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Messages - jason0320

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1
Masterwork DF / Re: ☼Elves☼ - Discussion & Suggestions
« on: September 18, 2016, 02:47:36 am »
Some random ideas:
Amber might fit the nature theme of elves, since they are solid tree resin. Make them grow from workshop or something else.
And Elf as a surface-only race will not be able to reach the fun stuff. Maybe add some workshop that can dig a shaft to invite the clowns?

2
Masterwork DF / Re: Future of the mod
« on: May 06, 2016, 02:36:05 am »
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.

3
Masterwork DF / Re: Future of the mod
« on: May 05, 2016, 11:54:16 pm »
I came across some interesting new scripts that will improve fps and add more flavor: deteriorateclothes, deterioratecorpses and deterioratefood.
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.

4
Masterwork DF / Re: Update log - Current "what I'm doing"
« on: May 04, 2016, 08:50:04 am »
Should I just post design or with playable version?
Edit: Oops, double post.

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Masterwork DF / Re: Update log - Current "what I'm doing"
« on: May 04, 2016, 08:10:59 am »
Well I think the most problem making is that, lore-wise Elves live on trees and make everything out from trees, and those can't be implemented.
IIRC there was a playable Elf mod, Elves get wooden weapons/armors form reactions, but the tree-loving hippy ethic made it always a loyalty cascade when a fight broke out.

6
Masterwork DF / Re: Update log - Current "what I'm doing"
« on: May 04, 2016, 07:29:57 am »
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.
And I actually don't have any idea of Elves, I could only come up with some dnd-styled Elves, that will be bland and is not DF-lore friendly.
Edit: I almost finished the design of Illithids, I'll post it when it's done. Basically illithids are squid-face humanoids with mind power, e.g., stunning, paralyzing and brainwashing. They feed on brains and reproduce by implanting larvae into other humanoid races. They will be first implemented as invader race and if they are not too broken/weird to be excluded, they will be made playable as a civ.

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Masterwork DF / Re: Update log - Current "what I'm doing"
« on: May 04, 2016, 06:15:20 am »
Hello Fenix, how is Gnomes going? Will they be updated?

8
Masterwork DF / Re: Update log - Current "what I'm doing"
« on: May 04, 2016, 03:14:17 am »
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.

9
Masterwork DF / Re: Update log - Current "what I'm doing"
« on: May 04, 2016, 01:03:52 am »
BTW how is the Naga thing going?

10
Masterwork DF / Re: Update log - Current "what I'm doing"
« on: May 03, 2016, 10:35:19 pm »
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.
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 :)

11
Masterwork DF / Re: NEW! - Suggestions for 42.01
« on: December 22, 2015, 02:13:41 am »
Books/scrolls/instruments/goblets with interactions and dances/rituals will be fun.

12
Is this still going or not?

13
I've been busy on Hearthstone for a long while, so what's new here? Are there any new playable race? How is Goblins, Elves and Nagas going?

14
Hello? Is this going to be continued?

15
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: July 01, 2015, 10:23:27 am »
I think it depends on the materials, any tissue connections, stuff like that. Hair and feathers I think tends to allow things to pass through most of the time.
Thanks a lot! Time to make a incorporeal "ghost" invader for more fun. :D

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