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Author Topic: *SUGGESTION*"Elven camp mod"?  (Read 1867 times)

Necro910

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Re: *SUGGESTION*"Elven camp mod"?
« Reply #15 on: May 26, 2011, 09:52:41 pm »

For Elf Forest (a mod that I built and abandoned), I renamed Woodcutter to Summoner and added a "great tree". The "great tree" produced "wood pieces", which could then be used to make any type of wood at the same "great tree". Mining is absolutely unnessesary when there is so much wood, so I simply built a fortress (carpentry, plant gathering was enabled). Wooden weapons were handled in a custom workshop, and included swords and bows (arrows were enabled with the "bowyer" skill). Lastly, brewing was enabled.
Nice. You could also use Druid for summoning.

Radiant_Phoenix

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Re: *SUGGESTION*"Elven camp mod"?
« Reply #16 on: May 26, 2011, 10:01:11 pm »

Hmm; I feel like it should be possible to pick up already-fallen wood. Would making a plant that produces logs with the 'gather' command be appropriate? Obviously, it would have to be fairly ubiquitous, yet also sparse, to make sure there's actually a meaningful limitation.
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Interus

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Re: *SUGGESTION*"Elven camp mod"?
« Reply #17 on: May 27, 2011, 12:43:08 am »

Hmm; I feel like it should be possible to pick up already-fallen wood. Would making a plant that produces logs with the 'gather' command be appropriate? Obviously, it would have to be fairly ubiquitous, yet also sparse, to make sure there's actually a meaningful limitation.

I think there's a sawmill mod floating around that has farmable trees that are processed into wood.  You could probably make a deadwood shrub, mod it to be clearly identifiable, not give it seeds, and make it grow in forest biomes.  You would probably need to have a reaction to turn it into a log, but it's another possibility for a shaper workshop.

I'm not quite sure this is a good idea though.  Especially not as an exclusive source of wood outside of cutting down trees.  Mostly because it seems a bit like relying on plant gathering to feed your fortress.  Honestly, I wouldn't have it be that sparse unless there are other ways of getting wood, and I'd leave it as something only elves can do, if you're leaving dwarves playable.  I might use this idea if I end up making elves playable too though, since I like making the different races unique.
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rephikul

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Re: *SUGGESTION*"Elven camp mod"?
« Reply #18 on: May 27, 2011, 05:20:00 am »

In my interation of elf fortress, as they have picks and axes as foreign equipments, I had to bring quite some wood (100+) in the first year and use them sparingly until I manage to get an axe from traders in the second year but by that time I've also got a pick and thus has solved most of my furniture need anyway. A nice plus of an elf fortress is the fact that you can request many kind of animals and even hostile animals just kind of ignore you. Unfortunately this also apply to stealers as they just go for the hoard and since you dont have much to build with in the first year, it's a massive pita. In combat, my elves need a different approach from my dwarves as they cant produce any decent armor or melee weapons although they have very good base stat. This mean they rely heavily on picked up weapons from goblins and otherwise. This doesnt translate well to armor tho as they have a different size with the rest of the species.
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Intensifying Mod v0.23 for 0.31.25. Paper tigers are white.
Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

kerlc

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Re: *SUGGESTION*"Elven camp mod"?
« Reply #19 on: May 27, 2011, 06:05:23 am »

you could use gemsteel for weapons. there is a mod, can't remember the link, i think it is on the front 3 pages.

just make it use just gems/glass without fuel.
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