Armok

Started by Greep, April 10, 2017, 06:38:08 PM

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minimurgle

Quote from: AngleWyrm on April 15, 2017, 03:50:46 PM

Quote from: Greep on April 10, 2017, 06:38:08 PM
*Remove all storytellers except Randy, renamed Armok
*Remove all difficulties except intense, renamed "dwarfy"

If a mod relies on exclusivity/monopoly the quality of the content is no longer competitive.

Rest assured the content will not be superior to what's already out there,
because if it were then the player would be free to choose their favorite.

While this isn't completely wrong I don't think Greep is making this for other people. I think this is primarily something he wants. Besides it's not like he can't ever decide to add more story tellers.
Don't mind the questions. I'm probably just confused.

Greep

#16
Quote from: AngleWyrm on April 15, 2017, 03:50:46 PM

Quote from: Greep on April 10, 2017, 06:38:08 PM
*Remove all storytellers except Randy, renamed Armok
*Remove all difficulties except intense, renamed "dwarfy"

If a mod relies on exclusivity/monopoly the quality of the content is no longer competitive.

Rest assured the content will not be superior to what's already out there,
because if it were then the player would be free to choose their favorite.

This isn't purposely about restricting the player's choice,  I've thought about this a while before doing it.

A)  Dwarf fortress has 1 storyteller and one difficulty, and this is a dwarf fortress mod.

B) The mod is really going to wreck havoc with what storytellers normally control.  Large amounts of incidents are deliberately being suppressed so there's more focus on base management, for instance, and that's mostly what storytellers control.  The kind of thing I'm looking for isn't something I can really do with xml.  Trying to balance and test this on 18 combinations will make me go insane.  Balancing it for additional mods is basically impossible.

C)Single difficulty, single storyteller allows for me to get feedback I can deal with.  This isn't my job, so if people say "it's too hard" or "end game sieges get out of control" I can adjust the flow pretty easily.

D)Difficulty is mostly wealth based, but also somewhat pop based, just like dwarf fortress.  "ambushes" are cosniderably smaller than "sieges" so if the player wants lower difficulty they can always stay under 30 pop, just like in DF they can stay under 80.

I didn't do this with Rimbalance, for instance, because it was meant as a lightweight mod.  This is going to be an incredibly heavy, incredibly conflicting mod.  It's probably going to be the only "major" mod of that save.

Lastly, as with Rimbalance, I will show how to disable all specific features if people want them gone, which a lot of people have done with rimbalance if they really really want (some people only downloaded it for the room features lol)

I may later expand the difficulties, but I first want focused feedback.  Rimworld itself had a single difficulty, probably for this reason, and the first difficulty added was in the form of just another storyteller with a single difficulty.

Edit: Anyways, personal silly rambling aside, more magma screenshots :D  Still working on optimization of magma, and will still be doing that until I can fill a large map.  Working on some factorio style sleep mechanism for magma that hasn't spread in a while, and moving insta incineration checks into pawns as they move into a cell, as well as when magma spawns into a cell.  Sleepy magma will be awakened by removed adjacent magma, or unwalkable tiles becoming walkable.

This means most actual items (non-mobile) that somehow get into magma after spreading won't be disintegrated until sleepy magma gets around to it.  But it's not like the player will care anyways, since they can't move onto the lava themselves.

This screenshot looked too cool not to show.

[attachment deleted by admin due to age]
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

Greep

#17
More optimization work on magma.  I think I've finally reached a stopping point where the magma portion is "releasable"  I've finally gotten a standard sized map where, once the magma has settled, there is not a very significant performance hit, although the initial flood can slow things down to where x6 speed is only about 2-3x standard, before picking up again later.  My laptop is a potato, and this little fort at the end of the world shown below is doing quite fine at triple speed. There's a slight more work to be done, I need to do a magma burst in all directions when a magma sleeps or there become unmagma'd tiles occasionally, and I may want to do a bit of optimizing fire and the initial wave.

It's also really funny triggering raids with a full map of sleepy magma. 
(raid 3k points).
(1 second later)
The people of X are fleeing! (lots of skull thoughts in a sea of red)

In any case it's nice to be almost done with this part.  Optimization is really boring, even when it's optimizing magma.



[attachment deleted by admin due to age]
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

Greep

Now that magma's released as a side mod, there is one final "feature" for v1 that's going to be coded up before I go back to polish and testing, also as a side mod that I think people will enjoy.

InfiniDrill(TM). Covers all your mining needs.  Differs from the deep core drill mod in that you will get randomized drilling of stone and metal.  Just... be careful.. about drilling too deep.
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

BlackSmokeDMax

Quote from: Greep on April 19, 2017, 07:16:12 PM
Now that magma's released as a side mod, there is one final "feature" for v1 that's going to be coded up before I go back to polish and testing, also as a side mod that I think people will enjoy.

InfiniDrill(TM). Covers all your mining needs.  Differs from the deep core drill mod in that you will get randomized drilling of stone and metal.  Just... be careful.. about drilling too deep.

Clowns?!?? Oh, please say it's clowns!!

Greep

.... Maybe   ::).  v1 isn't going to have any new graphics (aside from the red carpet magma and borrowed Medieval assets), so if clowns make it to the first release it'll be using existing art.  That being said, I think clowns will be in a later release.

Anyways, finished and released InfiniDrill :D  Check it out in my misc mods thread if you like.

I'm taking a quick break to actually play some dwarf fortress.  I've done dozens of def changes and over 1000 lines of code so far, think I deserve a rest xD  This isn't going anywhere, but don't expect any updates for a few days :)
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

Headshotkill

It was inevitable

SpaceDorf

Hey Greep,

I reread your Feature List.

If you removed the Hives maybe they could be a good starting point or base ressource for the inclusion of all circus related stuff.
The fact that mining overhead mountain and them spawning beneath it sounds like a great basis.

If you include the blue Candy which would only be found in deep mountainous areas .. as would be magma tiles ..
you could connect the spawn of Circus Tents to the amount of mined Candy and make them spawn in those general locations ( no clue on how to add this )
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Greep

#23
Ah, yeah I'm pretty confident in my modding abilities to add pretty much whatever I want at this point, so I can make all of this as detailed as a I want without having to piggyback off of existing events.  Honestly artwork is mostly what would hold back new content, so I'll probably do levers/atom smasher, etc before HFS related things.

I am, as I said, though, taking a short break (currently mildly sick, and playing DF :D) and probably not having and more "features" for v1 anyways.  This is going to be ongoing development, though, so I will get to it :)

As for blue candy, I it'd have to be linked to the InfiniDrill, since that's the Z-Level abstraction.  You could get to candy super quick if it was just on the main map.
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

milon

You might be able to get an artist to create custom sprites for you, if you ask nicely enough.  Especially if they're familiar with DF.

Either way, I can't wait!  :D

Ouan

I encountered your Armok mod today on YouTube while watching a DF player (Nookrium) playing Rimworld modded as best he could with available mods to be DFy. Someone linked your proposed mod in the comments. I hope your modding time has been good despite illness and look forward to the day you decide to let the masses take a peak behind the curtain of what you are cooking up.

Take care!

You are becoming internet famous!... at least in the niche world of DF players who also play Rimworld for similar reasons as to why you play it.

https://www.youtube.com/watch?v=cgkrUkkLL38&ab_channel=Nookrium
Damn Pirates!

SpaceDorf

It's a DF Mod  .. what do you need Graphics for ?

&& gg gg

Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

faltonico

doctercorgi made a thread suggesting fake Z levels, that would fit this mod like a globe!