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Author Topic: Trade Connections  (Read 1752 times)

Max White

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Re: Trade Connections
« Reply #15 on: December 10, 2010, 05:01:23 am »

Meh, you want better for the first two? Ask toady to make the raws more moddable. Right now too few tags imply too much. If we had more control over what we could mod, that whether vanilla features the full adventure you want or not, the modders could give you what you want. Right now, for example, if we want a beast to take and convert a bride, it MUST be a night hunter, and it must live in a den or sorts, and it will only ever take and marry one. IF instead, the [CONVERTER] tag implied only that this caste would convert applicable targets, and the [CONVERTED] tag implied this caste was 'made' from the applicable creature, then making a vampire take over a town, and turn some of the locals into hes mindless undead would be an easy task, making your adventures all the cooler.

As for the third, that was there for modders. We can now make a vast array of cool reactions, such as 'Collect pebbles', giving you ammo for your new sling. This wasn't possible in the past.

Capntastic

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Re: Trade Connections
« Reply #16 on: December 10, 2010, 05:03:19 am »

Yes, but the adventurer skills arc has yet to come.
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Max White

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Re: Trade Connections
« Reply #17 on: December 10, 2010, 05:06:50 am »

We can make do for now with the current skills. Butchering was just to show that we can use any skill. I could allow elves to grow berrys using the the herb gathering skill. I'm also under the impression that we can use the more obscure skills, like spacial sense. Skills aren't that limited.

I wonder if the magic skill is still hidden away in there, TO THE STRING DUMP!
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