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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 77382 times)

SQman

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Re: Future of the mod - Progress & Suggestions - race poll
« Reply #330 on: September 18, 2016, 06:32:09 am »

Personally I would like to see playable goblins. I've never really liked the more gimmicky races (warlocks, gnomes, kobolds), and always enjoyed playing the more straightforward ones. I feel like goblins would be pretty simple yet different enough to be entertaining.

I'm not really feeling the Skaven. We already have slightly Warhammery orcs, but orcs are common in fantasy works and there's a lot of tropes associated with them. Now Skaven are strictly Warhammer things, and I don't think they would really fit in. Under a different name? Sure. Maybe just ratmen from 40d, or current rodent men.
In fact, rodent men could have several castes that correspond to different rodent species, like rat men (creativity, social skills), hamster men (digging, farming), capybara men (big and strong, dumb). I don't know how that would work with vanilla rodent animal men, or if that isn't too simillar to orc and kobold castes.

One thing I really miss is the amount of new creatures in the old Masterwork. I remember having a giant herd of forest spiders, getting invaded by elves on terror birds, hunting outlandish creatures ported from some obscure game in the caverns.
Most extra creatures now come from DDD, Mythical Monsters Mod, and Arctic Additions, and while these are all fantastic mods, you need to choose a very specific embark to get modded animals.
Sure, there are random creatures, but who actually wants to be swarmed by 200 kinds of horses, 100 types of sheep, and 50 types of pikes?
Basically what i'm saying is that I'd love to see more modded animals, preferably something more mundane than IndigoFenix's stuff, yet fitting a fantasy world.

Also, I really miss the decorative grass from old MW. Underground dwarven zoos will never be the same without it.
« Last Edit: September 18, 2016, 01:08:05 pm by SQman »
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FallinBlackstar

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Re: Future of the mod - Progress & Suggestions - race poll
« Reply #331 on: September 18, 2016, 03:54:15 pm »



One thing I really miss is the amount of new creatures in the old Masterwork. I remember having a giant herd of forest spiders, getting invaded by elves on terror birds, hunting outlandish creatures ported from some obscure game in the caverns.
Most extra creatures now come from DDD, Mythical Monsters Mod, and Arctic Additions, and while these are all fantastic mods, you need to choose a very specific embark to get modded animals.
Sure, there are random creatures, but who actually wants to be swarmed by 200 kinds of horses, 100 types of sheep, and 50 types of pikes?
Basically what i'm saying is that I'd love to see more modded animals, preferably something more mundane than IndigoFenix's stuff, yet fitting a fantasy world.



THIS: upvoted
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Meph

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Re: Future of the mod - Progress & Suggestions - race poll
« Reply #332 on: September 18, 2016, 05:39:21 pm »

Understood. :)
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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Evans

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Re: Future of the mod - Progress & Suggestions - race poll
« Reply #333 on: September 19, 2016, 04:57:36 am »

A bugfix/request:
http://www.bay12games.com/dwarves/mantisbt/view.php?id=9588

Please remove [MEANDERER] tag from animal men (possibly best to do by c_varation file) otherwise they are stumbling about re pathing every few steps in fortress mode when they become your citizens.

Until the bug is fixed (if ever, it's 6 month old already) animal men being part of the fort will not function correctly and might starve/dehydrate while crawling to haul a wood log from the other side of the map.
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getlost.lua # How to get rid of tavern guests
function getlost ()
   local unit = dfhack.gui.getSelectedUnit (true)
   unit.flags1.forest = true
end
getlost ()

Dwarf-Zero

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Re: Future of the mod - Progress & Suggestions - race poll
« Reply #334 on: September 19, 2016, 01:59:44 pm »


Please make transsexual and homo dwarfs optional. 
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Putnam

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Re: Future of the mod - Progress & Suggestions - race poll
« Reply #335 on: September 20, 2016, 01:10:06 pm »

there are no trans dwarves in vanilla and there is no way to add them in any proper way without DFHack

bisexual/homosexual/asexual dwarves are a vanilla feature, and making it an option is somewhat complicated with all the goddamn castes

c0mplex

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Re: Future of the mod - Progress & Suggestions - race poll
« Reply #336 on: September 20, 2016, 03:18:18 pm »

Yeah, I'm putting my vote in for the Necromancers. I always felt that the warlocks were the most interesting race from the old masterwork. Sure they shared similarities with with the succubi, but I liked them thematically far more-so.

So assuming that Necromancers will be similar to the Warlocks, that's the next race I want to see more than anything else.
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thegamemaster1234

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Re: Future of the mod - Progress & Suggestions - race poll
« Reply #337 on: September 20, 2016, 04:40:40 pm »

I also voted Necromancers, since I also liked the Warlocks back in the day. They were basically Necromancers anyway.

Truth be told, I'd vote for Gnomes instead if it were possible, though I do understand the difficulty of not only understanding the scripts, but translating them to work with a new version...
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Meph

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Re: Future of the mod - Progress & Suggestions - race poll
« Reply #338 on: September 23, 2016, 12:27:59 pm »

Just wanted to let everyone know that I've been working on creatures today, but there are way more than I thought... the update will be a bit late, I'll release it tomorrow, when I'm done with all of them. Makes no sense to do half of 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 :::

Evans

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Re: Future of the mod - Progress & Suggestions - race poll
« Reply #339 on: September 23, 2016, 12:41:55 pm »

Remember Meandered tag, Meph.

This can potentially affect animal person in hermit mode  >:(
Logged
getlost.lua # How to get rid of tavern guests
function getlost ()
   local unit = dfhack.gui.getSelectedUnit (true)
   unit.flags1.forest = true
end
getlost ()

kekkres

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Re: Future of the mod - Progress & Suggestions - race poll
« Reply #340 on: September 23, 2016, 02:46:28 pm »

Personally I would like to see playable goblins. I've never really liked the more gimmicky races (warlocks, gnomes, kobolds), and always enjoyed playing the more straightforward ones. I feel like goblins would be pretty simple yet different enough to be entertaining.

I'm not really feeling the Skaven. We already have slightly Warhammery orcs, but orcs are common in fantasy works and there's a lot of tropes associated with them. Now Skaven are strictly Warhammer things, and I don't think they would really fit in. Under a different name? Sure. Maybe just ratmen from 40d, or current rodent men.
In fact, rodent men could have several castes that correspond to different rodent species, like rat men (creativity, social skills), hamster men (digging, farming), capybara men (big and strong, dumb). I don't know how that would work with vanilla rodent animal men, or if that isn't too simillar to orc and kobold castes.

One thing I really miss is the amount of new creatures in the old Masterwork. I remember having a giant herd of forest spiders, getting invaded by elves on terror birds, hunting outlandish creatures ported from some obscure game in the caverns.
Most extra creatures now come from DDD, Mythical Monsters Mod, and Arctic Additions, and while these are all fantastic mods, you need to choose a very specific embark to get modded animals.
Sure, there are random creatures, but who actually wants to be swarmed by 200 kinds of horses, 100 types of sheep, and 50 types of pikes?
Basically what i'm saying is that I'd love to see more modded animals, preferably something more mundane than IndigoFenix's stuff, yet fitting a fantasy world.

Also, I really miss the decorative grass from old MW. Underground dwarven zoos will never be the same without it.
considering how warhammer uses skaven i feel like a skaven race could easily be renamed a goblin race and vice versa
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Meph

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Re: Future of the mod - Progress & Suggestions - race poll
« Reply #341 on: September 23, 2016, 03:49:53 pm »

kekkres, I wanted to make Skaven with 3 unique features:
 - Clans that cause infighting. 4 in total, controlled by castes, that do not like and debuff each other.
 - Heavy debuff for being outside, bonus underground. Like reverse-cave-adaption, aka "no aboveground settlements/fighting".
 - Joining clans means a random (?) civ-member is murdered, to prove their commitment.

Thats different from Goblins.
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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 :::

Teneb

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Re: Future of the mod - Progress & Suggestions - race poll
« Reply #342 on: September 23, 2016, 06:14:52 pm »

Yeah, goblins would involve, at least in my opinion: Something tied to demons and angels (since vaults (and thus angels) can only appear in goblin sites). Trolls (absolutely required). Snatching (differentiated from orcish slavery by actually getting new citizens instead). Probably something more. I remember Meph saying something about mass-making crappy stuff, but I dislike that (personal preference, though)
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Evans

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Re: Future of the mod - Progress & Suggestions - race poll
« Reply #343 on: September 24, 2016, 10:22:13 am »

Quote
Changelog:
- Fixed graphics packs (sorry, broke Ascii-based packs last update).
- Female boulder crabs give FLUX eggs now.
- Naga Eggs are no longer insanely valueable.
- Animal Men no longer have MEANDERER tags, which made them slow.
- Added 431 new creatures.
Thanks Meph.

There are still things absent from ye olde masterwork, mostly small things when concerning creatures:
- unicorns have no pet_exotic tag in raws
- dragons have no child/child_name tag. afair they had it back in YOM so if you were *very* lucky you could breed them?
- probably more I will report as I see them :)

Anyway, I have to be honest that in years of playing YOM I never encountered a facehugger in caves :D
Logged
getlost.lua # How to get rid of tavern guests
function getlost ()
   local unit = dfhack.gui.getSelectedUnit (true)
   unit.flags1.forest = true
end
getlost ()

Meph

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Re: Future of the mod - Progress & Suggestions - race poll
« Reply #344 on: September 24, 2016, 10:25:02 am »

They are vermin, they dont show up in the list of animals. But if your dwarves hang around them, they get bitten, just like a mog hopper might bite a dwarf, or a bee stings. The dwarf then is infected, a few months later bursts into a "green devourer". ;)
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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 :::
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