Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3] 4 5 ... 8

Author Topic: Extra Civ for Masterwork: The Revenants  (Read 11613 times)

Isngrim

  • Bay Watcher
    • View Profile
Re: Extra Civ for Masterwork: Shades
« Reply #30 on: April 30, 2013, 03:26:08 pm »

thank you,glad you like it.

EDIT* and if you create a new album in imgur, and make it public it will publicly show the picture,also in the album you there is a window to the right called album options,fourth link down is change settings. then choose public at the bottom of settings,and save.
« Last Edit: April 30, 2013, 03:33:52 pm by Isngrim »
Logged
08:43 PM The wild animals and insects sang a merry tune and the trees performed a dance. I know you're trying to cheer me up, Vishnu, but that was actually a bit creepy.-Rhons

shadenight123

  • Bay Watcher
  • Death. To all. Except my dwarves.
    • View Profile
    • My Twitter
Re: Extra Civ for Masterwork: Shades
« Reply #31 on: April 30, 2013, 03:48:13 pm »

Oh 'Shades' seemed such a nice name.
...
*looks at his nickname*
drats.
Logged
“Well,” he said. “We’re in the Forgotten hunting grounds I take it. Your screams just woke them up early. Congratulations, Lyara.”
“Do something!” she whispered, trying to keep her sight on all of them at once.
Basileus clapped his hands once. The Forgotten took a step forward, attracted by the sound.
“There, I did something. I clapped. I like clapping,” he said. -The Investigator And The Case Of The Missing Brain.

Gamerlord

  • Bay Watcher
  • Novice GM
    • View Profile
Re: Extra Civ for Masterwork: Shades
« Reply #32 on: April 30, 2013, 07:18:04 pm »

Sorry shadenight. Thanks Isngrim, sounds cool!

Rumrusher

  • Bay Watcher
  • current project : searching...
    • View Profile
Re: Extra Civ for Masterwork: Shades
« Reply #33 on: April 30, 2013, 08:56:38 pm »

Well I have an idea on setting up shade raiding parties in adventure mode. using advfort and a series of custom workshops connected to eventful.
Logged
I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

Gamerlord

  • Bay Watcher
  • Novice GM
    • View Profile
Re: Extra Civ for Masterwork: Shades
« Reply #34 on: April 30, 2013, 09:06:59 pm »

Well I have an idea on setting up shade raiding parties in adventure mode. using advfort and a series of custom workshops connected to eventful.
Then help out! The more the merrier on this one!

birdy51

  • Bay Watcher
  • Always be Beeping
    • View Profile
Re: Extra Civ for Masterwork: The Revenants
« Reply #35 on: May 01, 2013, 08:30:31 am »

Hmm. It might be interesting to have a caste of Revenants born of malevolent spirits whose primary job is to curse the enemy with horrible syndromes. They can use this ability to incapacitate foes in combat making for an easy kill. On the downside, they die easily on their own.
Logged
BIRDS.

Also started a Let's Play, Yu-Gi-Oh! Duelists of the Roses

fire1666

  • Bay Watcher
    • View Profile
Re: Extra Civ for Masterwork: The Revenants
« Reply #36 on: May 01, 2013, 10:36:07 am »

Hmm. It might be interesting to have a caste of Revenants born of malevolent spirits whose primary job is to curse the enemy with horrible syndromes. They can use this ability to incapacitate foes in combat making for an easy kill. On the downside, they die easily on their own.
this is getting better by the day :D.
on a side note gamerlord is it possible to make some reactions that make slade stone from wood / meat for the mysterious altar totem structure, im woking of fixing imigur naow
Logged

fire1666

  • Bay Watcher
    • View Profile
Re: Extra Civ for Masterwork: The Revenants
« Reply #37 on: May 01, 2013, 10:37:59 am »

HEADS UP first two buildings are now on imgur
http://imgur.com/a/20ujP
Logged

Gamerlord

  • Bay Watcher
  • Novice GM
    • View Profile
Re: Extra Civ for Masterwork: The Revenants
« Reply #38 on: May 01, 2013, 07:51:13 pm »

Can you PM me a link to some of the RAWS? I'd like to start on some reactions for the workshops. Also, instead of the bars tile for the tier one altar, maybe a totem tile?

fire1666

  • Bay Watcher
    • View Profile
Re: Extra Civ for Masterwork: The Revenants
« Reply #39 on: May 02, 2013, 01:10:01 am »

Can you PM me a link to some of the RAWS? I'd like to start on some reactions for the workshops. Also, instead of the bars tile for the tier one altar, maybe a totem tile?
sent
Logged

Isngrim

  • Bay Watcher
    • View Profile
Re: Extra Civ for Masterwork: The Revenants
« Reply #40 on: May 05, 2013, 03:53:18 pm »

Hmm. It might be interesting to have a caste of Revenants born of malevolent spirits whose primary job is to curse the enemy with horrible syndromes. They can use this ability to incapacitate foes in combat making for an easy kill. On the downside, they die easily on their own.
i'm back (i dont have internet at home or time to come to the library often :( ),i was thinking of a something similar for "reproduction", a soul is risen form HFS,after existing for a year or two a syndrome kicks in transforming them into another caste.
also the could be bound to a body with an item called a soul catalyst and transformed into any number of Revanants, depending on the catalyst.

@gamerlord
the flesh and bone construct in your caste list could be called a Draugr ,an undead in nortic myth/folk lore
Logged
08:43 PM The wild animals and insects sang a merry tune and the trees performed a dance. I know you're trying to cheer me up, Vishnu, but that was actually a bit creepy.-Rhons

Gamerlord

  • Bay Watcher
  • Novice GM
    • View Profile
Re: Extra Civ for Masterwork: The Revenants
« Reply #41 on: May 05, 2013, 08:14:42 pm »

No, i was thinking more like the Cryx bonejacks from Warmachine. I'll take a look at draugr though.

Nokao

  • Bay Watcher
  • [NEED ALCOHOL TO GET THROUGH THE WORKING DAY]
    • View Profile
Re: Extra Civ for Masterwork: The Revenants
« Reply #42 on: May 07, 2013, 10:57:41 am »

Illithids should be an entire Civilization by it's own, with all selfish creatures that serve around them.

My suggestion is to concentrate on undeads, but I still didn't understand if your going in a direction of "living that research the secrets of death and use undead armies" or "undead civilization guided by a mysterious force".

I defenitely think that the two things can't work toghether.

Second option is more interesting, but is it possible to destroy / change completely the food industry to realistically adapt to undeads ?
« Last Edit: May 07, 2013, 11:00:04 am by Nokao »
Logged

Demdemeh

  • Bay Watcher
    • View Profile
Re: Extra Civ for Masterwork: The Revenants
« Reply #43 on: May 07, 2013, 12:28:50 pm »

There are a lot of parts of the food industry that are hard-coded, but there are a ton of ways to add new foods, too. You'd have to overlook that they're coded and behave the same way that vanilla foods do, as far as consumption, but changing names and descriptions shouldn't be too hard. Or you can go with "undead don't eat", and build in a weakness to compensate, somehow.
Logged

Dwarf_Eater

  • Bay Watcher
    • View Profile
Re: Extra Civ for Masterwork: The Revenants
« Reply #44 on: May 07, 2013, 01:23:28 pm »

Why not change names of food to parasites residing bodies? So undead would "consume" or rather take in some maggots, which would somehow stop process of decay or just make it slower. Then not getting any larvas would be logically followed by death of subject, as the decay of flesh wasn't stopped.
That of course wouldn't concern animated bones (skeletons).
Logged
Pages: 1 2 [3] 4 5 ... 8