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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.

Pages: 1 ... 5 6 [7] 8

Author Topic: Next project - poll  (Read 10962 times)

Meph

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Re: Next project - poll
« Reply #90 on: August 25, 2014, 05:32:19 am »

That would require tons of work for something people would barely use or notice.
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Emperor

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Re: Next project - poll
« Reply #91 on: August 25, 2014, 07:49:27 am »

It's called a crazy idea for a reason.
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Meph

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Re: Next project - poll
« Reply #92 on: August 25, 2014, 10:43:46 am »

Then go ahead. I wont stop you :P
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IndigoFenix

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Re: Next project - poll
« Reply #93 on: August 25, 2014, 11:57:21 am »

Anyone remember the "deep dwarves" Toady talked about a while back?  The idea of them becoming so cave adapted that they form a breakaway civilization and develop fleshy tentacle beards and such?  I think they might work nicely as an underground civ for Masterwork.  Possibly even as an extra feature for dwarves themselves (either transformed at a workshop, or a natural transformation effect that can occur if a dwarf remains underground for a long enough time.)

I have a functional prototype here.  They are much more powerful than a regular dwarf while underground (about twice the regular skill level, plus various status immunities and extravision) but if exposed to the sun they fare even worse than a regular cave-adapted dwarf.

Code: [Select]
[CREATURE:DEEP_DWARF]
[CREATURE_CLASS:ALL_CREATURES][DESCRIPTION:A distant relative of the dwarven civilization.  Cut off from the surface world for unnumbered generations, this short, stocky creature has grown fully adapted to a subterranean life.  Its keen eyes glow with a pale light, and its beard has been replaced by a fleshy network of writhing tentacles that gives it a near-total awareness of the world around it, provided it remains deep underground.  Due to its extreme level of cave adaptation, exposure to the sun will sear its sensitive retinas and burn its pale skin, leaving it in helpless agony.  Despite their unearthly appearance, the deep dwarves retain the intelligence of their distant cousins, and might even be willing to share a few drinks - as long as you don't get them angry.]
[NAME:deep dwarf:deep dwarves:deep dwarven]
[CASTE_NAME:deep dwarf:deep dwarves:deep dwarven]
[CREATURE_TILE:1][COLOR:7:0:1]
[CREATURE_SOLDIER_TILE:2]
[GLOWTILE:164][GLOWCOLOR:7:0:1]
[INTELLIGENT]
[VIEWRANGE:20]
[BENIGN]
[CANOPENDOORS]
[PREFSTRING:fleshy beards]


[BIOME:SUBTERRANEAN_CHASM][UNDERGROUND_DEPTH:3:3]
[FREQUENCY:100]13]

[POPULATION_NUMBER:30000:30000]-UBIQUITOUS-1:4]
[CLUSTER_NUMBER:3:3]

[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:OUTERBRAIN:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:TENTACLE_BEARD:RIBCAGE][EXTRA_BUTCHER_OBJECT:BY_TYPE:THOUGHT][EBO_ITEM:PLANT:NONE:PLANT_MAT:SOUL_DWARF:STRUCTURAL]
        [EXTRA_BUTCHER_OBJECT:BY_TYPE:THOUGHT][EBO_ITEM:MEAT:NONE:CREATURE_MAT:SCALP_DWARF:MUSCLE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]

[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]

[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[RELSIZE:BY_CATEGORY:LIVER:300]

[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:CREATURE_MAT:ANIMAL:SINEW:200]
[LIGAMENTS:CREATURE_MAT:ANIMAL:SINEW:200]
[HAS_NERVES]

[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[USE_MATERIAL_TEMPLATE:MUSK:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen deep dwarven musk]
[STATE_ADJ:ALL_SOLID:frozen deep dwarven musk]
[STATE_NAME:LIQUID:deep dwarven musk]
[STATE_ADJ:LIQUID:deep dwarven musk]
[STATE_NAME:GAS:boiling deep dwarven musk]
[STATE_ADJ:GAS:boiling deep dwarven musk]
[DISPLAY_COLOR:0:0:1]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:extreme cave adaptation]
[SYN_AFFECTED_CREATURE:DEEP_DWARF:ALL]
[SYN_CONTACT]
[CE_FEVER:SEV:200:PROB:100:START:0]
[CE_PAIN:SEV:100:PROB:100:START:0]
[CE_DIZZINESS:SEV:200:PROB:100:START:0]
[CE_NAUSEA:SEV:200:PROB:100:START:0]
[CE_SKILL_ROLL_ADJUST:PERC:10:PERC_ON:100:START:0]
[CE_ADD_TAG:EXTRAVISION:NONAUSEA:NOPAIN:NO_FEVERS:NO_DIZZINESS;START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:0:NO_END:REQUIRED]
[CE_SKILL_ROLL_ADJUST:PERC:2000:PERC_ON:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:0:NO_END:REQUIRED]
[SECRETION:LOCAL_CREATURE_MAT:MUSK:LIQUID:BY_TOKEN:BEARD:ALL]

[CREATURE_CLASS:GENERAL_POISON]

[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:CREATURE_MAT:ANIMAL:PUS:LIQUID]

[USE_MATERIAL_TEMPLATE:SILK:SILK_TEMPLATE]

[PHYS_ATT_RATES:STRENGTH:500:NONE:NONE:NONE] --no decay of attributes
[PHYS_ATT_RATES:AGILITY:500:NONE:NONE:NONE]
[PHYS_ATT_RATES:ENDURANCE:500:NONE:NONE:NONE]
[PHYS_ATT_RATES:TOUGHNESS:500:NONE:NONE:NONE]
[PHYS_ATT_RATES:RECUPERATION:500:NONE:NONE:NONE]
[PHYS_ATT_RATES:DISEASE_RESISTANCE:500:NONE:NONE:NONE]
   
[MENT_ATT_RATES:ANALYTICAL_ABILITY:500:NONE:NONE:NONE]
[MENT_ATT_RATES:CREATIVITY:500:NONE:NONE:NONE]
[MENT_ATT_RATES:EMPATHY:500:NONE:NONE:NONE]
[MENT_ATT_RATES:FOCUS:500:NONE:NONE:NONE]
[MENT_ATT_RATES:INTUITION:500:NONE:NONE:NONE]
[MENT_ATT_RATES:KINESTHETIC_SENSE:500:NONE:NONE:NONE]
[MENT_ATT_RATES:LINGUISTIC_ABILITY:500:NONE:NONE:NONE]
[MENT_ATT_RATES:MEMORY:500:NONE:NONE:NONE]
[MENT_ATT_RATES:MUSICALITY:500:NONE:NONE:NONE]
[MENT_ATT_RATES:PATIENCE:500:NONE:NONE:NONE]
[MENT_ATT_RATES:SOCIAL_AWARENESS:500:NONE:NONE:NONE]
[MENT_ATT_RATES:SPATIAL_SENSE:500:NONE:NONE:NONE]
[MENT_ATT_RATES:WILLPOWER:500:NONE:NONE:NONE]

[BENIGN]
[CANOPENDOORS]

[PROFESSION_NAME:HAMMERMAN:hammerdwarf:hammerdwarves]
[PROFESSION_NAME:SPEARMAN:speardwarf:speardwarves]
[PROFESSION_NAME:CROSSBOWMAN:crossbowdwarf:crossbowdwarves]
[PROFESSION_NAME:AXEMAN:axedwarf:axedwarves]
[PROFESSION_NAME:SWORDSMAN:swordsdwarf:swordsdwarves]
[PROFESSION_NAME:MACEMAN:macedwarf:macedwarves]
[PROFESSION_NAME:PIKEMAN:pikedwarf:pikedwarves]
[PROFESSION_NAME:BOWMAN:bowdwarf:bowdwarves]
[PROFESSION_NAME:MASTER_CROSSBOWMAN:elite crossbowdwarf:elite crossbowdwarves]
[PROFESSION_NAME:MASTER_BOWMAN:elite bowdwarf:elite bowdwarves]
[PROFESSION_NAME:MASTER_HAMMERMAN:hammerlord:hammerlords]
[PROFESSION_NAME:MASTER_SPEARMAN:spearlord:spearlords]
[PROFESSION_NAME:MASTER_AXEMAN:axelord:axelords]
[PROFESSION_NAME:MASTER_SWORDSMAN:swordslord:swordslords]
[PROFESSION_NAME:MASTER_MACEMAN:macelord:macelords]
[PROFESSION_NAME:MASTER_PIKEMAN:pikelord:pikelords]

[PROFESSION_NAME:LASHER:lasherdwarf:lasherdwarves]
[PROFESSION_NAME:MASTER_LASHER:elite lasherdwarf:elite lasherdwarves]
[PROFESSION_NAME:BLOWGUNMAN:rifledwarf:rifledwarves]
[PROFESSION_NAME:MASTER_BLOWGUNMAN:veteran rifledwarf:veteran rifledwarves]

[PROFESSION_NAME:FARMER:farmworker:farmworkers]
[PROFESSION_NAME:MILLER:archeologist:archeologists]
[PROFESSION_NAME:TANNER:tanner:tanners]
[PROFESSION_NAME:PRESSER:researcher & inventor:researchers & inventors]
[PROFESSION_NAME:POTTER:scribe:scribes]
[PROFESSION_NAME:WAX_WORKER:chandler:chandlers]
[PROFESSION_NAME:STRAND_EXTRACTOR:apostle of armok:apostles of armok]
[PROFESSION_NAME:GLAZER:toolmaker:toolmakers]
[PROFESSION_NAME:HERBALIST:herbalist:herbalists]
[PROFESSION_NAME:SOAP_MAKER:ambassador:ambassadors]
[PROFESSION_NAME:WOOD_BURNER:oven operator:oven operators]
[PROFESSION_NAME:LYE_MAKER:chemist:chemists]
[PROFESSION_NAME:POTASH_MAKER:alchemist:alchemists]
[PROFESSION_NAME:PUMP_OPERATOR:machine operator:machine operators]
[PROFESSION_NAME:FISH_DISSECTOR:fishfarmer:fishfarmers]
[PROFESSION_NAME:ARCHITECT:architect:architects]
[PROFESSION_NAME:PLANTER:farmer:famers]
[PROFESSION_NAME:BEEKEEPER:hivekeeper:hivekeepers]
[PROFESSION_NAME:CLOTHIER:tailor:tailors]
[PROFESSION_NAME:WOODCUTTER:lumberjack:lumberjacks]
[PROFESSION_NAME:THRESHER:miller:millers]
[PROFESSION_NAME:HUNTER:hunter:hunters]
[PROFESSION_NAME:ALCHEMIST:sorcerer:sorcerers]

[BODY_SIZE:0:0:3000]
[BODY_SIZE:1:168:15000]
[BODY_SIZE:12:0:60000]

[PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250]              +
[PHYS_ATT_RANGE:AGILITY:150:600:800:900:1000:1100:1500]                 -
[PHYS_ATT_RANGE:TOUGHNESS:450:950:1150:1250:1350:1550:2250]             +
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:450:950:1150:1250:1350:1550:2250]    +
[MENT_ATT_RANGE:FOCUS:700:1200:1400:1500:1600:1800:2500]                ++
[MENT_ATT_RANGE:CREATIVITY:450:950:1150:1250:1350:1550:2250]            +
[MENT_ATT_RANGE:PATIENCE:450:950:1150:1250:1350:1550:2250]              +
[MENT_ATT_RANGE:MEMORY:450:950:1150:1250:1350:1550:2250]                +
[MENT_ATT_RANGE:SPATIAL_SENSE:700:1200:1400:1500:1600:1800:2500]        ++

[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]

[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:150:190]

[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:nose bridge:SINGULAR]

[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]

[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] for vampires
[APP_MOD_IMPORTANCE:1000]
[APP_MOD_NOUN:teeth:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]

[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]

[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]

[MAXAGE:90:110]

[BABY:1]
[GENERAL_BABY_NAME:deep dwarven baby:deep dwarven babies]
[BABYNAME:deep dwarven baby:deep dwarven babies]
[CHILD:5]
[GENERAL_CHILD_NAME:deep dwarven child:deep dwarven children]
[CHILDNAME:deep dwarven child:deep dwarven children]
[EQUIPS]
[CAVE_ADAPT]
[ALL_ACTIVE]

[PROFESSION_NAME:CRAFTSMAN:craftsdwarf:craftsdwarves]
[PROFESSION_NAME:FISHERMAN:fisherdwarf:fisherdwarves]
[PROFESSION_NAME:HAMMERMAN:hammerdwarf:hammerdwarves]
[PROFESSION_NAME:SPEARMAN:speardwarf:speardwarves]
[PROFESSION_NAME:CROSSBOWMAN:marksdwarf:marksdwarves]
[PROFESSION_NAME:AXEMAN:axedwarf:axedwarves]
[PROFESSION_NAME:SWORDSMAN:swordsdwarf:swordsdwarves]
[PROFESSION_NAME:MACEMAN:macedwarf:macedwarves]
[PROFESSION_NAME:PIKEMAN:pikedwarf:pikedwarves]
[PROFESSION_NAME:BOWMAN:bowdwarf:bowdwarves]
[PROFESSION_NAME:MASTER_CROSSBOWMAN:Elite Marksdwarf:Elite Marksdwarves]
[PROFESSION_NAME:MASTER_BOWMAN:Elite Bowdwarf:Elite Bowdwarves]
[SPEECH:dwarf.txt]
[HOMEOTHERM:10067]
[ALCOHOL_DEPENDENT]
[SWIMS_LEARNED][SWIM_SPEED:2500]
[PERSONALITY:IMMODERATION:0:55:100]
[PERSONALITY:VULNERABILITY:0:45:100]
[PERSONALITY:STRAIGHTFORWARDNESS:0:55:100]
[MANNERISM_FINGERS:finger:fingers]
[MANNERISM_NOSE:nose]
[MANNERISM_EAR:ear]
[MANNERISM_HEAD:head]
[MANNERISM_EYES:eyes]
[MANNERISM_MOUTH:mouth]
[MANNERISM_HAIR:hair]
[MANNERISM_KNUCKLES:knuckles]
[MANNERISM_LIPS:lips]
[MANNERISM_CHEEK:cheek]
[MANNERISM_NAILS:nails]
[MANNERISM_FEET:feet]
[MANNERISM_ARMS:arms]
[MANNERISM_HANDS:hands]
[MANNERISM_TONGUE:tongue]
[MANNERISM_LEG:leg]
[MANNERISM_LAUGH]
[MANNERISM_SMILE]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_BREATH]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]
[MANNERISM_EYELIDS]
[SPOUSE_CONVERSION_TARGET]

[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]

[CASTE:MALE]
[MALE]
[CASTE:FEMALE]
[FEMALE][MULTIPLE_LITTER_RARE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_RED:1]
[TLCM_NOUN:eyes:PLURAL]

They also require this body part for the beard.  They can use it for basic wrestling holds.  I considered giving it GRASP as well, but that seemed to be pushing it a bit.

Code: [Select]
[BODY:TENTACLE_BEARD]
[BP:BEARD:beard:STP][CONTYPE:HEAD][LIMB][CATEGORY:LIP]
[DEFAULT_RELSIZE:300]

fasquardon

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Re: Next project - poll
« Reply #94 on: August 25, 2014, 12:07:38 pm »

If I could I would have voted for more cleanup and balancing 4 times each.  As it was, I just didn't use most of my votes.   :P

This, incidentally, is one reason why I was so keen to see more modularity in masterwork again - so people have more ability to balance their own game worlds.

fasquardon
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Emperor

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Re: Next project - poll
« Reply #95 on: August 26, 2014, 03:17:23 am »

I may be wrong, but i think the Masterwork humans mostly use charcoal for fuel in smelting and smithing process.
Some time ago i've come across a mod about 14th century metallurgy using charcoal, while eliminating the need for flux, and i think it could be possibly implemented for the above stated humans.
While it makes iron significantly harder to make, and just plain cheaper to buy from stalls/caravans, it could add some both flavor and realism to the human race, while leaving the more advanced flux method to the underground races.

Of course, adding it to the GUI as "additional harder smithing" wouldn't be too bad, as it will make it optional, and possibly increase modularity value of the mod.

EDIT : I forgot the link. Here you are - http://www.bay12forums.com/smf/index.php?topic=139049.0
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Meph

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Re: Next project - poll
« Reply #96 on: August 26, 2014, 04:02:02 am »

Freaky lovecraftian dwarves sound good, thanks for sharing. Do you maybe remember where Toady spoke about deep dwarves?

And I think one of the next projects will be a slight chage in the Gui... a page for each civ, for example. Cleaning up dwarf mode as well. And merging the plant files...
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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 :::

IndigoFenix

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  • All things die, but nothing dies forever.
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    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Re: Next project - poll
« Reply #97 on: August 26, 2014, 04:31:30 am »

Freaky lovecraftian dwarves sound good, thanks for sharing. Do you maybe remember where Toady spoke about deep dwarves?

Here.

Antsan

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Re: Next project - poll
« Reply #98 on: August 26, 2014, 05:02:31 am »

I think it would be nice if the mushroom men could be switched off as pets independently from the other domestic pets. I really like the latter, but I absolutely don't want to play with mushroom men and I cannot avoid getting them when immigrants bring them in.
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slay_mithos

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Re: Next project - poll
« Reply #99 on: August 26, 2014, 06:51:00 am »

Easy way to contain PHM pets is to cage them, or set autobutcher to 0 for all (kids/males/females).
It won't kill adopted pets, but it will prevent their population to grow, preventing any problem from them.
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Meph

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Re: Next project - poll
« Reply #100 on: August 26, 2014, 06:54:48 am »

The plump helmet men are actually a very complex, larger mod by IndigoFenix, so I could clearly mark it as such and make an option for them next to Fear the Night and Flora and Fauna. :)
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Aquathug

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Re: Next project - poll
« Reply #101 on: August 26, 2014, 08:06:43 pm »

I would just like to see the Accelerated Raws get updated to the new version...
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Antsan

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Re: Next project - poll
« Reply #102 on: August 27, 2014, 07:38:17 am »

The plump helmet men are actually a very complex, larger mod by IndigoFenix, so I could clearly mark it as such and make an option for them next to Fear the Night and Flora and Fauna. :)
Yay! That sounds good.

Easy way to contain PHM pets is to cage them, or set autobutcher to 0 for all (kids/males/females).
It won't kill adopted pets, but it will prevent their population to grow, preventing any problem from them.
Yeah, but that is a kind of non-solution, as it involves butchering PHMs, which I do not want to do either. Having my dwarfs be merciless slavers doesn't seem to fit with how I imagine them.
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slay_mithos

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Re: Next project - poll
« Reply #103 on: August 27, 2014, 08:45:13 am »

You could mod in the "release to the wilds" for the dwarves, I guess.

My personnal solution is to not take them in, and either butcher or pit them, so that they can never get to me.

I like to play small population forts (30 ish, usually), and they destroyed me four times already, so I put ethics asside in order to survive.
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For the 55 people who did download V1.5 till now:  You human race is not working.
It is ok, I'm used to that in RL so why should my game be different :p
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teremaster

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Re: Next project - poll
« Reply #104 on: August 29, 2014, 12:17:21 am »

how about a very late-game race mix E.G. ability to buy/reverse engineer other race's workshops (obviously allied race workshops will be easier to peacefully acquire than enemy ones).

You'd think a citadel of dwarven/human/warlock/etc opulence would at least try to mimic the successes of the other races.
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