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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 77434 times)

123nick

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #285 on: July 05, 2016, 03:09:39 pm »

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.    :)
 

i know im a month and 2 days late too reply too this but i agree with you whole-heartedly. i loved how much stuff the old version had. all the weaponry, aimable catapults, steamengines, how gnomes had the drilling rig that made lava actually obtainable for me! its amazing.
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Meph

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Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
« Reply #286 on: July 05, 2016, 06:02:13 pm »

Quote
aimable catapults
thats still in. Steamengine will come back too.
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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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chaosfiend

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Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
« Reply #287 on: July 06, 2016, 04:38:56 am »

I'm so sad that currently it seems Kobold, Succubi and Hermit are last in polls. Those are my three faves of the races in Masterwork!
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Meph

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Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
« Reply #288 on: July 06, 2016, 05:50:53 am »

Easy explanation: Most people play dwarves because its dwarf fortress, humans are the newest and people are excited about them, and necromancer are the last ones missing, so people vote for them in hopes to see a comeback.

Besides, 59 people voted. 995 people downvoted the current version. ;)
« Last Edit: July 06, 2016, 07:47:15 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 :::

Insanegame27

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Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
« Reply #289 on: July 06, 2016, 07:42:33 am »

Come on Orcs, you can do eet!
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Fairin

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Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
« Reply #290 on: July 06, 2016, 03:40:34 pm »

Easy explanation: Most people play dwarves because its dwarf fortress, humans are the newest and people are excited about them, and necromancer are the last ones missing, so people vote for them in hopes to see a comeback.

Besides, 59 people voted. 995 people downvoted the current version. ;)

how dare 995 people downvote this =(>.<)=
Spoiler (click to show/hide)
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Boltgun

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Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
« Reply #291 on: July 07, 2016, 02:39:52 am »

Also dfhack 43.-03 r1 is out so I guess we can start upgrading to this version.
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Meph

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Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
« Reply #292 on: July 07, 2016, 05:34:09 am »

Also dfhack 43.-03 r1 is out so I guess we can start upgrading to this version.
Already done... waiting for friday to release 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 :::

Greyehame

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Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
« Reply #293 on: July 08, 2016, 08:02:27 am »

Easy explanation: Most people play dwarves because its dwarf fortress, humans are the newest and people are excited about them, and necromancer are the last ones missing, so people vote for them in hopes to see a comeback.

Old warlocks were always my favorite civ because they provided a mechanic none of the other races did - the ability to control my rate of growth.  Unless I was facing an unusual amount of Fun, by 2-3 years in any fort I made would be at or nearing the pop limit, which is growing way to fast for my taste.  Newly established outpost becomes the capital in 3 years?  Really? 

Some of that can be altered by modding wealth thresholds, but at least for my limited skills, significantly slowing down the influx of migrants was impossible.  Warlocks provided a welcome solution to that problem which allowed me to develop & expand my fortress at a rate I could control.  I liked a lot of other things about them, but this is far and away the feature that made them my favorite to play.
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Urist Reborn

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Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
« Reply #294 on: July 08, 2016, 10:53:25 am »

Easy explanation: Most people play dwarves because its dwarf fortress, humans are the newest and people are excited about them, and necromancer are the last ones missing, so people vote for them in hopes to see a comeback.

Old warlocks were always my favorite civ because they provided a mechanic none of the other races did - the ability to control my rate of growth.  Unless I was facing an unusual amount of Fun, by 2-3 years in any fort I made would be at or nearing the pop limit, which is growing way to fast for my taste.  Newly established outpost becomes the capital in 3 years?  Really? 

Some of that can be altered by modding wealth thresholds, but at least for my limited skills, significantly slowing down the influx of migrants was impossible.  Warlocks provided a welcome solution to that problem which allowed me to develop & expand my fortress at a rate I could control.  I liked a lot of other things about them, but this is far and away the feature that made them my favorite to play.
I agree with the problem, though warlock was never really to my taste purely for aesthetic reasons. Would it be possible to make a slow migration button on the GUI? I just don't want my fort population to double simply because I built a dormitory. Not only is it immensely unrealistic, it leaves no time to revel in the fun of having your original seven. The alternative I've used the most has been a no migration, birth controlled fort. But it's just the other extreme.
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Teneb

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Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
« Reply #295 on: July 08, 2016, 11:03:06 am »

Easy explanation: Most people play dwarves because its dwarf fortress, humans are the newest and people are excited about them, and necromancer are the last ones missing, so people vote for them in hopes to see a comeback.

Old warlocks were always my favorite civ because they provided a mechanic none of the other races did - the ability to control my rate of growth.  Unless I was facing an unusual amount of Fun, by 2-3 years in any fort I made would be at or nearing the pop limit, which is growing way to fast for my taste.  Newly established outpost becomes the capital in 3 years?  Really? 

Some of that can be altered by modding wealth thresholds, but at least for my limited skills, significantly slowing down the influx of migrants was impossible.  Warlocks provided a welcome solution to that problem which allowed me to develop & expand my fortress at a rate I could control.  I liked a lot of other things about them, but this is far and away the feature that made them my favorite to play.
I agree with the problem, though warlock was never really to my taste purely for aesthetic reasons. Would it be possible to make a slow migration button on the GUI? I just don't want my fort population to double simply because I built a dormitory. Not only is it immensely unrealistic, it leaves no time to revel in the fun of having your original seven. The alternative I've used the most has been a no migration, birth controlled fort. But it's just the other extreme.
The only modding allowed re: migration is the population cap in the init file. You can either have no migrants, or regular.
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Urist Reborn

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Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
« Reply #296 on: July 08, 2016, 12:26:21 pm »

Easy explanation: Most people play dwarves because its dwarf fortress, humans are the newest and people are excited about them, and necromancer are the last ones missing, so people vote for them in hopes to see a comeback.

Old warlocks were always my favorite civ because they provided a mechanic none of the other races did - the ability to control my rate of growth.  Unless I was facing an unusual amount of Fun, by 2-3 years in any fort I made would be at or nearing the pop limit, which is growing way to fast for my taste.  Newly established outpost becomes the capital in 3 years?  Really? 

Some of that can be altered by modding wealth thresholds, but at least for my limited skills, significantly slowing down the influx of migrants was impossible.  Warlocks provided a welcome solution to that problem which allowed me to develop & expand my fortress at a rate I could control.  I liked a lot of other things about them, but this is far and away the feature that made them my favorite to play.
I agree with the problem, though warlock was never really to my taste purely for aesthetic reasons. Would it be possible to make a slow migration button on the GUI? I just don't want my fort population to double simply because I built a dormitory. Not only is it immensely unrealistic, it leaves no time to revel in the fun of having your original seven. The alternative I've used the most has been a no migration, birth controlled fort. But it's just the other extreme.
The only modding allowed re: migration is the population cap in the init file. You can either have no migrants, or regular.
Is there anything that could be done to scale back the value of all goods so that migrants will come slower for the same amount of real wealth? The size of migrant waves is in proportion to wealth, right?
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Teneb

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Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
« Reply #297 on: July 08, 2016, 12:37:02 pm »

Great Quote of Giza
Is there anything that could be done to scale back the value of all goods so that migrants will come slower for the same amount of real wealth? The size of migrant waves is in proportion to wealth, right?
The best you could do is reduce the value of all materials and items in the files. Some stuff is hardcoded, though.
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Urist Reborn

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Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
« Reply #298 on: July 08, 2016, 04:07:06 pm »

Great Quote of Giza
The best you could do is reduce the value of all materials and items in the files. Some stuff is hardcoded, though.
If that's not going to work, would there be a way to poof away two thirds of every migrant wave or something? You could even group by families so you don't poof away half a family, or something?
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Fairin

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Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
« Reply #299 on: July 08, 2016, 04:30:43 pm »

in the past i'd lock the dwarf limit at 20, play till i feel like i need moar, unlock it to 50, then 80 then 120 and so on usually in autumn every other year
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