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Author Topic: Announcement: Goblins are dead  (Read 1014 times)

Meph

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Announcement: Goblins are dead
« on: April 12, 2014, 05:02:38 pm »

I just wanted to let the community know that deathsword will no longer work on the playable goblin race he started, when I started planning the Warlocks. He had been working on and off on them, buried the project and at some point, deleted the files.

This means no playable goblin race in foreseeable future.

Humans, Elves, Drow and Goblins are the remaining options for race plugins. I tend to favour the humans, as you have seen. Smakemupagus, Putnam and Deathsword took up the three other races, but the projects got abandoned for different reasons over time.

If any other modders are interested, let me know.

(although there has been a horrible track record. Three people worked on evil/undead races that never got finished/released, one person started on antmen as race, and the  iteru/egyptians were abandoned as well. So if you say: Yes, I do want to make a race for this mod, please be aware of the challenge and work involved.)

As a last point: Thanks smakemupagus (long inactive, but hey...) for starting this entire idea with the first new race, the Orcs; and to IndigoFenix for the unique Gnomes.
« Last Edit: April 12, 2014, 05:10:13 pm by Meph »
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Avacado

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Re: Announcement: Goblins are dead
« Reply #1 on: April 12, 2014, 06:47:10 pm »

I have to give props to the three of you for putting in all the time you have put into Masterwork. I know I put in at least 40 hours into my old total conversion mod in the pre-dfhack days before scrapping it, and it certainly wasn't at the level of any of the current mods.

I might have some free time in a few weeks to start working on one of the races, but I can't think of a good gameplay mechanic for the elves/goblins that hasn't already been done (gnome druidism, orc raids, kobold thieving, etc).
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Meph

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Re: Announcement: Goblins are dead
« Reply #2 on: April 12, 2014, 06:52:19 pm »

Oh, the easiest way is just to open a thread and ask people. I have plenty of ideas for both as well. Plant/pet relying elves with unlimited wood and goblin slavers that have to stay belowground, because fighting in the sun hurts. (leads to underground forts only, and you have to lure enemy armies inside before you can attack them)
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

IndigoFenix

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Re: Announcement: Goblins are dead
« Reply #3 on: April 13, 2014, 01:34:28 am »

It would be great if elves could literally build structures out of natural trees by manipulating their growth, but any system we make now will obviously fall apart with the next DF update.  I suggest waiting for them.

Goblins should have lots of stuff that explodes.  Dynamite mining and weaponry.  No regard for life whatsoever, expected to die in droves like kobolds but also wreck the landscape in the process.  Also, to keep with their snatcher appeal, they should have castes resembling other races.  Yes, they will give birth to the sometimes, but this can be handwaved by saying that pretty much all goblins have mixed blood and sometimes recessive genes become manifest.

Just some ideas.

Cas8spree

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Re: Announcement: Goblins are dead
« Reply #4 on: April 13, 2014, 11:02:39 pm »

Hello, I am a long time lurker but I may be able to work on goblins for MW. I have a goblin mod in the works and I am thinking of sharing it to the public once its finished. The work on the mod is about half way done and I have not tested it out yet (the goblin castes are finished but the building and their reactions are being worked on). This is also my first attempt of modding dwarf fortress as well.
« Last Edit: April 13, 2014, 11:07:56 pm by Cas8spree »
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fasquardon

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Re: Announcement: Goblins are dead
« Reply #5 on: April 14, 2014, 06:23:59 am »

I have been tinkering with a goblin mod for a while.  Still haven't gotten to the point where it is worth sharing though.  If it ever does, I'll put it up for other people.

How do you mod how much cave adaption impacts your people?

fasquardon
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Meph

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Re: Announcement: Goblins are dead
« Reply #6 on: April 15, 2014, 08:28:30 am »

Interactions with COUNTER_TRIGGER:CAVE_ADAPTION. See the wiki on interaction token and syndromes.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::