Ludeon Forums

RimWorld => Releases => Mods => Outdated => Topic started by: Omega12 on January 01, 2015, 11:11:26 PM

Title: [MOD] (Alpha 8) Wizardry Mod (0.1.5)
Post by: Omega12 on January 01, 2015, 11:11:26 PM
Desc:
The Wizardry Mod is a mod that I hope gives RimWorld a bit of a magic feel. At the moment, it adds in 2 wands. Those are the Fire Wand that ignites the target on fire, when hit, and the Lightning Wand. The Wizardry Mod also adds Goblin Pants that increases your speed.

A new Item I have added is the Wizard Hat. It is pretty common so you may even spawn in with it.

A new Trait! Its called the Wizard trait. It helps with shooting and accuracy, increases Global Work Speed and decreases Mental Break Threshold.

As of now, you can craft the Goblin Pants, and the Wizard Hat.

Wizard Robes! It makes your colonists look super Wizard-ish. I think they look really cute with a Wand, Wizard Robe, and Wizard Hat.

Craft the Wands!

HELP PLEASE

If there is anybody who can mod or texture that wants to help, just say so and I can give you some options. Just post on this thread or PM me.

Upcoming Features

Eventually, potions.(making this was a lot harder than I thought...)
And whatever else you guys might request. Please throw give the mod a try, throw in some feedback, and suggest what you think would be cool to see.
Healing Wand(attempting)
Different colored Mage hats
Sigils
Runes
Alchemy

Pics

(http://i.imgur.com/KhmKbGU.jpg)

(http://i.imgur.com/KzlNxyB.jpg)

(http://i.imgur.com/GYbA3lV.jpg)

(http://i.imgur.com/WXWbQx9.jpg)

ChangeLog

v0.1.1
Fire Wand
Lightning Wand

v0.1.2
New Trader
Goblin Pants

v0.1.3
New Trait
Added More Crafting Recipes

v0.1.4
Wizard Robes

v0.1.5
Now Wands are Craftable!

Download:
Wizardy (https://www.dropbox.com/sh/8dj6t4bjeqmyzim/AACBGyBkEu75vhAdKaXqT86La?dl=0)
Title: Re: [MOD] (Alpha 8) Wizardry Mod (0.1.0)
Post by: SabakuOokami on January 01, 2015, 11:34:04 PM
Screenshots always help. A lot of people like to see what they're going to download and play with instead of going in blind.

Magic and rimworld... it's an interesting combo. Sadly, fantasy mods aren't many for this game. I'm curious to how this will go.
Title: Re: [MOD] (Alpha 8) Wizardry Mod (0.1.0)
Post by: Dragoon on January 02, 2015, 02:42:08 AM
oooo magic.... 8)
Title: Re: [MOD] (Alpha 8) Wizardry Mod (0.1.2)
Post by: Omega12 on January 02, 2015, 02:30:16 PM
Lol If anyone does have a suggestion, please, let me know :D

-Edit-

I know, really noobish of me, but how do I post a pic?
Title: Re: [MOD] (Alpha 8) Wizardry Mod (0.1.2)
Post by: Shinzy on January 03, 2015, 05:30:02 AM
Lol If anyone does have a suggestion, please, let me know :D

-Edit-

I know, really noobish of me, but how do I post a pic?
You can use any image sharing site like Imgur for instance (other image sharing sites are available! but you don't have to log in on Imgur so I'm using that myself! ;D)
upload image -> copy the url of the image and then paste it between the tags you get from pushing this (http://i.imgur.com/fPa5JOs.png) button on the top left corner of your post while you're typing it


Also! I request Black- White- and Red Mage hats from ff1!
Title: Re: [MOD] (Alpha 8) Wizardry Mod (0.1.3)
Post by: HBKRKO619 on January 03, 2015, 05:59:37 AM
I think about a pretty crazy suggestion, no idea if it's possible but let's go ^^

The possibility to heal from a wand. The "wizard" equip with this wand will not be able to shoot (so to inflict dammage) but will heal the warriors in the front line. (2 or 3 range so the heal mage will need to take risk for the balance side). Like this, the guys who have the trait where they are against violence will be "usefull" in fight.

From the balance side to, I suggest it heal exactly the same way as the medical bed so, like this, no cheat about using the heal power instead of medical bed, it will just be usefull during the battle to maybe save your warrior from 1 or 2 bullets who will maybe save his life.

I know, it seem a little complicated for a very little use but that was my crazy suggestion xD

P.S. : I hope I made myself clear enought, not english native speaker xD
Title: Re: [MOD] (Alpha 8) Wizardry Mod (0.1.3)
Post by: Omega12 on January 03, 2015, 01:30:15 PM
I can get to work on the Mage Hats most definitely. Any specific things they do?

And the Healing Wand type thing, I'll try my hardest! so like a 2-3 range Wand. It shoots out a bullet/arrow that gives a healing effect? Would it say the thing like "X received poor treatment(20% chance of good Treatmeant)
Title: Re: [MOD] (Alpha 8) Wizardry Mod (0.1.3)
Post by: HBKRKO619 on January 03, 2015, 04:15:22 PM
And the Healing Wand type thing, I'll try my hardest! so like a 2-3 range Wand. It shoots out a bullet/arrow that gives a healing effect? Would it say the thing like "X received poor treatment(20% chance of good Treatmeant)

It's the idea ^^. aniway, if someone find this to OP or not in the "spirit of the mod", don't waste time for this, it was just my "crazy idea/suggestion" xD
Title: Re: [MOD] (Alpha 8) Wizardry Mod (0.1.3)
Post by: Shinzy on January 03, 2015, 04:15:49 PM
I can get to work on the Mage Hats most definitely. Any specific things they do?

Only to make your colonists look like the mages from ff1 =P that's all I need ;D
Title: Re: [MOD] (Alpha 8) Wizardry Mod (0.1.3)
Post by: Omega12 on January 03, 2015, 04:44:13 PM
I can get to work on the Mage Hats most definitely. Any specific things they do?

Only to make your colonists look like the mages from ff1 =P that's all I need ;D

XD I was looking at Pictures and the little white mage is soooo cute :P
Title: Re: [MOD] (Alpha 8) Wizardry Mod (0.1.3)
Post by: HBKRKO619 on January 03, 2015, 05:06:50 PM
Final Fantasy :happy: xD

Usually, the white mage is dedicated to heal. The black one to inflict big damage (fire, ice, thunder) and the red one is a sort of mix between physical and magic damage (worse than the white and black in magic, better in physic but less than a pure warrior).
Title: Re: [MOD] (Alpha 8) Wizardry Mod (0.1.3)
Post by: Omega12 on January 03, 2015, 06:24:35 PM
Final Fantasy :happy: xD

Usually, the white mage is dedicated to heal. The black one to inflict big damage (fire, ice, thunder) and the red one is a sort of mix between physical and magic damage (worse than the white and black in magic, better in physic but less than a pure warrior).

Lol wut.
Title: Re: [MOD] (Alpha 8) Wizardry Mod (0.1.3)
Post by: HBKRKO619 on January 03, 2015, 07:08:15 PM
Final Fantasy :happy: xD

Usually, the white mage is dedicated to heal. The black one to inflict big damage (fire, ice, thunder) and the red one is a sort of mix between physical and magic damage (worse than the white and black in magic, better in physic but less than a pure warrior).

Lol wut.

????

That's how it work usually in Final fantasy (FF) ^^
Title: Re: [MOD] (Alpha 8) Wizardry Mod (0.1.3)
Post by: Seigghart on January 03, 2015, 07:11:28 PM
Haven't tried the mod yet, but here are some suggestions:
1. Runes/Sigils - I rarely see these in magic orientated mods, especially sigils.
2. Research for more advanced uses, such as researching 'Fire Magic' research for a more effective fire wand.
3. Alchemy?
Title: Re: [MOD] (Alpha 8) Wizardry Mod (0.1.3)
Post by: Omega12 on January 03, 2015, 07:33:53 PM
Runes? yeah I could try that!

Sigils....Cant say ive heard of those, I can read up on 'em.
Title: Re: [MOD] (Alpha 8) Wizardry Mod (0.1.3)
Post by: Seigghart on January 03, 2015, 07:36:11 PM
Sigils are a lot like Runes, except they are much older and usually are made with paint and put directly on a person's body.
Title: Re: [MOD] (Alpha 8) Wizardry Mod (0.1.3)
Post by: Omega12 on January 03, 2015, 07:38:41 PM
So like a Sigil of Healing?

And Runes are objects, yes?

-Edit-

Also, Is the black mages hat even black?
Title: Re: [MOD] (Alpha 8) Wizardry Mod (0.1.3)
Post by: Seigghart on January 03, 2015, 07:57:11 PM
Kind of, though they add the ability to the person, it would be Rune of Healing and Sigil of Healing Touch.
Title: Re: [MOD] (Alpha 8) Wizardry Mod (0.1.3)
Post by: Omega12 on January 03, 2015, 08:00:23 PM
Do they wear off or would it be a costly investment but last forever?
Title: Re: [MOD] (Alpha 8) Wizardry Mod (0.1.3)
Post by: millenium on January 03, 2015, 08:11:12 PM
neat transmutation and alchemy sounds neat. get rid of all my stone for gold to make more m.a.i. i can see runes sigils and circles being used for pretty much every current technological need. a power system with magic as a basis vs electricity would be good. circle of volcanic might=heater. circle of sylvanis=solar lamp and fertilizer pump. may need to come up with some neat magic stuff to heal people as well.
Title: Re: [MOD] (Alpha 8) Wizardry Mod (0.1.3)
Post by: Seigghart on January 03, 2015, 08:12:00 PM
they're made of paint... paint wears off.
Title: Re: [MOD] (Alpha 8) Wizardry Mod (0.1.3)
Post by: Omega12 on January 03, 2015, 08:47:52 PM
Ah okay. I see, I see. Transmutation, eh? sounds pretty cool! And yea, all of that stuff sounds pretty cool. It will all probably take a while, but I'll continue trying and maybe I will be able to find out .dll's!
Title: Re: [MOD] (Alpha 8) Wizardry Mod (0.1.3)
Post by: Seigghart on January 04, 2015, 12:19:44 AM
transmutation is a branch of Alchemy.
Title: Re: [MOD] (Alpha 8) Wizardry Mod (0.1.3)
Post by: Omega12 on January 04, 2015, 01:03:23 AM
And Alchemy is Potion brewing?

-Edit-

Anyone have some kind of awesome texture maker XD these clothing textures are getting the best of me....
Title: Re: [MOD] (Alpha 8) Wizardry Mod (0.1.3)
Post by: Seigghart on January 04, 2015, 02:47:48 AM
alchemy is the art of turning one thing into another, this can be done using a catalyst, or as millennium probably is thinking, the use of symbols much like in Full Metal Alchemist.
Title: Re: [MOD] (Alpha 8) Wizardry Mod (0.1.3)
Post by: Omega12 on January 04, 2015, 01:12:13 PM
Okay, thanks for all your help btw XD
Title: Re: [MOD] (Alpha 8) Wizardry Mod (0.1.4)
Post by: BinaryBlackhole on January 04, 2015, 03:36:00 PM
Do lighting wands stun mechanoids?
Title: Re: [MOD] (Alpha 8) Wizardry Mod (0.1.4)
Post by: Iwillbenicetou on January 04, 2015, 03:42:56 PM
Either that or set the electric wand to have an EMP effect. :P
Title: Re: [MOD] (Alpha 8) Wizardry Mod (0.1.4)
Post by: Omega12 on January 04, 2015, 04:01:09 PM
Either that or set the electric wand to have an EMP effect. :P

It did have an EMP effect at first, but it never hurt anything like I couldn't hunt with it, so I just put it to Damage type Bomb. EMP grenades don't work either.
Title: Re: [MOD] (Alpha 8) Wizardry Mod (0.1.4)
Post by: Iwillbenicetou on January 04, 2015, 05:10:07 PM
Oh... Is it possible to fire 2 different projectiles? Or is that too far
Title: Re: [MOD] (Alpha 8) Wizardry Mod (0.1.4)
Post by: Omega12 on January 04, 2015, 09:06:00 PM
As in you can switch between it X and XX? And do EMP grenades only work on Mechs?
Title: Re: [MOD] (Alpha 8) Wizardry Mod (0.1.5)
Post by: Omega12 on January 05, 2015, 08:39:56 PM
Is anyone else experiencing their colonists disappearing when using Items from the mod? Ill need to try to fix it...
Title: Re: [MOD] (Alpha 8) Wizardry Mod (0.1.5)
Post by: Kranth on January 15, 2015, 05:56:20 PM
Runes are (usually) the Norse system.  Most recognisably the Elder Futhark set
http://en.wikipedia.org/wiki/Elder_Futhark (http://en.wikipedia.org/wiki/Elder_Futhark)
Sigils are pictorial symbols like seals or signatures (seal of solomon is a classic)
http://en.wikipedia.org/wiki/Sigil_(magic) (http://en.wikipedia.org/wiki/Sigil_(magic))
for the houngans, there are also veves
http://en.wikipedia.org/wiki/Veve (http://en.wikipedia.org/wiki/Veve)

need any help, PM me.

K. - practicing witch
Title: Re: [MOD] (Alpha 8) Wizardry Mod (0.1.5)
Post by: Kubouch on January 16, 2015, 04:57:38 AM
Here is something about chaos magic:
http://en.wikipedia.org/wiki/Chaos_magic (http://en.wikipedia.org/wiki/Chaos_magic)
Title: Re: [MOD] (Alpha 8) Wizardry Mod (0.1.5)
Post by: Seigghart on January 30, 2015, 02:34:47 PM
@Kranth, yes that is true about both sigils and runes, however I was talking about the older version of Sigils. Before the Christians mucked it up. There is no hell and you can not control beings with Sigils, spirit or physical.
Title: Re: [MOD] (Alpha 8) Wizardry Mod (0.1.5)
Post by: SilverDragon on January 30, 2015, 02:57:34 PM
Waiting for the mod to become more fleshed out, so many stuff, I like stuff...  ;D

(http://i.imgur.com/Jhlx1gC.gif)