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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...

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Author Topic: Future of the mod - Progress & Suggestions - race poll  (Read 77496 times)

taldarus

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #165 on: May 15, 2016, 07:19:43 am »

Lightsaber whips?

O.o
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omada

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #166 on: May 15, 2016, 08:48:11 am »

Lightsaber whips?

O.o

Yes, it's a bug from DF.

Even cooper whips can break your skull behind a steel helmet. And they're fast.
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Meph

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #167 on: May 15, 2016, 10:27:40 am »

off topic a bit- Meph i think it would be neat if the flag icons in your WorldBicyclist site would be clickable and link to the corrosponding blog post.
That would require actual blog posts for each country. I dont have those.

Just a few thoughts on the issue of gauno and FB/Titan civs.


Gauno:

Rather than making gauno an object like an egg or a pelt make it a potential floor tile for caves and caverns. Then have it so that you can gather it in the same way you do with sand.

I don't know if its worth processing it into fertalizer or just spreading it directly onto your crops.

Fun thought; if you make your farm n a gauno tile could it always be fertalized?


Titan/FB:

What if rather than multiple forgoten beasts rolling up ina seige you instead got 1-3 FB each with minnions or spawn wich may or may not be based on them. So an undead Husk FB assualting your caverns aided by a tribe of undead husk trogladites or a bronze collosus leading a bronze man seige of your fortress.
Everything you describe is not possible through modding ^^

What happens if you turn off metallurgist in the GUI -- you really can't make any alloys, even brass, bronze or steel, right?  (why would anyone ever do this? :P)
Thanks for reminding me, I wanted to enable the button to put those back into the smelter.
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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 :::

cerevox

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #168 on: May 15, 2016, 02:39:57 pm »

Lightsaber whips?

O.o

Its a combo of the really really high velocity of a whip, combined with its contact size of 1, which is the smallest of any weapon in the game. Whips sort of ignore armor and even flesh and just strike directly on bone. Oddly enough, this means they do nothing but cause pain, unless they hit your skull at which point it typically jams the skull through the brain, or vice versa, whichever way is lethal.

Once they are fixed (maybe contact size 5 to match the large dagger?) the succubus are gonna really suffer. They have a big boost to whip skill, but the blade whip is functionally a sword as far as I can tell and with regular whips no longer being anti-armor lasers they are going to be using maces and hammers over whips, since their metals are worse than dwarves they need to blunt their way through the dwarves superior armor.
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Urlance Woolsbane

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #169 on: May 15, 2016, 03:48:51 pm »

Could someone explain the appeal of the orcs to a Masterwork newcomer? How are they different from goblins? What's their modus operandi? Etc.

Thanks!

My understanding is that orcs are significantly more honorable than their shorter cousins but had a "How the Mighty have Fallen" moment at the hands of the elves that made Orcish society as a whole more opportunistic and war-mongering. Like, if you look at Goblin ethics, it's pretty hard to imagine how their civilizations hold themselves together when any crime for any reason is considered "a personal matter". Orcs meanwhile, need a reason to kill someone- goblins fight and kill because they enjoy causing pain, orcs fight and kill because they depend on raiding to survive and just taking things without defeating the owner first is dishonorable and would make the orc no better than a kobold.
Orcs also have artisans, dreamwalkers/mages, gunpowder... both mayan/inca and japanese influences... a little bit of the Warhammer orcs in them...
I was worried they were gratuitously grimdark killing machines, but they actually sound pretty cool. Thanks!
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Meph

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #170 on: May 15, 2016, 05:20:19 pm »

I just made myself sad by looking at the manual for the old mod. (wanted to start on a new manual) So much content I've to scrap.  :'(
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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 :::

Immortal-D

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #171 on: May 15, 2016, 09:04:31 pm »

I just made myself sad by looking at the manual for the old mod. (wanted to start on a new manual) So much content I've to scrap.  :'(
Is for the best man.  You said it yourself; Dwarf Mode had become a testing ground for every new feature, resulting in Dwarves having an insanely complicated amount of stuff.  Don't get drawn into that again; focus on the core Dwarf - stone crafting (metal & gem), earthenware (pottery & dyes), a lesser amount of bone & leather crafting (relative to the other races), and engineering (traps, siege equipment, etc.).

Meph

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #172 on: May 15, 2016, 09:31:35 pm »

I'd also want to expand existing vanilla industries, like food, wood, textiles, glasses, glazes... and a bit of high-end rune and golem stuff for dwarves.

Edit: Ok, seriously now... why did no one tell me that you can make civ-members of non-civ creatures, even retaining their graphics and all? Why isnt there a big multi-cultural fortress mod out there?

I have a ettin sheriff and some goblin miners in my current test fort.

So... now I'm thinking about custom mercenary hiring and bought laborers and hired soldiers and and and...
« Last Edit: May 16, 2016, 12:02:17 am by Meph »
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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 :::

Curlygraves

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #173 on: May 16, 2016, 01:11:08 pm »

Custom hiring for outsiders would be sweet. No more having thirty performers and no mercs/laborers would be dreamy.
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Meph

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #174 on: May 16, 2016, 01:13:13 pm »

Custom hiring for outsiders would be sweet. No more having thirty performers and no mercs/laborers would be dreamy.
I would create them, not take the ones that visit. But I think what you want is already possible, just play Succubi. They convert their visitors. ;)
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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 :::

Wyzack

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #175 on: May 16, 2016, 01:48:39 pm »

>tfw greenskins beating out the glorious human race in the poll

Tis a sad kind of feel
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Jaso11111

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #176 on: May 16, 2016, 04:52:44 pm »

>tfw greenskins beating out the glorious human race in the poll

Tis a sad kind of feel
Yea kinda bumed out about that to. I was really hoping the necros would get some love but oh well.
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Rekov

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #177 on: May 16, 2016, 05:43:20 pm »

IMO I think Meph should do the races in an order decided by this list of priorities:
  • The ones Meph wants to do. It's important to let the modder work on what interests them, as it prevents burn-out.
  • DF's base races. Dwarves/Humans/Elves/Kobolds/Goblins are already part of DF, and will have a broad appeal. Get the basics down first.
  • The niche/bizarre races, either in terms of concept or playstyle. These will appeal to less players and are potentially harder to mod.
« Last Edit: May 16, 2016, 05:45:01 pm by Rekov »
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Urist Reborn

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #178 on: May 16, 2016, 05:45:06 pm »

>tfw greenskins beating out the glorious human race in the poll

Tis a sad kind of feel
Yea kinda bumed out about that to. I was really hoping the necros would get some love but oh well.
And here I am, liking kobolds...
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Meph

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #179 on: May 16, 2016, 06:04:05 pm »

IMO I think Meph should do the races in an order decided by this list of priorities:
  • The ones Meph wants to do. It's important to let the modder work on what interests them, as it prevents burn-out.
  • DF's base races. Dwarves/Humans/Elves/Kobolds/Goblins are already part of DF, and will have a broad appeal. Get the basics down first.
  • The niche/bizarre races, either in terms of concept or playstyle. These will appeal to less players and are potentially harder to mod.
So... I should do everything. Got it.
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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 :::
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