omega, and the lore strongly suggests that she is directly related to the unfolding events.

QuoteWhat special enemies are planned ( disaster unknown  ;D )

So the short explanation is that there is a divination spell that can pull memories from creatures. In game, they'll have a couple of purposes. As a questing item, if you capture pawns (say, raiders or you assault an enemy fortress or dungeon), you could use such a spell to extract their memories. If you collected enough of these from a particular group, you could ascertain the location of an item stash or maybe another dungeon or such. The system hasn't been fully designed or coded yet though... so don't quote me too much.

As storytelling items, they're there to help tell the world narrative. The one on the tribal start is one the first memories of Precipice Spectra. Read over the starting scenarios and some of the basic lore on the main thread :) She is one of the main protagonists/antagonists in Epic Omega, and the lore strongly suggests that she is directly related to the unfolding events.

A related, but equally important question is this: Who is Precipice? I don't want to reveal too much too early. I can say that she was once a Fateweaver, just as you are, but she earned a place among The Defenders Omega and devoted her existence to directly combating threats from The Void (sometimes called voiders). Loremasters claim that The Void is trying to destroy all of existance.

[Wait, What?]

Quick, Storytime:

In the first age, The One True Goddess had four prime divine powers and created a perfect universe—Epic Omega. But she grew bored with infinite power, until one day she discovered a thought she could not see beyond. For the first time in her existence, she experienced wonder. The more she dwelled on this possibility, the more fulfilled she became. This wonderment, however, would be her undoing. This thought marked the end of the first age and start of the second.

The One True Goddess, created three thrones and three siblings. She bestowed the full strength of one of her divine powers to each throne, losing each power in turn. As designed, whatever creature, in this case her siblings, sat on a throne could wield its power—becoming just as powerful as The One True Goddess. In the second age, her siblings created the multiverse known as The Grand Order. The Grand Order is predominately 12 continuums, with the 13th, Epic Omega, at the center. Her siblings created all the pantheons and deities, all of the various races, and countless wondrous inventions and spectacles. The multiverse was perfect, except that the One True Goddess, having kept the power of omniscience, foresaw her own betrayal. When the moment had come, she was prepared, as she still held dominion over the finite physical rules of The Grand Prime. Her destruction marked the end of the second age. But in that spark, The Time Immortal, the universe was changed again.

The exact start of the Third Age is harder to pin down. As creatures awoke from The Time Immortal, they appeared onto a universe that, from their perspective, had not changed at all. But it had...

Epic Omega was the most changed. Scarred is perhaps a better word. Scarred forever is maybe the best. In the moment of betrayal, The One True Goddess was nearly destroyed and she became The Shattered One—her consciousness and being broken into countless pieces and scattered about The Grand Order. Most of the pieces ended up in Epic Omega. In fact, The Shattered One, in a matter of speaking, became Epic Omega. As she dreams, the fabric of Epic Omega itself changes—though its inhabitants can never tell the difference, as their own memories and perceptions transitioned with her dreams and nightmares.

Additionally, The Grand Order was now surrounded of a powerful darkness, The Void. Some claim that The Void is the darkness of The One True Goddess herself, as she could perceive all and everything evil ever imagined, through all of eternity, using the power of foresight—and that her betrayed filled the infinite expanse of the multiverse in an depthless ocean of misery. Others claim that the powerful darkness was always there, and The One True Goddess had kept it at bay herself, in an unending struggle against an infinite, unknowable corruption. Regardless, now, beyond the edges of The Grand Prime, a terrible threat looms. To shield the universe from this darkness, a powerful magic was cast to create a barrier known as Heaven's Fence. Heaven's Fence is not perfect, and some think that it's even weakening. From time to time, creatures from the void slip through.

[Erok, Focus]

Yes, so... Fateweavers. Fateweavers and the Fatekeepers were created by The Thrones to protect against The Void and to act as agents to maintain balance and order in the universe. The Fates, as the group is called, are similar in strength and influence to individual deities, but are beyond touch and perception, and have the ability to directly influence any other creatures as they see fit. They can raise grand armies, guide adventurers, or construct bustling metropolises. These means, along with individual divine entities, are to defend against The Void and preserve the structure of the multiverse itself. The Defenders Omega are a direct combat arm of The Fates.

Precipice is the First Weapon Master of The Defenders Omega (basically, its most powerful champion), and she stands accused of murdering another deity for reasons unknown. The Fates want you to find her before it's too late.

Wait, what was the question again?

QuoteAnd there are one wonky thing with traits. Colonists can have, for example, "very wise" that gives them +6 to wisdom, and backstory that disables wisdom.

Haha, yep... we're tracking on that one. I hope to start working the backstories out for 13b with the excellent Editable Backstories (https://ludeon.com/forums/index.php?topic=32192.0). No more annoying ability scores disabled and no more glitterworld surgeons.
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13a) [17 Sep 17]
Post by: MCreeper on September 25, 2017, 10:48:51 AM
How everything goes?
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13a) [17 Sep 17]
Post by: Canute on September 26, 2017, 09:19:20 AM
QuoteCOMPATIBILITY:
- It should be compatible with any mod that doesn't rely on original research projects,
Researchpal/Helppal doesn't work "well" with Epic Omega.
Not sure it is about the memory, but with Researchpal enabled Rimworld run out of memory on start, and no ingame research is possible.
People who try out this mod, should disable ResearchPal at last.
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13a) [17 Sep 17]
Post by: BlackSmokeDMax on September 26, 2017, 12:51:57 PM
Quote from: Canute on September 26, 2017, 09:19:20 AM
QuoteCOMPATIBILITY:
- It should be compatible with any mod that doesn't rely on original research projects,
Researchpal/Helppal doesn't work "well" with Epic Omega.
Not sure it is about the memory, but with Researchpal enabled Rimworld run out of memory on start, and no ingame research is possible.
People who try out this mod, should disable ResearchPal at last.

I use the HelpTab mod with no problem. I could totally see ResearchPal not working well with the layout. Didn't try it for just that reason, plus with a custom tech tree it just didn't seem necessary.
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13a) [17 Sep 17]
Post by: The-Eroks on September 26, 2017, 03:04:34 PM
Quote from: MCreeper on September 25, 2017, 10:48:51 AM
How everything goes?

Thanks for asking!

Work is going strong for Build 13b. I decided to defer the weekly update this time because, at the moment, 13b's features are mostly under the hood and bug fixes. One of my personal standards is to ensure each build includes at least something visibly, tangibly, new--even if it's something small. Having said that, 13b will some great new things being comp'd in.

- We've added several of Rainbeau's Mods (https://ludeon.com/forums/index.php?topic=32192.0) related to traits and backstories--that'll let us finally be rid of the glitterworld surgeons and get a gameplay feel that is closer to traditional DnD.

- Work continues on comp'ing in more mutagens and consumables (although, that's not going to be ready for 13b)--these will be implemented as the first round of alchemy and potion brewing.

- Many animal and monster tweeks and a new system for monsters are spawned by the Fatekeepers.

@pwndemic has been doing fantastic work with play testing and keeping the team moving in a coherent direction--I'm confident that 13b will be one of the cleanest releases we've had yet  ;D

Behind the scenes, @Modraneth and @CopaKindred have been doing some outstanding work with fleshing out the various racial and cultural groups, as well as the pantheon of Epic Omega--I really, really want to share that all right now, but I'm going to defer until its completely done. But I get the chills reading over some of their stuff.  :)

Finally, I have gotten a few questions requesting some more details on Precipice. I hope this memory shard answers those questions!

Quote
The First Weapon Master's Trail of Death
Memory Shard of Precipice Spearca

"Yield."

Precipice would not. She would never. The rain bore down on the cragged terrace as the light of a distant sun cut sideways through a hollowed mountain. A shock of thunder echoed in a black cloud. Ancient walls stood sporadically in the landscape. The fortresses and walls dotting the expanse were mostly in ruins, as were most structures marking the landscape of Epic Omega. These ancient walls were held up by an arcane force that was long forgotten. Hunched on the ground, she reached for her face. The pain was a distant agony. [A scream in an empty forest] She felt her cheek bone. Broken. As she felt the crumpled line of her eye socket, she found and pushed her eyeball back in place the best she could. It barely corrected her vision, but the blurred signal hadn't improved, and the pain was ever sharper now. [A scream in a forest aflame]

"This is your final warning. Yield. Or I will finish the trial myself."

I must find my center. Precipice thought to herself.

There were two ways to attempt to join The Guardian Order. The first, a rarity, was to simply be selected and pass a Trail of Life. This would happen from eon to eon as an opening became available, usually when a guardian fell in combat against a void creature. The slot once held by the defeated guardian would be freed up and the order would select a worthy Fateweaver. That Fateweaver's current life, all of their previous lives, would be examined, and those found worthy would join the ranks. The second, more common, was to attempt entry through a Trail of Death. Any Fateweaver could challenge another guardian. Just as the first case, if the guardian fell in combat, there would be an open slot and the Fateweaver who underwent the trail would take their place. However, challengers could also yield. Most did. Guardians were among the most powerful combatants in the multiverse and most Fateweavers, as strong as they are, could not compare. The few who didn't yield usually perished.

Precipice raced through a thousand thoughts. Yielding would save her life, yes. And, perhaps, yielding was not as dishonorable as she had convinced herself that it would be. Indeed, many fateweavers have attempted to join the ranks of The Guardian Order through a Trial of Death, yielding right before the end. But yielding meant to forever forfeit the opportunity to live, and die, as one of the scared Weapon Masters. Her honor demanded that she win the trial. Better to die in combat than live forever. [The scream turned to murder, the forest an inferno, a ghastly crescendo erupted into--] [Silence.]

...she ripped her deformed eyeball from its socket. [Cold. A mountain of solitude] She felt the blood ooze from her face. As she began to stand up, she signed the sigils, B, U, R, N and whispered to herself, "touch." She bore her finger into the hole that was once her eye socket and cauterized the wound. Focused returned. [A light in a monastery tower. A cold wind blew. The light grew stronger.]

I will never yield.

Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13a) [17 Sep 17]
Post by: The-Eroks on September 27, 2017, 02:15:58 PM
Here is a preview of Pawns are Capable (No Traits) in action.

This was an important inclusion. While taking all of the mechanics from a pencil and paper RPG and cramming them into RimWorld isn't the exact goal (although, to be fair, it's a guiding light  ;)), there is a strong association between that set of mechanical preconceptions and Epic Omega. In those game systems, you're not totally restricted from attempting to try something that you're not skilled at or averse too--you simply do so at a disadvantage. Sometimes at a hilarious disadvantage. Now you can do those things at a disadvantage and it becomes a risk vs. reward decision for the player. Having an array of interesting decisions is critical. Now I just got to figure out how to set in motion some hilarious catastrophe if you hate cooking and are forced to do it for too long. ::)





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Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13a) [17 Sep 17]
Post by: MCreeper on September 27, 2017, 02:53:35 PM
Bad cooking catastrophe?
https://m.youtube.com/watch?v=YzXta7KUUPw
At the end they decides to eat in cafe, and eat the thing "tommorow"
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13a) [17 Sep 17]
Post by: The-Eroks on September 28, 2017, 03:56:35 PM
Quote from: Canute on September 26, 2017, 09:19:20 AM
QuoteCOMPATIBILITY:
- It should be compatible with any mod that doesn't rely on original research projects,
Researchpal/Helppal doesn't work "well" with Epic Omega.
Not sure it is about the memory, but with Researchpal enabled Rimworld run out of memory on start, and no ingame research is possible.
People who try out this mod, should disable ResearchPal at last.

Thanks for the feedback! I'll make a note in the next build's read me and on the main page cautioning against research assistant QoL mods. It makes sense. There are hundreds of research projects in EO--and right now they're even all on one page. I doubt that any research assistant had to deal with those sort of numbers and just crams them all into a single array. The memory load would be considerable.

Quote from: MCreeper on September 27, 2017, 02:53:35 PM
Bad cooking catastrophe?
https://m.youtube.com/watch?v=YzXta7KUUPw
At the end they decides to eat in cafe, and eat the thing "tommorow"

I think that should be what happens during a mental break  ;D

Small updated - We're working on improving some graphics and phasing out the more futuristic things. One of the main ones that doesn't quite jive with the world narrative are drop pods. Mechanically, they introduce an important feature - essentially teleportation - and that's worth keeping around. The approach I'm taking is trying to find a suitable substitute for a teleportation effect. The attached has a preview of that effect.

I can't say I'm completely satisfied yet.

But if you see anything that you think we can improve graphics wise, or there are futuristic items that need to get phased out, or you have an idea for a more "fantasy based" button or graphic... let us know. Especially, if you can link me to some good replacement graphics, consider it changed!

I'll be hammering through a graphics replacement power session this Sunday--so get your ideas in before than.  :)

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Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13b) [01 Oct 2017]
Post by: The-Eroks on October 02, 2017, 12:12:27 AM
And without further ado... Build 13b! :)

I can say that this is one of the the most polished builds we've released so far--and it's packed full of fixes and improvements:

- Fixed the "Wall Bug". Now you can place doors over walls again.
- Adventurers and loremasters have access to a greater array of backstories; and they should (hopefully) be thematically appropriate
- Giant Fruit and Vegetables. Started a major graphics overhaul, which includes fruit and vegetables in the rogue-like tradition. Maybe there is an Orb of Zot somewhere in here. Numerous original RimWorld items have been shifted toward the fantasy theme.
- Implemented Pawns are Capable
- No more pistol slinging raiders (hopefully)

Onward to 13c!

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Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13b) [17 Sep 17]
Post by: MCreeper on October 02, 2017, 08:55:37 AM
Great!  ;D though new fruits look a bit unfitting. What is this vile-looking green bars? And "potions"?
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13b) [17 Sep 17]
Post by: The-Eroks on October 03, 2017, 08:23:04 PM
Quote from: MCreeper on October 02, 2017, 08:55:37 AM
Great!  ;D though new fruits look a bit unfitting. What is this vile-looking green bars? And "potions"?

The giant food was a deliberate design decision for a number of reasons. First, and most importantly, there is a long history of using large rendered food items in RPGs--it's just one of the quarky conventions of the genre--from rogue-likes such as NetHack and Dungeon Crawl Stone Soup to modern day adventure RPGs as well as our closest direct inspiration, Dwarf Fortress. All typically use artistically large food. Additionally, there are a ton of useful art assets available that meet this description, which gives us more options for design implementation, and they look superior alternatives by many measures. The choice is very elegant in terms of design implementation, which is handy. Sure, it's not "RimWorld" in the sense that they're not in boxes or crates; but that's ok in my book. It gives the mod a unique position on an otherwise crowded value curve of mods and alternative game choices. Finally, and most importantly, this is Epic Omega--that applies to fruits and vegetables just as much as ancient deities; not Reasonable Omega  ;)

The green-bars are a powerful arcane material known as horichalcum.

QuoteHorichalcum cannot exist without magic.  A blending of the elements of gold, silver, and copper, it results in a curious greenish hue.  True horichalcum has strength higher than steel, and is tremendously magically reactive, allowing enchanters to use drams and dross as the base of their elevated currency, while including it in virtually all enchanting of magical items.  Horichalcum occurs naturally in any area where the natural magic is high, such as the nexus of ley lines, sites of magical warfare, and locations where magically significant events have occured.

The gray liquid is reskinned neutroamine.

The red and blue potions are reskinned medicine and glitterworld medicine. Red is a potion of cure wounds and blue is a potion of greater restoration.

Magic is a commin down the mountain
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13b) [17 Sep 17]
Post by: MCreeper on October 13, 2017, 06:57:33 AM
Any progress?
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13b) [17 Sep 17]
Post by: MCreeper on October 22, 2017, 10:09:39 AM
Hey? Don't mean to rush you, but where you are?
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13b) [17 Sep 17]
Post by: The-Eroks on October 22, 2017, 09:17:22 PM
Sorry for the delayed response... will post something more fulfilling in the very near future. I've been AFK for the past couple of weeks with real life and work stuff. Just got home and the wife/daughter come first :). The team has been kicking it very hard behind the scenes while I've been away. Hopefully next build will drop next Sunday. Planned features include...

- Improved alignment system
- Introduction of deities
- Ethos system
- Basic Class system
- Some new constellation events
- Improved monster spawning
- Many bug fixes

And hopefully...

- Some new potions
- Some new magic
- Cleaned up factions
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13b) [17 Sep 17]
Post by: The-Eroks on October 28, 2017, 08:04:29 PM
First off, as always, thanks for taking an interest in this project! Sorry for the super long delay and lack of updates. I finally got back from my work trip, got settled back down, and was able to start knocking out some new features and work on Epic Omega!

(https://i.imgur.com/LktITp1.png)
Adherent of Madness

(https://i.imgur.com/QvVVzsw.png)
Adherent of Mystery

Many cool things here... First, the universe of Epic Omega has every deity imaginable , but because Eorth is quite literally the Shattered One herself, only the deities she originally created to protect her realm are allowed passage. This pantheon, The Chosen of Eorth, comprises of 20 deities which bear the mark of betrayal.

Quote
The Dogma of Mystery, The All-Seeing Eye.

Although his madness makes it hard to act on long-term plans, Mystery is active and approachable by all deities for aid in their ventures. He remains neutral for the most part, unless his powers of omnipresent knowledge reveal he is being betrayed or threatened. He particularly allies with those requiring the use of magic, regardless of nefarious or benevolent cause.
     Despite his indifference, there is one area where Mystery will never act, and that is to support followers of The Shattered One in freeing their master. There are limits even to Mystery's love of destruction, and the annihilation of creation is not his wish.  Areas of unpredictable magic are thought to occur when Mystery passes too close to the Material Plane, while dead magic zones (where magic does not function) are seen as a sign of his disfavor. The All-Seeing Eye does not visit his worshipers in dreams to show favor or dislike, a fact that they often mention with pride. They see the divine attention of other gods as patronizing or coddling, and are glad that Mystery does not stoop to such common practices.

Be sure to pass some praise to @CopaKindred... he did some real AAA-quality writing here!

The Deities of Eorth are unlike the deities of the great multiverse. They can traverse the realm of Eorth and are able to move through the muliverse using the same powers of the Fateweavers: not even other deities or the Throne of Three can indirectly detect their movements. Furthermore, The Fateweavers maintain an unspoken alliance with the Chosen and will not confront them. The goals and motives of the Chosen are unknown.

Followers come in three varieties: Adherents, Devotees, and Separatists. The ethos of a character is shown as their childhood backstory. Shown above are two Adherents. The assignment of an alignment and world philosophy through a deity or ideal is the Ethos System.

Adherents are uncommon compared to devotees and maintain a strict alignment with their deity. They have been trained since childhood to practice their religion and receive strong skill bonuses.

Devotees are common and have faith in a particular deity. Their faith grants them bonuses to skills. Devotees sometimes have the same alignment as their deity, but more often diverge in one way or another.

Separatists are rare. They lived their childhood in the graces of their church but turned away from its teachings. They have powerful bonuses just as adherents do. Interestingly, the deity still grants them equal access to divine powers as adherents--which is often the basis for schisms and strife within the church.

The Alignment System is much more cleaned up. Instead of taking two trait slots, alignments are conveniently contained as one trait line. Alignment determines many factors--how you'll react to other characters; the effects of battle, death, and healing; and how characters feel about their situation in the settlement.

You'll note that there is now also a basic class system. This leverages the adult backstory slot to assign a class or prestige class a character. Naturally, wizards are pretty smart and sorcerers have high charisma.  ;) You may also notice that the max number of traits has been increased to five and pawns are no longer prohibited from perform certain kinds of work... they just hate doing it. Thanks dburgdorf (https://ludeon.com/forums/index.php?topic=32192.0)!

We're also releasing an interim "fix/update" to the research project tree. @Modraneth is working hard on rebuilding the entire tree from the ground up, and it's look pretty good. What we did in the short term is a) make everything simply a la carte and b) started transitioning the a la carte RPs to a set of interim "simple themed trees." Just imagine that there is one of those "don't mind the mess signs" hanging on the research tab (the move likely won't be done before I release the next build tomorrow)

(https://i.imgur.com/Ida1fQN.png)
(https://i.imgur.com/tX1r6aX.png)

Haha, you can see that the main is, itself, still a bit unorganized.  ;D


Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13b) [17 Sep 17]
Post by: BlackSmokeDMax on October 28, 2017, 11:02:01 PM
Wow! Looking good. Things are really proceeding nicely. Are you sticking with A17 for next release or going right to A18?
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13b) [17 Sep 17]
Post by: The-Eroks on October 29, 2017, 08:11:45 AM
The next will be 13c for [A17] (sometime today once I finish up a few things), after that we're going to assess the development situation (ie, what do we want to get done for Build 14 or should we continue our focus on Build 13's design goals?) and than start working on an A18 release. So when exactly 13d/14a for [A18] will be released is TBD.
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: The-Eroks on October 29, 2017, 11:55:18 PM
B U I L D   1 3 C

Massive build for this one with numerous changes/bug fixes. Here are few of the mains:
- Implemented Ethos System
- Implemented More Traits, Editable Backstories, and Pawns Are Capable
- Greatly Improved Research Tree (now about 725% more user friendly)
- Improved Monster Spawning
- Resolved "The Insulation Bug" -- now you're pawns shouldn't be dying of heat stroke all the time  :)
- Resolved "The Storage Pot Bug" -- now you can actually store stuff in those Pots and Racks

AND A18 is right around the corner... what a great time to be alive.  ;D

(https://i.imgur.com/xdVQDA5.png)
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: MCreeper on October 30, 2017, 07:05:57 AM
Dropbox link still gives 13b version
(https://i.imgur.com/Quw01RS.jpg)
what is NONE- art student?  :D
when someone is horrifyed (or happy) at someone's death, i got this.
(https://i.imgur.com/qF7S8KU.jpg)
Seen this only with this ones.
This should be "scared" or "sacred"?
(https://i.imgur.com/g0tWivZ.jpg)
"Self-lothing" sounds VERY strange, but probably WAD, because you can't make the same typo two times in a row, and it was OK before.

Japanese faction got deleted, but weapons not. Alright, i guess, we finding katanas in roguelikes all the time, even when there should be none.  ;D

There are two techs that claim that they allow to build billiard table - architecture and mercantilism.

And just this. I attacked someone's base with my 4 starting pawns. And more or less succeed, because of sheer amount of enemy teamkilling archers.  ;D
(https://i.imgur.com/b9HAuMi.jpg)
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: The-Eroks on October 30, 2017, 08:30:00 AM
Quote from: MCreeper on October 30, 2017, 07:05:57 AM
Dropbox link still gives 13b version

Fixed.  ;)


Quotewhat is NONE- art student?  :D
Short answer: Bug. Fixed.
Long answer: There are many backstories in RW, and it was easiest to 'turn-off' everything, than turn back on the ones that were relevant. One of my goals is still to use all of them (since many people did pay to get them in the game to begin with, and it's part of RW's charm), but it'll take time and effort to review/tweek/rewrite the stories for a fantasy setting. "Art Student" appears to have slipped between the cracks.

Quotewhen someone is horrifyed (or happy) at someone's death, i got this.
*sigh* I thought I removed all my placeholder art markings  ::) haha, I'll correct that and push out a hot fix today or tomorrow since that is pretty annoying.

(BBL!)
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: BlackSmokeDMax on October 31, 2017, 01:22:48 PM
Quote from: The-Eroks on October 30, 2017, 08:30:00 AM
Quotewhen someone is horrifyed (or happy) at someone's death, i got this.
*sigh* I thought I removed all my placeholder art markings  ::) haha, I'll correct that and push out a hot fix today or tomorrow since that is pretty annoying.

(BBL!)

Will you be updating to 13d at that point, or just replacing 13c in the original post?
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: Rainyface on November 01, 2017, 01:22:52 PM
First of all, loving the direction this is going. Even with all the base game assets I'm managing to get a good bit of a Fantasyworld feel out of it. :D

Second, some things I've ran into while playing, mostly minor stuff.
- I had a pirate drop attack with base game firearms that was a little bit out of place. I'm running the more faction bases mod in case maybe that messed with things, but installing the Medieval World mod on top seems to have re-armed them with more appropriate weapons since.
- Neither the Pulley nor Siege Weapons techs actually seem to do anything, at least not among the build tabs (in Defenses where I'd expect to find them). Am I missing something? Saw you're doing some substantial work with the research still so maybe it's something falling between the cracks for the time being. I checked the def files and saw the ballista referred to siege weapons but my modding knowledge is rather limited so I'm not sure what might cause the techs to effectively not unlock the building projects they reference.
- (Minor) I started noticing the power-tool whirring quite a bit after a while when constructing things. Just a tiny bit jarring but maybe on the to do list already?


Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: CrazyMalk on November 04, 2017, 09:21:38 AM
Looks awesome! Is that a Basilisk from the Community Fantasy Animals mod in the second image? I was trying to continue that and code the Basilisk petrification skill, but if you already got it, nice.
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: cesarjunior233 on November 15, 2017, 11:09:09 AM
Add monster girl mod and magic when ?
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: MCreeper on December 02, 2017, 07:29:20 AM
I'm here for my load of info.
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: Harry_Dicks on February 15, 2018, 11:07:56 AM
Anyone know what happened to the author or the state of this mod? Looked like it was turning out quite nicely.
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: The-Eroks on February 17, 2018, 05:53:06 PM
Quote from: Harry_Dicks on February 15, 2018, 11:07:56 AM
Anyone know what happened to the author or the state of this mod? Looked like it was turning out quite nicely.

I'm technically still around  ;) I fell off the planet for about four (five?) months... it's sort of a downside to my current occupation and family life. Work was on unofficial hiatus, but I might be able to get a hotfix out by the end of the month. But no promises.

First, I gotta find my old teammates a apologize for disappearing, again.  :-[
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: Harry_Dicks on February 17, 2018, 08:29:02 PM
Quote from: The-Eroks on February 17, 2018, 05:53:06 PM
I'm technically still around  ;) I fell off the planet for about four (five?) months... it's sort of a downside to my current occupation and family life. Work was on unofficial hiatus, but I might be able to get a hotfix out by the end of the month. But no promises.

Hey you're alive! ;D That's good to hear you might be able to patch it to B18! Please, take your time, because if you are able to do this, I think it will be amazing! I am curious, could you maybe a rough estimate of how much you feel this mod is complete?

Also, I am very interested in your unique content, and I really would like to see the alignment system and all of the D&D aspects. Does this mean that pawns will have stats like a D&D character?

I have already updated Rimshire Music and More Consumables and Mutagens to B18, and can let you have them if you would like and it could help you out. :)
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: BlackSmokeDMax on February 17, 2018, 08:29:44 PM
Quote from: The-Eroks on February 17, 2018, 05:53:06 PM
Quote from: Harry_Dicks on February 15, 2018, 11:07:56 AM
Anyone know what happened to the author or the state of this mod? Looked like it was turning out quite nicely.

I'm technically still around  ;) I fell off the planet for about four (five?) months... it's sort of a downside to my current occupation and family life. Work was on unofficial hiatus, but I might be able to get a hotfix out by the end of the month. But no promises.

First, I gotta find my old teammates a apologize for disappearing, again.  :-[

Glad to see you here! It'd be great to see an update but of course take care of your family first!
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: The-Eroks on February 18, 2018, 09:17:46 AM
Quote from: Harry_Dicks on February 17, 2018, 08:29:02 PM
Hey you're alive! ;D That's good to hear you might be able to patch it to B18! Please, take your time, because if you are able to do this, I think it will be amazing! I am curious, could you maybe a rough estimate of how much you feel this mod is complete?

I appreciate the support! In terms of how complete the mod is, it depends on ones perspective. I'll provide a few:

In regards to 1.0:
- Short Answer: We're closer to a 1.0 release than we were when we started.  ;)
- Long Answer: The original design strategy was to get a mostly XML-only fantasy themed mod produced for version 1.0. I needed to learn RW's .xml structure and haven't taught myself C# yet. So the challenge was, how far can we push an XML-Only mod?. Turns out, pretty far. We have added a few modules here and there to achieve some in-demand features/design goals, but the focus is to remain on XML for now. Having said all, there are still some much needed XML-only features that we want to get added before an official Version 1.0 release. Additionally, there are plenty of minor bugs and other feedback that we need to address as well. We've got a responsibility to make sure the 1.0 is fun and playable.

In regards to the Epic Omega vision:
- Short Answer: There is a long way to go.
- Long Answer: Epic Omega was intended to be epic. The original concept was running a settlement where you could grab four adventurers, explore the wilderness, find a dungeon, defeat the dragon, uncover a portal to a nearby dimension, discover a plot to awaken a fallen deity, and than either foil that plot to save the universe or join that fallen deity's quest to end all of existence. Or do none of that, and be the leader of a bustling city that was a center of trade while managing the various guilds, politics and intrigue. Or do none of that, and just wander the landscape seeking adventure and gold. There is to be magic, and deities, and quests, and exploration, and all sorts of other RPG stuff. Those items are much, much further down the road.

QuoteAlso, I am very interested in your unique content, and I really would like to see the alignment system and all of the D&D aspects. Does this mean that pawns will have stats like a D&D character?
Long term goal is for pawns to have a DnD style character sheet, more or less. That'll be a Version 2.0+ thing. The current goal is to make the current character interface seem as inspired by a DnD style character sheet as possible, and aside from a re-skinning, I think we're there... at present, pawns follow certain deities, have alignments, traits, ability scores, and a few skills.

QuoteI have already updated Rimshire Music and More Consumables and Mutagens to B18, and can let you have them if you would like and it could help you out. :)
That would be helpful. PM me a link!
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: Modraneth on February 19, 2018, 04:32:34 PM
long time no see Eroks
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: The-Eroks on February 25, 2018, 10:58:40 AM
Quote from: Modraneth on February 19, 2018, 04:32:34 PM
long time no see Eroks

Haha, you're telling me  ;) I suppose I should get on Discord in the near future and convert this project to B18!
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: Harry_Dicks on February 25, 2018, 11:41:15 AM
I haven't even looked but is there any C# in the project? I can probably bring most of the xml from A17 to B18 if you want any help, I've got a little bit of time and I'll enjoy the learning experience. I've recently been doing this for other mods that were left behind on A17, usually the author has went MIA, even started a thread for it a couple days of ago :) https://ludeon.com/forums/index.php?topic=39206.0
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: The-Eroks on February 25, 2018, 06:55:53 PM
Quote from: Harry_Dicks on February 25, 2018, 11:41:15 AM
I haven't even looked but is there any C# in the project? I can probably bring most of the xml from A17 to B18 if you want any help, I've got a little bit of time and I'll enjoy the learning experience. I've recently been doing this for other mods that were left behind on A17, usually the author has went MIA, even started a thread for it a couple days of ago :) https://ludeon.com/forums/index.php?topic=39206.0

There is C#, but it's all imported from other projects, so that's simply a matter of grabbing the latest build.  :)

I've spent the last several hours reviewing the A17 - B13c xml and comparing it to the B18 xml in preparation for a B18 - B13c conversion... I'm not sure if I want to convert it over or just toss it out the window and rebuild everything from scratch.

(I wrote a python script that compares things and there are about 10K lines of xml that I would need to review, not counting the patchwork).

I've got to contemplate the best way forward. On one hand, a ton of .xml work was put into 13c and I'd lose that; on the other hand rebuilding from the ground up would be functionally easier, allow for a more coherent game design progression, and we'd have a playable product out to the world sooner--but it wouldn't initially have as many features as 13c.

If you're interested, download 13c and take a look under the hood. A second opinion about how difficult it's going to be to convert would be very useful.
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: Modraneth on February 26, 2018, 02:27:02 PM
everyone disappear from discord Eroks... dont know if u can find someone again
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: The-Eroks on March 17, 2018, 03:45:16 PM
I'm not worried  8)

So here's a small update... I'm still in the process of grinding out the A17 to B18 conversion. In many cases, I'm going line by line making tweaks, streamlining various items, cleaning up labels/descriptions, and documenting different aspects and features. Long term goal is to write a python script that auto updates individual Mod Comp Defs, that for now, I just need to coherently document various changes. Combined with school, life, and family... it has been a long, painful process  :-\

Unfortunately, the game won't load until it loads, so there are not screenshots as of yet. I can say that about 85% of the content is easily convertible, a number of Comps will be updated to their B18 versions, and there will be some significant changes to a few other comps.

Comps updated to B18:

Unofficial "Short List" of New Features for 13e:
- Mana and Magic
- Finish Cleaning up the Research Project Tree and Integrate the Original RW projects
- (Hopefully) about a dozen new comps, mainly of the QoL variety.
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: BlackSmokeDMax on March 17, 2018, 11:47:59 PM
Thx for the update! Glad to hear you are still progressing.
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: The-Eroks on March 21, 2018, 11:25:43 AM
(https://i.imgur.com/JDUDC3x.png)
Mana Shards and Crystals

As promised, B13e will start to feature the first inklings of magic in the Universe of Eorth. Magic and mana is heavily influenced by the outstanding Fall From Heaven (http://kael.civfanatics.net/index.shtml) series.

(https://i.imgur.com/LCcradr.jpg)
The 21 Spheres of Mana

In total, there are four major schools of magic: Alteration, Divination, Elementalism, and Necromancy. The "fifth" school is sorcery, which includes the general practice and mastery of metamagic in general. Shards are have an equivalent value and rarity as components in the original game, and are used in numerous buildings and items.  For example, a Delayed Blast Fireball trap requires a couple shards of Fire Mana while an Assassin Vine trap requires a shard of Nature Mana. Metamagic can be made by purifying any typed mana shard and are a currency traded between the arcane factions of the game, wayfarers in general, and are used in the construction of common magic items and buildings. 

Larger chunks of mana are referred to as crystals. A crystal can be enchanted from a stack of mana shards, or disenchanted into a stack of mana shards. Crystals are rare and you'll want to carefully choose how you want to use them. By collecting enough crystals of a given type, you can build a Mana Shrine, which is a large structure that taps directly into the elemental plane of a mana type and allows one to create raw mana crystals.

13e will (hopefully) see the implementation of the first of several new victory conditions. By collecting a crystal of each type within a school, you can build a unique Shrine of Mastery. Then, by building all four Shrines of Mastery, you'll be able to breach Heaven's Fence and escape Eorth.

Finally, we've got some new background music. Here is a small sample:

Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: herrschor on April 04, 2018, 10:58:33 AM
Looks great!
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: The-Eroks on April 08, 2018, 11:47:53 AM
Quote from: herrschor on April 04, 2018, 10:58:33 AM
Looks great!

Thanks!

An update--progress is still grinding forward. As life would have it, I'm doing the whole "full-time work + full time parent" thing for the next month or so. Therefore, I'm getting whatever work I can get done during breaks between the chaotic periods of life.

We paused on working on mod conversions to address the technology tree (so that mod components could be linked directly instead of having to do another pass later). Long time watchers will know this is maybe the third (fourth?) iteration as we focus in on the best design. The new technology tree is shifting from the massive (but mostly empty) multi-era mega tree to a series of smaller, consolidated trees. Check this out:

(https://i.imgur.com/ticYtQ2.png)
Quote
Lifestyle and Building Tab

Above is the Lifestyle and Building Tab, which is one of the seven research tabs. This style is a bit more readable overall, visually appealing, and easier to navigate. Original RimWorld technologies will be integrated where appropriate so that the original tree is not hanging out and being a distraction, as well as providing better forward comparability.

There are three technology tiers that we are interested in: tribal, medieval, and enlightenment. Technology costs scale based on their tier and level. This can be seen in the Shelter Building tree. Shelter Building, Stone Building, and Stone Cutting are relevantly inexpensive tribal technologies. Sanitation and Architecture are more expensive enlightenment technologies.

We can also see some conventions here as well. Technologies encased with a set of [ ]'s are just place holders--they'll eventually have associated content!

Technologies encased with { }'s are a special type of project. These are cultural or lifestyle technologies. Culture/Lifestyle technologies are ultra expensive for outsiders to research and are granted for free based on your starting scenario. They also serve as prerequisites for era, culture, or lifestyle specific items, as well as serve as gatekeepers for the unique technologies related to a group. For example, Pemmican and Passive Coolers (via unique technologies) will only be effectively available to tribal starts. These technologies can also be combined to yield unique or themed items. Royal Beds and Godking Thrones will only be effectively available to medieval starts after researching Aristocracy (with the beds and furniture projects, respectively).

Of course, you could always research another cultural group if you really wanted access to their buildings and items. Or you could trade with different settlements for their equipment.


Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: BlackSmokeDMax on April 09, 2018, 12:33:38 PM
Nice! Thanks for the update! Nothing wrong with putting real life ahead of games either, we aren't going anywhere.

I find it very interesting to watch as you guys change things around, especially the major changes of the tech tree. Really looking forward to giving it a try at some point.
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: The-Eroks on April 10, 2018, 12:35:24 PM
(https://i.imgur.com/TAHNNPw.png)
Crafting and Invention Tab

Today, we present the Crafting and Invention Tab. There is a good amount going on here. Of note is that you can specialize in different weaponry by style and gain access to heavier and heavier armors as you get further in the crafting tree. Expect to see this tree expand as new mod comps are added!

The invention tree is a sort of junk drawer for one-off technologies that didn't quite fit well in other tabs. Everybody's favorite Reflection Mirror can be found under Geometry, for example.
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: BlackSmokeDMax on April 10, 2018, 02:14:54 PM
That looks incredible!
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: The-Eroks on April 11, 2018, 10:01:16 AM
Quote from: BlackSmokeDMax on April 10, 2018, 02:14:54 PM
That looks incredible!

Thanks!

Here is our update for today:

(https://i.imgur.com/sbHSMFY.png)
Settlement and City Tab

Above is the settlement and city tab. This collection of trees are specifically related to technologies to enhance your settlement, build industries, and support different professions. This tab differs from Crafting in that most of the technologies here produce resources, as opposed to crafting, which tends to create specific items.

The miniature Trade Tree relates to enhancements which improve the settlements ability to buy and sell in general. Establishing a guild hall is a very costly investment, but will allow the settlement to churn out specialized goods and money making products much faster.

The Medicine and Drug tree relates to creating medical supplies and drugs. Big surprise! Medicine is notably different from healing potions and cure wounds spells. Medicine works as you'd expect it to work from RimWorld. It's a useful, non-magical way to treat injuries. The latter work more like a non-addictive luciferium or resurrector mech serums. In general, magical healing is super effective, but slightly expensive. Since your adventurers will tend to be getting their arms and legs chopped off regularly, you'll want to save the powerful magic for them and use medicine to support the settlement in general.

Farming and Cooking enable different aspects of the game. Some are planned future mod comps (such as silk production, orchards, and mushroom farming). Others are as you'd expect them to work. One major difference is that many plant worktypes require both a farming technology and a culture/society technology. What this means is that when you play a dwarf and are making an underground fortress, you'll have a different selection of crops than if you're playing as a winterborn tribe.

To be honest, I'm likely going to rework this tab a little bit more in the future. It's sort of "shallow." This is an interesting contrast from the other tabs, but it's not visually appealing to me. At the very least, I might just shift the miniature trees so they are presented differently. What are your thoughts?
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: Jackalvin on April 11, 2018, 11:57:16 AM
I can't wait for the B18 version, What races will be playable? The Kobold Dictorial State must happen!
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: The-Eroks on April 12, 2018, 09:10:36 AM
Quote from: Jackalvin on April 11, 2018, 11:57:16 AM
I can't wait for the B18 version, What races will be playable? The Kobold Dictorial State must happen!

I don't want to make any promises I can't keep in regards to playable races for the Build 13e for B18 release. I can confirm that humans will continue to be a playable race, and blade wielding, manhunting crabs will be a thing  ;). The team has discussed the plethora of outstanding races that are now available within the community and there is a strong desire to implement many of those in the near future--provided we can get permission and we come up with a good backstory for them.

Here is today's update:

(https://i.imgur.com/VZqmdxw.png)
Arcane and Spellcasting Tab

A few items of note. First, this one was designed to be basic and a bit spacious. This is to contrast the inheriently complex trees on the other tabs. B18 will see some introductory magic, but we wanted to leave room for specialized "arcane projects" and this tree has room to slide in new technologies without disrupting the rest of the tree. As mentioned before in this thread, there are four main schools of magic. We're still honing in on how exactly to balance schools vs spheres vs design vs playability. Having said all that, the original working document (https://docs.google.com/document/d/1vc6fr3G_ratAvao-eC0tFQMlzVirehy5QVZ2J8C942k/edit?usp=sharing) provides a slight bit of insight into how magic worked in the pencil/paper world of Epic Omega.

You'll also notice that these projects are slightly more expensive--magic, even a tiny bit of it, will have a powerful effect on the settlement. My goal was to create a system where the player needed to pick carefully how they were going to specialize. Hopefully in the future when we start work on coding, we can find a creative way to propel the storyline forward based on your progress in this tree (and the divine tree) in a manner similar to the original Alpha Centauri (https://www.gamasutra.com/view/news/120181/Analysis_Different_Playthrough_Same_Story__Narrative_In_Alpha_Centauri.php).

There will also be a victory condition associated with this tree--simply build all four Towers of Mastery and open up a portal back to the Multiverse to escape Eorth. Be warned though, escaping, while a victory in one sense, will leave a few mysteries unsolved.
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: BlackSmokeDMax on April 12, 2018, 01:22:21 PM
Now I think you are just rubbing it in! LOL, kidding of course! Really appreciate these updates!

Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: The-Eroks on April 16, 2018, 02:02:36 PM
(https://i.imgur.com/FCZzZo4.png)
Settlement and City Tab (2nd Iteration)

Short update for today. As noted previously, we continue iterating through different setups for the settlement and city tab. This one is definitely improved over the previous (https://i.imgur.com/sbHSMFY.png) tab: Drug Production and Medicine Production have been disentangled from each other a bit more and the Farming Tree was stretched out to be more appealing and coherent. I think there is still work to be done with the Trade Tree and Cooking Tree, but we're looking better each day! ;D
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: The-Eroks on April 17, 2018, 07:55:06 PM
Alright... short update for today. Presenting our warfare research tree:

(https://i.imgur.com/iTMHwrx.png)
War and Peace Tab

This tab is a bit smaller than the others. Much of the work in creating EO thus far hasn't focused too much on warfare related concepts, therefore there wasn't much that need to be designed to create a baseline framework. I do suspect this tree to expand a lot in the future, especially when our attention turns more toward war and diplomacy. There have been some great additions to the modding community that would fit nicely in this tree and I look forward to adding them to EO at some point!
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: The-Eroks on April 18, 2018, 09:00:37 PM
For today's update, I would like to present the "final" research tab: The divine and moral tab!

(https://i.imgur.com/4ESk0Ff.png)
War and Peace Tab

I say "final" because I doubt it's truly the final, final tab. However, it'll be the last major addition to the research screen on our way toward getting a B18 release. As with war and peace, this one is a bit smaller compared to the others because many of the mod comps we've added thus far have not dealt directly with religion or moral philosophy. And as with war and peace, I suspect that this will expand in the future to potentially include astrology, pantheons, and the establishment of cults and religious organizations.

One apsect that I would like to highlight is the clear delination between good and evil. EO uses an alignment system akin to its DnD origins. Good, Evil, Law, and Chaos are physical states just as much as they are philosophical mindsets. Evil individuals tend to embody evil itself, for example. When we line up alignment, philosophy, and magic, we tend to see evil individuals subscribe to a certain school of magic, necromancy. Necromancy is not necessarily evil itself. Many loremasters believe that if one is to understand the great mystery, one must study all its aspects--these loremasters are not (generally) evil.

Having said all that, embracing the moral philosophies associated with an alignment can enhance your play style... (but might make put the opposite alignments in a bad mood)  :)
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: Hugsterman on April 21, 2018, 11:22:38 PM
Hello Eroks, I found this mod today and I have to say: I'm in goddamn love. I was trying to get a medieval fantasy run to work in rimworld and the sooner this mod is in b18 the sooner that dream shall be reality. No pressure though, I understand this stuff is complicated and I am more than happy to wait for EO to reach it's full potential. Just two questions: I saw you mention playable races and potentially using races from other modders if they are ok with it. 1: Are the argonians of blackmarsh possibly on that list? 2: will the playable races have unique attributes, such as argonians, for instance, having an increased healing rate due to their hist skin or something similar?
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: Modraneth on April 22, 2018, 06:33:34 AM
Quote from: Hugsterman on April 21, 2018, 11:22:38 PM
Just two questions: I saw you mention playable races and potentially using races from other modders if they are ok with it. 1: Are the argonians of blackmarsh possibly on that list? 2: will the playable races have unique attributes, such as argonians, for instance, having an increased healing rate due to their hist skin or something similar?
Hello friend,
we will only use races from other modders if they lets us use them, and if it goes well with EO universe.
if the argonian modder lets us use them it's possible to implement them in the future and yes each race has their unique attributes.


we appreciate ur feedback ;)
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: Hugsterman on April 22, 2018, 10:16:27 AM
Cheers, more than happy to give it.
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: The-Eroks on April 22, 2018, 07:51:33 PM
Quote from: Hugsterman on April 21, 2018, 11:22:38 PM
Hello Eroks, I found this mod today and I have to say: I'm in goddamn love. I was trying to get a medieval fantasy run to work in rimworld and the sooner this mod is in b18 the sooner that dream shall be reality. No pressure though, I understand this stuff is complicated and I am more than happy to wait for EO to reach it's full potential.

I appreciate your interest and enthusiasm... it helps keep me going though these long grinds!  :D  I won't make any promises on when the next build will be playable, as there is way too much going on for me to guarantee that I'll be able to work on this or that on any given day. At this point, I can say we are closer to a B18 product than we are to a A17 product. I would post a picture of my error log screen, but it's not that interesting...

QuoteJust two questions: I saw you mention playable races and potentially using races from other modders if they are ok with it. 1: Are the argonians of blackmarsh possibly on that list?

Basic answer: they are on the short list of possible candidates for a "sooner" rather than "later" implementation. There are a ton (https://ludeon.com/forums/index.php?topic=40705.0) of (https://ludeon.com/forums/index.php?topic=31076.0) great (https://ludeon.com/forums/index.php?topic=22336.0) races (https://ludeon.com/forums/index.php?topic=26852.0) out (https://ludeon.com/forums/index.php?topic=36793.0) there (https://ludeon.com/forums/index.php?topic=33311.0), and we'll likely prioritize those with a slight fantasy flare first and retool them into one of the core races found on Eorth. Modraneth has done some excellent work creating profiles for numerous races and societies within Eorth and we want to make sure that whatever race mods get initially included line up well. For example, here is a snippet from our working draft document:

QuoteLizardkin have an innate caution that ensures that they don't act on impulse, though they are ruthlessly efficient once moved to attack or defend themselves. The organized and formal factions of lizardkin tend to be neutral to other races and societies, rarely attacking outright in spite or territorial dispute. The more chaotic, militant factions are known for engaging in raids to capture resources or slaves, though they tend not to pick sides and raid as they see fit. As a people, lawful or chaotic, they relish the most in the opportunity to defend their homelands, doing so with a powerful fervor. Lizardkin aspire to take as many prisoners as possible when attacked and force them into a life of solitude. Their homelands tend to be dotted with traps designed to incapacitate rather than kill and constant patrols sneak through dangerous areas hoping to ambush an unwarry party. An assaulting force should expect to incur heavy losses from skirmisher hit and run tactics, merciless ambushes, unforgiving traps of all sorts--all before reaching their final destination and beginning a raid or siege. Only trusted allies are shown the hidden paths that allow safe passage. Becoming such a trusted ally is often difficult, as outsiders are met with suspension, at best, and outright hostility in most regards. Still, if such trust can be earned, lizardkin are faithful allies. For example, when traders enter their lands with good intentions and a social fight happens they will never resort to physical warm but instead rely on insults. Lizardkin's have a strong dislike toward goblins. They display a certain proclivity toward enslaving them for enlavement's sake, often gaining enjoyment from making them the practical targets of torment.

Quote2: will the playable races have unique attributes, such as argonians, for instance, having an increased healing rate due to their hist skin or something similar?

Yep! The specifics are still being worked out. We want to have a racial or societal group have unique traits based both on their blood and their lifestyle. For example, our lizardkin will tend to generate at Neutral, Chaotic Neutral, or Lawful Evil; have a slight boost in strength and constitution; move quicker through water terrain; be accomplished melee combatants; and receive mood buffs from keeping prisoners and when defending against raids and sieges.

On that note... here today's minor update:

(https://i.imgur.com/CLy4Iey.png)The Wargod's Crest
[/font][/size]

QuoteThe Wargod's Crest was handed out to skilled officers and warriors in Pang Li's army and eventually took a ceremonial tone, falling into the hands of nobles and kings over the many years. During the Warring Times, Gluttony sought to corrupt the followers of perfection and claim a Godstone that had surfaced upon Eorth. This calamity had nearly pushed the Master of Masters to the brink before, out of desperation, he turned to this childhood friend, The Lady of Valor. Eager to test The Master's resolve and prowess in combat, she agreed to come to his aid if he could best her in honorable combat. He agreed, and it is said that the battle ended in a draw, with neither overcoming the other. Although he did not fulfill the challenge, she was impressed, and crafted a Katana imbued with a runeforge of a Green Dragon, Sword, and Shield (which would later becoming known as the Wargod's Crest). She obliged that any hero he bestowed the Katana of Valor's Perfection upon would find allies among any struggle against tyranny.  Such allies would carry the Wargod's Crest and be graced by her protection.

The Wargod's Crest was originally an item from Medieval Times and it has now attained legednary status in Epic Omega  ;) The Katana of Valor's Perfection is an artifact inspired by Steeps of Destiny (https://opengameart.org/content/steeps-of-destiny) by Alexandr Zhelanov.

We've been working on getting all the weapons, armors, animals, and monsters converted to the new B18 standard. I've had to resist a very strong urge to add (https://ludeon.com/forums/index.php?topic=30541.0) new (https://ludeon.com/forums/index.php?topic=35161.0) things (https://ludeon.com/forums/index.php?topic=37323.0) and simply get our B18 release finished.  ::)

Most items, especially weapons and armor, will come in four grades: common, magic, legendary, and artifact. Some of Medieval Time's legendary and artifact items will be carried over with new flavor text and building requirements, as above, but most will be new items that pay tribute to those who've helped contribute to the mod or tell the tales of Eorth.
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: Hugsterman on April 24, 2018, 12:52:03 PM
thanks for the response, really cool to see. Another question if it's ok:
Would it be possible to do something like have incredibly powerful, legendary monsters that individually act as their own faction in that you can gain and lose favor with them? I don't know how the coding works for factions and if a faction of a single individual is even possible. However, it would be kind of neat if you were in the territory of an incredibly powerful monster that you had gained favor with coming to your aid during a raid or something of the like.

or razing your whole colony to the ground if you pissed it off. You know, the little things.
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: Jackalvin on April 25, 2018, 11:53:04 AM
If you can't make a one man faction, give it minions. What self respecting dragon has no minions? None. Th- thats who.
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: The-Eroks on April 26, 2018, 12:13:57 PM
Quote from: Hugsterman on April 24, 2018, 12:52:03 PM
thanks for the response, really cool to see. Another question if it's ok:
Would it be possible to do something like have incredibly powerful, legendary monsters that individually act as their own faction in that you can gain and lose favor with them?

There are plans to have more dynamic and interesting factions in game. We haven't delved too deeply into how the implement that specific feature, but I suspect that it'll be easy enough. Major threats will typically have their own faction, bases, and followers. If your settlement gets large enough, they'll attack and lead their forces from the front line. In the future, this will likely be how ancient dragons, hostile archmages (archmagi?), elder elementals, dire druids, fiends, demons, devils, void wraiths attack.

Quote from: Jackalvin on April 25, 2018, 11:53:04 AM
If you can't make a one man faction, give it minions. What self respecting dragon has no minions? None. Th- thats who.

My thoughts exactly! Early game threats will include your standard tribal raider trying to break your table, as well as that legendary creature's minions, as the game ramps up, you'll be met with tougher, more diverse threats which will challenge your defenses. 
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: Umbreon117 on April 27, 2018, 08:21:49 PM
How crazy would you need to be feeling to make this Combat Extended compatible? :p

(Not saying to do it, just curious. It's a fun looking mod, but it looks like it has a LOT of weapons)
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: The-Eroks on April 28, 2018, 04:30:16 PM
Quote from: Umbreon117 on April 27, 2018, 08:21:49 PM
How crazy would you need to be feeling to make this Combat Extended compatible? :p

(Not saying to do it, just curious. It's a fun looking mod, but it looks like it has a LOT of weapons)

We've looked at it. I'm not saying that CE is off the table (because CE adds a lot of combat mechanics that would be useful for our style of game play), but CE also adds a lot of stuff we'd have to very diligently remove from the game such as guns and grenades. So the question for us is if we can get a similar or better experience by developing those mechanics in house, using a more appropriate mod to comp, or adding some new libraries to the project. My initial review suggested that one of the latter two options would likely be the best course of action.

But that hopefully won't stop anybody from designing a CE compatibility patch  ;)
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: Jackalvin on April 29, 2018, 09:47:02 PM
The research tab's really hyping me up, but what kind of monsters will we be facing? Are they from a mythology, or Dnd or something? Are they an amalgamation of the two?
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: herrschor on May 08, 2018, 05:51:39 PM
what's going on here?
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: The-Eroks on July 16, 2018, 07:17:49 PM
Just in case anybody was wondering: I'm obviously on a long, quite hiatus and am simply busy beyond reasonable belief. It's the whole dad-work-life balance thing. And I'm very confident that I don't think I'll finish updating everything before 1.0 is released... so I think I might just wait for that to happen, or maybe start converting things to 1.0 now.

It's unfortunate, I know.

Here are some quotes that are on my mind:

There's never enough time to do all the nothing you want. ~Bill Watterson, Calvin and Hobbes

Cowards die many times before their deaths;
The valiant never taste of death but once.
~William Shakespeare, Julius Caesar, 1600

He who has made a thousand things and he who has made none, both feel the same desire: to make something. ~Antonio Porchia, Voces, 1943, translated from Spanish by W.S. Merwin
Title: Re: [A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]
Post by: BlackSmokeDMax on July 16, 2018, 11:50:29 PM
Glad to hear from you! Definitely need to take care of the important things first. We'll wait, the game isn't going anywhere!!