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Author Topic: Gracing the "Primitives" with "Civilization"  (Read 8009 times)

NW_Kohaku

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Re: Gracing the "Primitives" with "Civilization"
« Reply #60 on: February 11, 2011, 10:59:57 pm »

Their stats are that of a human's, though.  They talk and interact like humanoids do.  The Threetoe story Root had them fairly sentient, if governed by animalistic instincts, so this may not merely be a matter of things not being implemented yet.
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Max White

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Re: Gracing the "Primitives" with "Civilization"
« Reply #61 on: February 11, 2011, 11:02:58 pm »

I always had a 'Wind in the willows' theme in mind when thinking about the animal men, and they always seemed able to row and bow...

Artzbacher

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Re: Gracing the "Primitives" with "Civilization"
« Reply #62 on: February 12, 2011, 06:58:06 am »

I always had a 'Wind in the willows' theme in mind when thinking about the animal men, and they always seemed able to row and bow...

Gosh. Now I'll never be able to massacre them again.
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Max White

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Re: Gracing the "Primitives" with "Civilization"
« Reply #63 on: February 12, 2011, 07:31:10 am »

It just makes the fact that ratmen have been removed from vanilla all the sadder.

Mel_Vixen

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Re: Gracing the "Primitives" with "Civilization"
« Reply #64 on: February 12, 2011, 02:58:31 pm »

IIrc that was an oversight of toady while he compiled the 31.01 version and i hope they get reintroduced with the next version.
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darkflagrance

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Re: Gracing the "Primitives" with "Civilization"
« Reply #65 on: February 12, 2011, 03:51:05 pm »

IIrc that was an oversight of toady while he compiled the 31.01 version and i hope they get reintroduced with the next version.

Since we're steadily getting new creatures such as bees that will break the compatibility of creature raws between versions, surely ratmen will have a chance to return as well.
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ZioAnthros

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Re: Gracing the "Primitives" with "Civilization"
« Reply #66 on: February 12, 2011, 04:45:34 pm »

I think the key is going to be options. A disposable culture is an excellent thing with many wildly varied uses, from mutual support in a symbiotic trade or mutual protection relationship, to, "here's some poisoned food, now give me your stuff!" kind of relationship. Also, cannon fodder, magical experiment fodder (hopefully/eventually), or any kind of fodder, really. Or they could be accepted into the culture, and treated... "equally and fairly"...
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Lord Zack

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Re: Gracing the "Primitives" with "Civilization"
« Reply #67 on: February 13, 2011, 11:15:45 pm »

I think fishmen should be able to interbreed with certain other races. Anybody know why?
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anon_outlaw

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Re: Gracing the "Primitives" with "Civilization"
« Reply #68 on: February 14, 2011, 04:40:21 am »

simply put animal men play in the mud of the background while goblins, elves, humans and dwarves rock it up on the main stage. kobals are somewhere between animal men and a proper race but still shit and weighed down by the fact they would rather risk death to steal pretty cloth then work hard. it's like every one of them just has shit personality traits.

i don't want the animal men to be completely brain dead, some when led properly could be quite useful in a fort but lets not forget the name of the game people. dwarf fortress is all about the dwarves, there shouldn't be animal men nobles or legendary smiths. at best brute labor and specialized tasks.

like kobal spies to see into other civs affairs and so on.
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NW_Kohaku

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Re: Gracing the "Primitives" with "Civilization"
« Reply #69 on: February 14, 2011, 08:32:59 am »

Technically, the name of the game is "Slaves to Armok: God of Blood".  Dwarf Fortress is a subtitle.  We're supposed to be playing as elves and humans and goblins and other races including even some of the megabeasts, eventually.  Dwarf fortress is just the name of the mode until those other races become more unique and playable, at which point it would probably be divided by race.  And we already have Adventure Mode with non-dwarves. 

That means that eventually, we might see "Batman Tribe" mode.  We could hunt down and beat up people with high comedian skills.
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
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Lord Shonus

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Re: Gracing the "Primitives" with "Civilization"
« Reply #70 on: February 14, 2011, 08:40:17 am »

More important;y, there's no such thing as a "kobol."
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anon_outlaw

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Re: Gracing the "Primitives" with "Civilization"
« Reply #71 on: February 15, 2011, 03:36:30 am »

is there a game mode coming where we go through forums telling grammar and spelling nazis to go fuck themselves?
annnnnnd back on topic and away form the anal retentive weirdo who manages to miss the primary function language of is in fact communication and being tedious is for english class.

so what your saying kohaku is that it's going the way i kinda felt it already was but wasn't brave enough to state. DF2 will become recognized as Slaves to Armok as all races (even the hated elves) get their own game modes?
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Mel_Vixen

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Re: Gracing the "Primitives" with "Civilization"
« Reply #72 on: February 15, 2011, 05:27:37 am »

Actually it will be one game-mode where you can choose your species and civ. Why should it need a mod for each species?
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Max White

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Re: Gracing the "Primitives" with "Civilization"
« Reply #73 on: February 15, 2011, 05:30:58 am »

so what your saying kohaku is that it's going the way i kinda felt it already was but wasn't brave enough to state. DF2 will become recognized as Slaves to Armok as all races (even the hated elves) get their own game modes?
Well this, this is planned. One day, even the elves will be a noble race that sings trees into the heavens, or what ever implmentation Toady and Threetoe choose.


Although you can play as an elf right now if you want! A little modders magic goes a long way... However, due to the current nature of the elven entity, it isn;t a very good race for fortress mode.

NW_Kohaku

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Re: Gracing the "Primitives" with "Civilization"
« Reply #74 on: February 15, 2011, 09:54:33 am »

Well, you can play humans pretty well right now... just don't dig too much, and build houses mainly out of wood.

Or there's the option of playing tree-hating, cave-dwelling elves... umm... dark elves?  Dark elves who only scamper out across the surface world at night to cut down more of those hated surface trees?
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
Class Warfare
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