Armok

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

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Greep

This is just for placing my thoughts, atm, nothing to download yet :)

What this is

Rimworld is based off dwarf fortress. This is making rimworld exactly dwarf fortress with better graphics, plus whatever I want because I feel like it.

Worded that incorrectly.  "Exactly" is not quite true.  The main purpose of this is to make Rimworld have the same kind of gameplay and flavor as DF.  Specific features of DF itself are going to be done on a case by case basis of what I want or not.  Additionally, rimworld features that I like will stay.
Obviously this isn't a total conversion mod.  I'm not toady, I'm not working on this for a decade, and I'm not paid.

Why

I actually like rimworld more than DF, but I feel the same sense of lost epicness like with the new 2012 xcom series compared to the original.  With too little colonists, combat cannot be built around expendabiilty.  Basically every case that is lethal has a basically required exploit with some exploits being worse than others (kill box exploit bad, sniper exploit okay?), since you can't afford to lose colonists in a raid for a long term fort.

I feel like this seriously dampens the feel of the game.  Adding immigration waves, melee focus, and regular death was the initial reason for starting out on this.  But then I thought, F*** it, DF mod, let's do this.

Roadmap

Most likely, I will not get too far.  My first goal is not on adding DF features, but rather incorporating the feel of DF into rimworld.  The first stage will be just doing the MVP of this, and I'll consider it a success and release a v1 if I manage this.

MVP features:

*Remove all storytellers except Randy, renamed Armok <DONE>
*Remove all difficulties except intense, renamed "dwarfy" <DONE>
*Alcohol addiction on all dwarfs, with luciferium style drawbacks if not sated.  No cirrhosis or cancer <DONE>
*All dwarves are brawlers.  You can give a dwarf a bow or gun, but it's ill advised except to hunt things, and they'll hate it.  Brawlers with ranged weapons get "feels like a damned elf" debuff.  Spray and pray guns removed <KINDA DONE>
*Orbital trade ship removed <DONE>
*Request caravan removed <decided to keep, microelectronics @x20 research takes forever anyways>
*Force colony to start at least 6 hexes from a town. <DONE, and learned a lot of C# for this :D>
*Immigration waves <DONE, just simultaneous wanderer joins.  Bizarre lag spike>
*Pop^2 based incident threat points.  If you have a low population, you are basically just safe.  Population will be aimed at roughly 2.5 times less than vanilla DF.  So sieges start at 80/2.5 = 32 population and critical will be at about 200/2.5 = 80 colonists.
<DONE:  Altered.  Decided on a very "dwarfy" solution here, where wealth is the main factor, but ambushes are size limited whereas sieges are much less so, though sieges start at 30 pop.  Sizes are somewhat small, too, to start.>

*remove animal hauling to encourage more dwarves <DONE: Set all animals at advanced to intermediate>
*increase work times due to higher pop. <DONE: hacked solution>
*Rework incidents so they occur much less frequently, allowing that DF "Builder" feel.  Like phoebe, but with with the possibility of rare back to back like randy. <DONE>
*Integration of research x20 longer mod <DONE:  Did it myself, settled on x2, which is an effective x8 (x2 work time from above, x2 from neolithic start)>
*start in neolithic, but with smithing and brewing <DONE>
*integration of melee rebalance mod <SHELVE, looks like it's in rapid development>
*Adapting A.I. to new system <SKIP, worry about it after v1, just setting all factions to neolithic>
*integration of edb prepare carefully <SKIP, looks like everyone already has this downloaded lmao>
*mechanoids removed, or pushed back to year 6.
*integration of mineral expansion <SKIP, unfinished>

ADDED MVP:

*Start with muffalo (represents wagon) <BUGGED, RARRRR>
*Remove infestations <DONE>
*Reverse cabin fever <DONE>
*Move armor to smithing <SKIP, doing medieval gear first>
*Revamp starting gear <DONE>
*Integrate smooth walls mod
*Integrate medieval times mod that I want<700 XML errors later... DONE>
*Mineral refactor:  I can't add z-levels, but I can seriously increase both mining times and mineral abundance to simulate that feeling.
*Price rebalancing:  Keeping other factions non-neolithic just with much higher prices.  Best way to I can think of to retain rimworld aspects to some degree.
*Remove hi tech research bench from the game.  It forces a bee-line to microelectronics in the tribal era that I don't want.  Research speed increased to offset. <DONE>

Non-MVP:

These would be nice, but I may not get around to all of them, no specific order

*Scavenge the more successful features I implemented in Rimbalance, such as infinte room impressiveness and component refactor
*Various "dwarfy" atmosphere such as higher beauty for stone and less for wood.
*Customized edb prepare carefully for this mod
*All backgrounds add only one skill, at about +2-3 levels, with all other skills at most at 1 with no passion
*Childhood backgrounds removed.
*Smelting
*Various skill changes
*Candy
*Clowns
*Remove all scenarios except crashlanded, renamed fortress mode, and rich explorer, renamed adventure mode.  Disable construction and recruiting on adventure mode.

Added Non-MVP:

*Remove large revealed areas in mountains.
*Remove dead-man's thoughts, sell factor:  Inferior races will have inferior gear anyways.  Goblinite will not be worth much.

Post-release:

All of these are high work and what I'd consider "extra credit".  I expect to accomplish none of these, but these will be done in order (order weighted by mix of difficulty  and desire).


*Artifacts
*Magma (WIP - Lag issues)
*Levers
*Biome Wildness (haunted e.g.)
*Graphics (actual dwarves, etc)
*Goblins
*Stats (strength, etc)
*Z-Levels (haha, yeah right)
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

SpaceDorf

How may I serve you Master ?

Feature Requests :

*Carp
*Elves
*Animal People
*Quantum entangled Mechanisms
*Drawbridges
*Fortress Inventory
*DFHack

no longer true : Disable construction and recruiting on adventure mode.
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

Wait really you can recruit in adevnture mode?  Dang I haven't played since 40d (and a little .31), so I didn't even know.   I'd get back to DF binging but I don't think I'd ever mod this if I did >.>
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

The-Eroks

 :D This would be exciting to tinker with for sure

QuoteThis is making rimworld exactly dwarf fortress with better graphics, plus whatever I want because I feel like it.
I always play dwarf fortress with ASCII graphics... and do strongly believe that it is artistically superior to the many all of the tiles ever offered. #myopinion  ;) Please offer an ASCII mode

Greep

#4
Well, this isn't going to be as ambitious a mod as everyone is hoping for I think ;)  Someday I'm going to go back to work and have to put this into maintenance mode, so I'm being a bit conservative here.  So an ascii mode just isn't gonna happen, since I'd rank it in the list after goblins, which I will almost defintiely not add xD  MVP graphics will be just the dwarves themselves probably, maybe just beards, or not.

However, I of course will allow dependent mods on my mod if anyone wishes to do the work to extend it, if they want to make an "Armok mod: Ascii mode".

Edit: As for elves, I may just repurpose tribals as elves.  They're really not that different, so it probably wouldn't take much work.  Also, WHEEEE knocked out most of the easy ones.
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

SpaceDorf

#5
I forgot the most important part of my Request list :

*SOCKS - revered holy icons of dwarvdom, for which every dwarf would gladly sacrifice his live.
*Engraving - of Dwarves wearing socks. And Cheese.

DF Fandom aside.
I volunteer if you need help with xml typing ..

--------------------------------- EDIT -------------------------------------

*All dwarves are brawlers.  You can give a dwarf a bow or gun, but it's ill advised except to hunt things, and they'll hate it.  Brawlers with ranged weapons get "feels like a damned elf" debuff.  Spray and pray guns removed <KINDA DONE>

I can't really get behind this .. while Toady is very averse to adding gunpowder to DF ... we are still talking about DF in SPAAAAACE !!! here .. and don't forget about Crossbows, the dwarven Machine Gun.

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

#6
Yeah that's a fair point, although you can totally equip ranged weapons as a brawler ;).  Part of the reason of making the mod in the first place, though, was having a mod not focus on guns anyways, but maybe there's some middle ground here. 

I definitely do not want large immigrant waves while also having the same power of ranged weapons as in vanilla, I want the battles to involve direct confrontation, not a large fire zone where enemies just melt.  Its kind of hard to find that balance where ranged weapons exist but aren't 100% dominant.  IIRC in DF crossbows didn't scale the way that melee does with skill, so maybe melee rebalaced will just solve this, I could perhaps add dodging ranged weapons if melee rebalanced only has parrying, and get rid of long ranged weapons so the A.I. can't be cheesed.

But miniguns, e.g., are definitely going the way of the dinosaur, I'm not going to have 100% minigun dwarf armies xD
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

SpaceDorf

What about armor ?
In DF thats the weak point for the arrows.

So removing most of the guns sound great, some melee varietee sounds great too.
And improving armor in a way, that ranged is nerfed even more ..
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

#8
Hmm.. yeah that could work, although it'd be weird if, e.g. charge rifles got blocked by most armor.  So it'd need a lot of work.  I'm also going to increase weapon quality effect on melee damage.  It always annoyed me that legendary plasteel weapons were worse than scyther blades and even power claws.  So in the beginning ranged is great but high quality gear can really mess with the enemy.

In any case, brawler sounds like an okayish temporary solution for internal testing before I release it, I'll think about solutions, though.

Edit: Also, suggestions so far are considered, I just haven't found a place in the priority list for them yet.  Too busy implementing stuff :D

Edit: I've thought about this for a while, and I think the solution I'm going to go with is just that ranged weapons take a very long time to create with much more components than in vanilla, exotic weapons doubly so.  This allows for "space dorfs" in a super long term sense, but cutting a slab of steel to make an axe is much much more practical in the short time.  The only weapon getting the "axe" (hurr hurr) will be sniper rifles for cheese reasons.  This will mean guns are too expensive for raiders, but whatever, gobbies aren't dwarfy enough for guns I guess.

I might end up adding special ingredients for weapons I specifically want to limit (miniguns, e.g.) but not sure what atm.  Turrets should probably require an A.I. core.

Also, seems like I'll have to move armor to forge instead of machining. I don't want guns craftable at start, but having to research to make helmets and vests sounds bad.

Edit: Looks like you're getting socks space dorf :D  Integrating what makes sense from medieval times, and socks is there :)
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

#9
The early days of magma are.. not so impressive looking, but at least the lag issues are fixed xD

[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

milon

RimWorld meets Dwarf Fortress
So for great justice
All my dwarfs belong to Greep

~A haiku commemorating awesomeness​

(Subscribed!)

Greep

#11
 ;D

*Magma now inherits from Thing directly rather than Fire.  Colonists won't commit suicide trying to put it out, and performance increase now allows a full small map of lava.
*Magma now instantly incinerates all non Fire-Safe material(, except for solid walls, which take a while to burn away) adding nothing but a bit of fire where it used to be.  Looks slightly uglier since the fire dies down quicker and there's nothing to burn, but whatever.  Considering having random puffs of fire for coolness factor.

Starting work on volcanoes soon :D

[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

minimurgle

Looking good Greep. Might wanna find the bit of code that blends tiles (I think it's in with floors). You probably planned on that though.
Don't mind the questions. I'm probably just confused.

Greep

#13
Yeah, I'll check it out if it doesn't impact performance.  Also, pure black wasn't quite the best color for obsidian, will probably make it like 25,25,25.  Obsidian also probably isn't the best rock to make volcanoes out of. 

But anyways, volcanoes incoming!  Now I don't have to test magma by having it spawn on immigrants xD  And I miiight have put this too far into worldgen judging by the trees in the roofs :3

[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

AngleWyrm


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.
My 5-point rating system: Yay, Kay, Meh, Erm, Bleh