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Messages - Bishop36

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1
DF Modding / Re: Caste only noble positions?
« on: June 02, 2014, 05:49:54 pm »
I haven't played your mod since it was just Dwarves, Orcs, and Kobolds. Are the races consistent in each module or do they all live in their own worlds?

Also did you get my PM?

2
DF Modding / Re: Caste only noble positions?
« on: June 02, 2014, 05:37:16 pm »
How does the DF community stand on Drow, are they still vile elves or are they viewed as their hippy kin's betters?

3
DF Modding / Re: Caste only noble positions?
« on: June 02, 2014, 05:31:53 pm »
These Drow have actually left the Underdark and are chaotic neutral, although they can be quite benevolent or malevolent depending on what religions and buildings you choose to include in your metropolis. There will even be an evil Drow that raids you and follow Lolth. They have also learned much from their deep gnome allies in the way of mechanical innovation.

Actually I am still not sure if I am going to add them as a civ or just have groups of soldiers and driders patrol the lower cavern layers, although I am pretty sure you can't make animal spawns use crossbows or armor.

4
DF Modding / Re: Caste only noble positions?
« on: June 02, 2014, 05:20:17 pm »
My ideas for magic involve creating a phylactery that is bound with your soul and an elemental gem (from a magic industry that makes many other things) in the reaction to change the caste to an elemental mage. The lower ranked mages will drop this phylactery on death and can be raised as an elemental in another reaction from some kind of base pet. To get to the second rank you need an elemental dragons heart along with other regents and to become an arch-mage of en element you need a second rank mage to combine his phylactery with that of a slain comrade of second rank.

The religion will be quite different, where you train an acolyte (who can do other duties) who prays for guidance and has a small chance to become the prophet of a religion. They can then build temples and train priests of that religion as well as all the unique goodies his path offers.

The prophets and arch-mages will be very powerful and unique for each element or religion.

As for the science they are pretty mundane except they can do a pretty standard caste change to semi-mechanical, full mechanical workers, or full mechanical combat types.

One of the features will be the unique caste reactions will also drop items that are building requirements for special workshops (temples ect)

There will also be a merchant class that gets shop licenses and a librarian.

I forgot to add the one thing I am really not sure of, I want the arch-mages to be able to be revived, hopefully in their previous form, from their dropped phylactery.

I know this may be a bad explanation but if any of this sounds unrealistic could you please let me know?

5
DF Modding / Re: Caste only noble positions?
« on: June 02, 2014, 05:07:23 pm »
I know a bit about how to implement magic with DFhack as well as renaming some skills to go along with such things but I was hoping it was something I could pick up along the way hehe. I have worked mostly in c++ and Actionscript, I am not sure how well those skills will translate into this task however.

6
DF Modding / Re: Caste only noble positions?
« on: June 02, 2014, 04:26:05 pm »
Thanks a lot! I have been studying the raws for years but some of my ambitions will definitely require a lot more learning.

7
DF Modding / Re: Caste only noble positions?
« on: June 02, 2014, 04:12:08 pm »
Thanks again, I think that will do just fine.

8
DF Modding / Re: Caste only noble positions?
« on: June 02, 2014, 04:08:06 pm »
That's a real shame since a lot of my mod will be about training Drow into their castes in various types of schools. On that note I have remembered another question: Is it possible to make a caste only show up from a reaction. As an example say every Drow that shows up from migration (and I suppose unavoidably in the world) would be of a base caste with no chance of being spawned as the caste I want them to need a reaction for?


(Oooh wow Masterwork has come a long way. It looks amazing.)

9
DF Modding / Re: Caste only noble positions?
« on: June 02, 2014, 03:39:35 pm »
That is exactly it thank you so much.

10
DF Modding / Re: Caste only noble positions?
« on: June 02, 2014, 03:30:20 pm »
Here are the Drow, I am not happy with some of them also many need to be added.

http://dffd.wimbli.com/file.php?id=8607

I forgot to mention the mod will have fully working shops and a unique magic school as well as temples to various gods and an in depth  chemistry, magical alchemy, and apothecary system needing realistic materials.


The coloured jump-suits are: Dark red= Commoners, Light red= Hard Labor, Blue= Skilled Labor, Brown= Farm Labor, Orange= Middle Class

11
DF Modding / Caste only noble positions?
« on: June 02, 2014, 03:21:54 pm »
Hello everyone, I am undertaking a massive modding project involving Drow elves with multiple paths to power including science, magic, or faith. However I have taken quite a long break from modding in anticipation of the new release and have forgotten some basic principles that I couldn't find with an extensive search.

I was wondering if it was possible to create a noble position that requires a certain caste? Also if I could come back here with questions I can't resolve since I am working full bore on the mod again and am sure to run into a few?

In return I will share my custom Drow graphics (just kidding I would do that anyways) and will hold your modding knowledge in high esteem!

12
DF Modding / Re: Caste and an Object
« on: March 17, 2014, 04:34:14 am »
Thank you very much.

13
DF Modding / Caste and an Object
« on: March 16, 2014, 02:30:35 pm »
Hello community, I was wondering if it is possible to have a workshop reaction that changes a civ members caste as well as create an object?

14
DF Modding / Re: WHARF FORTRESS / WORF FORTRESS
« on: October 10, 2013, 06:39:52 pm »
I love the wharf fortress idea. There could be special workshops you put by the beach (for flavor not sure if you can make it needed) that can bring back food and loot from raiding missions at sea.

15
DF Gameplay Questions / Re: Mac issues.
« on: May 22, 2012, 02:43:10 pm »
I just installed x11 and it worked. Thanks again!

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