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Messages - Roboson

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2686
DF Modding / Re: Community-Driven Mod Ideas for a Pokemon Mod Reboot?
« on: April 20, 2016, 09:32:45 am »
Well I don't necessarily mean the pokemon are evil, I just meant the tags could be used to put ghost Pokemon in haunted areas.

2687
DF Modding / Re: Community-Driven Mod Ideas for a Pokemon Mod Reboot?
« on: April 19, 2016, 11:55:46 pm »
Great job cranking those out so fast. Quite impressive.

One thing that just occurred to me is that with the upcoming fairy type Pokemon and the later dark/ghost type Pokemon, you could make good use of the [EVIL] and [GOOD] tokens.

Edit: Also what was the conclusion on how to handle Pokemon and humans? Is the game set up so humans exist and capture Pokemon with cage traps?

2688
DF Modding / Re: What mods would you want to see made?
« on: April 19, 2016, 04:11:45 pm »
I am a decent modder and a novice pixel artist, but I've never played the stow fortress mod. I could throw in some help if people wanted to make a general DnD mod or something.

2689
DF Modding / Re: Pik-Pik Fortress Version 1.1
« on: April 19, 2016, 09:34:21 am »
Is anyone interested in a revival of the pikmin mod? Now that pikmin 3 is out, there's a lot more creatures and stuff.

2690
So when I get a pm is when I join?

Yeah, Silcougar will let you know. It'll probably be near the next update.

2691
@Roboson: As Master of Mystics, you are only second to the Greater Khan in matters relating to Godi and Magicians. That being said, the spiritual and magical folk often have very strong ideas on how they lead their lives, so tamper with scrutiny and care. Overall, though, I can't really say for sure until I know exactly what you plan to do.

I meant lore wise, not IC wise. Like there's no discussion of the heirarchy or structure of the seers and godi. Like are there godi which specialize in specific gods? Are there godi that rank above others? How is it all set up?

2692
I like how everyone around me is panicking about this spirit possession deal going on, and my guy has no fucking clue that he's about to in all probability get smashed.
it's okay your job is basically just to punch things harder than everyone else anyway

Spirit possession you say? I wonder if we have an expert you could call about that  :P

2693
Question: how much say do I have on the organization of godi? Like the structure and hierarchy of the religious organization?

2694
DF Modding / Re: Community-Driven Mod Ideas for a Pokemon Mod Reboot?
« on: April 18, 2016, 02:01:52 pm »
There may be a way to do it. If you give the Pokemon [PET_EXOTIC], and the wagon puller tag, then only civilizations who come in contact with it often will use it. There's also an entity token that elves have that allow them to use exotic creatures without the limitations, but I can't remember what that is off the top of my head.

2695
DF Modding / Re: Community-Driven Mod Ideas for a Pokemon Mod Reboot?
« on: April 18, 2016, 10:18:29 am »
Don't get me wrong, there are plenty of pokemon who could pull wagons. It just seems like there are pokemon who line up better as wagon pullers than others.

2696
DF Modding / Re: Community-Driven Mod Ideas for a Pokemon Mod Reboot?
« on: April 17, 2016, 11:49:06 pm »
Just my 2 cents on that list ya got there.
Spoiler (click to show/hide)

Feel free to ignore the above stuff. I went through the list and I'm really confused about the wagon pulling and vermin hunting designations.

There are some pokemon labeled as wagon pulling that have no business pulling wagons. Either they aren't physically up for it, or it really doesn't fit the personality of the pokemon.  The same can be said about vermin hunters. For example, Skarmory (the giant metal bird pokemon) shouldn't be pulling wagons. And Absol (the pokemon who predicts natural disasters) doesn't seem like the kind to hunt vermin.

It may be better to create a class of common domestic pokemon so that these pokemon, who wouldn't do these things, wont have to. That way there would be the standard wagon pullers (tauros, rapidas, piloswine, camerupt) who it makes sense for them to be pulling wagons, that would always be available. Then you could add ones like golem and tropius who make some sense pulling wagons as special regional options, but you don't have to have Skarmory or Slaking pulling wagons because there's just no better option in that region.

The same arguement for vermin hunters.

2697
Moreau laughs. Ha! Both you and I know that cannot and won't happen. Our people have come too far and sacrificed too much to return to a homeland that is being ravaged by a cruel enemy. If we have found a new enemy in you then so be it! We will not leave. I will not leave. We will spread across this land and by the sheer strength and number of our footfalls, we will make it welcome us or we will trample it beneath us. The Invici will be blight or boon Bladis Flame-Father, you shall decide which. Moreau stared deep into the eyes of the dying man, his piercing blue eyes were so cold and hard that it seemed to the onlooking Godi that Moreau was looking straight through the man and into the eyes of the god. This man will not die. If he does, then our roles are decided. Moreau motioned for a healer to tend to the dying man and continued staring deep into his dying eyes, waiting for a response from the deity.

2698
DF Modding / Re: What mods would you want to see made?
« on: April 16, 2016, 09:28:26 am »
I would like to see a mod where you don't just control one species, such as dwarves, but rather a "medieval fantasy town" with dwarves, humans, elves, gnomes etc all living together. Preferably in a way that different species can get married, but can only have children with people of their own race.

I'm sorry to say that that isn't possible with the way DF is set up. You can make a Civ with castes for the different races (like human elf and dwarf), but anyone can marry and have children with anyone else. Furthermore, their child will be randomly determined and not based on the parents. So two dwarves could have an elf baby. At this point in time, there is nothing modders can do to change that because its hardcoded into the game.

2699
Moreau looks upon the emissary of the foreign god. Tell me strange messenger, tell me of this local god. We are guests in his land and mean no offense nor burden. I have been searching for the gods of this land, and am glad to have heard from one. We will leave. This is certain. If it pleases you, tell me of your god. And if you so desire our speedy departure, please, enlighten me as to which direction we should head.

2700

CLAN (CAMPED)
|CLAN RING|


Moreau Wildwalker focuses on contacting the disparate gods... but makes little progress. Their presence can be felt, but ever so slightly. If this is a test, the conditions remain unclear. Your meditation is broken when a godi is alarmed by a foreign presence.

A man, face thick with ash, dagger in hand, walks slowly towards the circle. "Stop!" a godi commands, "This is sacred ground, meant for seers alone!" This does nothing to sway the ashen faced man, who continues his lumbering approach...


Moreau stands and speaks to the man. So you've come at last. You've lost everything and now here you are to take from others. Tell me your name so that I may write of you as an example to others. Moreau pauses for a second to look at the man. Killing me won't bring back what you've lost. It won't let you build a new life either. What you hold in your hand is the way of the Empire. To use that dagger means to become the Empire. To bring shame to all you have lost, and all we have lost.  Tell me brother, why do I see an assasin when I should see an Invici? 

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