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Author Topic: Extra Civ for Masterwork: The Revenants  (Read 11606 times)

Gamerlord

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Extra Civ for Masterwork: The Revenants
« on: April 28, 2013, 07:38:49 am »

Just putting this here for me and firehawk so Meph will stop telling us to make a new thread.
« Last Edit: April 30, 2013, 09:07:18 pm by Gamerlord »
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fire1666

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Re: Extra Civ for Masterwork: Shades
« Reply #1 on: April 28, 2013, 10:50:00 am »

the combine shades and undead idea is very nice, could be very epic :D
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fire1666

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Re: Extra Civ for Masterwork: Shades
« Reply #2 on: April 28, 2013, 11:05:58 am »

we could have a necormancer style unit that raises the undead from souls that you can *farm* that would be cewl.
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Gamerlord

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Re: Extra Civ for Masterwork: Shades
« Reply #3 on: April 28, 2013, 07:12:12 pm »

I sort pf thought of using a farmable 'cattle' caste which are useless and pathetic, but can be used to make constructs and more useful castes.

fire1666

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Re: Extra Civ for Masterwork: Shades
« Reply #4 on: April 29, 2013, 01:06:00 am »

I sort pf thought of using a farmable 'cattle' caste which are useless and pathetic, but can be used to make constructs and more useful castes.
the cattle caste would be hard to make i suppose but could work very nicely, anyways im going to try and draw the first workshop for the shades today once i check workshop draw is uptodate
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Gamerlord

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Re: Extra Civ for Masterwork: Shades
« Reply #5 on: April 29, 2013, 01:36:09 am »

Okay. Got any ideas on the focus of their crafting?

fire1666

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Re: Extra Civ for Masterwork: Shades
« Reply #6 on: April 29, 2013, 01:58:51 am »

as a matter of fact yes.
Before you build up to Tier 2 they will play quite simular to dwarfs, after and during Tier 2 they will have a large change in play style
The general idea i have is that there crafting will be expencive and complex but is fairly rewarding dependant on the ammount of resources your willing to use.
Tier 1 = fairly superstitious material, mysterious shrine like building and fairly primative structures.
Tier 2 = large level up, at this stage there buildings will look more *dark* in design, multi blocks cant be steped on due to sheer darkness forming a wall or a void in the world, *no blocks damaged though*
Tier 3+ = not sure yet, still planning on that.
the most basic material the shades use is there power to destroy living material *wood or possily meat* into shadite which is basicly there version of granite, these can be fasioned anyway you see fit BUT they do however require a large ammount industry to make worth while, which i what the next building is for.
the next building takes these shadite units and creates a shadite carver, this is where shadite can be shaped and crafted into shade specific material e.g. dark idols and shaditum which is when 10 shadite is sacrificed into a shaditum bar, this can be crafted in another building into armour/weapons/ammo so on so forth.
those shaditum bar's can also be sacrificed in groups of 4 to make another bar that is used for tier 2 (name pending).
shades can farm food but they can only eat meat, this is where a new building becomes useful, you give the building plants it will give meat in return (plump helms give least since they are so easy to aquire,  fat gives the most)
So what do you think *school now so i wont be back online for abotu 7 hours D: after school revision for english*
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Gamerlord

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Re: Extra Civ for Masterwork: Shades
« Reply #7 on: April 29, 2013, 08:31:14 am »

Sounds cool, but you REALLY need better names for the materials.  :P

Anyway, I envisioned the Shades as mostly non-eating, non-drinking, non-sleeping drones. Like a vast pool of resources you can draw on, but most of them would have dismal attributes/learning rates and would die in literally one hit. Then you'd get a few castes who have good attributes and stuff, but require sleep/sustenance. Sort of a choice for when you play it; if you focus on large scale construction you may ignore your food supplies, killing your higher castes, but the expendable mooks you can get in the hundreds are alright.

A couple of ideas for 'higher' castes:
-liches?
-necromancers definitely
-horrific abominations e.g. cthulu mythos
-flesh and bone undead constructs that need to sleep and eat
-vampires of various races as an inbuilt caste?
-the breeder caste for the rest: i sort of thought of using a 'broodmother' (dragon age) style thing, where one or two females churn out your little minions over and over
-ghouls/ghuls (yes there is a difference)?

Meph

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Re: Extra Civ for Masterwork: Shades
« Reply #8 on: April 29, 2013, 08:46:45 am »

Keep one design choice in mind: People have to like them. Otherwise people wont play them.

Dwarves are drunken, burning-sock loving midgets, and therefore likeable.
Kobolds are squishy little cute-bolds that have a miniscule survival rate. People adore them.
Orcs are grunts going to WAAAAGGGHHH, without the slightest idea on how to even spell war.

All of them have little quirks that make them likeable. Even Dungeon Keeper has the little imps and dark sarcastic humor. Maybe orientate along that.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Gamerlord

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Re: Extra Civ for Masterwork: Shades
« Reply #9 on: April 29, 2013, 08:54:37 am »

Oh okay. I thought of making it so that every atrocity that you would normally do in Dwarf Fortress and reward you for it. Sort of a cathartic race to play when the dwarves, 'bolds and orcs have pissed you off.

fire1666

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Re: Extra Civ for Masterwork: Shades
« Reply #10 on: April 29, 2013, 09:58:21 am »

Sounds cool, but you REALLY need better names for the materials.  :P

Anyway, I envisioned the Shades as mostly non-eating, non-drinking, non-sleeping drones. Like a vast pool of resources you can draw on, but most of them would have dismal attributes/learning rates and would die in literally one hit. Then you'd get a few castes who have good attributes and stuff, but require sleep/sustenance. Sort of a choice for when you play it; if you focus on large scale construction you may ignore your food supplies, killing your higher castes, but the expendable mooks you can get in the hundreds are alright.

A couple of ideas for 'higher' castes:
-liches?
-necromancers definitely
-horrific abominations e.g. cthulu mythos
-flesh and bone undead constructs that need to sleep and eat
-vampires of various races as an inbuilt caste?
-the breeder caste for the rest: i sort of thought of using a 'broodmother' (dragon age) style thing, where one or two females churn out your little minions over and over
-ghouls/ghuls (yes there is a difference)?
luvin those idea's espesicaly breeder castes and the constructs, nto a fan of vampires though or warebeasts since i feel they are a tad *gimicky* (almost ALL fantisy stuff has them)
ALSO pictures of the buildings :D
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fire1666

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Re: Extra Civ for Masterwork: Shades
« Reply #11 on: April 29, 2013, 09:59:10 am »

argh phaks sake i cant upload them to forum D:, gamerlord bro do you have skype? i could send them via that to you and we could discuss this easyer over there
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Meph

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Re: Extra Civ for Masterwork: Shades
« Reply #12 on: April 29, 2013, 10:02:36 am »

imgur.com is were I upload all my pictures for DF.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

fire1666

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Re: Extra Civ for Masterwork: Shades
« Reply #13 on: April 29, 2013, 10:07:08 am »

imgur.com is were I upload all my pictures for DF.
okie thanks for the info meph :D
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Trapezohedron

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Re: Extra Civ for Masterwork: Shades
« Reply #14 on: April 29, 2013, 10:10:27 am »

Very rare breeder castes usually spell doom for any civ, if they're the only ones that can breed at all.

Also, if you guys are going to include every undead, it might be worth to rename them from "Shade" to something else. Shadowfiends are too cheesy, same goes with Void, due to the fact that the word 'Void' gets used everywhere.

But yes, Cthuloids are definitely a yes.
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Thank you for all the fish. It was a good run.
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