Hi everyone.
So, um, I have a rather ambitious set of ideas and no clue where to start with them.
First: Okay, so the game has Fire-based attacks. What about cold (damage over time and slows you down) and lightning (I figure lightning would do high damage and ignore metal armor, but would have a rather low chance of starting fire)?
Second: How would I go about implementing hill giants? They would want to bash critters in the appropriate size range (which would include dwarven adults - babies would be too small) into unconsciousness and carry them off. I'd like there to be a chance for a lone hill giant starting in year 3 or so. If he's ever successful, he brings a bunch of friends with him a couple of months after he leaves, but if he's killed then there's chance of a smaller "where'd our buddy go?" the next year. Kill the king (when he eventually shows up) and you scatter the tribe, and it's at least a year before there's any chance of the cycle starting again (with a new hill giant civilization).
Third: Can we put in new buildings? I want to have an "advanced alchemists shop" that's only available when The Alchemist noble shows up.
Fourth: Duergar. Evil dwarves, slaves to the blood god. I'd like them to start to show up - say in winter - after you begin to produce iron bars. Their 'trade' would be a demand for iron or steel in exchange for 'good will'. If they don't 'show a profit', they will send in dwarves to take iron. If they are attacked they fight back hard. Piss them off enough and they are willing to send punitive expeditions, who eventually become armed with steel - and even adamant (for you to claim if you can).
Fifth: Drow. Evil elves that have a chance of living in the chasm, and who will send overland sieges if you ever clear out the chasm permanently. They have heat resistance so that steam doesn't bug them as much, and sometimes they have adamant weapons.
Sixth: Is there a way to get animals to produce manure on occasion? If so, is there a way to get them to go to refuse stockpiles when they need to make a deposit?
Seventh: Can I add sulfer as an ore type?
Eighth: Two tasks for an alchemy shop - refine large manure into saltpeter, refine stack of small manure (cats, dogs) into saltpeter.
Ninth: Grind gunpowder.
Tenth: Make wood pulp.
Eleventh: Make gunne balls - probably 250 per block of refined metal.
12: gunpowder + wood pulp + gunne ball = cartriges.
13: Guns themselves are either bronze and very heavy, or steel and somewhat lighter. Firing a gun should be a rather loud event - at least 10 distances of noise, maybe 20. I'd like to have it so that you need a really high-quality weapon to get much accuracy out of it.
14: Cannons.
15: Magicians who might have powers of ice (ranged cold attack, cold aura wrestling attack), fire (fireball, firewave, fire aura wrestling), lightning, water (water breathing, water submersion, I'd like to have flooding but it'd be too dangerous, causes 'in water and drowning' status when wrestling), air (flight, increased protection from ranged weapons), earth (increased strength and soak underground, cause cave-in), acid (heavy damage over time).
16: 'Good' areas to bring in druids and centaurs to attack if you kill too many 'good' critters.
So, any of these possible with the current game?