What should I do with FuryMod?
What should I do with FuryMod?
At the moment, I am trying to decide what I want to do with FuryMod.
There are two options:
1. Keep it as a module
This would mean basically to just keep it the way it is. I currently have a version ready to upload that adds light, dark, and neutral jedi powers, Zizzo's runecraft, another 40 monsters, some new lightsabers and robes, and some other misc. things.
The downside is that are some things that just can't be done with a module. This brings us to option 2
2. Turn it into a new variant
This would involve uploading the latest version of furymod module to the tome site, and then working on the variant.
I would probably put it on download.com, which would give it more recognition, and be a bit easier to get. I have a mirror already ready in case I decide to go this route.
As it is, I have a test build on my system that fixes the quest bugs, adds in new weapon brands, like BRAND_WATER, BRAND_FIREWALL, and BRAND_DEATH, new monster flags, like RES_MANA, IM_MANA, NORSE, and STARWARS, new object flags, like AURA_COLD and AURA_ACID, some of the patches from Killerbunnies, and Dan Rosenberry's one skill point mod for Fumble fingers.
The disadvantages are that it would be more work for a variant and that I probably wouldn't be able to host it on the TOME site.
So, any suggestions would be appreciated; don't just vote, give me an opinion. If there is something of yours in FuryMod that you don't want in it, let me know.
Also, if you want it to be a variant, there would be spots open for a team of workers.
There are two options:
1. Keep it as a module
This would mean basically to just keep it the way it is. I currently have a version ready to upload that adds light, dark, and neutral jedi powers, Zizzo's runecraft, another 40 monsters, some new lightsabers and robes, and some other misc. things.
The downside is that are some things that just can't be done with a module. This brings us to option 2
2. Turn it into a new variant
This would involve uploading the latest version of furymod module to the tome site, and then working on the variant.
I would probably put it on download.com, which would give it more recognition, and be a bit easier to get. I have a mirror already ready in case I decide to go this route.
As it is, I have a test build on my system that fixes the quest bugs, adds in new weapon brands, like BRAND_WATER, BRAND_FIREWALL, and BRAND_DEATH, new monster flags, like RES_MANA, IM_MANA, NORSE, and STARWARS, new object flags, like AURA_COLD and AURA_ACID, some of the patches from Killerbunnies, and Dan Rosenberry's one skill point mod for Fumble fingers.
The disadvantages are that it would be more work for a variant and that I probably wouldn't be able to host it on the TOME site.
So, any suggestions would be appreciated; don't just vote, give me an opinion. If there is something of yours in FuryMod that you don't want in it, let me know.
Also, if you want it to be a variant, there would be spots open for a team of workers.
Hey Fury,
I really like it as a mod. It's just my opinion, but after some tough ToMEing, I like to just zip over to my Golem Mutant Berzerker and hack through the same tough levels I just died in.
I like having it all wrapped up here in the ToME forums too. It's great to compare and watch the module develop.
Furymod is my current favorite!
I really like it as a mod. It's just my opinion, but after some tough ToMEing, I like to just zip over to my Golem Mutant Berzerker and hack through the same tough levels I just died in.
I like having it all wrapped up here in the ToME forums too. It's great to compare and watch the module develop.
Furymod is my current favorite!
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- Spiderkin
- Posts: 517
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I think having both is the best idea.
Making FuryMod into a variant sounds cool, because the new weapon brands and new flags sound great.
However it would also be good to still have it as a T.o.M.E module. It is (along with Annals of Ea) my favourite mod too.
If you do a variant, I would like to help on it, if I could be of any use. I know some Lua programming, but I don't know any C at all.
Making FuryMod into a variant sounds cool, because the new weapon brands and new flags sound great.
However it would also be good to still have it as a T.o.M.E module. It is (along with Annals of Ea) my favourite mod too.
If you do a variant, I would like to help on it, if I could be of any use. I know some Lua programming, but I don't know any C at all.
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- Archmage
- Posts: 379
- Joined: Tue Nov 11, 2003 10:54 am
- Location: Wroclaw/Poland
It will be, but I don't like lua. 
Here is a link to the forum for development discussion:
http://thefury.cogia.net/phpBB2/index.p ... 1e18a1bd5b

Here is a link to the forum for development discussion:
http://thefury.cogia.net/phpBB2/index.p ... 1e18a1bd5b
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- Spiderkin
- Posts: 517
- Joined: Wed May 11, 2005 2:28 pm
- Location: Cornwall
- Contact:
I like Lua 
I think it is good if you are working on a variant of FuryMod. Like Nerdanel said, T.o.M.E 3 sounds brilliant, but who knows when it will be released? I think T.o.M.E 2 is really good, but there are some limitations to what you can do in it. For example, I can't give my Ice elemental the SH_COLD flag
I hope T.o.M.E 3 is released soon, and also I think a FuryMod variant sounds really great!
When are you uploading the latest FuryMod?

I think it is good if you are working on a variant of FuryMod. Like Nerdanel said, T.o.M.E 3 sounds brilliant, but who knows when it will be released? I think T.o.M.E 2 is really good, but there are some limitations to what you can do in it. For example, I can't give my Ice elemental the SH_COLD flag

I hope T.o.M.E 3 is released soon, and also I think a FuryMod variant sounds really great!
When are you uploading the latest FuryMod?
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- Spiderkin
- Posts: 517
- Joined: Wed May 11, 2005 2:28 pm
- Location: Cornwall
- Contact:
-
- Spiderkin
- Posts: 517
- Joined: Wed May 11, 2005 2:28 pm
- Location: Cornwall
- Contact: