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Author Topic: Thoughts on Race Changes/Expansions [Discussion]  (Read 3647 times)

Meph

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Re: Thoughts on Race Changes/Expansions [Discussion]
« Reply #30 on: January 19, 2014, 01:07:42 pm »

Drow stay. Shades stay (at least the idea). Wont be a 5 man team yet, because just setting up the concept above is enough work already. Once its done, people can start thinking about possible additions.

Illithids also stay. Crossovers are fun.

Hobgoblins are DnD as well. :P
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shadowclasper

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Re: Thoughts on Race Changes/Expansions [Discussion]
« Reply #31 on: January 19, 2014, 01:14:50 pm »

Hobgoblin isn't a name that's copyrighted by Wizards of the Coast. Yes, I know it doesn't really matter because this is a mod, not a commercial release, but certain training is deep down in the bone and doesn't shake easily.
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Teneb

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Re: Thoughts on Race Changes/Expansions [Discussion]
« Reply #32 on: January 19, 2014, 01:16:24 pm »

Babysnatcher - Greenskins
  • - Easy - (Snaga - Unarmed/Armored venomous amphibians)
  • - Hard - (Orcs)
  • - Inactive - (Ogres or Trolls - To keep the theme of Greenskins.)
  • - Skulking - (Goblins)
Hobgoblins are DnD as well. :P
I am somewhat late for this, but remember Meph, that Snaga are included in the Taiga Orcs and will be in the Goblins as well. (and they are sort of a half goblin/orc). Hobgoblins will also be playable goblins.

I think opposed to life are hostile to all without that token or no aging, so you can have an extra always hostile faction.[/list]
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Meph

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Re: Thoughts on Race Changes/Expansions [Discussion]
« Reply #33 on: January 19, 2014, 01:23:17 pm »

    Babysnatcher - Greenskins
    • - Easy - (Snaga - Unarmed/Armored venomous amphibians)
    • - Hard - (Orcs)
    • - Inactive - (Ogres or Trolls - To keep the theme of Greenskins.)
    • - Skulking - (Goblins)
    Hobgoblins are DnD as well. :P
    I am somewhat late for this, but remember Meph, that Snaga are included in the Taiga Orcs and will be in the Goblins as well. (and they are sort of a half goblin/orc). Hobgoblins will also be playable goblins.

    I think opposed to life are hostile to all without that token or no aging, so you can have an extra always hostile faction.[/list]
    Yeah, I wasnt going for Hobgoblins anyway. ;)

    When I hear Snaga, I always think of Snake-People. From the Hindu Snagas. I was thinking about a race that can swim and uses poison (natural weapons), and scales (natural, weak armor). That way you get a weak, early invader that doesnt leave clutter. They are easily renamed. I think Fortress Defense even has Snaga-Snakepeople already. (in a different setup)

    The opposed to life is a good catch. LfRs Shedims are like that. Fits Frost Giants, Automatons, Undeads... everything that is not per definition "alive". But you can never play them, because your fortress crumbles instantly. But I guess thats not a big problem, since these races are not designed to be played anyway.
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    Teneb

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    Re: Thoughts on Race Changes/Expansions [Discussion]
    « Reply #34 on: January 19, 2014, 01:27:04 pm »

    When I hear Snaga, I always think of Snake-People. From the Hindu Snagas. I was thinking about a race that can swim and uses poison (natural weapons), and scales (natural, weak armor). That way you get a weak, early invader that doesnt leave clutter. They are easily renamed. I think Fortress Defense even has Snaga-Snakepeople already. (in a different setup)

    I believe you are thinking about the hindu Nagas. Not Snaga. Snaga is from Lord of the Rings, IIRC.
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    Meph

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    Re: Thoughts on Race Changes/Expansions [Discussion]
    « Reply #35 on: January 19, 2014, 01:34:38 pm »

    Yes. Snake-Naga. Snaga. My brain is tired. ^^
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    Teneb

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    Re: Thoughts on Race Changes/Expansions [Discussion]
    « Reply #36 on: January 19, 2014, 01:36:59 pm »

    Should I make the playable goblins skulking to match that faction table? The problem I see is that the wiki claims skulking civs can't be traded with. I wonder if others can send caravans to skulkers though. Need to test, I guess, when I have something remotely playable for the goblins.
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    Meph

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    Re: Thoughts on Race Changes/Expansions [Discussion]
    « Reply #37 on: January 19, 2014, 01:41:24 pm »

    Ignore everything you see here. Its just a few tags in the end, and before I start with these race changes at all, I would have to ask Splinterz about the GUI and do... well... 5-6 new races anyway. This here is just brainstorming.

    I simply didnt knew that DF has 4 factions. I always thought it was 2.
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    Re: Thoughts on Race Changes/Expansions [Discussion]
    « Reply #38 on: January 19, 2014, 01:47:11 pm »

    Ignore everything you see here. Its just a few tags in the end, and before I start with these race changes at all, I would have to ask Splinterz about the GUI and do... well... 5-6 new races anyway. This here is just brainstorming.

    I simply didnt knew that DF has 4 factions. I always thought it was 2.
    All right. I do like that faction chart, however. I'll test the skulking thing anyway.
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    What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

    Meph

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    Re: Thoughts on Race Changes/Expansions [Discussion]
    « Reply #39 on: January 19, 2014, 02:07:32 pm »

    No need to test.

    Skulking civs get caravans, but dont send caravans to other civs. So if your goblins are skulking, you get the caravans of your allies, and goblin caravans.

    Your allies on the other hand would only get normal caravans, but none of your skulking goblins. They can NOT be called with the force script, either. I tried this all on the playable kobold civ.
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    Teneb

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    Re: Thoughts on Race Changes/Expansions [Discussion]
    « Reply #40 on: January 19, 2014, 02:12:21 pm »

    No need to test.

    Skulking civs get caravans, but dont send caravans to other civs. So if your goblins are skulking, you get the caravans of your allies, and goblin caravans.

    Your allies on the other hand would only get normal caravans, but none of your skulking goblins. They can NOT be called with the force script, either. I tried this all on the playable kobold civ.
    Oh. Good to know then.
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    What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

    shadowclasper

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    Re: Thoughts on Race Changes/Expansions [Discussion]
    « Reply #41 on: January 19, 2014, 02:21:59 pm »

    Well I was just doing the 5 man band thing. I don't think we need drow, and I like the idea of trying to do unique races that are different than their mythological roots.

    Change the Snaga caste of orcs to 'Runts' or something.

    What if Snaga are the source of glass tech like the ashlander elves originally were? Using deep sea vents or something?

    I think Illithids need to be a bit more than squid people. It'd be interesting if we made all of their stuff a bit more 'biotechy' than normal. Perhaps we move the Broodmother idea from Warlocks to Illithids?
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    Mohreb el Yasim

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    Re: Thoughts on Race Changes/Expansions [Discussion]
    « Reply #42 on: January 27, 2014, 08:09:23 pm »

    i think ant-mens could go up with baby snatching and item thief (it is in ant nature but i wouldn't say that is = to evil, maybe just baby-snatch ..), the really evil races should fight between them-selfs so maybe no-speak if that works. (no speak might be a problem for playable races)
    so maybe:
    none:
    -dwarfs
    -humans
    -gnomes
    -elves
    -drows (why? at least they should have really different ethics for more wars)
    item thief
    -kobolds (whit skulking)
    - (i would put drows here too, whit reaction call possible for dwarfs)
    babysnatch / itemthief:
    -warlocks (whit skulking, and again different ethics from green-skins for possible wars)
    -goblins
    -orcs
    babysnatch alone:
    -antman
    -other playable ideas maybe
    not speaking (sieg races => true evil):
    -all the badies, not fleshed out to be playable at the moment (or not intentioned to be)

    {not to related request:
    if Meph could explain how did he made the only one allowed for liches/white mages for dwarfs as that would open up really cool mechanics for a playable antmen race (i was working on one many times but not being able to set up a proper queen made me unhappy about the process) }
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    Mohreb el Yasim


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    Meph

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    Re: Thoughts on Race Changes/Expansions [Discussion]
    « Reply #43 on: January 27, 2014, 08:57:53 pm »

    underground races work differntly, they are always hostile.

    Quote
    {not to related request:
    if Meph could explain how did he made the only one allowed for liches/white mages for dwarfs as that would open up really cool mechanics for a playable antmen race (i was working on one many times but not being able to set up a proper queen made me unhappy about the process) }

    Make a queen with an interaction that has CANNOT_HAVE_SYN_CLASS:BLOCK_QUEEN, and give the queen an interaction that targets all ants that adds BLOCK_QUEEN. As soon as you have one, it will make all other ants unavailable for the queen transformation. I use the same thing with the Warlock Overlord.
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    Mohreb el Yasim

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    Re: Thoughts on Race Changes/Expansions [Discussion]
    « Reply #44 on: January 28, 2014, 01:25:15 pm »

    but that does need the queen to see all his subjects right? and also you will not able to get a new if the old one dies. (i though ant-men as above ground until DF can make playable underground civs)
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    Mohreb el Yasim


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