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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 77394 times)

Meph

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Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
« Reply #300 on: July 09, 2016, 07:51:32 pm »

Thanks to Roses I was able to make a fancy new toy.

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chaosfiend

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Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
« Reply #301 on: July 12, 2016, 01:36:10 pm »

Any Chance we can get the TotemHammer traps or something Skull/totem related for the kobolds next update? My fort of Murkruin has like, 70 totems and nothing to do with them at all. Since you removed Trading for kobolds, I can't even sell them off and they are just taking up space.
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Meph

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Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
« Reply #302 on: July 12, 2016, 01:57:50 pm »

I'm averse to tiny changes to single civs, I'd rather make one big "kobold update" and work only on that for a week. Although I might face a little dilemma next friday: I did a lot of work on Naga, but its still more a concept and testing than anything I could release.
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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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Teneb

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Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
« Reply #303 on: July 12, 2016, 06:25:52 pm »

I'm averse to tiny changes to single civs, I'd rather make one big "kobold update" and work only on that for a week. Although I might face a little dilemma next friday: I did a lot of work on Naga, but its still more a concept and testing than anything I could release.
Release an optional test version for them?
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Splint

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Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
« Reply #304 on: July 12, 2016, 06:57:56 pm »

Could always roll a few minor updates together for a release along with that test version.

Kobolds need stuff to use thier totems for. I for one, am in favor of sling-grenadiers if it's possible. Or maybe totem helmets? Or using them in the totem pole if they aren't already? (Been ages since I played kobolds.)

Or possibly use them as offerings in a shrine for stuff? Like, x totems go in, y chance of success?

Humans I think could still use more reliable military castes rather than what are essentially luck-based ones to go with harder learning for humans.

Possibly go over the manual again, fix typos, update information on things (some stuff looks like it might still be 34.11 era MW stuff, but I could be wrong.)

Wish I could provide more in the way of minor suggestions, but Dwarves seem pretty well rounded off for the most part, Boltgun works on the succubi, and orcs never really needed much else to start with that I could recall.

chaosfiend

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Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
« Reply #305 on: July 13, 2016, 01:39:29 am »

Could always roll a few minor updates together for a release along with that test version.

Kobolds need stuff to use thier totems for. I for one, am in favor of sling-grenadiers if it's possible. Or maybe totem helmets? Or using them in the totem pole if they aren't already? (Been ages since I played kobolds.)

Or possibly use them as offerings in a shrine for stuff? Like, x totems go in, y chance of success?

Yeah, I love the thought have having more skulls, and general skullduggery among kobolds.

I love the ideas of them using Totem Skulls almost like grenades of sorts. Doing something like heavily scoring the skull, so that they burst open when thrown, either filled with some sort of Caustic/Sickening toxin, or maybe filled in the skull cavity with biting/stinging vermin, like the Stingchuck from the Pathfinder Roleplaying game. As either a thrown weapon, or perhaps as Catapult Ammo? Something that Kobolds would be able to use from behind their safe walls.

As said before, using them again As Totemhammers would also be a fun thing! You can never have enough traps!

Also, something I just noticed in the Training Room for Kobolds. There is Sword, Spear, Hammer, Axe and Mace training, but no training option for large daggers or whips. Is there a reason for this?
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Meph

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Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
« Reply #306 on: July 13, 2016, 07:31:30 am »

dagger is not a military skill, and no training whips exist... a training whip would still be the same as a whip. Its the same material. ;) I can add these two.
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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 :::

Metaltooth

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Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
« Reply #307 on: July 13, 2016, 07:50:22 am »

dagger is not a military skill, and no training whips exist... a training whip would still be the same as a whip. Its the same material. ;) I can add these two.

I can see dagger as being a skill perhaps a marksman or archer would have
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Meph

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Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
« Reply #308 on: July 13, 2016, 09:22:08 am »

Me too, but today does not. If you set the military to "any melee weapon", they will never take a dagger. There is no profession for dagger-users, you will never see a dagger-bold, like you'd see a sword-bold. It simply does not exist in the code.

Its only used for/by thieves that appear on your map.
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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 :::

Metaltooth

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Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
« Reply #309 on: July 13, 2016, 11:34:13 am »

Me too, but today does not. If you set the military to "any melee weapon", they will never take a dagger. There is no profession for dagger-users, you will never see a dagger-bold, like you'd see a sword-bold. It simply does not exist in the code.

Its only used for/by thieves that appear on your map.
Perhaps there should be something like a thief you can train?
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Putnam

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Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
« Reply #310 on: July 13, 2016, 06:47:54 pm »

Cannot add new professions or skills.

Splint

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Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
« Reply #311 on: July 13, 2016, 07:55:04 pm »

Idea: Have the trap parkour thing train knife user as well, since it's those bolds who have to deal with traps that traditionally need to use knives  anyway, right? And the same break chance works out, since the bold might whack an sprigning out thing or something wrong and shatter the blade.

Dracko81

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Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
« Reply #312 on: July 14, 2016, 01:57:23 am »

Cannot add new professions or skills.

I don't know how modding works with DF, but can you reassign skills?  Say mining because kobolds don't mine and is unused.

Do individual races have differing skill trees?

Obvious issue then is if mining is enabled, daggers might become OP for a few kobolds.
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chaosfiend

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Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
« Reply #313 on: July 14, 2016, 03:15:55 am »

Question, are several of the Megabeast Hermits still borked in how they work? I recall that the Ettin was not working and at least one or two others were kinda borked.
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TaigaR

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Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
« Reply #314 on: July 14, 2016, 04:00:28 am »

Meph, could you please make mod launcher for Linux? Or maybe make some kind of text file with settings to launch Masterwork on Linux?
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