Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

Next race...

Goblins, evil kidnappers...
Necromancers, uber-evil mages...
Skaven, underground-living ratmen with clans...
Insect hive, zerg/tyranid-style...
Naga, water-based magic snakemen...

Pages: 1 ... 6 7 [8] 9 10 ... 27

Author Topic: Future of the mod - Progress & Suggestions - race poll  (Read 77458 times)

chaosfiend

  • Bay Watcher
  • Hail the Cutebold Overlords
    • View Profile
Re: Future of the mod - Progress, Polls & Suggestions!
« Reply #105 on: May 12, 2016, 02:23:48 pm »

Well, I might as well reiterate the things I thought would be good to see, mostly concerning kobolds.

A return of Juices and teas, though I assume this might be a tad more long term in waiting to get it.

A slight bit more variety in traps, mostly I wish to see the return of the Totemhammer traps since it seemed to thematic in my mind.

One long term suggestion I want to toss out there is perhaps kobolds gaining a successor building to the Altar of Griblin the Lucky. Again, since Kobolds in this are supposed to be very pagan, perhaps something Totempole based again, that has to do with ancestor worship for the kobolds. I mean, most kobold camps are built, sometimes literally, upon the bones of their predecessors.

Heck, that brings me to another train of thought. Maybe kobolds could even have, (if it is possibly mod-able), an alternate form of 'gravestone'. Instead of burying the dead in a coffin or engraving a slab to honor them, you could convert Totems, (since most forts likely have tons of them) into grave markers, carving the name of the deceased into the totem. Also, since Totems retain their prior creature name, would it not be suitably thematic if your important kobolds, like Warband marshals and such that died in the line of duty, get special skulls you could have saved as their grave-markers?
Thats a bit much till tomorrow, but I'll certainly look into the "skull totem coffin" idea, that should work. Nice idea.

Haha, sorry about that meph. My mind just got running and did not want to stop. XD
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Future of the mod - Progress, Polls & Suggestions!
« Reply #106 on: May 12, 2016, 04:16:37 pm »

End of poll 1:

Most people want more playable races; followed by more workshops and furnaces.

Will add poll 2 now.
Logged
::: ☼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 :::

Urlance Woolsbane

  • Bay Watcher
    • View Profile
Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #107 on: May 12, 2016, 08:31:28 pm »

DFHack's ability to switch modes whilst in play seems a natural fit for the Hermit. I assume, given all the GUI-hackery that comes with DFHack, that adding such an option to the adventurer-building menu would be child's play.

Of course, there'd have to be some way of preventing the player from leaving his site, once he's created it. Some sort of penalty, perhaps?
Logged
"Hey papa, your dandruff is melting my skin. Is that normal?"
"SKREEEONK!!!"
"Yes, daddy."

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #108 on: May 12, 2016, 08:34:34 pm »

DFHack's ability to switch modes whilst in play seems a natural fit for the Hermit. I assume, given all the GUI-hackery that comes with DFHack, that adding such an option to the adventurer-building menu would be child's play.

What, you talking 0.43.02? I don't think that particular viewscreen's been mapped out at all. Don't know whether it'll be child's play or nigh impossible yet. I'm not sure if there'll be any inbetween though tbh.

Urlance Woolsbane

  • Bay Watcher
    • View Profile
Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #109 on: May 12, 2016, 10:01:07 pm »

DFHack's ability to switch modes whilst in play seems a natural fit for the Hermit. I assume, given all the GUI-hackery that comes with DFHack, that adding such an option to the adventurer-building menu would be child's play.

What, you talking 0.43.02? I don't think that particular viewscreen's been mapped out at all. Don't know whether it'll be child's play or nigh impossible yet. I'm not sure if there'll be any inbetween though tbh.
I wasn't assuming that it was mapped out yet (I'd be surprised if it was,) just, given DFHack's various menu-enhancements (e.g. searching the stocks menu,) that adding a button to it would be business as usual. But I'm only judging by end results, so I could be missing a lot of contrivances behind the scenes. You know far more about the process than I do, so I'll take your word for it.
Logged
"Hey papa, your dandruff is melting my skin. Is that normal?"
"SKREEEONK!!!"
"Yes, daddy."

cerevox

  • Bay Watcher
    • View Profile
Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #110 on: May 12, 2016, 10:43:18 pm »

I adore the idea of nagas and necromancers were a hoot back in...whatever version they were in. Nothing was as funny as sticking a monolith on a wall and watching a refuse stockpile get up and murder a siege. And so, of course, they are warned as hard to write :'(.

Honestly, despite being harder, I would think the unusual races with unique mechanics would be worth more. The things most distant from the standard mold, at least to my eyes, would be necromancers because they just flat out function differently with nagas a 2nd. Necromancers build their citizens from corpses and fight with magic and undead things, their industries are all totally different. Nagas have the same different feel to them. Swimming! Magic! No Legs!

Whereas Goblins/Orcs/Elves feel like extreme ends of things we can already do. A master axedwarf might not be quite as killy as a top orc, but its just a matter of degree. With necros and nagas, its like a whole new thing.
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #111 on: May 12, 2016, 11:03:11 pm »

The decision comes down to time efficiency.

If I work 20h making a human mode, and 50% of the players try it, because its easy to learn, familiar... is that better or worse than spending 100h on a Naga mode, using dfhack scripts that might become outdated, for a very foreign game experience, which only 25% of players try, because its harder to learn?

Although I have to admit, people did like the Warlocks/Necromancers in the old version...
Logged
::: ☼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 :::

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #112 on: May 13, 2016, 01:09:52 am »

Random idea I had for kobolds: Hoard of gold.

Massive building, when you build it its an empty room. You have reactions to add gold coins, jewelry, etc. Stolen stuff from other civs... after enough reactions, building upgrades, gets a tiny heap of gold/treasure in the center.

Do that a lot of times. Every time, the workshop shows more and more gold on the hoard. (Yes, I can do that with dfhack).

When you reach the maximum level of the hoard, you get to spawn a friendly dragon, attracted by the large amount of gold.
Logged
::: ☼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 :::

Urlance Woolsbane

  • Bay Watcher
    • View Profile
Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #113 on: May 13, 2016, 01:23:59 am »

Random idea I had for kobolds: Hoard of gold.

Massive building, when you build it its an empty room. You have reactions to add gold coins, jewelry, etc. Stolen stuff from other civs... after enough reactions, building upgrades, gets a tiny heap of gold/treasure in the center.

Do that a lot of times. Every time, the workshop shows more and more gold on the hoard. (Yes, I can do that with dfhack).

When you reach the maximum level of the hoard, you get to spawn a friendly dragon, attracted by the large amount of gold.
It seems a bit more gamey than is usual for DF, but it's still a charming idea. I see one considerable obstacle, though: Even a friendly dragon can easily start a wildfire the moment something threatens it.
Logged
"Hey papa, your dandruff is melting my skin. Is that normal?"
"SKREEEONK!!!"
"Yes, daddy."

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #114 on: May 13, 2016, 01:38:06 am »

I dont see the problem in that. The fires, that is.
Logged
::: ☼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 :::

Urist Reborn

  • Bay Watcher
    • View Profile
Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #115 on: May 13, 2016, 01:48:32 am »

Random idea I had for kobolds: Hoard of gold.

Massive building, when you build it its an empty room. You have reactions to add gold coins, jewelry, etc. Stolen stuff from other civs... after enough reactions, building upgrades, gets a tiny heap of gold/treasure in the center.

Do that a lot of times. Every time, the workshop shows more and more gold on the hoard. (Yes, I can do that with dfhack).

When you reach the maximum level of the hoard, you get to spawn a friendly dragon, attracted by the large amount of gold.
I like this, because it fits with the kobold aesthetic I think. Lots of looking for shinies right now, not as much to do with them yet, so this would round it out.
Logged

Col_Jessep

  • Bay Watcher
  • ♦ Cat Herder
    • View Profile
Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #116 on: May 13, 2016, 04:49:27 am »

The idea with the hoard is amazing! Who doesn't want a pet dragon?
Code: [Select]
/\_./o__        __o\._/\
(/^/(_^^'        '^^_)\^\)
_.(_.)_            _(._)._.

Other than that, I'm fine with any additions to the playable races. I tried succubi and they are fun! I kept getting migrants after the first 2 forced waves though. I think that wasn't intentional. (This was in the first release of Masterwork for DF2014. Maybe you already fixed it.)
Logged
Just kids...
Spoiler (click to show/hide)

IndigoFenix

  • Bay Watcher
  • All things die, but nothing dies forever.
    • View Profile
    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #117 on: May 13, 2016, 06:07:41 am »

Warlocks would be great for soul-based dfhackery.  My old soulshuffle script was a lot of fun to play with.  Not sure if it still works, but it would make a good starting point.

chaosfiend

  • Bay Watcher
  • Hail the Cutebold Overlords
    • View Profile
Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #118 on: May 13, 2016, 09:41:25 am »

Random idea I had for kobolds: Hoard of gold.

Massive building, when you build it its an empty room. You have reactions to add gold coins, jewelry, etc. Stolen stuff from other civs... after enough reactions, building upgrades, gets a tiny heap of gold/treasure in the center.

Do that a lot of times. Every time, the workshop shows more and more gold on the hoard. (Yes, I can do that with dfhack).

When you reach the maximum level of the hoard, you get to spawn a friendly dragon, attracted by the large amount of gold.

That sounds like a really neat idea overall, but I'm also a bit worried. As much as I adore when Kobolds get new neat things, I wonder how this would be balanced. Would it be sorta like how humans had their paladins, in that there will be a fairly large time gap. Like how it takes three years between your first training a squire to becoming a full fledged paladin, will there be a fair gap between when you first build the building, and when you will finally can coax a dragon to come settle in your hoard?
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #119 on: May 13, 2016, 09:46:57 am »

It would be a one-time thing done from years and years of stealing. Like a high-end goal of your kobold camp.
Logged
::: ☼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 :::
Pages: 1 ... 6 7 [8] 9 10 ... 27