Do you have any plans to develop the other races (like elves) into playable races in fortress mode?I double that question.
How about troglodytes as a cavern faction? They could have castes based on overworld races that have gone feral after staying underground away from civilization for too long. Maybe give them a rare "shaman" caste that can instantly convert fortress populations into more trogs if they get too close.That reminds me of the fabled Deep Dwarves.
As a matter of fact, I can easily do that! A script that scan for clowns and add them to their minion list.Ok. I also extracted the world.dat for 42.06 with 150 vanilla DF demon types. I wanted to frankenstein something together from that.
Btw they already bring 2 of the 40d demons to sieges.
They get more closely related to the HFS over time. I am drawing from older content that has been since removed as lore became more thin over time. This should be all solved when the myth generator will be released. They should be properly tied to hell and with all the right information available.
I'm a little sad to see Orcs get goblinized; for me, the draw of the Orcs is how much of their fortress's economy is unapologetically based on !!MURDER!!, and the Orcs themselves- size, equipment, castes- are absolute murderbeasts. It's cathartic to see a kitted-out Orc squad plow through an entire human army, an act that even Dwarves would be leery of.The orcs were written by the now-inactive Smakemupagus.
Goblins... I LOVE goblins, but I don't see them filling the same niche as Orcs. They seem like they'd play more like Kobolds. And even if Orcs are bundled up as a caste within Goblins, I'm a little wary of having to juggle between two castes that differ so much as Goblins and Orcs.
Just my two cents, though. Still eager and waiting to see where you go with this glorious mod.
As a matter of fact, I can easily do that! A script that scan for clowns and add them to their minion list.Ok. I also extracted the world.dat for 42.06 with 150 vanilla DF demon types. I wanted to frankenstein something together from that.
Btw they already bring 2 of the 40d demons to sieges.
They get more closely related to the HFS over time. I am drawing from older content that has been since removed as lore became more thin over time. This should be all solved when the myth generator will be released. They should be properly tied to hell and with all the right information available.
Do you know if spawnunit (create-unit) understands friend/foe by now? Imagine this example:
Human mage can summon friendly creatures when you play as humans.
You play as Succubi.
Humans siege.
Human mage is in the siege, summons "friendly creatures".
Will the creatures be friendly to your civ and attack the siegers, or will they be friendly to the human siegers and attack you?
Mh... what would you guys think about an entire civ made of Forgotten Beasts that can siege from the caverns?I once modded goblins to bring Forgotten Beasts as mounts, using a bit of hex-editing jiggery-pokery. Suffice to say, they proved overwhelming (mind, I'm not the best of players.) So yeah, give them a civ if you want, but make sure they don't come until relatively late-game, else the player won't have a chance (at least not without exploits.)
Mh... what would you guys think about an entire civ made of Forgotten Beasts that can siege from the caverns?
Civilized World PopulationI like this.
1358 Dwarves
4143 Elves
904 Goblins
1226 Humans
1664 Kobolds
2524 Necromancers
499 Nightcreatures
3521 Titans
1464 Vampires
4114 Werebeasts
Total: 21417
Mh... what would you guys think about an entire civ made of Forgotten Beasts that can siege from the caverns?
Well I am going to pick up Orcs, but not the Smake Orcs. I'll make them more traditional, dnd-like, but with some twist to fit in the df verse.You want to make 6-7 races, yet dont know how to make race-exclusive armor. Considering that it takes me about 15-30 days of full-time work to make one race playable, I would suggest that you start with something smaller.
I will also make Drows & Elves, both dnd-like.
And some Underdark races like Mind Flayers and Beholders as invaders, maybe playable if I figure out how to make race-exclusive armor.
Maybe some cthulhu races like Mi-go and/or Great Race of Yith, if I got time.
BTW is itemsymdrome usable in current dfhack 0.42.06?
Edit: It seems not, so no magical swords.
Edit 2: It seems that itemsymdrome is merged with item-trigger.
Edit 3: Feel free to give suggestions :)
BTW how is the Naga thing going?Not at all. Lots of other things to do first. Ask in a year again.
Well, considering the fact that deadly dust isn't even self-safe, much less friendly safe, I suspect that most FB sieges will self implode during the first fight, when all FB's vulnerable to any of the other's dust all die.Not if I altered their raws a bit to stop that.
-syndromes-Again, I took the most OP stuff out. Fire, for example. Lower fire rate for webs, too.
You want to make 6-7 races, yet dont know how to make race-exclusive armor. Considering that it takes me about 15-30 days of full-time work to make one race playable, I would suggest that you start with something smaller.On second thoughts I'll start with Mind Flayer and Beholder.
Alright, after much deliberation I'll pick up Smake's Orcs. I haven't modded for a bit, but this should be fun. I'm against making them more goblin-y and in favor of more culture stuff. If anyone doesn't want this, say so now, or forever hold your peaceHave you asked Smake?
Didn't you say Smake was inactive?Alright, after much deliberation I'll pick up Smake's Orcs. I haven't modded for a bit, but this should be fun. I'm against making them more goblin-y and in favor of more culture stuff. If anyone doesn't want this, say so now, or forever hold your peaceHave you asked Smake?
I'm a little apprehensive about demon, titan, and night creature civs. These creatures have specific thematic roles in DF and I think making them into proper civs would detract from that. To say nothing of their procedurally generated nature.Demons and FBs would be additional cavern invaders, off by default.
I do like the idea of an (optional) powerful hostile civ to challenge players, but that role would be better served by something else, frost giants perhaps.
Some other races could perhaps learn to summon or befriend existing powerful creatures as a late game ability. Titans for elves, forgotten beasts for dwarves, and demons for goblins would fit thematically and symmetrically.
Nooo, do elves! I've been waiting years for MF elves, lol.You want to make 6-7 races, yet dont know how to make race-exclusive armor. Considering that it takes me about 15-30 days of full-time work to make one race playable, I would suggest that you start with something smaller.On second thoughts I'll start with Mind Flayer and Beholder.
BTW How can I make race-exclusive armor? Make a race's size unique?
Edit: It seems that I need to forbid the armor type in the entity setting, but dwarf can still make one in the form of artifact.
Nooo, do elves! I've been waiting years for MF elves, lol.Welp, I won't have time for Elves, like Meph said, maybe leave it to other guy with time and talent.
Hello Fenix, how is Gnomes going? Will they be updated?
...
Something I suggested a long time ago, but probably still can't be implemented in DF is the notion of 'cave sickness.' Unlike cave adaption where dwarfs spending too much time in caves become dependent on them, the idea with cave sickness is that elves that spend too much time underground become increasingly ill to the point of death. You could tweak the numbers so that it's a really bad idea to send elves underground unless it's life or death, and living underground permanently is entirely non viable. But like I said, I don't know if that's doable.
...
Humans in 6.2 already do that, to a point. They'd slow down and frequently blackout from dizziness unless you kept everything in the sunlight and/or kept the miners on rotating shifts. I think there was talk about extreme cave sickness causing boogeymen to spawn around them, but I never witnessed that happen myself in the 20 or so human forts I did with extensive ill-advised mining.Oh, that's really cool then! One of the problems I have with the current playable elves mods is that they all just take mining away entirely. I think there are a number of totally reasonable and lore-friendly reasons for a tree dwelling civilization to occasionally want to dig. Making a cistern for cold weather biomes, mining out ice to damn a river, and so on.
I had a prototype for that but never implemented it, seems too easy to farm bogeymen... get a hallucinating miner, station your military around it, train your military skills for free......
Something I suggested a long time ago, but probably still can't be implemented in DF is the notion of 'cave sickness.' Unlike cave adaption where dwarfs spending too much time in caves become dependent on them, the idea with cave sickness is that elves that spend too much time underground become increasingly ill to the point of death. You could tweak the numbers so that it's a really bad idea to send elves underground unless it's life or death, and living underground permanently is entirely non viable. But like I said, I don't know if that's doable.
...
Humans in 6.2 already do that, to a point. They'd slow down and frequently blackout from dizziness unless you kept everything in the sunlight and/or kept the miners on rotating shifts. I think there was talk about extreme cave sickness causing boogeymen to spawn around them, but I never witnessed that happen myself in the 20 or so human forts I did with extensive ill-advised mining.
Drow on the other hand, I think can fairly successfully be implemented, though not necessarily in their D&D form. They would need hereditary castes, which I think we can assume are coming, but aren't there quite yet.
I loved that mod! Rhenaya :( :(Drow on the other hand, I think can fairly successfully be implemented, though not necessarily in their D&D form. They would need hereditary castes, which I think we can assume are coming, but aren't there quite yet.
there was a drow mod back in the day... http://www.bay12forums.com/smf/index.php?topic=70258.0
no idea if since then someone else made another drow one.
I'm a Masterwork newb, so apologies if this is in the wrong place, but would Meph et al. be interested in biome-themed zombies? It's just an idea I had that probably doesn't merit an independent release, but which might go nicely with a larger corpus.How would that work? regional interactions are rather unreliable; and none other have biome-specific tags.
Concerning cave sickness, it might be better (and more realistic) to cause bad thoughts and personality changes for surface creatures who stay underground instead of dizziness and unconsciousness, now that syndrome moods are a thing.Good idea. :)
How would that work? regional interactions are rather unreliable; and none other have biome-specific tags.Ach! Hmmm... Can DFHack be used to force a regional interaction?
Reading this thread with great interest :)Unfortunately weather in that case are clouds and mists. While I can do rains of special materials, these stick to the ground. Unlike normal rain, which disappears. It would clutter the map with puddles, cause a lot of cleaning-labor spam and cover everything with contaminants. I think both the FPS impact and the visual change outweight the positive effects of immersion through rain-syndromes. Especially since these would stay even after the rain has finished, since your character would be covered in the liquid that infects him with the syndrome.
I cast my vote for "More Interactions (weather, rains, regional effects)" particularly for Adv mode. Weather currently has visibility effects which impact range combat, but weather doesn't provide the buff/debuff syndromes that could affect you in combat, crafting, etc...
Cold weather (rain, snow) could affect races in certain ways as opposed to warm weather. Environment doesn't play as much of a role as it should, currently.
Meph, IDK if this is already a thing, but framerate can be massively increased by dropping something called [G_FPS_CAP:50]. It's set to 50 by default, it shows how many times per second DF paints a new screen for the player. Changing this makes next to no difference in terms of gameplay, but it will massively increase FPS. Many people can manage this at 5GFPS, although I play on 10.its set to 25 and an option on the first page when you open the GUI.
One or both of the older MWs had some changes to farming, didn't it? Where surface crops take a whole year to grow.Yes, changes, no, not like you describe. It was the other way around, underground stuff took a year (thank to less light/rain), surface stuff took 1-2 seasons to grow.
Either way, it never made sense to me that surface crops can be grown whenever but underground crops are tied to the seasons. It seems like it should be the opposite.
Meph, IDK if this is already a thing, but framerate can be massively increased by dropping something called [G_FPS_CAP:50]. It's set to 50 by default, it shows how many times per second DF paints a new screen for the player. Changing this makes next to no difference in terms of gameplay, but it will massively increase FPS. Many people can manage this at 5GFPS, although I play on 10.
I came across some interesting new scripts that will improve fps and add more flavor: deteriorateclothes, deterioratecorpses and deterioratefood.First write something. Then test it. Then release it as a mod. Then, when you have people liking it and enough content, you can ask me if I want to add it to MasterworkDF as an optional mod in the mods tab.
Those scripts do exactly what they says on the tin: wear out clothes, refuse and food after several months. They will take care of all the corpses and thier clothes after a battle without the use of atom smasher also prevent player from sitting on a hundred years worth of food.
And they are easy to activate, go check http://dfhack.readthedocs.io/en/stable/docs/_auto/base.html.
Edit: the progress of the illithid mod, if anyone care: creature, body plan and basic interaction are done, civ, equipment and reaction will be next. Items with item-trigger will be added later.
Edit 2: After consideration, I think dnd-like illithids will be too powerful, also doesn't fit in dwarf fortress universe. The new illithids be slaver race in dark fortress. They will stun their enemies and eat their brains! Prepare your Tin foil hats.
Beholders will also not be dnd-like, after all this is not a dnd conversion mod. They get new castes, each castes have unique abilities, basically different type of projectiles for each castes.
Edit 3: Should I make a standalone post like ☼Illithids☼ - Everything Illithid Mode? I think my posts are irrelevant to this thread.
print mode is TWBTMeph, IDK if this is already a thing, but framerate can be massively increased by dropping something called [G_FPS_CAP:50]. It's set to 50 by default, it shows how many times per second DF paints a new screen for the player. Changing this makes next to no difference in terms of gameplay, but it will massively increase FPS. Many people can manage this at 5GFPS, although I play on 10.
IIRC difference becomes negligible if PRINT_MODE is set to STANDARD, especially on multi-core machines where a second core is utilized for rendering purposes IIRC (2DASYNC also does this, but STANDARD is faster and stable enough).
Not everyone has a multicore beast of a computer, Putnam.Meph, IDK if this is already a thing, but framerate can be massively increased by dropping something called [G_FPS_CAP:50]. It's set to 50 by default, it shows how many times per second DF paints a new screen for the player. Changing this makes next to no difference in terms of gameplay, but it will massively increase FPS. Many people can manage this at 5GFPS, although I play on 10.
IIRC difference becomes negligible if PRINT_MODE is set to STANDARD, especially on multi-core machines where a second core is utilized for rendering purposes IIRC (2DASYNC also does this, but STANDARD is faster and stable enough).
print mode is TWBT
No, many modern computers only have a single core. My dedicated gaming PC is only single core. I do not own a single multi-core device (my parents own a dual core laptop though) and all of my stuff was bought in the last 10 years.Single-core is really rare though.
First write something. Then test it. Then release it as a mod. Then, when you have people liking it and enough content, you can ask me if I want to add it to MasterworkDF as an optional mod in the mods tab.OK thanks.
No, many modern computers only have a single core. My dedicated gaming PC is only single core. I do not own a single multi-core device (my parents own a dual core laptop though) and all of my stuff was bought in the last 10 years.
Civilized World Population
376 Dwarves
130 Elves
153 Humans
355 Kobolds
234 Nagas
183 Necromancers
607 Nightcreatures
188 Orcs
109 Vampires
304 Werebeasts
361 Nagas
118 Warwolves
157 Dark stranglers
24 Frog demons
280 War elephants
314 Hellfire imps
351 White tigermen
198 Beak wolves
88 Ferric elves
390 Jotunar
113 Great fiend spiders
509 Greater badgermen
154 Pandashi
220 Raptor men
94 Furies
By making all stone undiggable.
I kinda want to make a playable fire-based civ, but also a invader-only demon civ that uses actual vanilla DF demons. Obviously impossible to do both. ^^
- elemental race -That would be a cool concept for a race :)
Ooh, how about different varieties of fertilizers, for low wood embarks? Saltpetre, for example, can be used to make potash. As can bat guano (would be a good idea for another pet, maybe?). Additionally, blood meal and bone meal are good sources of nitrogen and phosphorus, respectively, so perhaps you could help people utilize what little wood they have by doing a 1 bone meal + 1 blood meal + 1 ash/potash/lye = 3 fertilizer?I didnt... its a good idea. First time I hear about blood meal, too. Cant do bat guano though, since there is no refuse of that kind in the game.
Just something to thing about. Not sure if you did anything like that in any of the other versions.
Would it be possible to get bats to "lay" guano, similar to how the boulder crabs lay rocks?Ooh, how about different varieties of fertilizers, for low wood embarks? Saltpetre, for example, can be used to make potash. As can bat guano (would be a good idea for another pet, maybe?). Additionally, blood meal and bone meal are good sources of nitrogen and phosphorus, respectively, so perhaps you could help people utilize what little wood they have by doing a 1 bone meal + 1 blood meal + 1 ash/potash/lye = 3 fertilizer?I didnt... its a good idea. First time I hear about blood meal, too. Cant do bat guano though, since there is no refuse of that kind in the game.
Just something to thing about. Not sure if you did anything like that in any of the other versions.
too much work. it would be slower than farming plants/trees and burning them.Would it be possible to get bats to "lay" guano, similar to how the boulder crabs lay rocks?Ooh, how about different varieties of fertilizers, for low wood embarks? Saltpetre, for example, can be used to make potash. As can bat guano (would be a good idea for another pet, maybe?). Additionally, blood meal and bone meal are good sources of nitrogen and phosphorus, respectively, so perhaps you could help people utilize what little wood they have by doing a 1 bone meal + 1 blood meal + 1 ash/potash/lye = 3 fertilizer?I didnt... its a good idea. First time I hear about blood meal, too. Cant do bat guano though, since there is no refuse of that kind in the game.
Just something to thing about. Not sure if you did anything like that in any of the other versions.
Would it be possible to get bats to "lay" guano, similar to how the boulder crabs lay rocks?Ooh, how about different varieties of fertilizers, for low wood embarks? Saltpetre, for example, can be used to make potash. As can bat guano (would be a good idea for another pet, maybe?). Additionally, blood meal and bone meal are good sources of nitrogen and phosphorus, respectively, so perhaps you could help people utilize what little wood they have by doing a 1 bone meal + 1 blood meal + 1 ash/potash/lye = 3 fertilizer?I didnt... its a good idea. First time I hear about blood meal, too. Cant do bat guano though, since there is no refuse of that kind in the game.
Just something to thing about. Not sure if you did anything like that in any of the other versions.
Spoiler (click to show/hide)
Some progress picture... I made all vanilla creature content optional and also added 1300 new creatures with Knight Otus random creature script. Mix and merge as you seem fit. :)
Meph how exactly do the kobolds gain the ability to embark with helmet snakes and giant cave spiders?open raw/scripts/addpettociv.lua and add these lines at the end:
Do taxidermied animals keep their tissue values like other animal products or is this just for show?Its just for show.
I don't suppose now that you're getting into TWBT workshops there will be the possibility of fixing orientation issues (i.e. everything always facing south)?I have the ability to rotate workshops, in theory. I'd have to make 1 normal workshop and 3 alternatives and use dfhack to "turn them". it works, but these fancy isometric workshops from RPG tilesets I'd use for decorations are usually from a static perspective, aka I only have 1 picture for them, not four.
I imagine it would require four different versions of each, which sounds incredibly unpleasant and probably not worth the work/UI clutter, but you might be able to think of a better way. Maybe an a rotate workshop reaction that could be run for free, which might minimize UI clutter but still requires as much artwork?
I have the ability to rotate workshops, in theory. I'd have to make 1 normal workshop and 3 alternatives and use dfhack to "turn them". it works, but these fancy isometric workshops from RPG tilesets I'd use for decorations are usually from a static perspective, aka I only have 1 picture for them, not four.If the trade off is between fanciness and the ability to rotate workshops, I'd vote for rotation. But I'm perhaps irrationally bothered by the issue. I tend to design my forts so all rooms can only be entered from the direction that looks sensible, which often results in really sub-optimal pathing.
Then, by all means, please send me 4x the buildings and building designs, and I'll add them. ;)I have the ability to rotate workshops, in theory. I'd have to make 1 normal workshop and 3 alternatives and use dfhack to "turn them". it works, but these fancy isometric workshops from RPG tilesets I'd use for decorations are usually from a static perspective, aka I only have 1 picture for them, not four.If the trade off is between fanciness and the ability to rotate workshops, I'd vote for rotation. But I'm perhaps irrationally bothered by the issue. I tend to design my forts so all rooms can only be entered from the direction that looks sensible, which often results in really sub-optimal pathing.
Well, I might as well reiterate the things I thought would be good to see, mostly concerning kobolds.Thats a bit much till tomorrow, but I'll certainly look into the "skull totem coffin" idea, that should work. Nice idea.
A return of Juices and teas, though I assume this might be a tad more long term in waiting to get it.
A slight bit more variety in traps, mostly I wish to see the return of the Totemhammer traps since it seemed to thematic in my mind.
One long term suggestion I want to toss out there is perhaps kobolds gaining a successor building to the Altar of Griblin the Lucky. Again, since Kobolds in this are supposed to be very pagan, perhaps something Totempole based again, that has to do with ancestor worship for the kobolds. I mean, most kobold camps are built, sometimes literally, upon the bones of their predecessors.
Heck, that brings me to another train of thought. Maybe kobolds could even have, (if it is possibly mod-able), an alternate form of 'gravestone'. Instead of burying the dead in a coffin or engraving a slab to honor them, you could convert Totems, (since most forts likely have tons of them) into grave markers, carving the name of the deceased into the totem. Also, since Totems retain their prior creature name, would it not be suitably thematic if your important kobolds, like Warband marshals and such that died in the line of duty, get special skulls you could have saved as their grave-markers?
Well, I might as well reiterate the things I thought would be good to see, mostly concerning kobolds.Thats a bit much till tomorrow, but I'll certainly look into the "skull totem coffin" idea, that should work. Nice idea.
A return of Juices and teas, though I assume this might be a tad more long term in waiting to get it.
A slight bit more variety in traps, mostly I wish to see the return of the Totemhammer traps since it seemed to thematic in my mind.
One long term suggestion I want to toss out there is perhaps kobolds gaining a successor building to the Altar of Griblin the Lucky. Again, since Kobolds in this are supposed to be very pagan, perhaps something Totempole based again, that has to do with ancestor worship for the kobolds. I mean, most kobold camps are built, sometimes literally, upon the bones of their predecessors.
Heck, that brings me to another train of thought. Maybe kobolds could even have, (if it is possibly mod-able), an alternate form of 'gravestone'. Instead of burying the dead in a coffin or engraving a slab to honor them, you could convert Totems, (since most forts likely have tons of them) into grave markers, carving the name of the deceased into the totem. Also, since Totems retain their prior creature name, would it not be suitably thematic if your important kobolds, like Warband marshals and such that died in the line of duty, get special skulls you could have saved as their grave-markers?
DFHack's ability to switch modes whilst in play seems a natural fit for the Hermit. I assume, given all the GUI-hackery that comes with DFHack, that adding such an option to the adventurer-building menu would be child's play.
I wasn't assuming that it was mapped out yet (I'd be surprised if it was,) just, given DFHack's various menu-enhancements (e.g. searching the stocks menu,) that adding a button to it would be business as usual. But I'm only judging by end results, so I could be missing a lot of contrivances behind the scenes. You know far more about the process than I do, so I'll take your word for it.DFHack's ability to switch modes whilst in play seems a natural fit for the Hermit. I assume, given all the GUI-hackery that comes with DFHack, that adding such an option to the adventurer-building menu would be child's play.
What, you talking 0.43.02? I don't think that particular viewscreen's been mapped out at all. Don't know whether it'll be child's play or nigh impossible yet. I'm not sure if there'll be any inbetween though tbh.
Random idea I had for kobolds: Hoard of gold.It seems a bit more gamey than is usual for DF, but it's still a charming idea. I see one considerable obstacle, though: Even a friendly dragon can easily start a wildfire the moment something threatens it.
Massive building, when you build it its an empty room. You have reactions to add gold coins, jewelry, etc. Stolen stuff from other civs... after enough reactions, building upgrades, gets a tiny heap of gold/treasure in the center.
Do that a lot of times. Every time, the workshop shows more and more gold on the hoard. (Yes, I can do that with dfhack).
When you reach the maximum level of the hoard, you get to spawn a friendly dragon, attracted by the large amount of gold.
Random idea I had for kobolds: Hoard of gold.I like this, because it fits with the kobold aesthetic I think. Lots of looking for shinies right now, not as much to do with them yet, so this would round it out.
Massive building, when you build it its an empty room. You have reactions to add gold coins, jewelry, etc. Stolen stuff from other civs... after enough reactions, building upgrades, gets a tiny heap of gold/treasure in the center.
Do that a lot of times. Every time, the workshop shows more and more gold on the hoard. (Yes, I can do that with dfhack).
When you reach the maximum level of the hoard, you get to spawn a friendly dragon, attracted by the large amount of gold.
/\_./o__ __o\._/\
(/^/(_^^' '^^_)\^\)
_.(_.)_ _(._)._.
Random idea I had for kobolds: Hoard of gold.
Massive building, when you build it its an empty room. You have reactions to add gold coins, jewelry, etc. Stolen stuff from other civs... after enough reactions, building upgrades, gets a tiny heap of gold/treasure in the center.
Do that a lot of times. Every time, the workshop shows more and more gold on the hoard. (Yes, I can do that with dfhack).
When you reach the maximum level of the hoard, you get to spawn a friendly dragon, attracted by the large amount of gold.
Carpets.
I just worked 6 hours on carpets.
I'm sick of carpets.
220 lines of overrides, 20 reactions with 400 hotkeys, 20 buildings, an a lot of photoshop later, they work.
I dont see the problem in that. The fires, that is.I've never had a wildfire in my fort, but it's generally regarded as a bad thing (the wiki (http://dwarffortresswiki.org/index.php/DF2014:Fire) certainly thinks so) I seem to recall it being a significant eater of FPS.
Carpets.Now you just have to make it so we have access to every combination of internal and border colors. Should only take a little over 3 days. ;)
I just worked 6 hours on carpets.
I'm sick of carpets.
220 lines of overrides, 20 reactions with 400 hotkeys, 20 buildings, an a lot of photoshop later, they work.
But... cobalt metal isn't particularly dense, while wolfram is. I agree with the broader idea that it's great to use the minerals and other natural resourses already in the game.Hence the reason I love orcs so much. In metal-poor forts you had ironbone and bloodsteel which allowed you to stay completely aboveground if you so chose. My favourite orc fort was an unwalled collection of round buildings in 34.11. I had communal buildings and each noble had his or her own teepee/whatnot. Storage was done via burrowing. All of a sudden hoomens invaded, and everyone died (orcs and hoomans). Orcs beat the siege but the last survivor died from bloodloss. Fun days.
I think there are lots of opportunity for interesting materials better than iron but different than steel. Variations in Density, ductility vs. Brittle strength, shear vs tensile yield, not to mention using new industry branches for surface or metal-poor forts. But various tiers of all around super metals are meh.
The decision comes down to time efficiency.
If I work 20h making a human mode, and 50% of the players try it, because its easy to learn, familiar... is that better or worse than spending 100h on a Naga mode, using dfhack scripts that might become outdated, for a very foreign game experience, which only 25% of players try, because its harder to learn?
Although I have to admit, people did like the Warlocks/Necromancers in the old version...
(https://i.sli.mg/MrZZCT.png)ELVES GO HOME!
(https://drawception.com/pub/panels/2012/3-30/yk2LjYsFt5-6.png)(https://drawception.com/pub/panels/2013/2-1/G5nYwqK4hs-6.png)
I still say that elves are savage tribes of rainforest cannibals.I agree with you, but it's a lot harder to find art for adorable crying rainforest cannibal elves. :P
Personally I think creating a race of bee people would be great for hivemind cavern invaders. That being said I would be equally happy to see an insect type playable race.I ended up making hivemind wasps for 34.11 and it ended up flopping. theyre fully playable for 34.11 though if you want them.
(It's a shame you can't make different civs want specific types of clothing, or maybe you can?)sure you can.
Well, the succubus are all about the skirts, stockings and corsets, although I suppose dwarves would probably wear em if they had em. Dwarves will wear anything.Aaaaaaaaand the mental image will never go away now, thanks...
I know you can set what types of clothing a civ gets. Is this the same as how much clothing a dude needs before they feel fully-clothed? So like.. cannibal elves might only need a shift or a loincloth or whatever, because they don't have that taboo.Quote(It's a shame you can't make different civs want specific types of clothing, or maybe you can?)sure you can.
lighter makes things better at cuttingno
Is this the same as how much clothing a dude needs before they feel fully-clothed?no. they always need shirt, pants, shoes.
IIRC Volcanic has exactly twice the modulus and twice the strain@yield [relative to steel]; the way Toady defines his math, the two factors of "2" cancel out. So if you apply the same amount of stress that would cause the steel to fail, the volcanic will have deformed exactly the same amount (but not fail.)What? :o
IIRC Volcanic has exactly twice the modulus and twice the strain@yield [relative to steel]; the way Toady defines his math, the two factors of "2" cancel out. So if you apply the same amount of stress that would cause the steel to fail, the volcanic will have deformed exactly the same amount (but not fail.)What? :o
Since you doubled the good and doubled the bad, your end result is basically steel.
Could someone explain the appeal of the orcs to a Masterwork newcomer? How are they different from goblins? What's their modus operandi? Etc.
Thanks!
Lightsaber whips?
O.o
off topic a bit- Meph i think it would be neat if the flag icons in your WorldBicyclist site would be clickable and link to the corrosponding blog post.That would require actual blog posts for each country. I dont have those.
Just a few thoughts on the issue of gauno and FB/Titan civs.Everything you describe is not possible through modding ^^
Gauno:
Rather than making gauno an object like an egg or a pelt make it a potential floor tile for caves and caverns. Then have it so that you can gather it in the same way you do with sand.
I don't know if its worth processing it into fertalizer or just spreading it directly onto your crops.
Fun thought; if you make your farm n a gauno tile could it always be fertalized?
Titan/FB:
What if rather than multiple forgoten beasts rolling up ina seige you instead got 1-3 FB each with minnions or spawn wich may or may not be based on them. So an undead Husk FB assualting your caverns aided by a tribe of undead husk trogladites or a bronze collosus leading a bronze man seige of your fortress.
What happens if you turn off metallurgist in the GUI -- you really can't make any alloys, even brass, bronze or steel, right? (why would anyone ever do this? :P)Thanks for reminding me, I wanted to enable the button to put those back into the smelter.
Lightsaber whips?
O.o
Could someone explain the appeal of the orcs to a Masterwork newcomer? How are they different from goblins? What's their modus operandi? Etc.
Thanks!
My understanding is that orcs are significantly more honorable than their shorter cousins but had a "How the Mighty have Fallen" moment at the hands of the elves that made Orcish society as a whole more opportunistic and war-mongering. Like, if you look at Goblin ethics, it's pretty hard to imagine how their civilizations hold themselves together when any crime for any reason is considered "a personal matter". Orcs meanwhile, need a reason to kill someone- goblins fight and kill because they enjoy causing pain, orcs fight and kill because they depend on raiding to survive and just taking things without defeating the owner first is dishonorable and would make the orc no better than a kobold.
Orcs also have artisans, dreamwalkers/mages, gunpowder... both mayan/inca and japanese influences... a little bit of the Warhammer orcs in them...I was worried they were gratuitously grimdark killing machines, but they actually sound pretty cool. Thanks!
I just made myself sad by looking at the manual for the old mod. (wanted to start on a new manual) So much content I've to scrap. :'(Is for the best man. You said it yourself; Dwarf Mode had become a testing ground for every new feature, resulting in Dwarves having an insanely complicated amount of stuff. Don't get drawn into that again; focus on the core Dwarf - stone crafting (metal & gem), earthenware (pottery & dyes), a lesser amount of bone & leather crafting (relative to the other races), and engineering (traps, siege equipment, etc.).
Custom hiring for outsiders would be sweet. No more having thirty performers and no mercs/laborers would be dreamy.I would create them, not take the ones that visit. But I think what you want is already possible, just play Succubi. They convert their visitors. ;)
>tfw greenskins beating out the glorious human race in the pollYea kinda bumed out about that to. I was really hoping the necros would get some love but oh well.
Tis a sad kind of feel
And here I am, liking kobolds...>tfw greenskins beating out the glorious human race in the pollYea kinda bumed out about that to. I was really hoping the necros would get some love but oh well.
Tis a sad kind of feel
IMO I think Meph should do the races in an order decided by this list of priorities:So... I should do everything. Got it.
- The ones Meph wants to do. It's important to let the modder work on what interests them, as it prevents burn-out.
- DF's base races. Dwarves/Humans/Elves/Kobolds/Goblins are already part of DF, and will have a broad appeal. Get the basics down first.
- The niche/bizarre races, either in terms of concept or playstyle. These will appeal to less players and are potentially harder to mod.
So... I should do everything. Got it.The important thing to remember is to do everything in the right order :)
No, many modern computers only have a single core. My dedicated gaming PC is only single core. I do not own a single multi-core device (my parents own a dual core laptop though) and all of my stuff was bought in the last 10 years.
I sincerely doubt that. I can't even find single-core CPUs for sale. What's your CPU?
Curious. When the mod started, necromancers and orcs were the leading items, but now the necros are far behind... and humans are almost the most wanted.
Humans... I remember writing one or two workshops for them.Spoiler (click to show/hide)
Or 193, to be more precise.
Porting/updating that to the new mod might take a while.
Curious. When the mod started, necromancers and orcs were the leading items, but now the necros are far behind... and humans are almost the most wanted.
Humans... I remember writing one or two workshops for them.Spoiler (click to show/hide)
Or 193, to be more precise.
Porting/updating that to the new mod might take a while.
Thats whats in the mod already, in 34.11. Check the older version if you want to play exactly that.Curious. When the mod started, necromancers and orcs were the leading items, but now the necros are far behind... and humans are almost the most wanted.
Humans... I remember writing one or two workshops for them.Spoiler (click to show/hide)
Or 193, to be more precise.
Porting/updating that to the new mod might take a while.
:o wow. Looking forward to this.
Also maybe reminding people that this is something you do as much for yourself as anyone else, and they are not entitled to demand what they want if you are more interested in something else.I mean, I agree with this, but Meph is the one set up the poll. Not so much of a demand as an answer to a questionnaire. :)
Looking at the current poll, I will just say; tread lightly. More content for the Dwarves is all well and good, just don't fall into the same problem as old Masterwork where Dwarves get absolutely everything, to the point of being indecipherable. Case in point; advanced bone and leather crafting. Crafts & basic armor is fine, but giving those items the same level of enchantments as say Succubi & Orcs would be questionable.
On a similar note; the inclusion or exclusion of firearms. That subject really depends on the type of Dwarf (and to an extent, civilization) you want to portray; Warcraft/Warhammer style Dwaves with Flintlock & Steam technology, or more Tolkien-esque Dwarves where black powder is a rare & dangerous super weapon of evil. Speaking personally, I would much rather see the latter. Dwarves with guns is a legitimate genre, but one I don't feel fits with Dwarf Fortress.
p.s. my latest test Fortress had its' roads paved with carpets, which I find highly amusing :D
Can you add different population caps? Like for invaders, visitors like with the LNP?
Can you add different population caps? Like for invaders, visitors like with the LNP?
The LNP doesn't add any of those, those are all options from Dwarf Fortress.
Looking at the current poll, I will just say; tread lightly. More content for the Dwarves is all well and good, just don't fall into the same problem as old Masterwork where Dwarves get absolutely everything, to the point of being indecipherable. Case in point; advanced bone and leather crafting. Crafts & basic armor is fine, but giving those items the same level of enchantments as say Succubi & Orcs would be questionable.
Looking at the current poll, I will just say; tread lightly. More content for the Dwarves is all well and good, just don't fall into the same problem as old Masterwork where Dwarves get absolutely everything, to the point of being indecipherable. Case in point; advanced bone and leather crafting. Crafts & basic armor is fine, but giving those items the same level of enchantments as say Succubi & Orcs would be questionable.
You make me sad.
Seriously, I loved having dwarves have a bit of everything because 1) they weren't necessary for the dwarf play style, and 2) they could be used as ways to better acclimate to other races' main mechanics. In fact, I specifically taught myself to mod the old masterwork game (at least just slightly) just to give dwarves a bunch of workshops from the humans and warlocks. I would've given them gnome and succubus stuff too but the files containing them were undecipherable to me so I left them alone.
Overall, I think that giving dwarves more workshops doesn't make them unwieldy because dwarves only really rely on the same basic mechanics as in the base game, leaving all the additional stuff optional to running a dwarf fortress well.
How do you like the dwarves as they are now? (v.1.02)
Too many workshops and items.- 6 (9.5%)
Just right amount of workshop and items.- 21 (33.3%)
Should have more workshops and items.- 24 (38.1%)
Just more workshops.- 5 (7.9%)
Just more items.- 5 (7.9%)
Just less workshops.- 2 (3.2%)
Just less items.- 0 (0%)
Are custom reactions with mat specification still broken in 0.43.03?I'm not sure what you are asking. what are mat specifications?
Did Something happen to magic?Magic is still there, in the 34.11 (old) version, but I'm redoing the mod from scratch. Dwarves dont feel very magicy to most people, so they dont get any.
I remember having random fireballs appear all over the place and the constant dream of having a magic school, but was too lazy to actually start it.
But now it seems to have disappeared. What happend?
Did Something happen to magic?Magic is still there, in the 34.11 (old) version, but I'm redoing the mod from scratch. Dwarves dont feel very magicy to most people, so they dont get any.
I remember having random fireballs appear all over the place and the constant dream of having a magic school, but was too lazy to actually start it.
But now it seems to have disappeared. What happend?
Ehhh, dwarves feel plenty magicky, just not of the casting kind. Magic weapons and armor and crafts. Maybe some way to make magic engravings? Its all about the right word for your magic caster.
Dwarves - Enchanters or Runesmiths to make their magical crafts
Orcs - Shaman, IIRC this is already planned
Humans - Wizards, the jack of all trades of caster, dabbles in bits of everything
Succubus - Sorceress, since sorcery is often considered demonic or evil side, although its perhaps more calling on demons than being demons?
Naga - Sea-Witch? Siren?
Kobold - Witch Doctor? Bone Reader?
You just gotta find the right word and suddenly the caster makes sense.
I agree with you Cerevox. Maybe the succubi could have, instead of being a specific 'caster archetype', their natural magical powers grow, and perhaps through the consumption of many souls, and the use of some reagents, they could slowly tune themselves more and more into becoming like the HFS of the Circus. As they attune themselves more and more to the Circus they gain more powers and strength, but are even more susceptible to fits of rage and tantrums as they cram more and more soul-stuff into their corporeal form.
Just popping in to say that I am hella excited for the eventual 43.03 update. I've been playing the current version for awhile and the idea of all these cool races in addition to being able to build my own stuff sounds awesome.I have a working 43.03 version here with dfhack and therapist, but TWBT doesnt work yet... not sure if I should upload that tomorrow or not.
I have a working 43.03 version here with dfhack and therapist, but TWBT doesnt work yet... not sure if I should upload that tomorrow or not.
You still get them on stuff like butchering summoned creatures, but the vast majority of crashes seem to vanish without TWBT.I should have fixed that. I thought it was standardized-bones on historic figures.
Hey Meph, what sort of ideas do you have for the goblins?Mass production of low-quality gear, largish amount of kids, raiding/snatching units from other civs to work for you, summoning demons (goblin civs in vanilla worship demons or get demon lawmakers/monarchs), no steel, whips and scourges, bows and hooked arrows, poisons to some degree, wargs as mounts/pets, a troll-pen to farm trolls, different sub-types of trolls, a mercenary hiring workshop that lets you buy ogres, ettins, minotaurs, etc...
0 Acceptance -8
1 Adoration -1
2 Affection -2
10 Amusement -4
19 Arousal -8
25 Bliss -1
27 Caring -2
31 Contentment -8
36 Delight -1
49 Eagerness -4
51 Elation -2
53 Empathy -2
55 Enjoyment -8
62 Exhilaration -2
66 Fondness -8
67 Free -4
73 Glee -2
76 Gratitude -4
83 Happiness -2
86 Hope -2
96 Interest -8
100 Jolliness -4
101 Jovialty -2
102 Joy -1
103 Jubilation -1
108 Love -1
110 Lust -1
116 Nostalgia -8
117 Optimism -4
120 Patience -8
121 Passion -2
124 Pleasure -4
125 Pride -4
127 Rapture -1
129 Relief -2
132 Repentance -2
137 Satisfaction -8
150 Sympathy -8
151 Tenderness -2
154 Thrill -2
156 Triumph -2
161 Wonder -8
164 Zeal -4
169 Admiration -8
3 Agitation 4
4 Aggravation 4
5 Agony 1
6 Alarm 4
7 Alienation 8
11 Anger 2
13 Anguish 1
14 Annoyance 8
16 Anxiety 4
22 Aversion 4
24 Bitterness 2
26 Boredom 8
29 Confusion 8
30 Contempt 4
35 Dejection 4
39 Despair 1
40 Disappointment 8
41 Disgust 4
42 Disillusioned 8
43 Dislike 8
44 Dismay 2
45 Displeasure 8
46 Distress 2
52 Embarrassment 8
54 Emptiness 4
60 Exasperation 8
64 Fear 1
65 Ferocity 2
68 Fright 2
69 Frustration 8
74 Gloom 4
75 Glumness 8
78 Grief 2
80 Grouchiness 8
81 Grumpiness 8
82 Guilt 4
84 Hatred 2
87 Hopelessness 2
88 Horror 1
90 Humiliation 4
95 Insult 4
97 Irritation 8
98 Isolation 4
105 Loathing 2
106 Loneliness 4
112 Misery 1
113 Mortification 2
115 Nervousness 8
118 Outrage 2
119 Panic 1
126 Rage 1
128 Rejection 4
130 Regret 8
131 Remorse 4
133 Resentment 8
135 Righteous Indignation 8
136 Sadness 4
139 Self Pity 8
142 Shaken 1
143 Shame 4
144 Shock 1
149 Suspicion 8
153 Terror 1
157 Uneasiness 8
158 Unhappiness 4
159 Vengefulness 4
162 Worry 8
163 Wrath 1
168 Restless 8
8 Amazement 0(Edit: I might be mistaken, but I read the wiki again... it states the closer the number to 1 or -1 is, the more it affects stress... so... 0 affects it how? AWE would do a lot for stress relieve, or APATHY a lot for extra stress? I dont know)
9 Ambivalence 0
17 Apathy 0
20 Astonishment 0
23 Awe 0
79 Grim Satisfaction 0
141 Servile 0
modtools/reaction-trigger -reactionName SMOKE_PIPE_SWEET -command [ modtools/add-syndrome -syndrome "smoking a nice pipe of sweet galena tobacco" -target \\WORKER_ID ]
[REACTION:SMOKE_PIPE_SWEET]
[NAME:Smoke sweet galena pipeweed]
[REAGENT:pipeweed:1:PLANT_GROWTH:LEAVES:PLANT_MAT:SWEET_GALENA:LEAF][REACTION_CLASS:IS_LEAF]
[REAGENT:bag:1:NONE:NONE:NONE:NONE][CONTAINS:pipeweed][PRESERVE_REAGENT]
[REAGENT:churchwarden pipe:1:TOOL:ITEM_TOOL_PIPE:NONE:NONE][PRESERVE_REAGENT]
[BUILDING:KITCHEN:CUSTOM_CTRL_S]
[BUILDING:STILL:CUSTOM_CTRL_S]
[PLANT:SWEET_GALENA]
[NAME:sweet galena][NAME_PLURAL:sweet galena][ADJ:sweet galena]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[ITEM_REACTION_PRODUCT:BAG_ITEM:PLANT_GROWTH:LEAVES:LOCAL_PLANT_MAT:LEAF]
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:13][PICKED_COLOR:3:0:0][DEAD_PICKED_TILE:182]
[GROWDUR:500][VALUE:2]
[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]
[MATERIAL_VALUE:15]
[STOCKPILE_PLANT_GROWTH]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:sweet galena seed]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:smoking a nice pipe of sweet galena tobacco]
[SYN_AFFECTED_CREATURE:DWARF:ALL]
[SYN_AFFECTED_CREATURE:ORC:ALL]
[SYN_AFFECTED_CREATURE:HUMAN:ALL]
[SYN_AFFECTED_CREATURE:ELF:ALL]
[SYN_AFFECTED_CREATURE:SUCCUBUS:ALL]
[SYN_AFFECTED_CREATURE:GOBLIN:ALL]
[SYN_AFFECTED_CREATURE:KOBOLD:ALL]
[SYN_CONTACT]
[SYN_INHALED]
[SYN_INJECTED]
[SYN_INGESTED]
[CE_FEEL_EMOTION:EMOTION:DELIGHT:SEV:1000:PROB:100:START:0:PEAK:0:END:12000:DWF_STRETCH:4]
[SEED:sweet galena seed:sweet galena seeds:3:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN]
[WET][BIOME:NOT_FREEZING][DRY]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:green leaves]
[PREFSTRING:exquisite tobacco]
[PREFSTRING:sweet taste when smoked]
[SHRUB_TILE:'"']
[DEAD_SHRUB_TILE:'"']
[SHRUB_COLOR:3:0:0]
[DEAD_SHRUB_COLOR:6:0:0]
[GROWTH:LEAVES]
[GROWTH_NAME:sweet galena leaf:sweet galena leaves]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:LEAF]
[GROWTH_DENSITY:1000]
[GROWTH_PRINT:0:6:7:0:0:NONE]
You can also customize which emotion is associated with the thought with add-thought, which I updated to also allow for syndrome strings as well as thought enums.Which means... what exactly? I could make them feel "Humiliation", but force them to associate it with a positive thought?
Humans- 33 (30%)People voted for necromancers most, although I dont know exactly how I should do them now. A lot changed and I can completely redo them.
Goblins- 8 (7.3%)
Elves- 17 (15.5%)
Necromancers- 52 (47.3%)
I voted "Bad Idea." I fear that the sort of mod that wouldn't simply be included wholesale in Masterwork is the sort that would have its selling points obfuscated by the surrounding hustle and bustle.It depends on what it means to preview a mod. Things like First Landing or Trashworld are total conversions that you can't really do piecemeal whereas a player can go a while without even realizing that The Earth Strikes Back is active.
I mean adding a small part
I mean adding a small part
I think "preview" mods would be ignored by those players who are competent to configure mods on their own and frustrating to those players who are not because they'd find themselves unable to access the full content of the mod if they liked the preview. (Of course, it might encourage a sliver of the users to develop said competence, but unless education is your lifequest probably not enough to justify the labor.)
I think you could use your popularity as the big fish in the DF modding community to get community buy-in for an open source mod manager/launcher. If you maintain the whole thing on github, people would have the option of adding a module for their own mod to your launcher, putting their mod within two or three clicks of anyone running your launcher.
And honestly: do anyone think that Succubi will want to call or bring HFS?Maybe I'm overthinking this, but isnt this like trying to interpret a literary text while the author is sitting next to it; it would make more sense to ask the author than say "this is what the author meant".
And do Warlock will be able to controll their guests?
I doubt.
Maybe I'm overthinking this, but isnt this like trying to interpret a literary text while the author is sitting next to it; it would make more sense to ask the author than say "this is what the author meant".Authorial intent doesn't count for much in the world of hermeneutics, unfortunately. It is absolutely ordinary for critics to discount an author's own opinions about their world, particularly with regard to the moral quality of a character or civilization. One of the most interesting books out there imo (in the sense that it's interesting to me that it exists, not that it's my favorite book) is Kirill Eskov's The Last Ringbearer which is the tale of the War of the Ring told from the perspective of Mordor. Of course, Mordor considered from the perspective or Mordor is more benign than Mordor from Gandalf's perspective.
Human mode update is progressing nicely. I think I'll be done for the friday release.Will I finally get to live out my dream of being a human pistolero with flintlocks?
This thread provides Meph's human mode documentation. http://www.bay12forums.com/smf/index.php?topic=159106.0 (http://www.bay12forums.com/smf/index.php?topic=159106.0) We're promised "handcannons" via the Cannon Engineer shop, the highest level of the engineer's guild.Human mode update is progressing nicely. I think I'll be done for the friday release.Will I finally get to live out my dream of being a human pistolero with flintlocks?
Or well any muskets in particular
This thread provides Meph's human mode documentation. http://www.bay12forums.com/smf/index.php?topic=159106.0 (http://www.bay12forums.com/smf/index.php?topic=159106.0) We're promised "handcannons" via the Cannon Engineer shop, the highest level of the engineer's guild.
They also have flintlocks and muskets, just like the old human mode.
Question, do the humans have anything similar to other civs' combat castes in the release? it'd be a little odd if they didn't, though its obvious from what I saw elsewhere you were dissatisfied with how the Knights turned out in he legacy version.They have 5 secret castes (warrior, thief, barbarian, monk and cleric) that rarely arrive as migrants; and they have 5 military castes (guard, marksman, squire, knight and paladin) but I have not written a building to transform them into such yet. There is still lots of content I'd like to include to humans, but I feel like they are already fairly large as far as workshops go...
Could always have Legion analogues under the names of Watchmen, Siegemen, and Men-at-Arms (Armor, shield, blunts - ranged - armor, shield, edged weapons, respectively.)
So meph do we not get new shiny(dark and dangerous of course) necromancers and get instead the old grumpy rotting warlocks from before? ;DBecause the old ones cant be ported.
To date, I still prefer Ye Olde ☼Masterwork☼ because
- The classic libraries were effective and simple: grow and press some tubers for glue, use ink, pen and something to write on to make simple books for each library, quickly bringing up skills in all the areas – including personality traits. No more scrambling to keep migrants from mooding into Legendary Tanners. The new scrolls and scholars system might well be fantastic someday but, not yet.
- Morul’s Tavern had the podium and the speeches raised awareness and trait levels; my child duchess was noble.
- Pipeweed calmed tantruming-prone dorfs.
- The Guildhall wasn’t sexist.
- The Embassy gave more options (although, did Emigrate ever actually work??). Declaring War on the Elves should be every dwarf’s dream come true.
- Ferric Elves: a great seed idea.
- Magic. Maybe not dwarfy but the White Wizard was best for battling wandering necros. Took flippin’ forever to train one, though.
- War Beasts. Cool. Combat texts of Raptors with those spinning, kung-fu, eviscerating back kicks.
- The Apothecary was primed for ‘someday’ syndromes and diseases.
- Better use of the Blood God; why meditate and pray to all these wimpy wannabee deities when you can do blood sacrifice to Armok?
- Leather: so it was a coding pain and most players didn’t bother with it but studded, lamellar leather armor was lightweight and certainly good enough until invaders come with steel weapons. A dozen leatherwing bats were good for a large fort’s requirement.
- Frost Giants. Maybe Titans are a drop-in match but, bifrost. And a good storyline.
- Blast Furnaces: wood (and apples and plums and walnuts …) are everywhere in the new release. Energy/coke/charcoal USED to be the constraint on a metals industry and that’s the way it should be: magma as a game-changer. Wood is for the tree huggers, period. Except for making charcoal, of course, and a second Blast Furnace on the surface close to the Depot fixed that early problem.
- Runes. Way dwarfy.
- Easy mithril was there as a stop-gap when the invaders came unexpectedly early.
- My chemists never got the hang of making grenades or landmines but it was fun to watch them try. Exploding landmines from a trebuchet – just how dwarfy can one get?
- The Colosseum. Gotta have one. Most of the beasts were a waste of time but is there anything better to train against than a Bronze Colossus?
- Warpstone: less silly than Rock Ghosts, made for great turrets on the battlements.
Yeah, some of the best parts will be incorporated someday in a new release. But the cafeteria approach to Masterwork worked for me as it was: steampunk was silly so, I ignored it. Gollums were an interesting idea but more trouble than they were worth so, standard military (w/ a few select, trained warbeasts) was good enough.
Reborn is now clearly the only way forward with the newest vanilla DF and ‘greatest good for the greatest number’ and all that seems to mean lots of changes for non-dwarf races, OK, but I wonder how many others focus on DWARF fortress? I dabble w/ Hermit now and again and am glad to see it upgraded but Ye Olde ☼Masterwork☼ still has many advantages for some of us. Or maybe just me. :)
aimable catapultsthats still in. Steamengine will come back too.
Easy explanation: Most people play dwarves because its dwarf fortress, humans are the newest and people are excited about them, and necromancer are the last ones missing, so people vote for them in hopes to see a comeback.
Besides, 59 people voted. 995 people downvoted the current version. ;)
Also dfhack 43.-03 r1 is out so I guess we can start upgrading to this version.Already done... waiting for friday to release it. :)
Easy explanation: Most people play dwarves because its dwarf fortress, humans are the newest and people are excited about them, and necromancer are the last ones missing, so people vote for them in hopes to see a comeback.
I agree with the problem, though warlock was never really to my taste purely for aesthetic reasons. Would it be possible to make a slow migration button on the GUI? I just don't want my fort population to double simply because I built a dormitory. Not only is it immensely unrealistic, it leaves no time to revel in the fun of having your original seven. The alternative I've used the most has been a no migration, birth controlled fort. But it's just the other extreme.Easy explanation: Most people play dwarves because its dwarf fortress, humans are the newest and people are excited about them, and necromancer are the last ones missing, so people vote for them in hopes to see a comeback.
Old warlocks were always my favorite civ because they provided a mechanic none of the other races did - the ability to control my rate of growth. Unless I was facing an unusual amount of Fun, by 2-3 years in any fort I made would be at or nearing the pop limit, which is growing way to fast for my taste. Newly established outpost becomes the capital in 3 years? Really?
Some of that can be altered by modding wealth thresholds, but at least for my limited skills, significantly slowing down the influx of migrants was impossible. Warlocks provided a welcome solution to that problem which allowed me to develop & expand my fortress at a rate I could control. I liked a lot of other things about them, but this is far and away the feature that made them my favorite to play.
The only modding allowed re: migration is the population cap in the init file. You can either have no migrants, or regular.I agree with the problem, though warlock was never really to my taste purely for aesthetic reasons. Would it be possible to make a slow migration button on the GUI? I just don't want my fort population to double simply because I built a dormitory. Not only is it immensely unrealistic, it leaves no time to revel in the fun of having your original seven. The alternative I've used the most has been a no migration, birth controlled fort. But it's just the other extreme.Easy explanation: Most people play dwarves because its dwarf fortress, humans are the newest and people are excited about them, and necromancer are the last ones missing, so people vote for them in hopes to see a comeback.
Old warlocks were always my favorite civ because they provided a mechanic none of the other races did - the ability to control my rate of growth. Unless I was facing an unusual amount of Fun, by 2-3 years in any fort I made would be at or nearing the pop limit, which is growing way to fast for my taste. Newly established outpost becomes the capital in 3 years? Really?
Some of that can be altered by modding wealth thresholds, but at least for my limited skills, significantly slowing down the influx of migrants was impossible. Warlocks provided a welcome solution to that problem which allowed me to develop & expand my fortress at a rate I could control. I liked a lot of other things about them, but this is far and away the feature that made them my favorite to play.
Is there anything that could be done to scale back the value of all goods so that migrants will come slower for the same amount of real wealth? The size of migrant waves is in proportion to wealth, right?The only modding allowed re: migration is the population cap in the init file. You can either have no migrants, or regular.I agree with the problem, though warlock was never really to my taste purely for aesthetic reasons. Would it be possible to make a slow migration button on the GUI? I just don't want my fort population to double simply because I built a dormitory. Not only is it immensely unrealistic, it leaves no time to revel in the fun of having your original seven. The alternative I've used the most has been a no migration, birth controlled fort. But it's just the other extreme.Easy explanation: Most people play dwarves because its dwarf fortress, humans are the newest and people are excited about them, and necromancer are the last ones missing, so people vote for them in hopes to see a comeback.
Old warlocks were always my favorite civ because they provided a mechanic none of the other races did - the ability to control my rate of growth. Unless I was facing an unusual amount of Fun, by 2-3 years in any fort I made would be at or nearing the pop limit, which is growing way to fast for my taste. Newly established outpost becomes the capital in 3 years? Really?
Some of that can be altered by modding wealth thresholds, but at least for my limited skills, significantly slowing down the influx of migrants was impossible. Warlocks provided a welcome solution to that problem which allowed me to develop & expand my fortress at a rate I could control. I liked a lot of other things about them, but this is far and away the feature that made them my favorite to play.
The best you could do is reduce the value of all materials and items in the files. Some stuff is hardcoded, though.Great Quote of GizaIs there anything that could be done to scale back the value of all goods so that migrants will come slower for the same amount of real wealth? The size of migrant waves is in proportion to wealth, right?
If that's not going to work, would there be a way to poof away two thirds of every migrant wave or something? You could even group by families so you don't poof away half a family, or something?Great Quote of GizaThe best you could do is reduce the value of all materials and items in the files. Some stuff is hardcoded, though.
I'm averse to tiny changes to single civs, I'd rather make one big "kobold update" and work only on that for a week. Although I might face a little dilemma next friday: I did a lot of work on Naga, but its still more a concept and testing than anything I could release.Release an optional test version for them?
Could always roll a few minor updates together for a release along with that test version.
Kobolds need stuff to use thier totems for. I for one, am in favor of sling-grenadiers if it's possible. Or maybe totem helmets? Or using them in the totem pole if they aren't already? (Been ages since I played kobolds.)
Or possibly use them as offerings in a shrine for stuff? Like, x totems go in, y chance of success?
dagger is not a military skill, and no training whips exist... a training whip would still be the same as a whip. Its the same material. ;) I can add these two.
Me too, but today does not. If you set the military to "any melee weapon", they will never take a dagger. There is no profession for dagger-users, you will never see a dagger-bold, like you'd see a sword-bold. It simply does not exist in the code.Perhaps there should be something like a thief you can train?
Its only used for/by thieves that appear on your map.
Cannot add new professions or skills.
Meph, could you please make mod launcher for Linux? Or maybe make some kind of text file with settings to launch Masterwork on Linux?no, I cant.
Question, are several of the Megabeast Hermits still borked in how they work? I recall that the Ettin was not working and at least one or two others were kinda borked.If I knew which, I could say more ^^
nopeCannot add new professions or skills.
I don't know how modding works with DF, but can you reassign skills? Say mining because kobolds don't mine and is unused.
Do individual races have differing skill trees?
Obvious issue then is if mining is enabled, daggers might become OP for a few kobolds.
Alright, after some quick play, so far I have found that the Ogre, Giant, and Ettin are somewhat bugged, They will Mine with the copper, but not chop wood with the fungi training axe I gave them, and they will not construct buildings from my testWooden training axes no longer cut down trees for anyone. Though you might expect a giant to bludgeon a tree down with a training axe.
Alright, after some quick play, so far I have found that the Ogre, Giant, and Ettin are somewhat bugged, They will Mine with the copper, but not chop wood with the fungi training axe I gave them, and they will not construct buildings from my testWooden training axes no longer cut down trees for anyone. Though you might expect a giant to bludgeon a tree down with a training axe.
Here is a suggestion:
I saw you mentioning adding Skavens to MDF.
While it's all good and stuff, would be fun to mash them with my hammerers for the good of the empire, maybe you would consider something else entirely.
A tribal civilisation of animal men.
They are already in the game. They already can be part of the fort. They can have jobs, titles, positions. Not sure about pregnancy and children for non-fort races, so perhaps some smart choice of starting the original tribal race (some cat men perhaps? cats are smart, cat men are dwarf-sized).
They could attempt to "civilize" any captured beast men, with sole exception of birdmen (their pathfinding is broken; let's say lore wise, that bird man prefer freedom of the skies to the cages underground).
Now, you might not be thrilled by the idea of hamster man scurrying around your farms.
So perhaps picture this:Spoiler (click to show/hide)Spoiler (click to show/hide)
A massive, armor-clad elephant man warrior charging into battle, leading a group of rhino maceman:Spoiler (click to show/hide)
And somewhere there, Ajani Pride gathers:Spoiler (click to show/hide)Spoiler (click to show/hide)
Seriously now.
There is an awful lot of lore regarding all sorts of beast men in fantasy games and books for this to be a reasonable concept.
They could have their shamans, their traders, their emissaries even - maybe a tribal king to the Beast Men Alliance
I voted nagas but really I'd much rather gnomes.me too. id have something as close as possible to gnomes. unfortunately, gnomes are also the hardest to port over to 43.03, though :(
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.
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.considering how warhammer uses skaven i feel like a skaven race could easily be renamed a goblin race and vice versa
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.
Changelog:Thanks Meph.
- 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.
Here a list of the 500+ new creatures added in the updates 1.16 and 1.17:
FEAR THE NIGHT MOD
These are rare, high-end secrets and curses from world-gen. You only encounter them as megabeasts, or as wizards on top of their towers. You can learn their secrets too, if you defeat them.
- demon dog
- slasher
- brawler
- flaming zombie
- infernomancer
- summoner fiend
- lich fiend
- dark fiend
- inferno fiend
WIZARDS TOWER MOD
These are the summoned creatures from the wizards, which only appear in necromancer towers. You can learn their secrets. The creatures themselves may also appear in certain biomes, but are rare.
- leaf man
- hair man
- ink man
- flesh man
- beer man
- cheese man
- egg man
- gingerbread man
- milk man
- strawberry man
- syrup man
- spore man
- sweat man
- wax man
- wolfman
- pus man
ZM5s DRAGONSDOGMA
These are creatures from the game of DragonsDogma, most of them rather difficult enemies.
- garm
- gorecyclops
- cockatrice
- statue
- eliminator
- awakened one
- cave brute
- gazer
- saurian
- sulfur saurian
- geo saurian
- saurian sage
- pyre saurian
- feral goblin
- evil eye
- vile eye
- cursed dragon
ZM5s WARCRAFT
More creatures from the game of Warcraft.
- drowner
- strigoi
- mossrova
- treant
- flesh eater
- kvaldir
- mammoth
- shoveltusk
- skardyn
- meat pile
- sleipnir* (renamed from Nightmare, because a nightmare already exists in the mod)
- crystalline tender
- frost sprite
- grell
- withered
- cenarian
- bog beast
- fungal monster
- fungal horror
- tallstrider
- hawkstrider
- wyvern
- kodo
- puppet shambler
- infested shambler
- gilgoblin
- darkhound
- gold statue
ZM5s MEGABEASTS (DragonsDogma and Warcraft)
- magma giant
- goliath
- bronze dragon
- blue dragon
- giant cerberus
- duke of flies
- medusa
- mutant
- worg
- devilsaur
- arachnatid
- jormungar
- frostsaber
- saber worg
- scorpid
- silithid
- gronn
- magnaron
- observer
- jungle stalker
- allosaurus
- green dragon
- black dragon
ZM5s Undeads
- abomination
- plaguebearer
- ghoul
- geist
- meat golem
- nuckelavee
- wight
MASTERWORK ANIMALS
- sun vulture
- longhorn cow
- asp
- boa
- cobra
- giant sand antlion
- kodiak bear
- snow leopard
- caracal
- okapi
- serval
- honey bear
- wildebeest
- zebra
- maned wolf
- pony
- prairie dog
- anteater
- antelope
- buffalo
- muskrat
- otter
- pouched rat
- asp viper
- black caiman
- coral snake
- death adder
- gharial
- giant monitor
- night adder
- pit viper
- giant fly
- giant dragonfly
- giant hornet
- brontothere
- giant centipede
- giant elephant
- colossus elephant
- giant cougar
- 4-tusked mastodon
- moa
- smilodon
- giant snow leopard
- tarantula
- terror bird
- giant warthog
- giant white tiger
- dire wolf
- woolly mammoth
MASTERWORK CAVERN MONSTERS
- bronze statue
- animated armor
- cave firefly
- lava cancer
- emerald golem
- sapphire golem
- topaz golem
- black opal golem
- ruby golem
- diamond golem
- deep one
- glowfrog
- blood elemental
- beholder
- giant floater
- cave ghoul
- illithid
- lost adventurer
- red frog
- spear-nosed bat
- umber hulk
- mummy
- leaper
- nith
- blood spider
- cinder beast
- shadow beast
- sinister hierophant
- lesser skeleton
- greater skeleton
- feral bone mastiff
- gargantuan bone golem
- vaporous blood wraith
- transparent shylvic
- snaer hafwa
- dark sprite
- faenrae
- fire maiden
- dusk ogre
- beisswurm
- marbled angiswaerd
- cave bear
- corpse grub
- nith wisp
- giant blade spider
- merrows
- efreet
- giant blight bat
- retch fiend
- lanky grey lach
- giant wolf spider
- earthen construct
- armored warklin
- warklin mauler
- silverfish
- brown burrower
- cave troll
- basilisk
- cerberus
- cockatrice
- floating brain
- floating eye
- slime
- giant beetle
- giant roach
- giant ant
- mud snake
- cave crab
- lich
- rockwraith
- metalwraith
- facehugger
- blood beast
- drowspider
- giant drowspider
- drider
- small blob
- grand blob
- blob
MASTERWORK FANCIFUL MYTH CREATURES
- male dwarf with red eyes
- welkin
- Empath
- Ranger
- Barbarian
- Warrior Mage
- Moon Mage
- Cleric
- Paladin
- Bard
- Thief
- hand of Armok
- dryad
- gorgon
- djinn
- sphinx
- wight
- wraith
- lacerator
- bringer of mercy
- fat rat
- drunken gnome
- voice of Armok
- monolith
- horse spirit
- buffalo spirit
- bear spirit
- wolf spirit
- fox spirit
- tiger spirit
- cat spirit
- twisted horror
- eldritch horror
- tendrilled horror
- forsaken horror
- angel
MASTERWORK FISH
- largemouth bass
- smallmouth bass
- black sea bass
- striped bass
- bluegill
- bream
- catfish
- crappie
- walleye
- roach fish
- red-bellied piranha
- black piranha
- scup
- zebra loach
- mahseer
- chub
- dace
- barb
- gudgeon
- nase
- bleak
- bull trout
- dolly varden
- lobster
- shrimp
- crayfish
- conch
MASTERWORK FLIERS / BIRDS
- gargoyle
- giant gargoyle
- spirit raven
- night mare
- flying reindeer
- forest gryphon
- shadow creature
- ghoul raven
- ghoul crow
- firebird
- star shambler
- granite gargoyle
- black marble gargoyle
- crane
- crane hawk
- dodo
- bald eagle
- black eagle
- golden eagle
- steppe eagle
- tawny eagle
- flamingo
- gull
- heron
- common kestrel
- crested owl
- masked owl
- screech-owl
- roadrunner
- rock pigeon
- swan
MASTERWORK HFS / DEMONS
- greater spirit of fire
- obsidian colossus
- devilkin
- hellmare
- hell hound
- bebilith
- frost wraith
- harvester
MASTERWORK MEGABEASTS
- chromatic dragon
- frost wyrm
- wyvern
- balrog
- deep crow
- thunderbird
- dragon engine
- griffon
- cursed blacksmith
- night maiden
- centaur
- metal colossus
- sky dragon
- water dragon
- manticore
- phoenix
- behemoth
- giant blade spider queen
- gelv cyclops
- rock guardian
- forest giant
- mountain giant
- sky giant
- vile plague wraith
- winged black marble gargoyle
- lich
- quetzalcoatl
MASTERWORK MONSTERS
- blink dog
- blood goat
- dire lion
- faun
- gnoll
- goblin man
- jackalope
- killer rabbit
- lightning sheep
- lionman
- nightcloak
- rakshasa
- mephit
- dragon raptor
- burning skull
- frozen skull
- undead
- automaton
- drow
- rothe
- giant lizard
- living proof for miracles
- fully healed creature
- The Mountainking
- sacrifice to Armok
- mutating tissue
- guardian of armok
- balrog
- changeling
- shoggoth
- spirithunter
- white widow
- decoy
- necromorph
- faedog
- treant
- nymph
- barghest
- forest imp
- grave cat
- leprechaun
- brook troll
- lasse
- pegasus
- raptor
- xen
- anubite
- forest spider
- sandworm
- giant sandworm
- sauropod
- wind hound
- water sprite
- fire sprite
- sand sprite
- river sprite
- blood dryad
- deadwood dryad
- blood nyad
- sickly blightwater nyad
- frostweaver
- fendryad
- small boggle
- grey clay soldier
- storm aurochs
- grass eel
- bloodvine
- writhing maiden's tress
- wormwood vine
- morah vine
- inkhorne
- blood wolf
- bone wolf
- giant black leucro
- hulking black barghest
- grizzled red leucro
- silver leucro
- dusky scythewing moth
- glistening scythewing larva
- crag
- scaly seordmaor
- firecat
- bone mammoth
- frostweyr bear
- frost angiswaerd
- large lachmate
- glutinous lipopod
- carnivorous gelapod
- grave worm
- darvager
- shadoweaver
- shadow hound
- ichor rat
- forest geni
- blueclaw sand crab
- huge spider crab
- giant salt crab
- blight ogre
- nightstalker
- nightweaver
- nightreaver
- arbelog
- snowbeast
- velver
- treehopper toad
- heggarangi frog
- sand spider
- rock troll
- icy blue ghast
- sinuous ice adder
- trollkin
- small grendel
- sluagh
- swamp troll
- wood troll
- scavenger troll
- elemental
- holistic spawn* (Fear them)
MASTERWORK PETS
- hawk
- boozebelly goat
- mastiff
- genie
- pekyt
- giant pekyt
- frill lizard
- drake
- cave beetle
- cave tortoise
- scarecrow
- scarecrow man
- stone decoy
MASTERWORK VERMIN / DF VERMIN
- black widow
- green blood worm
- red sand leech
- black sand leech
- albino forest leech
- small red blood mite
- bog crawler
- garter snake
- butterfly
- fire ant
- army ant
- ladybug
- pillbug
- scarab
- yellowjacket
- hornet
- crow
- finch
- lark
- shrike
- sparrow
- swallow
- swift
- turtle dove
- frog
- bloodfly
- sailfin lizard
MASTERWORK/FEAR THE NIGHT WEREWOLVES
These are Xangis werebeasts from fear the night, somewhat modified. They are extremely hard to kill.
- werewolf
- werewolf
- werewolf
- werebear
- werebear
- werescorpion
- werescorpion
- werelizard
- werechameleon
MASTERWORK/FEAR THE NIGHT VAMPIRES
These are Xangis vampires from fear the night, somewhat modified. They are extremely hard to kill.
- vampire lord
- vampire lord
- vampire lord
- ancient vampire
Liches are high-end undead mages, like necromancers with some special powers.Will liches be intelligent undead or will they simply just be extremely powerful undead beings, itd be interesting if it was possible to become a lich
Angels are just fancyful creatures, they only exist in myths and legends.
Angels are just something youll just see written about and not seen?By Meph's description, yes. There are actual angels in vanilla DF anyway, though you only see them in adv mode.
I would like to say that the Masterwork Tile set is looking really great. I saw that you wanted some feedback for it but I haven't seen a place to download it and use it.I believe you can find it here: http://www.bay12forums.com/smf/index.php?topic=161047.0
Can anyone really tell me what this tyranid/zerg thing is suppose to be? I've not seen anything called either in the raws. As best I would guess were talking warhammer tyranids like this:http://warhammer40k.wikia.com/wiki/Tyranids (http://warhammer40k.wikia.com/wiki/Tyranids) or starcraft zergs.Not knowing the source material at all, I assumed it was some kind of hive mind. Basically no emotional problems (except for hating isolation) but a higher population and a much, much more labor-intensive economy. The playstyle twist is that one needs to get the fort virtually self-running (like a late-game dwarf fort) very early just to survive.
such groups may be good for seige/raids/invaders. I wonder if we can have invaders set up camps near edge of map, form camp buildings, the single female class character could produce new troops virtually instantaneous through "biomass?" which would include meat, bones, corpses, remains, wood?, plants?, fruit?, veggies?
A direct copy of the warhammer version or starcraft version would be extremely difficult. Caste system for X creature types. All new buildings for everything, all new armor for every caste (some castes would not be able to use gear from other castes, due to different body forms.
Maybe an insect swarm/species? it just seems so non-DF.
Can anyone really tell me what this tyranid/zerg thing is suppose to be? I've not seen anything called either in the raws. As best I would guess were talking warhammer tyranids like this:http://warhammer40k.wikia.com/wiki/Tyranids (http://warhammer40k.wikia.com/wiki/Tyranids) or starcraft zergs.Not knowing the source material at all, I assumed it was some kind of hive mind. Basically no emotional problems (except for hating isolation) but a higher population and a much, much more labor-intensive economy. The playstyle twist is that one needs to get the fort virtually self-running (like a late-game dwarf fort) very early just to survive.
such groups may be good for seige/raids/invaders. I wonder if we can have invaders set up camps near edge of map, form camp buildings, the single female class character could produce new troops virtually instantaneous through "biomass?" which would include meat, bones, corpses, remains, wood?, plants?, fruit?, veggies?
A direct copy of the warhammer version or starcraft version would be extremely difficult. Caste system for X creature types. All new buildings for everything, all new armor for every caste (some castes would not be able to use gear from other castes, due to different body forms.
Maybe an insect swarm/species? it just seems so non-DF.
Of course, Meph might have something entirely different in mind.
I don't believe that you can mod out farm plots, carpenters', kitchens, etc.I know for a fact that there is a DFhack script for removing vanilla workshops. Don't know the details, but apparently this can be done.
I don't believe that you can mod out farm plots, carpenters', kitchens, etc.I know for a fact that there is a DFhack script for removing vanilla workshops. Don't know the details, but apparently this can be done.
I think it only removes them from the fort-mode menu. It doesn't actually prevent worldgen sites from making them.I don't believe that you can mod out farm plots, carpenters', kitchens, etc.I know for a fact that there is a DFhack script for removing vanilla workshops. Don't know the details, but apparently this can be done.
Now you have peaked my interest... I'm going to investigate this a little more...
How about giving the Orcs' Textile Sweatshop (the Kobold labourer one) a subsection for making clothing sets sized to fit the different races you can release at the Ghetto Overseer? As it is it's very easy to end up with lots of naked goblins and kobolds running about. That's assuming you can't just simply extend the forge's fitting options to the tailor?
http://www.bay12forums.com/smf/index.php?topic=52988.0
I would like you to add the OldGenesis mod into Masterwork.
I sincerely doubt that raiding parties will be moddable in that way.
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.
all of that is civilization-level, nothing that can be made more granular to specific castes
stealth is already in fortress mode, it's how kobolds get around before they're detected, stuff that seems to show up in the middle of the map actually snuck there
all of that is civilization-level, nothing that can be made more granular to specific castes
stealth is already in fortress mode, it's how kobolds get around before they're detected, stuff that seems to show up in the middle of the map actually snuck there
Could it apply to citizens though? With Siegers not knowing of your furry assassins?
all of that is civilization-level, nothing that can be made more granular to specific castes
stealth is already in fortress mode, it's how kobolds get around before they're detected, stuff that seems to show up in the middle of the map actually snuck there
Could it apply to citizens though? With Siegers not knowing of your furry assassins?
IRC, it already does, uninjured kobolds that aren't hauling anything but moving around really slowly are probably sneaking because they saw a bird or something and got spooked. Invaders won't react to them until they're already fighting.
IIRC, it already does, uninjured kobolds that aren't hauling anything but moving around really slowly are probably sneaking because they saw a bird or something and got spooked. Invaders won't react to them until they're already fighting.