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Poll

What should our surroundings be?

Joyous Wilds
- 14 (25.9%)
Untamed Wilds
- 15 (27.8%)
Terrifying
- 17 (31.5%)
Sinister
- 3 (5.6%)
Haunted
- 3 (5.6%)
(some other boring thing)
- 2 (3.7%)

Total Members Voted: 54


Pages: 1 [2] 3 4 ... 8

Author Topic: Lethithelire Abeco Athama: An Elven Fortress  (Read 10216 times)

Quartz_Mace

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Re: Elf Mode
« Reply #15 on: September 07, 2014, 06:01:08 pm »

Terrifying mountain range. It would be a huge challenge for Elves.
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Chevaleresse

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Re: Elf Mode
« Reply #16 on: September 07, 2014, 06:28:25 pm »

Actually, you'd be surprised. Relatively treeless locations are easier to settle because you can't clear trees.
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Quartz_Mace

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Re: Elf Mode
« Reply #17 on: September 07, 2014, 06:37:04 pm »

Actually, you'd be surprised. Relatively treeless locations are easier to settle because you can't clear trees.
Right, but don't you need trees to sing?
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Chevaleresse

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Re: Elf Mode
« Reply #18 on: September 07, 2014, 06:44:58 pm »

Actually, no. I don't know that there's a way to check for nearby trees when building a workshop, and I don't believe you can have an interaction target them either, so elves rely on what I call heartwood to get the process started. Basically, you embark with a few (three or four should be enough) and the logs to build their shrines. Those shrines generate logs, which are then used at the existing Craftself's and Carpenter's shops as well as the Guardshaper and Warshaper shrines, which create weapons and armor. They can also be infused with metals once you trade with the dwarves or humans for picks. Ideally this would be coded in a way that required trees, but since the only specification one can make is for magma, I can't do so.


I could probably write up a quick tutorial if you guys wanted me to.
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Quartz_Mace

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Re: Elf Mode
« Reply #19 on: September 07, 2014, 06:48:37 pm »

Actually, no. I don't know that there's a way to check for nearby trees when building a workshop, and I don't believe you can have an interaction target them either, so elves rely on what I call heartwood to get the process started. Basically, you embark with a few (three or four should be enough) and the logs to build their shrines. Those shrines generate logs, which are then used at the existing Craftself's and Carpenter's shops as well as the Guardshaper and Warshaper shrines, which create weapons and armor. They can also be infused with metals once you trade with the dwarves or humans for picks. Ideally this would be coded in a way that required trees, but since the only specification one can make is for magma, I can't do so.


I could probably write up a quick tutorial if you guys wanted me to.
Maybe you could embark with saplings that are required to build the workshops, and can also be produced by them. I'm no modder, but that could work.
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Chevaleresse

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Re: Elf Mode
« Reply #20 on: September 07, 2014, 07:13:06 pm »

That's basically what the hearts are.

I should probably mention that there's currently no way to give items the "grown" flag without DFhack, so yeah, give the spring caravan clothes, not hearts.
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Quartz_Mace

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Re: Elf Mode
« Reply #21 on: September 07, 2014, 08:19:17 pm »

That's basically what the hearts are.

I should probably mention that there's currently no way to give items the "grown" flag without DFhack, so yeah, give the spring caravan clothes, not hearts.
Ah, okay.
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Romegypt

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Re: Elf Mode
« Reply #22 on: September 07, 2014, 08:25:21 pm »

Aha! I stole the last spot!

So I am going to be playing in year seven? and we seriously can't do ANYTHING with stone or metal, but infuse wood? Are houses built the same way, with the external stairs to build the roof, or can you do it without the external squares?

Can we make crossbows, or just bows/blowguns? And is iron infused wood as good as solid iron or what? Just wondering.
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Chevaleresse

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Re: Elf Mode
« Reply #23 on: September 07, 2014, 08:35:49 pm »

Weapon-grade metal infused woods are roughly a tier below where the base metal is. Non-weapon-grade metals have identical properties. All of them have halved density.

We can probably do true metalworking if we get to magma. Stone can still be used as it is in Fortress Mode, but it's hard to come by early on. The only stone/metal-exclusive things in the game AFAIK are mechanisms and slabs, and I've already added wooden mechanisms to the infuser. Elves have also been granted access to enormous corkscrews, large serrated discs, and spiked balls. Everything in Dwarf Mode should be possible in Elf Mode. Roofing does require stairs up there, but so does roofing in real life. (Well, there are other ways to get there, but not in DF.)

By the way, let me know if bugs pop up. I can probably fix most of them.
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Re: Elf Mode
« Reply #24 on: September 08, 2014, 03:04:13 am »

Ooo just had an idea: embark around a cave with a "downward passage" - two groups of elves will soon exist, the "Light elves" up on the surface, and the "Dark elves" who prefer the shadowed groves of the underworld...
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Re: Elf Mode
« Reply #25 on: September 08, 2014, 06:07:22 am »

i'd like to be an invader warrior. preferably the one that kills the most elves.
Reason: i figure genocide is a bit easier than honest work.

Embark on a volcano
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Quartz_Mace

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Re: Elf Mode
« Reply #26 on: September 08, 2014, 03:12:21 pm »

Just to avoid confusion, I only want an Elf. I am not interested in any overseer turn or what have you, only the Elf.
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Shadow Of Fate

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Re: Elf Mode
« Reply #27 on: September 08, 2014, 07:12:02 pm »

This looks very interesting. The whole volcano in the middle of a forest thing cracked me up. You know, because elves. And magma murdering trees.

Don't want a turn. But I would like to be "elffed up" as a male spear elf. Name him Bleedheart.


Ooo just had an idea: embark around a cave with a "downward passage" - two groups of elves will soon exist, the "Light elves" up on the surface, and the "Dark elves" who prefer the shadowed groves of the underworld...

I love this idea. If this is done, I want my elf to live underground as a "dark elf" to fight the creatures in the caverns.
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Chevaleresse

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Re: Elf Mode
« Reply #28 on: September 08, 2014, 09:32:15 pm »

I think I'm going to go for the 50/50 Terrifying/Joyous embark.
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pisskop

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Re: Elf Mode
« Reply #29 on: September 09, 2014, 08:11:51 am »

\o/  savannahs are best joyous, anyhow.
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