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 ... 14 15 [16] 17 18 ... 27

Author Topic: Future of the mod - Progress & Suggestions - race poll  (Read 77459 times)

chaosfiend

  • Bay Watcher
  • Hail the Cutebold Overlords
    • View Profile
Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #225 on: May 28, 2016, 05:23:01 pm »

I agree with you Cerevox. Maybe the succubi could have, instead of being a specific 'caster archetype', their natural magical powers grow, and perhaps through the consumption of many souls, and the use of some reagents, they could slowly tune themselves more and more into becoming like the HFS of the Circus. As they attune themselves more and more to the Circus they gain more powers and strength, but are even more susceptible to fits of rage and tantrums as they cram more and more soul-stuff into their corporeal form.
Logged

Boltgun

  • Bay Watcher
  • [UTTERANCES]
    • View Profile
Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #226 on: May 29, 2016, 04:57:58 am »

I agree with you Cerevox. Maybe the succubi could have, instead of being a specific 'caster archetype', their natural magical powers grow, and perhaps through the consumption of many souls, and the use of some reagents, they could slowly tune themselves more and more into becoming like the HFS of the Circus. As they attune themselves more and more to the Circus they gain more powers and strength, but are even more susceptible to fits of rage and tantrums as they cram more and more soul-stuff into their corporeal form.

Yep that's the plan, once most features will be done.
Logged

123nick

  • Bay Watcher
    • View Profile
Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #227 on: June 02, 2016, 01:42:20 pm »

will gnomes be re-implimented ever?
Logged

jimboo

  • Bay Watcher
  • Bastart
    • View Profile
Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #228 on: June 03, 2016, 09:51:51 am »

To date, I still prefer Ye Olde ☼Masterwork☼ because

- The classic libraries were effective and simple: grow and press some tubers for glue, use ink, pen and something to write on to make simple books for each library, quickly bringing up skills in all the areas – including personality traits.  No more scrambling to keep migrants from mooding into Legendary Tanners.  The new scrolls and scholars system might well be fantastic someday but, not yet.
- Morul’s Tavern had the podium and the speeches raised awareness and trait levels; my child duchess was noble. 
-  Pipeweed calmed tantruming-prone dorfs.
- The Guildhall wasn’t sexist. 
- The Embassy gave more options (although, did Emigrate ever actually work??).  Declaring War on the Elves should be every dwarf’s dream come true.
- Ferric Elves: a great seed idea.
- Magic.  Maybe not dwarfy but the White Wizard was best for battling wandering necros.  Took flippin’ forever to train one, though. 
- War Beasts.  Cool.  Combat texts of Raptors with those spinning, kung-fu, eviscerating back kicks.
- The Apothecary was primed for ‘someday’ syndromes and diseases.
- Better use of the Blood God; why meditate and pray to all these wimpy wannabee deities when you can do blood sacrifice to Armok? 
- Leather: so it was a coding pain and most players didn’t bother with it but studded, lamellar leather armor was lightweight and certainly good enough until invaders come with steel weapons.  A dozen leatherwing bats were good for a large fort’s requirement. 
- Frost Giants.  Maybe Titans are a drop-in match but, bifrost.  And a good storyline. 
- Blast Furnaces: wood (and apples and plums and walnuts …) are everywhere in the new release.  Energy/coke/charcoal USED to be the constraint on a metals industry and that’s the way it should be: magma as a game-changer.  Wood is for the tree huggers, period.  Except for making charcoal, of course, and a second Blast Furnace on the surface close to the Depot fixed that early problem.   
- Runes.  Way dwarfy. 
- Easy mithril was there as a stop-gap when the invaders came unexpectedly early. 
- My chemists never got the hang of making grenades or landmines but it was fun to watch them try.  Exploding landmines from a trebuchet – just how dwarfy can one get?
- The Colosseum.  Gotta have one.  Most of the beasts were a waste of time but is there anything better to train against than a Bronze Colossus?
- Warpstone: less silly than Rock Ghosts, made for great turrets on the battlements.

Yeah, some of the best parts will be incorporated someday in a new release.  But the cafeteria approach to Masterwork worked for me as it was: steampunk was silly so, I ignored it.  Gollums were an interesting idea but more trouble than they were worth so, standard military (w/ a few select, trained warbeasts) was good enough. 

Reborn is now clearly the only way forward with the newest vanilla DF and ‘greatest good for the greatest number’ and all that seems to mean lots of changes for non-dwarf races, OK, but I wonder how many others focus on DWARF fortress?  I dabble w/ Hermit now and again and am glad to see it upgraded but Ye Olde ☼Masterwork☼ still has many advantages for some of us.  Or maybe just me.    :)
 
Logged
Good walls make for good neighbors. -- Urist Frost
Avatar photo credit: NomeDaBoy@Worth1000.com, reposted from BoingBoing.net (great site)

Immortal-D

  • Bay Watcher
  • [Not_A_Tree]
    • View Profile
Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #229 on: June 04, 2016, 09:36:40 pm »

Do you have an estimate on when MW will move to v43?  Going back to the pre-Work Orders update is painful :(

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #230 on: June 04, 2016, 10:11:47 pm »

The answer to that, is it always has been, is "when DFHack and other required utilities update".

Immortal-D

  • Bay Watcher
  • [Not_A_Tree]
    • View Profile
Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #231 on: June 04, 2016, 10:34:18 pm »

Ah, fair point.

Jaso11111

  • Bay Watcher
  • The Emperor protects...
    • View Profile
Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #232 on: June 05, 2016, 03:03:47 pm »

Aww yea, Necros are leading the polls!
Logged

aldehyt

  • Bay Watcher
    • View Profile
Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #233 on: June 10, 2016, 12:18:28 pm »

Bloody Necromancers, eating other races, breeding them like a cattle, and use like a puppets...


I want to feel that horror on my skin

Logged

chaosfiend

  • Bay Watcher
  • Hail the Cutebold Overlords
    • View Profile
Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #234 on: June 11, 2016, 06:10:40 pm »

One thing I'd like to ask, is would it be possible to make kobolds be able to use other plant leaves for the Wicker reaction? Currently there are only the Quarry Bush Leaves that can be used, but there are a plethora of other leaves that the kobolds could use, that are otherwise useless to kobolds. I found that I tended to have an excess of leaves in my food stockpiles as kobolds, as I could use most of the other plants I have as booze and oil for the booze burner.

As an aside, would it be possible to make a New thread for kobolds Meph? I feel sad that they are left out right in having their own thread. :<
Logged

squamous

  • Bay Watcher
    • View Profile
Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #235 on: June 12, 2016, 04:27:18 pm »

Just popping in to say that I am hella excited for the eventual 43.03 update. I've been playing the current version for awhile and the idea of all these cool races in addition to being able to build my own stuff sounds awesome.
Logged
I make huge and comprehensive overhaul mods, consider supporting me on Patreon so I can do this full-time:
https://www.patreon.com/themodsmith
Have questions? Need to report bugs? Post them in the discord:  https://discord.gg/dGzGr5svS2

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #236 on: June 16, 2016, 10:10:50 am »

Just popping in to say that I am hella excited for the eventual 43.03 update. I've been playing the current version for awhile and the idea of all these cool races in addition to being able to build my own stuff sounds awesome.
I have a working 43.03 version here with dfhack and therapist, but TWBT doesnt work yet... not sure if I should upload that tomorrow or not.
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 :::

jimboo

  • Bay Watcher
  • Bastart
    • View Profile
Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #237 on: June 16, 2016, 11:20:05 am »

What is the advantage of TWBT?
Logged
Good walls make for good neighbors. -- Urist Frost
Avatar photo credit: NomeDaBoy@Worth1000.com, reposted from BoingBoing.net (great site)

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #238 on: June 16, 2016, 11:27:46 am »

new graphics for items, workshops, multilevel view, different text-fonts and crashes. :P
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 :::

daisha

  • Bay Watcher
    • View Profile
Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #239 on: June 16, 2016, 02:13:30 pm »

I have a working 43.03 version here with dfhack and therapist, but TWBT doesnt work yet... not sure if I should upload that tomorrow or not.

I dunno how hardcore the average MWDFer is, but I'm likely to play current version until TWBT works.  Unless it's the human update!   ;)
Logged
Pages: 1 ... 14 15 [16] 17 18 ... 27