Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Why Elves, why not?  (Read 519 times)

Belteshazzar

  • Bay Watcher
    • View Profile
Why Elves, why not?
« on: June 28, 2011, 01:08:26 pm »

It seems I never aquired the hatred for elves most people seem to have, even going so far as to praise even goblins and deamons in their gratuitous acts of elf slaughter. While the elves continue, thanklessly, year after year to bring all sorts of wood, cloth, and most importantly the 'exotic beasts' for my fortress. All for a few paltry stone mugs, trinkets, and the 'slightly used' bloody silky clothing in 'child sizes' I seem to be inundated in.

Thus, it will no doubt considered some manner of heresy if I make a mod to merge Elves (of varying subtypes) and Dwarves as castes into the same civilization, and then give them all disastrous allergies to ferrous materials (I'm sure the new version and it's material allergies would prove useful here.) Perhaps a hint of a Eloi/Morlock sort of relation going on, Elven nobles living carefree lives of elegent opulence above ground while their grimy, semi-autustic, craftsmen shun the light of the daystar.

If I thought it were possible I would even mod them to need other 'mortals' to convert to their kind.
Logged
In the year 570, Kjerdregus occurred.

kerlc

  • Bay Watcher
    • View Profile
Re: Why Elves, why not?
« Reply #1 on: June 28, 2011, 01:22:57 pm »

you infidel! you shall burn IN MAGMA FOR THIS INSOLENCE!

just kidding. The elves are OK, although i have it with their crap "short" jokes. and the need: only 100 trees! too bad they don't know about my underground farm....
Logged

Belteshazzar

  • Bay Watcher
    • View Profile
Re: Why Elves, why not?
« Reply #2 on: June 28, 2011, 02:39:13 pm »

Suddenly realizing I haven't done any modding since all the body tags got added.

Damn that's a lot of stuff, looks like it's going to be a bit of a 'trial by fire' merging just elves and dwarves as castes of the same creature (as well as a few minor civ details), much less any variants there-of.
Logged
In the year 570, Kjerdregus occurred.

EmperorJon

  • Bay Watcher
  • Still waiting...
    • View Profile
Re: Why Elves, why not?
« Reply #3 on: June 28, 2011, 02:42:56 pm »

It shouldn't be too hard... BTW, you'll have ElfDwarves, is that ok?
Logged
I think it's the way towns develop now. In the beginning, people move into a town. Then they start producing tables, which results in more and more tables. Soon tables represent a significant portion of the population, they start lobbying for new laws and regulations, putting people to greater and greater disadvantage...
Link for full quote. 'tis mighty funny.

Belteshazzar

  • Bay Watcher
    • View Profile
Re: Why Elves, why not?
« Reply #4 on: June 28, 2011, 03:09:00 pm »

Ideally they would be separated as much as possible in personality and body type by the castes (the infamous 'cave adaptation' for one thing) Likely will just call the overall species 'Fae' or something appropriate. I'll have to re-jigger how their civ works, but from what I can see that doesn't have as many tags to integrate as the creature level modding.

Been forever since I tried any modding, but I figured I'd better get a leg up before the 'next' version drops even more tags to learn on my plate, I'm sure this will all work out towards 'fun'.
Logged
In the year 570, Kjerdregus occurred.