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Author Topic: Elven Retreat: ideas for elf gameplay  (Read 8251 times)

thunktone

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Re: Elven Retreat: ideas for elf gameplay
« Reply #15 on: June 09, 2011, 11:13:39 am »

You could always do a modified cave adaptation. Make it especially life threatening for the pointy eared gits.

I like this, but in addition to making other races worse at mining than dwarfs. Except possibly goblins as there is a lot of digging in their mythology.
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Dradym

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Re: Elven Retreat: ideas for elf gameplay
« Reply #16 on: June 09, 2011, 03:42:47 pm »

what jobs would the elves have? what resources would they need to do each of those jobs?

all farming/hunting/fishing i think would be good, as well as pottery, and wood crafting-so theyd need a way to get wood without cutting trees-so something like a wood-harvester, also need a wood-grower(maybe separate it into trunk-grower/fruit-grower/flower-grower/root-grower/branch-grower)...so...6 special jobs all which would require water and/or seeds(maybe clay?)

yes, i answered my own questions, just brainstorming.

also...fertilizing could come into play?
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stabbymcstabstab

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Re: Elven Retreat: ideas for elf gameplay
« Reply #17 on: June 09, 2011, 08:17:14 pm »

elfy treehumper fertilizes growing tree with ☼elf shit☼ the tree grows miles high! elfy treehumper is impaled by a branch!
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Nistenf

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Re: Elven Retreat: ideas for elf gameplay
« Reply #18 on: June 09, 2011, 11:04:13 pm »

This is so nice
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sockless

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Re: Elven Retreat: ideas for elf gameplay
« Reply #19 on: June 10, 2011, 02:02:31 am »

We could have it so that the tree grows branches and you can control vaguely where the branches go. The tree could also grow several different types of food, and maybe have an underground component in the roots.
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Vanzetti

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Re: Elven Retreat: ideas for elf gameplay
« Reply #20 on: June 10, 2011, 04:32:05 am »

We could have it so that the tree grows branches and you can control vaguely where the branches go.

My idea is that you create branches in the same way as dwarves create tunnels. They can be of any shape you want.
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Glowcat

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Re: Elven Retreat: ideas for elf gameplay
« Reply #21 on: June 10, 2011, 04:49:19 am »

There could be diseases and pests that will always threaten your trees. If sufficiently damaged an entire tree could collapse, killing everyone inside.

And you couldn't grow much that was useful during cold periods. These periods would also make branches brittle and capable of collapsing when carrying a lot of weight... such as elves.

Yeah, I think I like those rules.
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nanomage

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Re: Elven Retreat: ideas for elf gameplay
« Reply #22 on: June 10, 2011, 05:02:23 am »

what jobs would the elves have? what resources would they need to do each of those jobs?

all farming/hunting/fishing i think would be good, as well as pottery, and wood crafting-so theyd need a way to get wood without cutting trees-so something like a wood-harvester, also need a wood-grower(maybe separate it into trunk-grower/fruit-grower/flower-grower/root-grower/branch-grower)...so...6 special jobs all which would require water and/or seeds(maybe clay?)

yes, i answered my own questions, just brainstorming.

also...fertilizing could come into play?
df elves do not hunt as their ethics forbids killing animals except in self-defense. Fishing is forbidden too i think. They definitely should have some elven woodoo to harvest logs without killing trees, they can also gather plants and farm. When fruits and tree-browsing is introduced, elves and elehants will have easier time getting food.
Looking at ThreeToe's stories, one could conclude elves should have the ability to shape tree branches and leaves as easily as we move our fingers, so wood shaping maybe their equivalent of crafting and masonry.
I think fertilizing with -elf shit- is a good option, but apart from shit i don't think they'll need any resources.
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thunktone

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Re: Elven Retreat: ideas for elf gameplay
« Reply #23 on: June 10, 2011, 07:55:38 am »

df elves do not hunt as their ethics forbids killing animals except in self-defense. Fishing is forbidden too i think. They definitely should have some elven woodoo to harvest logs without killing trees, they can also gather plants and farm. When fruits and tree-browsing is introduced, elves and elehants will have easier time getting food.
Looking at ThreeToe's stories, one could conclude elves should have the ability to shape tree branches and leaves as easily as we move our fingers, so wood shaping maybe their equivalent of crafting and masonry.
I think fertilizing with -elf shit- is a good option, but apart from shit i don't think they'll need any resources.
Not sure if eating fish should be forbidden or not. A lot of religiously vegetarian groups through history have eaten fish, so it could go either way. No magic is required to harvest a log without killing a tree. They just need to be coppiced, cutting them about a metre above the ground. But maybe there is an elfier way to do it. For tree shaping inspiration, take a look at  http://en.wikipedia.org/wiki/Tree_Shaping.

I reckon, just as dwarves have some made up plants that grow underground, elves should get some that grow on tree branches as symbionts. That would allow multiple foods to be grown in the branches of a single tree without having one species produce multiple fruits. They could also have some use for mistletoe, like perhaps the berries are not poisonous to them and they use them as a spice? Moss and ivy could also have uses to elves and lichen can be used to make vodka.
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GaxkangtheUnbound

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Re: Elven Retreat: ideas for elf gameplay
« Reply #24 on: June 10, 2011, 08:52:27 am »

You know how elves have druids, right?
Well, couldn't druids use magic to magically grow the tree and shape it? It wouldn't be out of the question.
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stabbymcstabstab

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Re: Elven Retreat: ideas for elf gameplay
« Reply #25 on: June 10, 2011, 11:56:36 am »

well there is a druid skill so toady might as well use it for all this tree growing elf crap
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Suddo

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Re: Elven Retreat: ideas for elf gameplay
« Reply #26 on: June 10, 2011, 03:55:27 pm »

I like this idea even if it cause this thing to happen in world generation so you can embark (as a dwarf) next to a giant elf tree and chop it down.
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stabbymcstabstab

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Re: Elven Retreat: ideas for elf gameplay
« Reply #27 on: June 10, 2011, 06:14:49 pm »

Timber! but i feel sorry for your fps there be a cave in the size of the map landing on your dorfs
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Long Live Arst- United Forenia!
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Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.

DrKillPatient

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Re: Elven Retreat: ideas for elf gameplay
« Reply #28 on: June 10, 2011, 07:08:11 pm »

Since trees could grow to adjacent tiles through magic/shaping, elven 'masons' could be told to build in a similar manner to the dwarves, but they would have to connect to the main part of the tree at some point.
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Re: Elven Retreat: ideas for elf gameplay
« Reply #29 on: June 10, 2011, 07:44:24 pm »

Sounds pretty awesome to me.
Reminds me of this: http://hubpages.com/hub/Botanical-Engineering
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