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Should my previous mod Sage vs. Sodom be combined with this one?

Yes!
- 1 (14.3%)
NO!
- 4 (57.1%)
Use the Sage vs. Sodom civilizations, but with beastfolk (dirty humanthings must die!)
- 1 (14.3%)
Merge a less silly version of Sage vs. Sodom with this mod
- 1 (14.3%)
Merge a more silly version of Sage vs. Sodom with this mod
- 0 (0%)

Total Members Voted: 7


Pages: 1 [2] 3 4

Author Topic: Of MultiBeasts and Renassance: Playable Beastfolk with Late Medieval Equipment  (Read 19617 times)

Catfishboss

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So I re downaloaded! And started playing with bushmaster men again and I found a new bug!
My bushmaster men didn't have clothing on their legs so I seized all the cloth and leather from the other animal men caravans to start my clothing industry. Turns out I can't make anything other than capes(lol)! I don't know if this bug appears with other animal men but all you have to do to find out is build a leather works or a clothier's shop to see what is possible. Fun fact: bushmaster women lay eggs in nestboxes, contributing to the food industry.
« Last Edit: October 18, 2015, 09:04:05 pm by Catfishboss »
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EuchreJack

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So I re downaloaded! And started playing with bushmaster men again and I found a new bug!
My bushmaster men didn't have clothing on their legs so I seized all the cloth and leather from the other animal men caravans to start my clothing industry. Turns out I can't make anything other than capes(lol)! I don't know if this bug appears with other animal men but all you have to do to find out is build a leather works or a clothier's shop to see what is possible.

EDIT: Completely intended.  Bushmasters are tropical biome beastfolk.  Just like native tropical humans wear little clothing, the tropical beastfolk also wear limited clothing.  It is a bit of a wrongful stereotype, but add character to these particular beastfolk.
Plus, bushmasters don't have feet or conventional legs: They're snakefolk.  So they wouldn't have pants even if their entity file allowed it.

Still, I would be more than willing to add clothing to tropical snakefolk.  Let me know what you recommend.  I'm thinking hats and gloves, and maybe a vest or something.  Just enough so you are not forced to run a clothing industry purely on capes.

Catfishboss

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The problem is I can't make clothing for their lower bodies and that generates a bad thought. All I would need would the possibility to make loincloths. They do wear those. They are also able to wear trousers, braies, skirts and thongs despite being snakes.
« Last Edit: October 18, 2015, 09:01:57 pm by Catfishboss »
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EuchreJack

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The problem is I can't make clothing for their lower bodies and that generates a bad thought. All I would need would the possibility to make loincloths. They do wear those. They are also able to wear trousers, braies, skirts and thongs despite being snakes.

Ah, lower bodies.  I have an update inbound that will allow short skirts.  I also implemented Eagle Suits based upon Aztec warrior garments.  Primarily because nothing scares me more than what appears to be a cute walking Eagle that hides a Man-sized Snake inside.

EuchreJack

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Updated.  Added Short Skirts instead of Loincloths because I frankly can't imagine a practical way that snakefolk could wear a loincloth.  I would think skirts would be the correct way to hide anything indecent (and the less I think about snakefolk indecent parts, the happier I'll be).

Let me know if anything else is missing that generates bad modes, either in the beastfolk or player.  I generally let my folk sleep on the ground, eat whatever I have available, drink from stagnant swamps, and completely ignore their happiness, lol.  Well, they may get their own bed if they survive the death of several of their friends...

Catfishboss

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LOL I agree with the short skirts. Did you also add gloves, mittens, vests, leather armor and hats to be fair?
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EuchreJack

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Does lack of handwear generate a bad mood?  I'm not sure, and I only saw mittens as an option, so I omitted it.  I'll add gloves if it does in fact generate a bad mood.

I added hoods as guaranteed and mask as possible.  Those Eagle Suits should cover the whole body.  Leather armor isn't included: I'll do some research on the Aztec/Mayan equivalent and see what I can do.

I'll add vests: They're pretty simple.

Grimlocke

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I think the indigenous Mesopotamians used some sort of quilted cloth as protection. It was fairly basic as far as armor goes, but sure did look fancy.

Also keep in mind hands, feet and heads cannot be covered by body armor/clothing items. It will cover all the bodyparts before and after it, but not the bodypart itself  :-\
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I make Grimlocke's History & Realism Mods. Its got poleaxes, sturdy joints and bloomeries. Now compatible with DF Revised!

EuchreJack

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Awesome, I'll look up the fancy quilted armor.

I've released an update with vests and gloves for tropical beastfolk and footrags for mountain beastfolk.  No more enlisting everyone in the army and mass producing metal boots for mountainfolk1!

1Although that is still my preference.  But I shouldn't be dictating how others play...

EuchreJack

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Ok, I added Escaupil to Tropical Beastfolk: A long quilted vest. I used the spanish name for this Aztec item to match the "western" feel of existing item names.  I omitted sleeves because wikipedia said the vest-like version was the most common.  Also corresponds to leather armor which also lacks sleeves.

Catfishboss

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There were wandering ogres listed as wild animals in the sinister biome I embarked on. They didn't attack my snake folk at all but proceeded to destroy all the buildings in their path. One of them even got stuck inside my fort. The merchant's guards attacked them though. The outpost liaison called me a noble dwarf lol.
« Last Edit: October 20, 2015, 04:09:19 am by Catfishboss »
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EuchreJack

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There were wandering ogres listed as wild animals in the sinister biome I embarked on. They didn't attack my snake folk at all but proceeded to destroy all the buildings in their path. One of them even got stuck inside my fort. The merchant's guards attacked them though. The outpost liaison called me a noble dwarf lol.

I'm not sure what is wrong.  The wandering Ogre behavior is *probably* the same as native: They have a chance to go hostile, but no guarantee.  You could still target them with your military, as they are wild animals (and/or shoot them with a Ballista...which might be the better idea).

Now, what might be wrong is the Ogre Swordsmen that I swear that I've seen as Caravan Escorts.  And by wrong, I mean awesome accident that I have no intention of fixing.

EDIT: Note to self: Ogres should be a playable civilization, as per the lore to Anamnesis.  They currently have no civilization.  Expect it in the next update.  Question: Should they still be select-able as pets?  Note, in Anamnesis, slavery by Beastfolk is a thing, so I guess the question is rhetorical...

EuchreJack

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Added Ogre civilizations!

For play testing only: They are two distinct entities with unlimited (100) entity numbers.  Which means they should be ridiculously common currently.  Once I get them tested out, I'll reduce their entity number so they do not crowd out the beastfolk.

In Anamnesis, Ogres are quite numerous, essentially the size of a nation but not organized as such.  But still not as numerous as beastfolk.

The world of Anamnesis, as far as I can tell, can best be described as: Throw a rock in a stream.  The rock is the humans, the water beastfolk.

As for Ogres...they count towards the humans.  If you haven't already, I'd strongly suggest everyone reading up on some of the lore of Anamnesis.  I tried to model my Ogre civilizations on that game's Ogres, although I was forced to add torso clothing to prevent negative thoughts (but I limited it as best as I could).  Plus Torso armor, as Ogres are no strangers to the implements of warfare.

EDIT: Thought it would be nice to explain some of the game features of Ogres.
1) Ogres are Meanders: So they'll perform tasks slower if playing as them.  I'm open to removing the tag, as it would make them perform better when playing as them AND when playing against them.
2) Ogres are sentient.  So no more feasting on Ogre meat and making trophies from Ogre bones.
3) Ogres are Slow Learners.  So they will not be learning tasks as quickly as might be expected.

EDIT2: Actually, Ogres do not appear to be unfairly represented in my limited testing.  So I will probably keep them as they are.  Please comment if Ogres seem to take over unfairly.

EuchreJack

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Sorry about the quick pace of updates, but I think this latest one is worth it!

I've promised for a while now to create separate entities for the smaller beastfolk.  Today, I begin to deliver on that promise!

For the non-evil, mountain and plains beastfolk, there should be no weapons that do not fit.  You can tell that you are playing one of these civilizations because their Expedition Leaders are called Aristocrats, another shout out to Anamnesis.

And it is now possible to create true Eagle Warriors: Escaupil and Eagle Suits are wearable together, and they are both armor.  So not everybody is an Eagle Warrior anymore.  In the Aztec culture, a warrior needed to capture a certain number of enemies to become Eagle Warriors.  Whether or not you want to issue such challenges on your beastfolk before they can join these illustrious fighters is up to you.

I for one am very eager to test this newest version!

Catfishboss

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I tried embarking with blind cave ogres as my civ but I can't appoint any nobles : it says that there are no reasonable candidates.
I also tried to embark with sperm whale as my civ and I couldn't bring seeds or drinks with the first 7.
« Last Edit: October 23, 2015, 07:20:46 am by Catfishboss »
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