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Author Topic: Got a neeto idea (want in?)  (Read 64295 times)

Spish

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Re: Got a neeto idea (want in?)
« Reply #390 on: January 23, 2012, 03:52:37 am »

My two cents: Whereas with dwarves the emphasis is on keeping them healthy, with goblins the emphasis should be on keeping them sane. Make them extra prone to tantrums, berserkery, and general violence.
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Elifre

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Re: Got a neeto idea (want in?)
« Reply #391 on: January 23, 2012, 03:58:52 am »

My two cents: Whereas with dwarves the emphasis is on keeping them healthy, with goblins the emphasis should be on keeping them sane. Make them extra prone to tantrums, berserkery, and general violence.
This makes a great deal of sense. Dwarves are already insane, so there's no point in trying to keep them sane. Dwarven dorfiness also creates a large radius insanity field, albeit the field loses strength the further away from the fortress you get. Goblin fortresses a fair distance away from a dwarf fortress will still have problems with insanity, though.
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Re: Got a neeto idea (want in?)
« Reply #392 on: January 23, 2012, 07:23:04 am »

My two cents: Whereas with dwarves the emphasis is on keeping them healthy, with goblins the emphasis should be on keeping them sane. Make them extra prone to tantrums, berserkery, and general violence.
This makes a great deal of sense. Dwarves are already insane, so there's no point in trying to keep them sane. Dwarven dorfiness also creates a large radius insanity field, albeit the field loses strength the further away from the fortress you get. Goblin fortresses a fair distance away from a dwarf fortress will still have problems with insanity, though.
Hhhhm, is there a way to make it so they still have to eat, but in smaller amounts and be less picky about it and include this idea?
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Re: Got a neeto idea (want in?)
« Reply #393 on: January 23, 2012, 12:13:08 pm »

My two cents: Whereas with dwarves the emphasis is on keeping them healthy, with goblins the emphasis should be on keeping them sane. Make them extra prone to tantrums, berserkery, and general violence.

Oh god this was a wonderful idea.
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Re: Got a neeto idea (want in?)
« Reply #394 on: January 23, 2012, 12:50:09 pm »

My two cents: Whereas with dwarves the emphasis is on keeping them healthy, with goblins the emphasis should be on keeping them sane. Make them extra prone to tantrums, berserkery, and general violence.

Oh god this was a wonderful idea.

I think the the Dwarf and Goblin emphasis should be reversed.

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Eric Blank

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Re: Got a neeto idea (want in?)
« Reply #395 on: January 23, 2012, 12:52:15 pm »

My two cents: Whereas with dwarves the emphasis is on keeping them healthy, with goblins the emphasis should be on keeping them sane. Make them extra prone to tantrums, berserkery, and general violence.
This makes a great deal of sense. Dwarves are already insane, so there's no point in trying to keep them sane. Dwarven dorfiness also creates a large radius insanity field, albeit the field loses strength the further away from the fortress you get. Goblin fortresses a fair distance away from a dwarf fortress will still have problems with insanity, though.
Hhhhm, is there a way to make it so they still have to eat, but in smaller amounts and be less picky about it and include this idea?

Not a damn clue, but I'm leaning towards "No, probably not" just because I've never, ever heard of anyone doing that before. Eating rates besides grazing is pretty much hardcoded, and I'll have to do my homework on making goblins more prone to insanity.

That being said, I think the current most damning issue with goblin society is their unwillingness to cut down trees regardless of orders. Odd...

Nevermind; they just won't use great axes, which is what was brought on embark (or perhaps greataxes are just too large for them to wield.)

Time really flies at 300+ fps... I should probably cap that. :P
« Last Edit: January 23, 2012, 01:51:03 pm by Eric Blank »
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Spish

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Re: Got a neeto idea (want in?)
« Reply #396 on: January 23, 2012, 05:46:37 pm »

As far as I can tell, in fortress mode, it is impossible to get "dorfs" to equip anything that requires multigrasp. I've tried before; no pikes, mauls, great axes, two-handers, etc. Unless you mod them to be viable with one hand, that is.

Goblins'd probably get big happy thoughts from hurting someone during a tantrum, watching someone die, the smell of rotting corpses, things like that. Basically, anything involving violence and death.
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Ghills

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Re: Got a neeto idea (want in?)
« Reply #397 on: January 23, 2012, 06:15:01 pm »

Wait, wait.  I thought we weren't modding this?  I like embarking as multiple races, fine,  but we want to jump straight into a brand-new version of DF, and mod embarking to include multiple races, and mod the races?  That seems like a bit much.

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Re: Got a neeto idea (want in?)
« Reply #398 on: January 23, 2012, 06:18:17 pm »

Wait, wait.  I thought we weren't modding this?  I like embarking as multiple races, fine,  but we want to jump straight into a brand-new version of DF, and mod embarking to include multiple races, and mod the races?  That seems like a bit much.

We're modding it to allow people to embark as other races- whilst keeping them playable.

clockout1

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Re: Got a neeto idea (want in?)
« Reply #399 on: January 23, 2012, 06:23:41 pm »

We're modding it to allow people to embark as other races- whilst keeping them playable.

I think making the other races playable should be more an issue of aesthetics rather than making each race have a unique play style.
In the long run though, I don't think it will affect the adventurers playing the map, which I hope will stay the focus of this project.
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Spish

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Re: Got a neeto idea (want in?)
« Reply #400 on: January 23, 2012, 06:24:33 pm »

I agree, sorta. While I do like the idea of having player-designed elf/goblin/kobold sites, it would take a great deal of modding to make them viable beyond pure aesthetic gimmickry.

Also, who among us is actually going to devote their shot at playing to one of these undwarfy races? They'd be missing out on the rich dwarven history/insanity.
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Loud Whispers

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Re: Got a neeto idea (want in?)
« Reply #401 on: January 23, 2012, 06:28:07 pm »

Also, who among us is actually going to devote their shot at playing to one of these undwarfy races? They'd be missing out on the rich dwarven history/insanity.

*cough cough*

It would make sense though. Would Dwarves make traps designed to kill Dwarves? HELL NO!

Elves - Rows upon rows of bow traps
Goblins - Lashy lasherness
Humans - I dunno, gone crazy perhaps? :p

Phantom of The Library

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Re: Got a neeto idea (want in?)
« Reply #402 on: January 23, 2012, 06:49:23 pm »

Also, who among us is actually going to devote their shot at playing to one of these undwarfy races? They'd be missing out on the rich dwarven history/insanity.

*cough cough*

It would make sense though. Would Dwarves make traps designed to kill Dwarves? HELL NO!

Elves - Rows upon rows of bow traps
Goblins - Lashy lasherness
Humans - I dunno, gone crazy perhaps? :p

I might also, the idea of playing as an elven civilization and creating a gigantic trap filled "Great Tree" with high-quality weapons from the dwarves, humans, and goblins stored at the top extremely (for lack of a better word) interesting.
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Re: Got a neeto idea (want in?)
« Reply #403 on: January 23, 2012, 08:59:01 pm »

I concur that modding humans and goblins further isn't necessary or highly productive. Once they are playable, that's good enough. Elves and kobolds need more attention because they're the retardsspecial needs persons.

Speaking of kobolds, it appears that the only way to make them playable in fortress mode will be to have them use forest retreats/mountain homes/other non-existent sites besides caves. Not a big deal, butIt's a horrible idea because it'll have the effect of being unable to find kobold caves in adventure mode, or any non-bandit or non-sewer-dwelling kobolds for that matter.
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Re: Got a neeto idea (want in?)
« Reply #404 on: January 23, 2012, 11:02:30 pm »

We're modding it to allow people to embark as other races- whilst keeping them playable.

I think making the other races playable should be more an issue of aesthetics rather than making each race have a unique play style.
In the long run though, I don't think it will affect the adventurers playing the map, which I hope will stay the focus of this project.
what he said.
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