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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 77489 times)

Meph

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #210 on: May 27, 2016, 05:54:33 am »

This weeks poll:

Quote
How do you like the dwarves as they are now? (v.1.02)
Too many workshops and items.- 6 (9.5%)
Just right amount of workshop and items.- 21 (33.3%)
Should have more workshops and items.- 24 (38.1%)
Just more workshops.- 5 (7.9%)
Just more items.- 5 (7.9%)
Just less workshops.- 2 (3.2%)
Just less items.- 0 (0%)

I'll add a few more workshops, which are obviously optional; that way the people that voted for "too many" can disable them.

New poll about plants and trees.
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TanaNari

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #211 on: May 27, 2016, 12:29:58 pm »

Hmm. I'd say add generic wood, and add some "special" wood types after thinking carefully on it.

Featherwood would be great- a convenience without being a game breaker- as well as the various cavern wood types are much more viable- especially if some of us want to run a no-caverns game for the sake of FPS and tighter fort design. Much more convenient for those 1x1 embarks if we don't have to navigate through the caves.

Given how much wood you get from a single tree these days, there won't be any resource imbalance that didn't already exist... and if people really want a tree farm, they could make them via pit digging if they have to.

Just avoid going back the ironbark/steeloak of the past and we're golden. I already explained just how abusive that was in the old version. Same story with a lot of the wood-alchemy like spawning bolts.
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Rekov

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #212 on: May 27, 2016, 02:45:32 pm »

Thinking far along the road to playable elves, it would be neat to see some elf-exclusive metal grade woods to be used for their weapons, and potentially also for wooden armor or shields. I'm not sure which of the poll options this would fall under which is why I'm posting it. Is there a way to plant saplings that turn into normal multi-tile trees without having to use a farm plot? That would be the most natural feeling way to go if it's possible.
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Meph

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #213 on: May 27, 2016, 03:30:48 pm »

I think someone mentioned trees through dfhack, but its not used anywhere so far.
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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 :::

Meph

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #214 on: May 28, 2016, 03:51:30 am »

Courtesy of the modest mod:

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chaosfiend

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #215 on: May 28, 2016, 03:55:25 am »

Awesome. I really missed the ability to miss Specific drinks from when I was playing with humans. I can't wait till this is implemented.
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Putnam

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #216 on: May 28, 2016, 04:05:42 am »

Are custom reactions with mat specification still broken in 0.43.03?

Meph

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #217 on: May 28, 2016, 04:57:23 am »

Are custom reactions with mat specification still broken in 0.43.03?
I'm not sure what you are asking. what are mat specifications?
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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 :::

Putnam

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #218 on: May 28, 2016, 05:53:00 am »

Since 0.42.06, the user can specify materials that will be used in certain building-based-jobs (not sure about custom reactions still), E.G. have "make rock toys" be "make granite toys" instead.

FallinBlackstar

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #219 on: May 28, 2016, 12:03:37 pm »

Did Something happen to magic?
I remember having random fireballs appear all over the place and the constant dream of having a magic school, but was too lazy to actually start it.
But now it seems to have disappeared. What happend?
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Meph

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #220 on: May 28, 2016, 12:51:37 pm »

Did Something happen to magic?
I remember having random fireballs appear all over the place and the constant dream of having a magic school, but was too lazy to actually start it.
But now it seems to have disappeared. What happend?
Magic is still there, in the 34.11 (old) version, but I'm redoing the mod from scratch. Dwarves dont feel very magicy to most people, so they dont get any.
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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 :::
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cerevox

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #221 on: May 28, 2016, 01:16:37 pm »

Ehhh, dwarves feel plenty magicky, just not of the casting kind. Magic weapons and armor and crafts. Maybe some way to make magic engravings? Its all about the right word for your magic caster.

Dwarves - Enchanters or Runesmiths to make their magical crafts
Orcs - Shaman, IIRC this is already planned
Humans - Wizards, the jack of all trades of caster, dabbles in bits of everything
Succubus - Sorceress, since sorcery is often considered demonic or evil side, although its perhaps more calling on demons than being demons?
Naga - Sea-Witch? Siren?
Kobold - Witch Doctor? Bone Reader?


You just gotta find the right word and suddenly the caster makes sense.

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FallinBlackstar

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #222 on: May 28, 2016, 01:40:24 pm »

Did Something happen to magic?
I remember having random fireballs appear all over the place and the constant dream of having a magic school, but was too lazy to actually start it.
But now it seems to have disappeared. What happend?
Magic is still there, in the 34.11 (old) version, but I'm redoing the mod from scratch. Dwarves dont feel very magicy to most people, so they dont get any.

Thanks.
I hope that magic will come back at some point, Lore-friendly or not, 'cause i really liked to see those elemental effects and try to control them.
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chaosfiend

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #223 on: May 28, 2016, 02:46:28 pm »

Ehhh, dwarves feel plenty magicky, just not of the casting kind. Magic weapons and armor and crafts. Maybe some way to make magic engravings? Its all about the right word for your magic caster.

Dwarves - Enchanters or Runesmiths to make their magical crafts
Orcs - Shaman, IIRC this is already planned
Humans - Wizards, the jack of all trades of caster, dabbles in bits of everything
Succubus - Sorceress, since sorcery is often considered demonic or evil side, although its perhaps more calling on demons than being demons?
Naga - Sea-Witch? Siren?
Kobold - Witch Doctor? Bone Reader?


You just gotta find the right word and suddenly the caster makes sense.

Yeah, I agree very much with this delineation of the different 'magics' for each race

I agree wholeheartedly that dwarves are not of the more...obvious type of caster, (fireball slinging and such). Orcs being shamanistic sounds very appropriate as well.

Humans...I'm not sure what to think. I recall before thier 'magic' access was restricted to 'buying teachings' from other races. I think this could still work fine. They have access to all the magics, but have to pay for it, and don't have access to the 'top tier' magics.

Succubi, well, they are pretty much magic themselves by their nature alone. Heck, with the 'burning up' bug that happens when they die currently, [I recall reading this in the succubi thread recently], I think it almost makes them feel more magical. I mean, there is so much Circus !FUN! energy inside them they explode like napalm filled pinatas on death. :D Seriously though, I think it does make the feel more like they are not 'earthly beings' if they don't leave a corpse, like thier physical body does not actually exist as but a reflection of thier dark soul given form by magic.... good lord I rambled off topic there.

Naga...That's a tough one to be sure. I mean, Siren sounds cool, but would that step on the toes of Succubi? Beguiling, seduction and all that?

Kobolds, I think that their magic should be focused upon using bones and totems, perhaps with some sort of Ancestor Worship (communing with ancestors to bestow skills, maybe something to do specifically with your dead kobold's souls if at all possible?), as well as stuff to do with Starsigns, (a witch doctor does a dance and calls upon a star sign for some sort of effect), since the 12 star sign castes still matter o kobolds
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cerevox

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #224 on: May 28, 2016, 03:52:15 pm »

I do really like the succubus death vengeance flame, but it isn't 100%. I think it only happens if they bleed or have limbs severed. If they die to blunt trauma but the skin never breaks, or drowning, then they leave a corpse. Most combat deaths though result in a fireball and then wildfire. I also agree that the race as a whole is somewhat magical, but it would still be nice if we had some top tier spells that required an actual designated caster.
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