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Poll

What would you like to see next?

Elves as playable race. (magic. pets. sprites and seelies and good things)
Insects as playable race. (biomass and time related upgrades)
Drow as playable race. (spiders, poisons and positive cave adaption)
Goblins as playable race. (pillage, plunder and kidnap)
Automatons as playable race. (more tech than gnomes, build civ members)
Plump Helmet Men as playable race. (plant based fungi civ, grow civ members)
ENOUGH OF THE PLAYABLE RACES ALREADY!
More dwarf content.
More orc content.
More warlock content.
More human content.
More succubus content.
More gnome content.
More kobold content.
More cleanup.
More balancing.
More new features in general.

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Author Topic: Next project - poll  (Read 10985 times)

nonobots

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Re: Next project - poll
« Reply #45 on: August 08, 2014, 12:55:03 pm »

I would chose something I can't see on the listed options:

Make MasterWork work on the mac!
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Meph

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Re: Next project - poll
« Reply #46 on: August 08, 2014, 01:14:30 pm »

I would chose something I can't see on the listed options:

Make MasterWork work on the mac!
Mac and Linux users are on their own. :P

But seriously, I never used a mac or a linux system, so if people want it ported, they have to do it themselves, then send me the version so that I can distribute it.
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nonobots

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Re: Next project - poll
« Reply #47 on: August 08, 2014, 03:19:20 pm »

I would chose something I can't see on the listed options:

Make MasterWork work on the mac!
Mac and Linux users are on their own. :P

But seriously, I never used a mac or a linux system, so if people want it ported, they have to do it themselves, then send me the version so that I can distribute it.

The issue seems to be with the launcher right? For the Starter packs it got all resolved for mac and linux once a multi-platform launcher became available.

Would that be the same for Masterwork? Are there any other part of Masterworks that are platform-specific?
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Meph

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Re: Next project - poll
« Reply #48 on: August 08, 2014, 04:02:09 pm »

Dfhack scripts and the launcher, thats it, as far as I know.
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Tiresais

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Re: Next project - poll
« Reply #49 on: August 08, 2014, 06:02:59 pm »

More Dwarven fun please :) awesome mod, patiently/impatiently awaiting 40.X update :p. Excellent work :)
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moseythepirate

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Re: Next project - poll
« Reply #50 on: August 08, 2014, 07:52:35 pm »

I love the ideas for elves! However...I feel like they should wait until Masterwork gets ported over to DF 0.40.##, simply because trees are so very awesome in the new version and it would be a shame to miss out on that, ya dig?
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Boltgun

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Re: Next project - poll
« Reply #51 on: August 09, 2014, 03:48:44 am »

Imo vanilla elves have a good thing going, they are more like a deep forest cannibal tribe than your generic high elf.

A few suggestions out of my mind :
- No woodcutting of course, workshops that change depending of the season shape the trees and produce logs.
- Get food from hunting or from workshops that must be built on a tree, gathering fruits.
- No more mithril or other metals, instead use improved wooden weapons and armor, bone is an alternative.
- Poisoned Blowdarts in addition to arrows
- Nature magic that can spawn saplings and grass, even on barren land, transform your site into a rainforest then build wooden bridges between the trees.
- Magic that depends on the biome's savagery (I plan the same with evil ratings for succubi)
- And of course, OF COURSE, sentient butchering

Of course it is very important to port MDF to 0.40 first, because their most important feature is there.
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Blightedmarsh

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Re: Next project - poll
« Reply #52 on: August 09, 2014, 05:08:02 am »

If you are going to do elves the I think they need to:

be able to harvest trees for wood, fruits, nuts and sap rather than cut them down
be able to cause trees to grow to gargantuan size. Their fortresses could be built into massive trees rather than down into the earth.
rope ladders/ropes they climb up and down and can pull up.
The ability to awaken trees and plants into stationary domestic war pets. Imagine an ambush being attacked by the trees.
Dryads! nymphs! and unicorns! Oh my!
Traps that drop down on enemies from a great height.
Spells that put people to sleep, make them confused or cause them to age to death.
A baby snatching reaction involving changelings
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Meph

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Re: Next project - poll
« Reply #53 on: August 09, 2014, 06:38:58 am »

Elves would certainly happen after 40.x. But it will not be tribal blowgun elves, there are too many elf types that can be combined...  We already have tribal kobolds. People are quite used to mithril-mdf-elves anyway. Its like that steel-for-humans thing, I said lets make them more like vanilla human, with no steel... and most people voted for steel, because the mdf humans had steel.
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thistleknot

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Re: Next project - poll
« Reply #54 on: August 09, 2014, 12:15:09 pm »

I have this neat idea to allow mechanisms to be created from blocks

but be required by most reactions at the stonecrafter and woodcrafter shop.

That way a player could still create the item at a masonry or carpentry at the heavier cost of using a whole stone or wood log, but if he has the time, he could use mechanisms to save on construction costs.

I got the idea from studs used in tiered leather (which I believe I ultimately replaced with mechanisms in an older mod), and mechanisms used to modify crossbows.

I figured I'd start and require woodcrafter and stonecrafter shops requiring mechanisms to be built.

but it would make a lot of sense if each time such a piece of furniture was made, it required a mechanism.  Said reaction would have a 90% chance of producing a mechanism as a product, resulting in a 10% chance of a "broken gear".  I'm thinking like a metalshop where they have lathes and all that jazz.
« Last Edit: August 09, 2014, 01:27:26 pm by thistleknot »
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Meph

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Re: Next project - poll
« Reply #55 on: August 09, 2014, 12:22:07 pm »

So instead of "boulder = table" you want to make:

"boulder = 4 blocks"
"block = mechnism"
"block + mechanism = table"

Resulting in 2 tables for 1 boulder, but with three times the worksteps and hauling?
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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 :::

thistleknot

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Re: Next project - poll
« Reply #56 on: August 09, 2014, 01:24:23 pm »

yes.  Of course if one has their workshops in close proximity to each other, the hauling isn't a factor.

It's just an idea.  Most likely the mechanism would stay in the shop unless it got destroyed.
« Last Edit: August 09, 2014, 01:43:23 pm by thistleknot »
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Samscale1`

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Re: Next project - poll
« Reply #57 on: August 09, 2014, 03:22:55 pm »

Automatons would be so cool to play, but I notice frost giants arent in the poll - Or i skim read and missed it.

Automaton suggestions -
Damage and repair, instead of having a hospital automatons go to a scrapyard or spare-parts garage

Scrapyard - The damaged automaton has it's soul removed and transferred into a new functioning body. The old body can be scrapped or repaired and have a new soul added to it later on.

Spare-Parts garage - The automaton can have its lost parts rebuilt and implanted from parts of other machines or automatons, meaning you never have to bury corpses.

Damaged Migrants - Automatons don't get migrant waves as such, but damaged automatons on scrap carts which can be repair or have their souls transported.

Building new citizens/war animals - Robotic animals that fight for you like gnomes and new citizens being built from parts of dead automatons
rather than relying on migrant waves. All automatons are sterile because robots and as such there are no babies.

Dead Automatons? - So how do automatons die? Well, I was thinking that they don't die until their soul bind (either in their brain or heart) is destroyed or damaged, but stop functioning once enough parts are damaged. Since robots can't have ghosts (unless you've seen that one Futurama episode) I figured maybe they have lost souls. The bits that bind to their soul binds and until the souls are memorialized or implanted in a new body the go around moving items in an attempt to build themselves a body. If they gather enough items without being noticed they can create a body which is hostile to your automatons and varies in strength depending on what was used in construction. If memorialized the souls will fly into the stone slab and vanish. Allowing the slab to count as their final resting place.

Cyborgs - Intelligent races and other animals that the automatons capture can be converted into cyborgs in the Cybernetics Workshop allowing the automatons to bind metal to flesh with varying success and non-intrusively invade the creatures mind and tweak its synapses to become your ally. Animal cyborgs are treated as pets, where as higher race cyborgs are better as workers or soldiers.

Food - Robots wouldn't eat, but smoke instead (because futurama) and would also drink alcohol or oil (also because futurama) so instead of being hungry automatons get cravings and must go and smoke a cigar of an array of flavour produced in the Smokeshop (replaces kitchen for  automatons) This building is crucial as if a craving is not satiated the automaton cannot died, but will slowly go insane or begin malfunctioning.

Caravans - Trade is not so much trade as resupply, you get given broken parts along with migrant waves (scrap carts pulled by the migrant automatons) and the game knows what was delivered via these carts and these parts if repaired can be sold for extra profit in exchange for Cigars and booze

Frost Giant suggestions -

Freezing Prisoners - Prisoners can be frozen or imbued with ice to convert them to the frost giant civ as Frostlings.
Thats pretty much all I've thought of for Frost giants, but a frost giant for would be pretty badass

 
« Last Edit: August 09, 2014, 03:27:15 pm by Samscale1` »
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Meph

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Re: Next project - poll
« Reply #58 on: August 09, 2014, 03:38:35 pm »

Frost Giants are the big bad, they wont be ever playable. Getting lvl15 fighters that are the size of megabeasts takes away the challenge a bit.

Your suggestions for automatons are pretty cool, but mostly impossible. Migrants for example are hardcoded, as is the hospital, or burials. The rest can be done, to varying degrees.
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::: ☼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 :::

Samscale1`

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Re: Next project - poll
« Reply #59 on: August 09, 2014, 06:04:24 pm »

Shame about the migrants etc, would there be ways to implement the butchery of your own corpses for parts which allow you to build more residents? An option to cut off migration would be nice for automatons too. I figure that these should all be exiles rather than migrants so waves should be thinner and further between if possible.

You can probably tell I'm no coder so I don't have a clue whats implementable and what isn't.  I still like the idea of having cyborgs though.

Re reading the other poll options I do like the sound of a plump helmet man civ that could spawn in the caves and have dwarves act like childsnatchers as well as large raids.
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