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Author Topic: Extra Civ for Masterwork: The Revenants  (Read 11597 times)

fire1666

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Re: Extra Civ for Masterwork: The Revenants
« Reply #60 on: May 09, 2013, 01:44:16 am »

Once again guys i appologuise for all this but there is genuenly nothign i can do about it :(
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Jaso11111

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Re: Extra Civ for Masterwork: The Revenants
« Reply #61 on: May 17, 2013, 05:20:51 am »

Ok heres my ideas (taken from reading all the posts)
"Primre" castes:
Lich: Your most powerfull class liches are necromancers ascended into undeadoud? via dark magicks. They are powerfull mages and can raise temp zombies from corpses.
Shade: Your most standard caste the are the souls of the dead taken over by an evill spirit. They are imatirial (verry high doge skill) and can disolve non setntient living mater on touch (great melle hunters and they dont need axes to chop down wood) but are verry physically weak (low hp).
Ctulu... dudes... types...things  :-\ : They are the most physicall of the three and the only "prime" caste that can mine. They can derrefy enemys in too fleeing but are desent fighters on ther own.

All of the "Prime" castes have a way of dealing or escaping the enemy, Lichs can raise corpses, Shades can doge, and Tculu's mates can terefy!

And now the part i like... The Constructs!

They undead , as you saw, are fearly weak in combat and other phisical labors so the need a "Slave" caste!
"Slave" Castes:

Abominations: Hulking piles of corpes sewed tougether to create this monstrocity! They gain masive bonuss in combat and are are the hardest too build needing the corpes of 3 sentiend creaters!
Skeletons: Your basic manual laborer the Skeleton gains bonuses in crafting, crapentry and masonry. They are made for bones.
Flesh sacks?: They are the easyest ones too make needing only 10 meat but are not particalry good at anything, but if you need a quick fighting force or just soem menaeal labor the flesh sacks are for you!

All of the "Slave" Catses can mine and craft.
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Gamerlord

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Re: Extra Civ for Masterwork: The Revenants
« Reply #62 on: May 17, 2013, 05:23:56 am »

Don't know about cthulhu or liches (or your spelling for that matter  :P) but the constructs look pretty good.

Jaso11111

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Re: Extra Civ for Masterwork: The Revenants
« Reply #63 on: May 17, 2013, 05:38:12 am »

Yea well einglish is not my native language soooo yea. :-X
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fire1666

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Re: Extra Civ for Masterwork: The Revenants
« Reply #64 on: May 18, 2013, 05:21:05 am »

Ok heres my ideas (taken from reading all the posts)
"Primre" castes:
Lich: Your most powerfull class liches are necromancers ascended into undeadoud? via dark magicks. They are powerfull mages and can raise temp zombies from corpses.
Shade: Your most standard caste the are the souls of the dead taken over by an evill spirit. They are imatirial (verry high doge skill) and can disolve non setntient living mater on touch (great melle hunters and they dont need axes to chop down wood) but are verry physically weak (low hp).
Ctulu... dudes... types...things  :-\ : They are the most physicall of the three and the only "prime" caste that can mine. They can derrefy enemys in too fleeing but are desent fighters on ther own.

All of the "Prime" castes have a way of dealing or escaping the enemy, Lichs can raise corpses, Shades can doge, and Tculu's mates can terefy!

And now the part i like... The Constructs!

They undead , as you saw, are fearly weak in combat and other phisical labors so the need a "Slave" caste!
"Slave" Castes:

Abominations: Hulking piles of corpes sewed tougether to create this monstrocity! They gain masive bonuss in combat and are are the hardest too build needing the corpes of 3 sentiend creaters!
Skeletons: Your basic manual laborer the Skeleton gains bonuses in crafting, crapentry and masonry. They are made for bones.
Flesh sacks?: They are the easyest ones too make needing only 10 meat but are not particalry good at anything, but if you need a quick fighting force or just soem menaeal labor the flesh sacks are for you!

All of the "Slave" Catses can mine and craft.
I really like those idea's there Jaso, i think we could include some of those in the mod.
Also guys im coming towards the study leave section of the exam season that means that soonish i will be able to return to modding, last exam is geography which as been so easy in the past there is no point revision it, which is later in july.
just a quick update on the current state of affairs
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fire1666

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Re: Extra Civ for Masterwork: The Revenants
« Reply #65 on: May 18, 2013, 05:21:40 am »

Ok heres my ideas (taken from reading all the posts)
"Primre" castes:
Lich: Your most powerfull class liches are necromancers ascended into undeadoud? via dark magicks. They are powerfull mages and can raise temp zombies from corpses.
Shade: Your most standard caste the are the souls of the dead taken over by an evill spirit. They are imatirial (verry high doge skill) and can disolve non setntient living mater on touch (great melle hunters and they dont need axes to chop down wood) but are verry physically weak (low hp).
Ctulu... dudes... types...things  :-\ : They are the most physicall of the three and the only "prime" caste that can mine. They can derrefy enemys in too fleeing but are desent fighters on ther own.

All of the "Prime" castes have a way of dealing or escaping the enemy, Lichs can raise corpses, Shades can doge, and Tculu's mates can terefy!

And now the part i like... The Constructs!

They undead , as you saw, are fearly weak in combat and other phisical labors so the need a "Slave" caste!
"Slave" Castes:

Abominations: Hulking piles of corpes sewed tougether to create this monstrocity! They gain masive bonuss in combat and are are the hardest too build needing the corpes of 3 sentiend creaters!
Skeletons: Your basic manual laborer the Skeleton gains bonuses in crafting, crapentry and masonry. They are made for bones.
Flesh sacks?: They are the easyest ones too make needing only 10 meat but are not particalry good at anything, but if you need a quick fighting force or just soem menaeal labor the flesh sacks are for you!

All of the "Slave" Catses can mine and craft.
I really like those idea's there Jaso, i think we could include some of those in the mod.
Also guys im coming towards the study leave section of the exam season that means that soonish i will be able to return to modding, last exam is geography which as been so easy in the past there is no point revision it, which is later in july.
just a quick update on the current state of affairs
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fire1666

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Re: Extra Civ for Masterwork: The Revenants Fire1666 has returned!!!!
« Reply #66 on: July 12, 2013, 03:00:54 am »

hey guy whats up, im back form exams ectra, goign back to modding shortly!
without sounding like an arse was wnything done while i was gone? and secondaraly, if we cant do undead i have an idea for another faction potentialy...
I will have to ask permission and we will have to downgrade them SUBSTANTUALY but behold the Tsun!

came across them while surfing the interwebs.
and to clarrify i will still work on the mod for renevents but they will be a fall back race.
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Gamerlord

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Re: Extra Civ for Masterwork: The Revenants
« Reply #67 on: July 12, 2013, 03:47:29 am »

Haven't been able to figure out how to make the different castes without slave-caste giving birth to zombies and stuff like that.

fire1666

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Re: Extra Civ for Masterwork: The Revenants
« Reply #68 on: July 12, 2013, 03:52:31 am »

Haven't been able to figure out how to make the different castes without slave-caste giving birth to zombies and stuff like that.
wow that is abnormal as sin bro. well at least somthign was done while I was gone D:, anyways now we wait for AQA to screw my grades over...
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silentdeth

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Re: Extra Civ for Masterwork: The Revenants
« Reply #69 on: July 14, 2013, 02:24:30 am »

It looks like it would be hard to get started with this race, as such a suggestion.

In my mind undead are very parasitic; that is a key feature of the following suggestion: Create a reaction that would impregnate a victim or sacrifice. (I'm assuming that since Meph can do sterility the reverse is true) After a very sort gestation a few creatures burst forth from the parent and then kill them. (I'm not sure how vampires work, but something like how they will feed of off friendlies if they get hungry enough) {Make them cannibalistic too} These creatures would initially be about the same as a war dog/mastiff, but with extreme hunger needs. They would also only be nourished from combat/live food. (maybe give them a vapor attack that they are not immune to that decreases hunger). They would grow very quickly, each time they grew their need for food would increase. (I'm was thinking something like they are born with a syndrome that decreases hunger and has the size dilutes token so it has less and less effect as they grow.) Something like born at war dog level and by 5 years old they reach the steel clad elephant level. If you could keep them alive for a very long time, like 10-20 years you could get them up to megabeast level, but a megabeast that is ravenous and has no problem with eating friendlies. 

The idea being that you could create them very soon after embark, and if your embark is full of fun these beast would feed off of whatever attacks. However, if you went without combat for long periods of time your creatures would die of hunger and generally be a real challenge to keep alive via livestock (the 4 legged kind anyway), keeping in line with the whole parasitic thing.

Another idea other than making this a reaction is make it trigger automatically. Have something like a captain of the guard squad, meaning a specific squad that is seperate from normal military, then once someone is appointed leader of that squad "xxx become caption of the guard" (or whatever you choose to call it) they are infected/impregnated with the creatures and soon after die from it.
So it would go: appoint captain of the guard -> poof a half dozen or so war dog things.
Instant cannon fodder just add peasants. And the cannibalistic thing would keep you from getting too many. 
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Godlysockpuppet

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Re: Extra Civ for Masterwork: The Revenants
« Reply #70 on: July 14, 2013, 03:53:21 am »

Silentdeath, just about everything you described there is impossible with modding :P
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fire1666

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Re: Extra Civ for Masterwork: The Revenants
« Reply #71 on: July 15, 2013, 06:27:06 am »

Silentdeath, just about everything you described there is impossible with modding :P
well that damn well sucks, well im going back to modding shortly and by that i meen on wednesday this week.
going to start work on more structures for teir I then its reactions ectra, worst case senario as stated ill make a human like faction or maybe make frost giants playable *BLAM* HERACY!!!
on a serious note i might make another faction playable since the renevents idea could be VERY hard and might be beyond my ability.
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fire1666

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Re: Extra Civ for Masterwork: The Revenants
« Reply #72 on: July 15, 2013, 06:30:47 am »

WAIT A MINUTE!!!!!
I literaly just had a brain wave!!!
How about if the renevents specalised in glass?
make a custom glass called dark glass and use that, that SHOULD theoreticly work AND it wont be to difficuly to impliment!!!
GENIUS FRASIER(yes frasier is my name and please, call me frasier) STRIKES AGAIN!!!!!
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fire1666

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Re: Extra Civ for Masterwork: The Revenants
« Reply #73 on: July 15, 2013, 06:38:05 am »

tripple post FTW
WTF is going on with me today? iv'e just had another brain wave!!!
we could make "soul shard" style crafts from the glass, then those could be used to make some of the higher teir equiptment OR using the system that has been added even buff existing tools! Therefore allowing another bypass in the difficuly mod by reducing the number of metal grades to add and instead just buff the crap out of the tools, more weps BUT less mat's like ive alreay completed by considance early in the year!
GENIUS FR... nvm you get the idea.
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Godlysockpuppet

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Re: Extra Civ for Masterwork: The Revenants
« Reply #74 on: July 15, 2013, 08:42:26 am »

....do you have ADHD by any chance?
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