Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2] 3 4

Author Topic: Another Gauging Interest Thread: Multi-race fortress  (Read 3280 times)

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
Re: Another Gauging Interest Thread: Multi-race fortress
« Reply #15 on: October 03, 2012, 05:03:29 pm »

Becoming rather tedious to choose from the vast list of races, eh?
Logged
I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

IamanElfCollaborator

  • Bay Watcher
  • Resident Shipper God and Freyjapiller
    • View Profile
Re: Another Gauging Interest Thread: Multi-race fortress
« Reply #16 on: October 03, 2012, 05:06:24 pm »

Handing human intelligence out to HUMANOID animals.

Elephantmen though....

IamanElfCollaborator

  • Bay Watcher
  • Resident Shipper God and Freyjapiller
    • View Profile
Re: Another Gauging Interest Thread: Multi-race fortress
« Reply #17 on: October 03, 2012, 05:07:32 pm »

Also I'll keep the race list at this. I'll finalize it as soon as I get access to my gaming rig again.

IamanElfCollaborator

  • Bay Watcher
  • Resident Shipper God and Freyjapiller
    • View Profile
Re: Another Gauging Interest Thread: Multi-race fortress
« Reply #18 on: October 03, 2012, 05:16:05 pm »

Applications now open, though the actual fort won't be started for a bit while I do some backing up.

Any suggestions for mods, locations, etc?

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
Re: Another Gauging Interest Thread: Multi-race fortress
« Reply #19 on: October 03, 2012, 05:35:33 pm »

Evil biome+volcano and possibly a surface water source (or aquifer). For minerals; maybe set the mineral scarcity lower so there's a chance it'll have a decent supply of goodies?

For mods, it might actually be best to avoid having too many. Succession games do appear to do better with fewer mods, although some mods can be ridiculously fun... Need to find something that is just plain fun...
Logged
I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

werty892

  • Bay Watcher
  • Neat.
    • View Profile
Re: Another Gauging Interest Thread: Multi-race fortress
« Reply #20 on: October 03, 2012, 05:40:41 pm »

Please, No more evil forts. They are too mainstream. I say we pick the perfect embark site instead and make a mega ass awesome city. I'm kinda tiered of forts that fail epicly, I want too see one the succeeds!

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: Another Gauging Interest Thread: Multi-race fortress
« Reply #21 on: October 03, 2012, 06:43:12 pm »

Alright.

Volcano in a savage good forest, with tons of minerals and such, and access to all civs. Allow exploits, nay, REQUIRE them. Make every race OP in some way. Have fun, and never worry.
Logged
Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

IamanElfCollaborator

  • Bay Watcher
  • Resident Shipper God and Freyjapiller
    • View Profile
Re: Another Gauging Interest Thread: Multi-race fortress
« Reply #22 on: October 04, 2012, 01:17:13 am »

Naturally skilled races?

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: Another Gauging Interest Thread: Multi-race fortress
« Reply #23 on: October 04, 2012, 06:35:09 am »

Sure.
Logged
Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

krisslanza

  • Bay Watcher
    • View Profile
Re: Another Gauging Interest Thread: Multi-race fortress
« Reply #24 on: October 04, 2012, 06:55:15 am »

Please, No more evil forts. They are too mainstream. I say we pick the perfect embark site instead and make a mega ass awesome city. I'm kinda tiered of forts that fail epicly, I want too see one the succeeds!

Succeeding at DF!? Madness! Succeeding is when you beat off your invaders and coat the land in their blood and gore!

IamanElfCollaborator

  • Bay Watcher
  • Resident Shipper God and Freyjapiller
    • View Profile
Re: Another Gauging Interest Thread: Multi-race fortress
« Reply #25 on: October 04, 2012, 06:57:20 am »

Skill list:
Woodcrafters:elves, lizardmen, tikbalang, chimps, centaurs, antmen
Stonecrafters: dwarves, kobolds, automatons, minotaurs
Smiths: gnomes, humans, automatons, goblins
Hunters/fishers: merfolk, toad/frogmen, murlocs, centaurs
Farmers: fairies, elves, antmen, crundles
Soldiers: goblins, automatons, humans, trolls, stranglers,centaurs,werewolves, sekh dis'ii, naga
Crafters: humans, tikbalang, crundles
Doctors/alchemists:naga, dis'ii, moogles, kobolds, murlocs
Other: Foocubi, moogles, sekh dis'ii, chimps

Suggest any more skills and or alternate lists.

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
Re: Another Gauging Interest Thread: Multi-race fortress
« Reply #26 on: October 04, 2012, 11:28:18 am »

I think dwarves would replace humans in smithing, where humans would make excellent woodworkers given their cultural affinity for wood constructions and furniture.
Logged
I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: Another Gauging Interest Thread: Multi-race fortress
« Reply #27 on: October 04, 2012, 05:30:09 pm »

Agreed.
Also, chimps would be decent warriors and good hunters and herbalists; foocubi should be great traders and learn social skills well; moogles could be good at animal care and related skills; and what on Notearth are sekh dis'ii?
Logged
Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

Boozebeard

  • Bay Watcher
  • Short, sturdy creature fond of drink and industry.
    • View Profile
Re: Another Gauging Interest Thread: Multi-race fortress
« Reply #28 on: October 05, 2012, 12:35:50 am »

Gremlins could be skilled in mechanics, in the fact that they love setting off everything you've ever built, ever.

The cheeky lil' bastards.
Logged

IamanElfCollaborator

  • Bay Watcher
  • Resident Shipper God and Freyjapiller
    • View Profile
Re: Another Gauging Interest Thread: Multi-race fortress
« Reply #29 on: October 05, 2012, 01:19:10 am »

Agreed.
Also, chimps would be decent warriors and good hunters and herbalists; foocubi should be great traders and learn social skills well; moogles could be good at animal care and related skills; and what on Notearth are sekh dis'ii?

Beetle men.

Also, I forgot to put the gremlins in.
Pages: 1 [2] 3 4