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What should we do for the language_words (We can use custom symbols)?

Keep the vanilla ones
Use an expanded vocabularly
Start entirely from scratch
Cull the words that don't make sense from vanilla, then add words as we go
Other(post it in the comments)

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Author Topic: DF from Scratch Redux - An entirely player made universe succession  (Read 62328 times)

Bearskie

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Re: DF from Scratch Redux - An entirely player made universe succession
« Reply #45 on: December 28, 2015, 03:24:08 am »

Agreed on the templates part; if the new templates are good enough, then the vanilla templates won't be necessary. Thanks for doing the bulk of the work. :P

Another entity suggestion. I initially planned on having them as a domestic grazer, but they don't look half-bad as a 'beginner's civ'.

  • A sentient race of grazers with natural rock/gemstone armor.
  • Slow but strong natural attacks and movement.
  • Their 'armor' does not heal (ever), so injuries are permanent.
  • Would have multiple castes with different types of armoring.
  • A highly rigid society, with many caste-dependent entity positions.
  • Gemstoners would naturally be the part of the nobility, sedimentary rock would be workers, etc.
  • Could have rudimentary earth magic, such as blasting everyone in the vicinity with cave-in dust.

Urdothor

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Re: DF from Scratch Redux - An entirely player made universe succession
« Reply #46 on: December 28, 2015, 03:34:58 am »

Agreed on the templates part; if the new templates are good enough, then the vanilla templates won't be necessary. Thanks for doing the bulk of the work. :P

Another entity suggestion. I initially planned on having them as a domestic grazer, but they don't look half-bad as a 'beginner's civ'.

  • A sentient race of grazers with natural rock/gemstone armor.
  • Slow but strong natural attacks and movement.
  • Their 'armor' does not heal (ever), so injuries are permanent.
  • Would have multiple castes with different types of armoring.
  • A highly rigid society, with many caste-dependent entity positions.
  • Gemstoners would naturally be the part of the nobility, sedimentary rock would be workers, etc.
  • Could have rudimentary earth magic, such as blasting everyone in the vicinity with cave-in dust.

If I'm starting this, and I'm not willing to get it going right, then why bother?

I like this idea. It's neat. Truthfully, I would like to have at least a couple civs, at least a dozen critters, and a hand full of basic materials to get the world going in some kind of direction. I enjoyed watching the first thread, but it seems to me the world was overly bare for an overly large amount of time.

Edit: Egg-laying civilizations can apparently consume their own eggs.   ???
« Last Edit: December 28, 2015, 03:41:48 am by Urdothor »
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Bearskie

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Re: DF from Scratch Redux - An entirely player made universe succession
« Reply #47 on: December 28, 2015, 04:03:18 am »

Truthfully, I would like to have at least a couple civs, at least a dozen critters, and a hand full of basic materials to get the world going in some kind of direction.

We could do this right now. Do you want me to get started on them?

Urdothor

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Re: DF from Scratch Redux - An entirely player made universe succession
« Reply #48 on: December 28, 2015, 04:05:31 am »

Truthfully, I would like to have at least a couple civs, at least a dozen critters, and a hand full of basic materials to get the world going in some kind of direction.

We could do this right now. Do you want me to get started on them?
That would be great. I have creatures partially covered for the moment... And I hate to be that guy and give you the "boring" stuff, but could you make some inorganics/plants?
Edit: I have a few basic material templates, if you want?
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Urlance Woolsbane

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Re: DF from Scratch Redux - An entirely player made universe succession
« Reply #49 on: December 28, 2015, 04:08:47 am »

Are we aiming to make all civs playable?


If we're going with the "extradimensional beings invade" scenario, how about an evil civ that's harnessed, to some extent, the things from beyond? Existential quislings, as it were. 
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Urdothor

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Re: DF from Scratch Redux - An entirely player made universe succession
« Reply #50 on: December 28, 2015, 04:11:12 am »

Are we aiming to make all civs playable?


If we're going with the "extradimensional beings invade" scenario, how about an evil civ that's harnessed, to some extent, the things from beyond? Existential quislings, as it were.

I don't know if I want all civs playable. Any major pros or cons one way or another?
Also, the composite creature idea would be really cool for the extradimensional invasion scenario

I dunno what scenario to go with, honestly.
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Bearskie

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Re: DF from Scratch Redux - An entirely player made universe succession
« Reply #51 on: December 28, 2015, 04:14:41 am »

I feel that most should be made playable. Gives more variety. Even if there aren't any significant gameplay differences, players will still be able to choose which creature they like best instead of being shoehorned into one race.

Urdothor

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Re: DF from Scratch Redux - An entirely player made universe succession
« Reply #52 on: December 28, 2015, 04:16:54 am »

I feel that most should be made playable. Gives more variety. Even if there aren't any significant gameplay differences, players will still be able to choose which creature they like best instead of being shoehorned into one race.

True.

Do you want my basic templates? There's nothing game altering.
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Urlance Woolsbane

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Re: DF from Scratch Redux - An entirely player made universe succession
« Reply #53 on: December 28, 2015, 04:21:06 am »

I don't know if I want all civs playable. Any major pros or cons one way or another?
The greatest benefit I can think of, in addition to the added immersion, is the ability to really affect the world. One's efforts wouldn't necessarily be one-sided.

The only downside that I can think of would be the extra effort needed to make each race fit for fort-mode.

Of course, the more alien civs might understandably be off-limits
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Urdothor

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Re: DF from Scratch Redux - An entirely player made universe succession
« Reply #54 on: December 28, 2015, 04:25:49 am »

I suppose whether a civilization should be user playable is up to it's maker, and I suppose, vote by contributors, with a majority vote taking precedence. Anything playable, but extremely alien, should have a play guide written up.
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Bearskie

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Re: DF from Scratch Redux - An entirely player made universe succession
« Reply #55 on: December 28, 2015, 04:37:59 am »

Yes to the templates. :) Let's get this thing started.

Urdothor

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Re: DF from Scratch Redux - An entirely player made universe succession
« Reply #56 on: December 28, 2015, 04:43:21 am »

Here ya go. Since I'd like to get my inorganics in place first:

Spoiler: Stone&Metal Templates (click to show/hide)

Nothing brand new. The metal templates a bit nerfed, but it's very similar to vanilla.

Edit: We have an opportunity to change the standard gaits. Should we?

Double Edit: It's very similar to simply because you can't change a stone that much.
« Last Edit: December 28, 2015, 04:46:12 am by Urdothor »
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Bearskie

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Re: DF from Scratch Redux - An entirely player made universe succession
« Reply #57 on: December 28, 2015, 12:57:46 pm »

And then there were two.

The young Bear God looked upon the God Urd's work - a shapeless lump of rock, suspended in a vast void of nothingness. It was far from complete. To hope that this may match the Elder God's creation may be foolish, but the fledgling world showed promise. Even as he contemplated, he could sense the God Urd hard at work creating the laws of the world that was to be. A complex process of numbers and symmetry.

It was well within the Bear God's capabilities, but it was a dull and thankless task. For now, he was restricted by what had already been put in place. Two laws - of metal and stone. Enough to tell a story of the birth of this world.



At the dawn of time, four basic stones were moulded from the earth.
Dreit, Reyl, Khor & Rokku.


Spoiler (click to show/hide)

The weight of the world bore down upon the fresh stone, and the first ore was forged.
Don.


Spoiler (click to show/hide)

With it, came the twin metals: Aeron and Gargon.

One; razor-sharp.
One; dense and heavy.


Spoiler (click to show/hide)

Beneath the world, towering spires of frozen stone emerge from the heat.
Fielish veins.

They are colder than ice, powered by the fiel strands within their core - which are colder and sharper still.


Spoiler (click to show/hide)

And at the heart of the planet, a glowing core of pure magicite spins.
Infusing every being in this planet with magic.


Spoiler (click to show/hide)

Urdothor

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Re: DF from Scratch Redux - An entirely player made universe succession
« Reply #58 on: December 28, 2015, 06:37:39 pm »

Thanks dude. I know it wasn't uber challenging or anything. It's just nice to have some one take the load off me a bit. I was tempted to go the way of Halfling and make the first stone "rock."

Edit: I think having different origins of the starting things will stop it from feeling stale.

Double Edit: Going to include your stuff under the raws.
« Last Edit: December 28, 2015, 06:52:15 pm by Urdothor »
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Bearskie

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Re: DF from Scratch Redux - An entirely player made universe succession
« Reply #59 on: December 29, 2015, 12:01:15 am »

^ Urp, I forgot to replace all the stone and metal templates with your versions (_URD). Sorry.

Spoiler: More on what I added (click to show/hide)



The Bear God was awaiting his chance to practice his craft. He craved for the creation of life - to see the lights of a billion souls flicker across this realm. Yet the laws were still not in place, and the Bear God was becoming restless. He was never one to dawdle.

It did not take long for the strings of creation to wind and flow through him, and the Bear God began crafting his own laws.

Code: (Plant & Wood Templates) [Select]
[MATERIAL_TEMPLATE:PLANT_SOFT_TEMPLATE_BSK]
[STATE_COLOR:ALL_SOLID:GREEN_YELLOW]
[STATE_NAME:ALL_SOLID:plant]
[STATE_ADJ:ALL_SOLID:plant]
[STATE_COLOR:SOLID_PASTE:GREEN_YELLOW]
[STATE_NAME:SOLID_PASTE:paste]
[STATE_ADJ:SOLID_PASTE:paste]
[STATE_COLOR:SOLID_PRESSED:GREEN_YELLOW]
[STATE_NAME:SOLID_PRESSED:matter]
[STATE_ADJ:SOLID_PRESSED:matter]
[STATE_COLOR:LIQUID:GREEN_YELLOW]
[STATE_NAME:LIQUID:solution]
[STATE_ADJ:LIQUID:solution]
[STATE_COLOR:GAS:GREEN_YELLOW]
[STATE_NAME:GAS:gas]
[STATE_ADJ:GAS:gas]
[DISPLAY_COLOR:2:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:3000]
[IGNITE_POINT:10500]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10200]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:15000]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:15000]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:15000]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:15000]
[SHEAR_YIELD:10000]
[SHEAR_FRACTURE:10000]
[SHEAR_STRAIN_AT_YIELD:15000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:15000]
[MAX_EDGE:1000]
[ABSORPTION:100]
[ROTS]

[MATERIAL_TEMPLATE:PLANT_MEDIUM_TEMPLATE_BSK]
[STATE_COLOR:ALL_SOLID:GREEN]
[STATE_NAME:ALL_SOLID:plant]
[STATE_ADJ:ALL_SOLID:plant]
[STATE_COLOR:SOLID_PASTE:GREEN]
[STATE_NAME:SOLID_PASTE:paste]
[STATE_ADJ:SOLID_PASTE:paste]
[STATE_COLOR:SOLID_PRESSED:GREEN]
[STATE_NAME:SOLID_PRESSED:matter]
[STATE_ADJ:SOLID_PRESSED:matter]
[STATE_COLOR:LIQUID:GREEN]
[STATE_NAME:LIQUID:solution]
[STATE_ADJ:LIQUID:solution]
[STATE_COLOR:GAS:GREEN]
[STATE_NAME:GAS:gas]
[STATE_ADJ:GAS:gas]
[DISPLAY_COLOR:2:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:4000]
[IGNITE_POINT:10500]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10200]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:1000]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:30000]
[IMPACT_FRACTURE:30000]
[IMPACT_STRAIN_AT_YIELD:5000]
[COMPRESSIVE_YIELD:30000]
[COMPRESSIVE_FRACTURE:30000]
[COMPRESSIVE_STRAIN_AT_YIELD:5000]
[TENSILE_YIELD:30000]
[TENSILE_FRACTURE:30000]
[TENSILE_STRAIN_AT_YIELD:5000]
[TORSION_YIELD:30000]
[TORSION_FRACTURE:30000]
[TORSION_STRAIN_AT_YIELD:5000]
[SHEAR_YIELD:30000]
[SHEAR_FRACTURE:30000]
[SHEAR_STRAIN_AT_YIELD:5000]
[BENDING_YIELD:30000]
[BENDING_FRACTURE:30000]
[BENDING_STRAIN_AT_YIELD:5000]
[MAX_EDGE:1000]
[ABSORPTION:100]
[ROTS]

[MATERIAL_TEMPLATE:PLANT_HARD_TEMPLATE_BSK]
[STATE_COLOR:ALL_SOLID:DARK_GREEN]
[STATE_NAME:ALL_SOLID:plant]
[STATE_ADJ:ALL_SOLID:plant]
[STATE_COLOR:SOLID_PASTE:DARK_GREEN]
[STATE_NAME:SOLID_PASTE:paste]
[STATE_ADJ:SOLID_PASTE:paste]
[STATE_COLOR:SOLID_PRESSED:DARK_GREEN]
[STATE_NAME:SOLID_PRESSED:matter]
[STATE_ADJ:SOLID_PRESSED:matter]
[STATE_COLOR:LIQUID:DARK_GREEN]
[STATE_NAME:LIQUID:solution]
[STATE_ADJ:LIQUID:solution]
[STATE_COLOR:GAS:DARK_GREEN]
[STATE_NAME:GAS:gas]
[STATE_ADJ:GAS:gas]
[DISPLAY_COLOR:2:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:5000]
[IGNITE_POINT:10500]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10200]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:1500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:50000]
[IMPACT_FRACTURE:50000]
[IMPACT_STRAIN_AT_YIELD:1000]
[COMPRESSIVE_YIELD:50000]
[COMPRESSIVE_FRACTURE:50000]
[COMPRESSIVE_STRAIN_AT_YIELD:1000]
[TENSILE_YIELD:50000]
[TENSILE_FRACTURE:50000]
[TENSILE_STRAIN_AT_YIELD:1000]
[TORSION_YIELD:50000]
[TORSION_FRACTURE:50000]
[TORSION_STRAIN_AT_YIELD:1000]
[SHEAR_YIELD:50000]
[SHEAR_FRACTURE:50000]
[SHEAR_STRAIN_AT_YIELD:1000]
[BENDING_YIELD:50000]
[BENDING_FRACTURE:50000]
[BENDING_STRAIN_AT_YIELD:1000]
[MAX_EDGE:1000]
[ABSORPTION:100]
[ROTS]

[MATERIAL_TEMPLATE:WOOD_SOFT_TEMPLATE_BSK]
[STATE_COLOR:ALL_SOLID:LIGHT_BROWN]
[STATE_NAME:ALL_SOLID:wood]
[STATE_ADJ:ALL_SOLID:wood]
[STATE_COLOR:SOLID_PASTE:LIGHT_BROWN]
[STATE_NAME:SOLID_PASTE:wood slurry]
[STATE_ADJ:SOLID_PASTE:wood slurry]
[STATE_COLOR:SOLID_PRESSED:LIGHT_BROWN]
[STATE_NAME:SOLID_PRESSED:wood chippings]
[STATE_ADJ:SOLID_PRESSED:wood chippings]
[STATE_COLOR:LIQUID:LIGHT_BROWN]
[STATE_NAME:LIQUID:liquified wood]
[STATE_ADJ:LIQUID:liquified wood]
[STATE_COLOR:GAS:LIGHT_BROWN]
[STATE_NAME:GAS:smoke]
[STATE_ADJ:GAS:smoke]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:1000]
[IGNITE_POINT:10500]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10200]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:1000]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:40000]
[IMPACT_FRACTURE:40000]
[IMPACT_STRAIN_AT_YIELD:1000]
[COMPRESSIVE_YIELD:40000]
[COMPRESSIVE_FRACTURE:40000]
[COMPRESSIVE_STRAIN_AT_YIELD:1000]
[TENSILE_YIELD:40000]
[TENSILE_FRACTURE:40000]
[TENSILE_STRAIN_AT_YIELD:1000]
[TORSION_YIELD:40000]
[TORSION_FRACTURE:40000]
[TORSION_STRAIN_AT_YIELD:1000]
[SHEAR_YIELD:40000]
[SHEAR_FRACTURE:40000]
[SHEAR_STRAIN_AT_YIELD:1000]
[BENDING_YIELD:40000]
[BENDING_FRACTURE:40000]
[BENDING_STRAIN_AT_YIELD:1000]
[MAX_EDGE:1000]
[ABSORPTION:0]
[ITEMS_HARD]
[ITEMS_WEAPON]
[ITEMS_WEAPON_RANGED]
[ITEMS_AMMO]
[ITEMS_ARMOR]
[ITEMS_SIEGE_ENGINE]
[WOOD]

[MATERIAL_TEMPLATE:WOOD_MEDIUM_TEMPLATE_BSK]
[STATE_COLOR:ALL_SOLID:BROWN]
[STATE_NAME:ALL_SOLID:wood]
[STATE_ADJ:ALL_SOLID:wood]
[STATE_COLOR:SOLID_PASTE:BROWN]
[STATE_NAME:SOLID_PASTE:wood slurry]
[STATE_ADJ:SOLID_PASTE:wood slurry]
[STATE_COLOR:SOLID_PRESSED:BROWN]
[STATE_NAME:SOLID_PRESSED:wood chippings]
[STATE_ADJ:SOLID_PRESSED:wood chippings]
[STATE_COLOR:LIQUID:BROWN]
[STATE_NAME:LIQUID:liquified wood]
[STATE_ADJ:LIQUID:liquified wood]
[STATE_COLOR:GAS:BROWN]
[STATE_NAME:GAS:smoke]
[STATE_ADJ:GAS:smoke]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:2000]
[IGNITE_POINT:10500]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10200]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:2000]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:70000]
[IMPACT_FRACTURE:70000]
[IMPACT_STRAIN_AT_YIELD:500]
[COMPRESSIVE_YIELD:70000]
[COMPRESSIVE_FRACTURE:70000]
[COMPRESSIVE_STRAIN_AT_YIELD:500]
[TENSILE_YIELD:70000]
[TENSILE_FRACTURE:70000]
[TENSILE_STRAIN_AT_YIELD:500]
[TORSION_YIELD:70000]
[TORSION_FRACTURE:70000]
[TORSION_STRAIN_AT_YIELD:500]
[SHEAR_YIELD:70000]
[SHEAR_FRACTURE:70000]
[SHEAR_STRAIN_AT_YIELD:500]
[BENDING_YIELD:70000]
[BENDING_FRACTURE:70000]
[BENDING_STRAIN_AT_YIELD:500]
[MAX_EDGE:1000]
[ABSORPTION:0]
[ITEMS_HARD]
[ITEMS_WEAPON]
[ITEMS_WEAPON_RANGED]
[ITEMS_AMMO]
[ITEMS_ARMOR]
[ITEMS_SIEGE_ENGINE]
[WOOD]

[MATERIAL_TEMPLATE:WOOD_HARD_TEMPLATE_BSK]
[STATE_COLOR:ALL_SOLID:DARK_BROWN]
[STATE_NAME:ALL_SOLID:wood]
[STATE_ADJ:ALL_SOLID:wood]
[STATE_COLOR:SOLID_PASTE:DARK_BROWN]
[STATE_NAME:SOLID_PASTE:wood slurry]
[STATE_ADJ:SOLID_PASTE:wood slurry]
[STATE_COLOR:SOLID_PRESSED:DARK_BROWN]
[STATE_NAME:SOLID_PRESSED:wood chippings]
[STATE_ADJ:SOLID_PRESSED:wood chippings]
[STATE_COLOR:LIQUID:DARK_BROWN]
[STATE_NAME:LIQUID:liquified wood]
[STATE_ADJ:LIQUID:liquified wood]
[STATE_COLOR:GAS:DARK_BROWN]
[STATE_NAME:GAS:smoke]
[STATE_ADJ:GAS:smoke]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:3000]
[IGNITE_POINT:10500]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10200]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:3000]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:100000]
[IMPACT_FRACTURE:100000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:100000]
[COMPRESSIVE_FRACTURE:100000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:100000]
[TENSILE_FRACTURE:100000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:100000]
[TORSION_FRACTURE:100000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:100000]
[SHEAR_FRACTURE:100000]
[SHEAR_STRAIN_AT_YIELD:100]
[BENDING_YIELD:100000]
[BENDING_FRACTURE:100000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:1000]
[ABSORPTION:0]
[ITEMS_HARD]
[ITEMS_WEAPON]
[ITEMS_WEAPON_RANGED]
[ITEMS_AMMO]
[ITEMS_ARMOR]
[ITEMS_SIEGE_ENGINE]
[WOOD]



Here are some templates for plant and wood. You can call for soft, medium or hard plant/wood templates, and I've also greatly simplified the physical property values. Vanilla's might be more realistic, but since we have the opportunity to rework the templates I'm going for simplicity instead.

Spoiler (click to show/hide)

So, who wants to make some PLANTS?
Pages: 1 2 3 [4] 5 6 ... 42