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Author Topic: Masterwork DF Suggestions (Guild-System Discussion continues here)  (Read 35924 times)

Meph

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- Meph casts Thread Necromancy lvl3 -

Here the new to-do list for my mod. I dont really want to post it in the MasterworkDF thread, because that thread gets cluttered very quickly. This thread is just for modders and curious users that want to help brainstorming, maybe even coding, maybe giving new or better ideas. :)

Quote
Skaven Civ
 - Warpstone weapons and ammo
 - Crude armor, with mutation effects

Warpstone Lab
 - Build skaven weapons
 - Build warp-thrower
 - Mutate dwarves
 - Mutate pets

Foundry
 - Batch production of metal gear
 - Replication of found gear

Researcher
 - More random experiments

Warlocks
 - All warlock items are cursed

Archeologist
 - Cursed Items can be found
 - Raising the dead, weaken a dwarf, berserk, sleep

Temples
 - Exorcise cursed items

Embassy
 - Invite diplomats, migrants and caravans

Expedition Outfit
 - Extended expeditions, triggering megabeasts/nightcreatures

Mercenary Outfit
 - Extended raiding system, triggering sieges
 - Maybe bringing labor cells/slaves similar to Orc Fortress

Markets
 - Trade items for money
 - Trade money for items
 - Similar to Stronghammers Mercantilism or Orc Fortress Caravanserai

Casino
 - Gamble money for more money
 - Gamble money for rare items

Diseases
 - Real life diseases, for dwarves and pets
 - Delete old disease system

Apothecarius
 - Cure and combat diseases
 - Healing: Raise recuperation

Chaos Civ
 - Fake civ consisting of multi-caste creatures in hell
 - Very, very, very hard
 - All non-flying, you have to conquer hell to fight them
 - Drop special items to summon final boss in the colosseum

Manual
 - More details

Gui
 - Donation Button.
 - Fix grazing button display.
 - English translation for dwarf language. All ingame names are always english.
 - Make standardized wood optional
 - Make standardized animal materials optional.

Graphics
 - 64x Tileset, 1/3 is done.
 - 64x Creature Sprite Set.

Thaumaturg
 - Creates magical items
 - Very complicated reactions
 - Very unique items

Upgrade System for Mages
 - TrueTransform based multi-level mages
 - Familiars, special mage-pets

Guilds and Guildhalls
 - Replaces old caste system
 - ~12 Guilds, high skill learn rates. All others very low skill learn rates
 - Dwarves can join and level up inside the guilds
 - Guild Markers with buffs for guild members only
 - Includes 2 military guilds, melee and ranged

Shade Civ
 - Glasscannon, dies very quickly.
 - Kills dwarves upon touch.
 - Sends only lone assassins (like kobold thieves, but very late, and more aggresive)
 - Chance to summon Shade Army inside your fort, if you are not vigilant enough.

Armored animals
 - Write more of them.
 - unicorn, drake, dragon raptor, forest spider, wolf, cougar, giant drow spider, gigantic panda, dire wolfmastodon, blood spider
 - add war train: forest spider, blood spider, wolf, cougar, giant drow spider, dire wolf (value increase as well)

Creature Spawning Interaction
 - Bugfixing. I am sure it can be improved, especially the extravision bug.

Glass Industry
 - More types of glass, ruby, ebony, volcanic...
 - Possible use as war-grade metal equivalents

Color control
 - Furniture from blocks
 - OR make colored boulders
 - OR glazing with dyes
 - Should allow relatively easy control over fortress color scheme

New Inorganic mats
 - More reactions for oil slate and oil sand
 - Remove meteoric (?)
 - Reactions for cinnabar, rocksalt, realgar.

User Friendliness
 - Double check all hotkeys.
 - Double check all reaction sorting
 - Double check all reaction wording.

Kobold Camp
 - Tons of stuff. Really.
 - For now: Toads, Shroomshop, thievery, tradegood (no metals), liaison title, slag.
 - Magic system for kobolds

Macros
 - Add new uniform templates (lots of work and gets messed up as soon as I change one item, argh)

Leather-Skin ratio
 - Apply wannabeahero's patch, to allow a better ratio of skin to leather.
 - Small animals give small amounts of leather.
 - Big animals give large amounts of leather.

Tranquil/Lobotomy
 - Make dwarves harmless. No emotions, no tantrums, with some negative effects.

Playable Races
 - Humans (?)
 - Goblins (?)
 - Elves (?)
 - Drow (?)

Adv. Mode
 - Find someone else to do it. Period.

Chemistry System
 - More of it. Acids, Rust Removal, Fertilizer, Explosives.
 - Rebalance the old one.

Threats inside your fort
 - Fake Wormfolk Civ that "tunnels" into your fort
 - Shade Portal Army
 - Poltergeist that razes buildings
 - Lich Transformation from working with dark arts to much

More Transformation/Mad Science
 - Make dwarf werewolves
 - Make dwarf husks
 - Make dwarf undeads
 - Make dwarf vampires

Technology
 - Grenades
 - Stationary man-able building: Flame/Net-thrower, Gunturret.

More Plants and Trees
 - Different EVIL trees
 - Different GOOD trees
 - Different EVIL cavern (1,2,3) grass
 - Different GOOD cavern (1,2,3) grass
 - Different EVIL cavern (1,2,3) trees
 - Different GOOD cavern (1,2,3) trees
 - Fitting reactions and goods for all of these special plants and trees

Soundsense
 - Add coestars announcements for mod content
 - Alter the music stage so that it plays actual music
« Last Edit: March 20, 2013, 05:41:20 pm by Meph »
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azrael300

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Re: Ideas for modding / Masterwork DF Suggestions
« Reply #1 on: May 08, 2012, 07:59:27 pm »

I have ideas...
energy crystals
underground ruins
underground intact ruins
cotton gin
binoculars nvm
telescope
space exploration but i mean like not realy going to space but having some page in the game saying whats going on in space that your satilights find and research planets and other stuff like nuclear power, chemical stuff or metals and so on... or what ever you like

light source ... decoration?
underwater civilizations
graphite pencils(and wood... if your unlucky and cant find graphite you are stuck with messy messy ink)
flying contraptions
conveyor belt and mechanical stuff that uses a belt and 2 wheels i hope you know what i meen
refrigorator
mechanical pets and enemy war pets
fan(if your using temp and it gets to hot in your room make your dwarfs happy with a fan)
cola, pepsi,soda,etc
morgue
health research
deplomacy no more kings demanding stuff you need... or you can always put lava in there rooms
robotic limbs to replace missing limbs
electronic devices
glasses for the dwarfs with limited eyesight (the old, the dude that looked at the sun to long , etc)
popcorn
plastics
acid
bases(chemical)
fruits and vegetables like lemons or whatnot
ph levels.... if a liquids ph level gets to low say goodbye to the dwarfs who like to swim in acid.
water beds
rock throwing enemies
ability to gather food and herbs from trees
ability to play with genetics ( now we can have t-rex size war hamsters! yay!)
anti-matter (power,explosions(accedents happen),bullets with anti-mater in them and the magnet that when hits a target turns off and boom! the enemies in many many parts, ect)
steam power
schools (for the child's)
micro-surgery, reatach those limbs ..... or fail and have a sad dwarf for life,etc
katana, ninja stars(shrukens,etc)
falling stars
falling rare moonstone dust
energy armor
energy weapons
a advanced nation with a tech level really high and attacks civilizations that gets there thech level to high ... many have fallen to there wrath.
brain enhancment (get smarter or dumber in a accedent)
army of human-apes.
tanks and
more.
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Edit. Oh Jesus Christ, Necro would be proud. The second horse in the caravan came in and immediately caught on fire. I looked into his inventory and found a burning pig tail fiber bag. Curious, I looked inside.
quote above is by yuriruler90

Meph

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Re: Ideas for modding / Masterwork DF Suggestions
« Reply #2 on: May 08, 2012, 08:15:22 pm »

Thanks I go through your list, a note though, remember that Masterwork DF is still DF. Not a total conversion.
Quote
Shouldnt be hightech, but rather fit the medieval/fantasy setting
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Milkbot

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Re: Ideas for modding / Masterwork DF Suggestions
« Reply #3 on: May 08, 2012, 08:38:19 pm »

If we're talking masterwork suggestions...

I'd love to see more than 1 leather from bigger size raw skin.
http://www.bay12forums.com/smf/index.php?topic=108975.0
This topic was discussing it recently, but I don't have the savvy to work it into masterwork.

Making standardised materials optional. I love masterwork, but I'm missing the flavour of vanilla.

More flavour. Artisan shops than can make intricate goods like mechanical clocks and trinkets. Perhaps the ability to make specific crafts (good for mandates, trade requests, whatever)

Pelts for furred animals, either in conjunction or instead of rawhide. For things like wolf pelt cloaks, etc.

Special weapon/armour for megabeast butchery materials. Dragonscale, dragonbone etc.

Ability to make exotic weapons. Horned helms requiring animal horn perhaps.

More flavour!

Please make turrets and landmines less useless. Please.

Is it possible to provide power through modding? Steam engine would be pretty swell.

Mounts would be sweet if you did it in the same way as golems and feel a little less cheaty. Can you use caged animals for reactions?

Exotic materials for weapons, eg Platinum hammers. Decorative golden or gilded armour for royal guards that isn't particularly effective in a real fight.

Workarounds for addings seasonings to prepared meals if possible. Syrup and stuff doesn't get used, so instead "sweeten" prepared meals with it? See if this works correctly?




« Last Edit: May 08, 2012, 08:47:11 pm by Milkbot »
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(*v*  )         FRO-
/(  .    )\         STED
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Hugo_The_Dwarf

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Re: Ideas for modding / Masterwork DF Suggestions
« Reply #4 on: May 08, 2012, 08:48:53 pm »

the "Black Plauge" which can almost whipe out a fortress, luckly there are a few dwarves with an imunity to it.

"Good" magic that consists of:
Healing
Binding foes (IMOBLIE tag)
blessing soldiers to give phys. stat boost
pasify the undead (add some tag that allows a undead creature not ot be re-animated again)
armoks will (fire ball?)

"Evil" magic that would be:
cripple (causes pain/swelling and sickness, or lowers phys. stats)
drown (fills targets lungs with water, stops lungs from working. Can kill, can be resisted)
Cloak of darkness (uses hide effect on self and allies) --- not sure if fortress mode AI would use this advantage, Adv. mode would benifit greatly
Life leech (causes some bleeding to target, lowers recup. And greatly increases own Recup. could be done with a tenis interaction)
weaken resolve (some sort of fear/weaken spell, might be a morale breaker causing slowness or something.)
shadow tendrils (multi target material emission)

"Dwarf" There shouldn't really be spells reguarding "dwarven" at least casting wise.
Should just be golems, and other magical constructs. Dwarves are skilled craftsmen
so dwarf magic should be based on animating their art.

Alchemy and chemestry should be one building, name it something generic. like material and magic research lab.

Frost Giants could drop "dry ice" or "black heart" which can be used to make dark and powerful golems (black heart) or an alchemy/chem. item/reagent

and to your NOT_LIVING question, I would say yes it stops re-animation
Quote from: interaction_secret example
[INTERACTION:EXAMPLE RAISE]
   [I_TARGET:A:CORPSE]
      [IT_LOCATION:CONTEXT_ITEM]
      [IT_AFFECTED_CLASS:GENERAL_POISON]
      [IT_REQUIRES:FIT_FOR_ANIMATION]
      [IT_FORBIDDEN:NOT_LIVING] ---------------- Right here
      [IT_MANUAL_INPUT:corpses]
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Arbinire

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Re: Ideas for modding / Masterwork DF Suggestions
« Reply #5 on: May 08, 2012, 09:13:55 pm »

Ok my first idea is kind of a mashup of other ideas....literally.  Just mashup Alchemy and Chemistry to one all encompassing idea named either Alchemy or Chemistry.  Though my suggestion for the name would be Alchemy over Chemistry, since modern transmutation is a field of Physics, not Chemistry, while Alchemy itself was the forerunner of both fields.

http://chemistry.about.com/cs/generalchemistry/a/aa050601a.htm is a brief reference point to my stance on this.  I know some people will disagree with this idea because they want to believe that Alchemy is what the New Age movement has made it out to be, but it really has always been a legitimate science.

For creature drops, I'd say Illithid brains would have a pretty place with the bone changes you are implementing, though specifics would probably be better left to your imagination than mine since you know what you're doing with the boneyard changes.  Frost Giants could drop Frozen Blood, which could then be used as a reagent for your higher end Alchemy/Chemistry products, or even as a catalyst for advanced turret and mine upgrades, metals for freezing touch weapons(if possible), cold immune clothing and armor, etc...

For the magic system I have no real idea given what you described.  I do think it'd be cool though for nature branch that could fit into several of your other lists as well.  Could add the branch of magic to another invader race, which can summon a limited number of beasts per invader(thinking of a cap around 2-3 a piece).  It can also buff regular creatures into temporary giant types of said creature, temporary berserks for them, as well as some more "traditional" D&D type spells like barkskin, stoneskin, resists, etc....all temporary, so if you're not paying attention you can easily find yourself going from winning what you thought was an easy invasion to losing horribly.  All these would also have timer's on recasting if possible so as not to make it too overpowered and spammable.  Would be based on the animal caretaker and animal training skills.

Also I think the Dwarven Castes could use more description in their flavor texts.  I just really loved the descriptions the castes had in Deon's Genesis mod.

edit: Also the Nature branch of magic would give each of the friendly races a branch to trade for, especially when paired with Hugo's ideas.  "Good"/"Holy" magic from the Humans, "Evil"/"Necromantic" magic from Drow, Nature magic from Elves, and the Crafting/Golem features from the Dwarves.  And the timer's for spells would be best around 5 minute durations with hour long cooldowns if possible.  Gives you a temporary edge, but not a reliance.
« Last Edit: May 08, 2012, 09:34:14 pm by corrosivechains »
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GreatWyrmGold

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Re: Ideas for modding / Masterwork DF Suggestions
« Reply #6 on: May 08, 2012, 09:45:08 pm »

Maybe ilithid brains could be used to create smarter, psionic golems?

Maybe frost giants drop...hm...let me check my Norse Mythology book...Ahah! In Norse mythology, worms crawling in the first giant's (Ymir's) flesh (postmortem) were transformed into dwarves and dark elves...hm, I had thought that the former were derived from the latter...point is, the corpses of frost giants might, in rare castes, be able to be processed for some worms, which would be able to invigorate a dwarf with immortality, power, and cleverness.
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Jeoshua

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Re: Ideas for modding / Masterwork DF Suggestions
« Reply #7 on: May 08, 2012, 10:02:53 pm »

On disease:

I was mulling over this in my own head recently.  We have only 3 of the horsemen of the apocalypse now, in DF: War, Famine, and Death (megabeasts).  Plague is curiously absent.

Now, the biggest problem with diseases is they do not currently work in worldgen.  People can be cursed with some disease but it is a bit unclear whether this affects them or not.  I used someone's mod out there and made some incredibly virulent and deadly diseases, and then ran worldgen with just about every race and creature able to catch and spread these things... nobody seemed to be sick until I tried going into adventurer mode and found the diseases spreading... well... like a plague.  It seems that creatures do not "greet" each other with interactions while worldgen is running, but once the game starts everyone who was sick gets to "greet" and spread that interaction-based disease.

If that can somehow be worked around, diseases would be a great addition to the game, and would give an nice alternative to worrying just about invaders or starvation.  A bigger fortress with a lower population would receive migrants very often (due to all the moods and gems and whatnot that have been created/discovered), and with the increased population would come a greater chance for an outbreak, since higher density populations have more vectors for disease to spread through.  IT would be like natural population control, and add a whole new element to having a large and successful fortress.

On the flip side, they must be curable.  And with something other than just !!MAGMA!!.  I can hear the groans now.  I know Magma is the Dwarven equivalent to Duct tape, fixing everything, but really what good are doctors if they don't cure disease.

And no, I don't know how any of that would actually work out in a mod.
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Riun

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Re: Ideas for modding / Masterwork DF Suggestions
« Reply #8 on: May 09, 2012, 05:22:22 am »

If Illithids are a mindcontrolling centered race and their products are brains, 2 options would fit pretty well - zombie decoys ;) or wisdom/clarity related.
Make a workshop were you can create Illithid brainmeals, which increase User's Mental stats/give boosts to Sciencedwarf, medical and alike. (You could make it like the Library, and a reaction you name "devour Illithid brain" so you can limit the Workshop to specific dwarves).
Further reactions could be instant happy thoughts (bringing from tantrum to ecstatic) or, if thats possible to mod, using a bunch of Illithid brains to reveal secret dwarfs/cult of the carp god (brains giving insight into secrets). I dont think it makes sense to be able to make an actual product out of brains, except for the alchemy/chemistry based extracts a user above mentioned.
Furthermore, the brain extract could make for a poison based weapon against enemys. No clue about the modding possibilities, but syndrome inducing rage, tantrumming, confusion, dizzyness and alike against foes. Either as syndrome Bolts or as breath attack (dwarf consuming bazillion brains becoming special caste, like the magic buildings).

Frost giants. I am only playing this mod since 1.7 or so, so i didnt see them being introduced and i am not entirely familiar with their physiology.. products that could be leftover might be ice essences, used for alchemy and weapon upgrading. For example you could combine frost giant products with your magma only metal - a metal that can only be melted by magma and an alloy cold enough to not even be meltable my magma. mostly flavor, "frostbrand weapons" or something.


New invaders. Your mix is pretty cool so far, only thing im missing is a spellcaster race (warlocks acting strange) and a highweapon race. I imagine orcs as being strong and brutal warriors, with raw powers instead of finesse. A race of agile and trained weapon users would be cool, their products could be used in the creation of superhigh tier weapons.

I really like the idea of special butchering products, would make breeding much more attractive (so far i only breed war animals and butcher everything else for the products pretty much).

For magic, i liked the suggestions Hugos suggestion. I have no clue about the modding possibilities, but having low level healing and debuffing/buffing would be great. Curing nauseous/unconsciousness from wounded soldiers early on, buffing speed, etc, inducing martial trance for high tech magic


Ps. Im sorry for my terrible spelling, im germand and didnt sleep last night  - 1.8.1 keeping me awake :D
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GreatWyrmGold

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Re: Ideas for modding / Masterwork DF Suggestions
« Reply #9 on: May 09, 2012, 06:51:32 am »

Why does all magic need adamantine? Maybe some lesser magic could require, say, elaborate golden "props," or sacrifices of food, or slaying dwarves (maybe via a syndrome-inducing cloud that transforms any dwarves it hits into a creature that quickly dies and leaves the product as an itemcorpse)?
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zach123b

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Re: Ideas for modding / Masterwork DF Suggestions
« Reply #10 on: May 09, 2012, 08:29:04 pm »

any chance for something that could despawn or take apart a construct for later use or better placement? could be broken... but i would think a boiling stone that would kill the construct and the construct's corpse be the parts to construct a new one else where. but they would become more expendable if killed in battle you didn't lose anything from the construct breaking.  maybe add a reagent to build one, such as oil?
btw what if you had rock beetles? like adamantine beetles but lay different rocks like a golden goose, hematite beetles? marble beetles?
frost giants look like endgame kind of enemies (haven't fought them yet) so i would go along those lines like a statue made of stone that's valuable like permafrost.  or a rock that was converted into a drink or used in an interaction that made nearby dwarves fire proof, multiple ones or more stuff for hellfire proof.  maybe another magic, ice?  they could drop a frozen essence or something then be used in the building of the workshop or used to make the magic users.
what about making a dye from blood? we have everything else so far from alcohol to mixing it with metal now :P
what about a plant based invader? like veggie tales! but edible of course

please add the 'butcher animal for an item' industry, i'd love to farm unicorns for a spike from there horn or blades from bladefoot rancors and suits of armor from animated armors

the blobs don't seem to breed, haven't for me and on the dwarf mode discussion forums they say that creatures without the child tag can't breed :-\
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Meph

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Re: Ideas for modding / Masterwork DF Suggestions
« Reply #11 on: May 10, 2012, 02:41:43 pm »

Wow, tons of feedback here. :)

Hugo: Did you read my raws and copy your ideas 1:1 from them ? check my good magic users, they do exactly, to the point, what you posted :P

I will write up a longer answer later, dont have too much time right now, but I will save this thread for offline use. :) Seems the breeding of special animals is liked a lot, so I spend some thought on that one.
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Hugo_The_Dwarf

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Re: Ideas for modding / Masterwork DF Suggestions
« Reply #12 on: May 10, 2012, 02:47:20 pm »

D: really? I never looked at your raws (except for concubines and golems) cre-eee-py :P

also an add-on for zach's suggestion for beetles.

The alchemy lab should be able to transform caputured and tamed "Large Beetles" into the ones he mentioned.
Also those large beetle are savage, they killed one of my miners D:
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GreatWyrmGold

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Re: Ideas for modding / Masterwork DF Suggestions
« Reply #13 on: May 10, 2012, 05:38:10 pm »

How about a few "Stone Curses"? You would take a stone...something of a certain stone--probably a tool, maybe a block or a boulder or something--add a cursey thing, and then the dwarf would transform into a slow creature that "lays" boulders of that stone. Maybe similar things for metals and wood could be added? Probably the "cursey thing" would need to be really hard to get, like...maybe Doomiron or something, as a special better-thaan-steel metal some tough invaders use? Or perhaps a product from a dangerous, lower-cavern critter? Hm...
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azrael300

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Re: Ideas for modding / Masterwork DF Suggestions
« Reply #14 on: May 11, 2012, 06:09:13 pm »

sorry i did not read your topic correctly here is a more better list
magic gunpowder
magic weather machine
gas pipes
gas lights
candles
magic pets
magic pet rock
torch light
magic tardis tent one block big on the outside but biger on the inside
cactus hats
magic flying cactuss
magic flying talking cactuss
genie
oil
oil lamp
oil pipes
oil pump
gas pump
research and find out what makes matter (reasearch atoms to discover elements the periodic table and the chemical formula to be used in chemistry)

chemistry (chemical forumula based)
periodic table
early microscope
acids
bases
magic rain
magic cloud
flying fruit
flying talking fruit(amazing because fruits dont have brains)
the civilization of fruitania
fruit men
research lab
ability to send trade caravans from fortress to selected city, town, or hamlet
research transportation(wagons,faster wagons,more stable wagons,metal wagons,gas powerd wagons(burn oil,gas explodes through some water wheel thing that rotates the wheels, gass explodes out a pipe(non electrical so not high tech)

insectiside
air toxins
poisonus gas
make some type of flying anti-evil civilization deep deep in the sky or even space itself....(hint hint)
scientist

a new game called DWARF SMASH!(ogr SMASH) or aka dwarfs get so angree to the point that they do the impposible.... fly and gain lazer eyes
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Edit. Oh Jesus Christ, Necro would be proud. The second horse in the caravan came in and immediately caught on fire. I looked into his inventory and found a burning pig tail fiber bag. Curious, I looked inside.
quote above is by yuriruler90
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