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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 77485 times)

Immortal-D

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #195 on: May 19, 2016, 08:38:41 pm »

Looking at the current poll, I will just say; tread lightly.  More content for the Dwarves is all well and good, just don't fall into the same problem as old Masterwork where Dwarves get absolutely everything, to the point of being indecipherable.  Case in point; advanced bone and leather crafting.  Crafts & basic armor is fine, but giving those items the same level of enchantments as say Succubi & Orcs would be questionable.

On a similar note; the inclusion or exclusion of firearms.  That subject really depends on the type of Dwarf (and to an extent, civilization) you want to portray; Warcraft/Warhammer style Dwaves with Flintlock & Steam technology, or more Tolkien-esque Dwarves where black powder is a rare & dangerous super weapon of evil.  Speaking personally, I would much rather see the latter.  Dwarves with guns is a legitimate genre, but one I don't feel fits with Dwarf Fortress.

p.s. my latest test Fortress had its' roads paved with carpets, which I find highly amusing :D

coolphoton

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #196 on: May 19, 2016, 08:52:26 pm »

...I like the massively complex and slightly bipolar MW dwarfs... Because they are almost indecipherable.
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chaosfiend

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #197 on: May 19, 2016, 09:07:58 pm »

Looking at the current poll, I will just say; tread lightly.  More content for the Dwarves is all well and good, just don't fall into the same problem as old Masterwork where Dwarves get absolutely everything, to the point of being indecipherable.  Case in point; advanced bone and leather crafting.  Crafts & basic armor is fine, but giving those items the same level of enchantments as say Succubi & Orcs would be questionable.

On a similar note; the inclusion or exclusion of firearms.  That subject really depends on the type of Dwarf (and to an extent, civilization) you want to portray; Warcraft/Warhammer style Dwaves with Flintlock & Steam technology, or more Tolkien-esque Dwarves where black powder is a rare & dangerous super weapon of evil.  Speaking personally, I would much rather see the latter.  Dwarves with guns is a legitimate genre, but one I don't feel fits with Dwarf Fortress.

p.s. my latest test Fortress had its' roads paved with carpets, which I find highly amusing :D

I gotta agree with Immortal-D on this. Already it feels a bit like Dwarves are getting a bit too many features that at least seem a bit better suited for some of the other races.

I like the idea of Gunpowder being a Human exclusive. With Dwarves only really accessing it through trade. I also feel the Boneforge is something far more suited for Necromancers than Dwarves, and Gem weapons seem more a Succubi thing. Dwarves I don't think would use bones, especially if they have the generally superior Rockforge. And Gems I see far more that Dwarves would use them as decorative means, especially when you often have far stronger metals often in greater quantities. Not to mention the Poison Vat. That just feels far more Kobold-like to me than it does Dwarven.


EDIT: In addition, I recently came across a wierd bug with Kobolds. The Clay Shaper building, I have a ton of Sandy Clay. Apparently the only thing I can shape out of Sandy Clay is Grates, under Clay Forming.
« Last Edit: May 20, 2016, 02:29:08 am by chaosfiend »
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Wyzack

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #198 on: May 20, 2016, 08:55:54 am »

I will agree that Dorfs had a massive amount of content, but so did the humans and warlocks and probably the others i played less as well. In my opinion the difficulty of playing the extremely complex races from 34 is a bit overblown. If you follow the guides it is very easy to learn how everything works. Whether or not the workshops and reactions thematically fit the race is another matter i suppose, but the game is Dwarf Fortress at heart after all
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Urist Reborn

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #199 on: May 20, 2016, 12:48:07 pm »

I think dwarves could stand to have more workshops, but I'm casting my vote for them having enough for now. I think their content could be expanded as more ideas come forward about what should be added, and as other races are implemented. I like the aesthetic additions of this last mod, but I'm not really itching for more of the same.
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coolphoton

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #200 on: May 21, 2016, 09:56:02 am »

I sort of agree in the no dwarf gun thing, but explosives, even blackpouter ones seem very dwarfy. Maybe give them something like heavy arbalests(a kind of man-portable ballistia commonly made of steel and cocked with a windlass) as a ruff equivalent. I would suggest the Chu-ko-nu, but that's basically vanilla crossbows anyway...
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SpiritArmor

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #201 on: May 21, 2016, 12:05:25 pm »

Oof, missed the playable races poll! As for the dwarf stuff poll, not voting yet since I haven't been playing the new version (for some reason, 42.0x has far greater lag on the toaster brick computer I've been using on the go, much more than 34.11).

But yeah, if we're going with what the old version had, I agree on sticking with "enough for now," at least until the other races start getting implemented and we see how they play/what their iconic materials and items turn out to be. Once that happens, maybe a little trimming can occur; as much as I love dwarven guns, I wouldn't mind seeing it becoming a uniquely human thing.

On the other hand, it IS Dwarf Fortress, so it always seemed fitting to me that the dwarves got the most stuff. :D


On a completely different tangent, elves (in the far future of the mod)! For some reason, when I think of playable elves, I keep thinking of an older Minecraft challenge rule: The Tree Spirit, where you designate one tree as your World Tree and build your settlement up and out by adding blocks to its branches/canopy, nurturing and protecting the tree with your life.

I think it'd be neat to have something similar for MW Elves, though I don't know how something like that would be implemented: a key advancement building/pillar that must be built outside, provides major buffs for all citizens, upgradable for bigger bonuses, and somehow attracts danger like nothing else?
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Avacado

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #202 on: May 22, 2016, 11:32:08 pm »

A minor change, but having a scholar's/dancer's/bard's guild for the new location professions would be cool.
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dead

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #203 on: May 24, 2016, 12:28:51 pm »

Can you add different population caps? Like for invaders, visitors like with the LNP? I don't know what the visitor cap is, but I like to keep them really low so they don't get into too much trouble. 

I voted for more workshops. I don't know how deep into the merchant workshops you want for the dwarfs, as it is a human thing to have vast trading industries, but I would really like more option in that area. I feel like there's no need to have multiple "Sell ____ drinks for ____ coins" reaction. It can just be one reaction for the drinks and the dwarfs can bring whatever drinks to the workshop to sell. If we really wanted to specify which drinks then we can link stockpiles. This way the workshop is cleaner without pages of the same thing to sell. The same goes the many sell various stone reactions. For gems, there can be multiple groups, like ornamental, semi-precious and rare. Because there are tooltips, description of what the reaction will do can be specify to avoid confusion. Also, I would very much like to be able to sell prepared food and soaps. I don't know how everyone else plays, but I always end up with obscene amount of prepared food, drinks and soap.

I was thinking of a new merchant workshop where you can buy crates of foreign weapons. Let say "Buy weapon crate for ____ coins." You would get 2-5 random foreign weapons of various quality (never masterwork) made out of various metal (never adamantine). The higher the quality and grade of metal, the lower the chances of getting. This way if you're lucky to get an exceptional weapon, then you can use the weaponry to up it to masterwork. This way we can get foreign weapons whenever we want while using up the coins we gained from selling random things. I really enjoy the 'gambling' system that you've added with praying at the temple and like to see it in other things. I remember we used to get loot bags from enemies that gives random things, I thought it was cool.

Lastly, a war kennel. I would really like to see a dwarf specific war animals. Some sort of horned and hoofed animal, that's war trainable, that just charge and kick people, like those rams from the Hobbit movies. Also, some sort of war boar to gore people with their tusks. Of course, the ability to armor them with various metal like in the previous versions. A steel armored battle ram kicks the orc in the shins and it exploded into gore.

Thanks! :D 


 
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Putnam

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #204 on: May 24, 2016, 04:04:22 pm »

Can you add different population caps? Like for invaders, visitors like with the LNP?

The LNP doesn't add any of those, those are all options from Dwarf Fortress.

dead

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #205 on: May 24, 2016, 06:14:53 pm »

Can you add different population caps? Like for invaders, visitors like with the LNP?

The LNP doesn't add any of those, those are all options from Dwarf Fortress.

Really? Oh, I didn't know, I just saw it on the LNP menu and assume they're responsible. Well, that makes it easy for me to edit it myself in the init file. Neat, thanks!

P.S. 100 visitors cap is asking for trouble. Lol.
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Putnam

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #206 on: May 24, 2016, 06:53:58 pm »

The LNP isn't responsible for anything AFAIK, all options you see there are either DF or DFHack options. I'm pretty sure they're labeled as such, too.

c0mplex

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #207 on: May 25, 2016, 11:06:41 am »

Looking at the current poll, I will just say; tread lightly.  More content for the Dwarves is all well and good, just don't fall into the same problem as old Masterwork where Dwarves get absolutely everything, to the point of being indecipherable.  Case in point; advanced bone and leather crafting.  Crafts & basic armor is fine, but giving those items the same level of enchantments as say Succubi & Orcs would be questionable.

You make me sad.

Seriously, I loved having dwarves have a bit of everything because 1) they weren't necessary for the dwarf play style, and 2) they could be used as ways to better acclimate to other races' main mechanics. In fact, I specifically taught myself to mod the old masterwork game (at least just slightly) just to give dwarves a bunch of workshops from the humans and warlocks. I would've given them gnome and succubus stuff too but the files containing them were undecipherable to me so I left them alone.

Overall, I think that giving dwarves more workshops doesn't make them unwieldy because dwarves only really rely on the same basic mechanics as in the base game, leaving all the additional stuff optional to running a dwarf fortress well.


As for the talks about firearms/explosives, I do think that while dwarves should be able to access that stuff, I think that humans should be the superior chemists if dwarves are better at metalworking and thus humans should be the ones that can produce such things. Perhaps the dwarves can get a racial trade workshop thing like what the humans had before that will allow them to trade coin for guns, gunpowder, etc.

I know this sounds hypocritical due to my opinion that dwarves should be jacks of all trades, but gunpowder was already complex and difficult to use (in my opinion) in the old masterwork and conceptually is more advanced than other weapons, so having them be tied to humans instead seems more appropriate to me.
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coolphoton

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #208 on: May 25, 2016, 04:18:58 pm »

I have seen Dwarf mode described as a partial tutorial for all the other modes...
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chaosfiend

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #209 on: May 25, 2016, 05:09:20 pm »



Looking at the current poll, I will just say; tread lightly.  More content for the Dwarves is all well and good, just don't fall into the same problem as old Masterwork where Dwarves get absolutely everything, to the point of being indecipherable.  Case in point; advanced bone and leather crafting.  Crafts & basic armor is fine, but giving those items the same level of enchantments as say Succubi & Orcs would be questionable.

You make me sad.

Seriously, I loved having dwarves have a bit of everything because 1) they weren't necessary for the dwarf play style, and 2) they could be used as ways to better acclimate to other races' main mechanics. In fact, I specifically taught myself to mod the old masterwork game (at least just slightly) just to give dwarves a bunch of workshops from the humans and warlocks. I would've given them gnome and succubus stuff too but the files containing them were undecipherable to me so I left them alone.

Overall, I think that giving dwarves more workshops doesn't make them unwieldy because dwarves only really rely on the same basic mechanics as in the base game, leaving all the additional stuff optional to running a dwarf fortress well.


Human mode is supposed to eventually take on that role as the race that has tastes of all the others, due to their heavy focus on trade and diplomacy. They are to be the Jack of All Trades race of the game.
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