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Author Topic: Elf Retreat! (v1.2)  (Read 17538 times)

newbonomicon

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Re: Elf Retreat! (v1.2)
« Reply #60 on: July 17, 2011, 08:18:47 pm »

Said forumite has three links in his sig, none of which appear to be what you say they are.
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ArKFallen

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Re: Elf Retreat! (v1.2)
« Reply #61 on: July 17, 2011, 08:29:44 pm »

Said forumite has three links in his sig, none of which appear to be what you say they are.
ADV Homes is for retiring forts. DFHack and its tool mode are by Peterix, the link for that is in his sig or you could use the search function (or right Here).
Sorry for accidentally misleading you
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Hm, have you considered murder?  It's either that or letting it go.
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newbonomicon

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Re: Elf Retreat! (v1.2)
« Reply #62 on: July 17, 2011, 08:32:55 pm »

OK...

I think I'm going to stay away from any of the stuff in the aforementioned links or the link above until I grow a second brain (or some equivalent but not ridiculous thing).
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Shintaro Fago

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Re: Elf Retreat! (v1.2)
« Reply #63 on: July 19, 2011, 02:45:32 pm »

Spoiler: a small sneak peek (click to show/hide)
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jaxy15

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Re: Elf Retreat! (v1.2)
« Reply #64 on: July 19, 2011, 02:48:46 pm »

Also the prone to rage tag is wrong.
It's supposed to be [PRONE_TO_RAGE:XX] where XX is a number.
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Dwarf Fortress: Threats of metabolism.

thatkid

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Re: Elf Retreat! (v1.2)
« Reply #65 on: July 19, 2011, 03:52:06 pm »

Do poisoned weapons actually work? I'm not a fan of the particular work-around for that, if only because it's so unstable.

And thanks, jaxy. I've been trying to figure out why the berserkers won't rage. I'm surprised I missed that, but lately a lot of my modding efforts have been messy and haphazard so that's probably why >_>
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GreatWyrmGold

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Re: Elf Retreat! (v1.2)
« Reply #66 on: July 19, 2011, 07:30:27 pm »

What is the value of copperwood compared to that of copper and wood? What is the value of ironwood compared to that of iron and wood?

Three ideas related to metalwoods:
1. A "silverwood" and a "goldwood" that are made similarly to how copper and iron woods are, but being heavy, valuable, and bad at weapon making.
2. "Alloys" of two or three different kinds of -woods to make a new kind of wood.
3. Steelwood, made by combining some rare-but-findable-if-you-know-where-to-look-thing, a rare herb maybe, that is steel-equivalent. Maybe also an EXTREMELY valuable type of wood, even more valuable than aluminum and maybe as light, that is made from goldwood the way steelwood is made from ironwood.

A few other ideas:
4. Unique trap components? Maybe a large leafblade?
5. Wooden mechanisms?
6. Name: War Elves, or Tinker Elves, or Trap Elves, or something.
7. Giant wooden corkscrews, if only for screw presses.
8. A caste of wimpy whatever-elves that learns combat, menial labor, and healthcare skills slowly, crafting skills quickly, and starts with natural skill in surgery and mechanics. Call them "Mad Elves" or something, and have them be a bit rarer than the berserkers.
9. Alcoholic elves of some kind, which are slower, dumber, and [ALCOHOL_DEPENDANT], but breed quickly and are cheerful. Kinda like Genesis's mushroom dwarves.
10. Other castes with inbuilt neuroses and psychoses like these. Sounds !!FUN!!, no?
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bowie

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Re: Elf Retreat! (v1.2)
« Reply #67 on: July 20, 2011, 02:19:12 am »

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GreatWyrmGold

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Re: Elf Retreat! (v1.2)
« Reply #68 on: July 23, 2011, 08:20:57 am »

Cool.

Also, what's happening with this mod, Thatkid?
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Knightl

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Re: Elf Retreat! (v1.2)
« Reply #69 on: June 20, 2013, 04:29:38 am »

*Cloth Robes of Necromancy*

I am sorry for Necroing this topic majorly, But will work on this mod continue? I love this mod and still see room for improvement.

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 Extremely rarely, you'll see peasants without a bed or booze achieve it, because their life is shit.

Rekov

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Re: Elf Retreat! (v1.2)
« Reply #70 on: February 05, 2017, 07:28:40 pm »

How much trouble am I likely to get in if I drop these raws into 0.43.05? Is that likely to work or just be a horrendous failure?
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skelepound

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Re: Elf Retreat! (v1.2)
« Reply #71 on: February 05, 2017, 07:32:51 pm »

You should steal my druid raws, those of War and Mythos, and those from Masterwork, and use them to add a workshop for Elves that lets them have animal/nature magic too - just having beasts and wooden weapons always bothered me, and elves are kind of magical critters, so it bothered me that they can't necro. So thats my input.
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My magic mod, Schools of Magic:
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http://www.bay12forums.com/smf/index.php?topic=162596.0
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