Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - KingofstarrySkies

Pages: 1 ... 574 575 [576] 577 578 ... 589
8626
DF Modding / Re: Taking Modding Requests
« on: March 29, 2013, 12:46:15 pm »
No no no, its your first one. It would be PERFECT for my schemes to end ALL OF THE ELVES! MUWHAHAHAHAHAHAHAH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

8627
So, I don't really know if you take requests meph, but I was wondering...
Could you add more to ogres? I mean, I think it would be BITCHING AS FUCK to play as one, or something...
Also, what are your plans with adventure mode?

8628
DF Modding / Re: Taking Modding Requests
« on: March 29, 2013, 11:19:04 am »
I've always want a half-dragon to play as in either modes...
Because being a fucking dragon human that can transform into a full on dragon and back is BADASS AS FUCK!
I AM UNREASONABLY PUMPED TODAY! WOOOO

8629
Ive been playing a bit of adventure mod, as I love it to death cause it reminds me of DND, And I can safely say that it could use improving, however I have noticed no bugs. I just think it could be better. but its still fun.

8630
Am I the only one who gets a bunch of drinks and chips, puts on a podcast or soundtrack and then plays this mod for like ten hours?
Also, for me said drinks are root beer, and iced tea. I start with the tea, and when I get past the 5 hour mark, I start wit da beer of root.
Or do I just overplan my life?
I need an ice tea mod.....
MEPH.
ADD ICE TEA.
Jk.

8631
Hydra's where everywhere in a bloody cave. no really, its COVERED in blood.
Yeah, they all pretty much just started to rip my limbs off and bite at me until one bit me in the head.
Good thing I was a modded race that cases a massive nuclear explosion.
I came back.....
I forgot about my companions.
me: *sees body of friend*
me: "FUCK."

8632
One word:
Pwned.
Motha fucka.
In all reality, it could be that perhaps the gobbos were either a) terrorists or b) had some kind explosive. Don't quote me on that one though, I got no clue.

8633
My fort just took a huge hit, as the seven are down to four.
Dragon Raptors.
It started with the peasant. He was easy prey, and by the time my two orc military was there, he was dead. So, the two swordorcs fought, however only wounding the creatures. One of said soldiers was the clan leader...Her lover, the other soldier, died, so I tried to get her to retreat and get to a burrow...but it was too late. Just as she was about to get to the door, One bit into her neck, finishing her off... Course, a day later, one raptor died from wounds. But one is still lurking outside.
This is why I love this game.

8634
My orc clan leader/everything else just said that she put a ban on certain exports....
How can I check what exports?

8635
I jumped off a ramp in a cave and exploded.
Wh-wha?

8636
Shoot beams.
Of explosions.
0.0
>:I
Let the reign of terror begin.

8637
Wait...
So I can have an explosion sword?
Muwhahaha.
Let the explosions begin! >:I

8638
@KingofstarrySkies: Are you sure you didnt dream that? little elvish slave girls that are treated like dogs are definetly nothing I put into this mod.  ???

@Wilm0Chimp: Concubine children have no pet tag. They give birth to any normal dwarf caste.

Here is my idea for the guilds.


I will make a new workshop section called Guildhalls. Each guild will get one building, called the Guildhall. You can build a "Farmers Guildhall" for example. Dwarves can join guilds in these, as well as run special reactions that only affects guildmembers. In total I have 15 guilds. I would move all "blueprints" for related items into these guildhalls. That means you need a "Masons Guildhall" before you can build a stonecutter, rockforge and similar buildings. I havent decided on the price yet. I would like to use coins (buy a permit, buy a blueprint), but dont know about the balancing yet. You need metal for coins, so were do you get the coins for the smiths guild? I havent decided on that part yet.

Each guild will get a special pet, called "guildname sign". These will give small buffs to all guildmembers nearby. For example a "masons guild sign" will give all members of the masons guild a buff, possibly a small speed boost. But only in a close vicinity. This means you put up signs near your stone-using workshops, cluster your industry in one area, and hopefully will lead to a nice, distinct area in your fort. Empty "signs" can also be bought and transformed in the guildhall. Signs will also be spawned in the Guildhall, but cant be moved. This means your guildhall should stand in the center of your industry area.

Dwarves without a guild have very slow learning ability. Possibly extremely low, like 1% of vanilla df. Yes, I am serious. Upon joining a guild, the dwarf will transform into a "guild apprentice", getting 25% learnrates, and after being an apprentice for one year, will transform into a "guild journeyman", getting 75% learnrates. After another five years, will transform into a "guild master", getting 150% learnrates and some bonusses depending on guild type. The leveling system for the military, religious and magic guilds are most likely the same, just with different wording. Mages could learn a spell on each lvl-up, military automatically gains combat buffs...

Migrants would mostly arrive without a guild, but of course guildmembers will migrate as well.


The Merchants Guild - House Nish (Trade)
Governs the professions of organizer, record keeper, appraiser, pacifier, leader, negotiator, persuaders.
Higher social skills.
Lower physical attributes.
Higher mental attributes.


The Carpenters Guild - House Lolum (Wood)
Governs the professions of Bowyer, Carpenter, Woodcutter, Wood Crafter and Wood Worker
Get some bonus from wielding chopping axes.


The Masons Guild - House Lam (Stone)
Governs the professions of Building designer, Engraver, Mason, Stone Crafter, Miner and Stoneworker
Get some bonus from wielding picks.


The Animal Handlers Guild- House Fer (Beast)
Governs the professions of Ambusher, Animal Caretaker, Animal Trainer, Animal Dissecter, Trapper, Beekeeper and Ranger.
Higher recuperation, at peace with wildlife.


The Smiths Guild  - House Zuntir (Anvil)
Governs the professions of Furnace Operating, Armorsmith, Metal Crafter, Blacksmith, Weapon Smith, Metal Smith and Wood Burner.
Small fire resistance, higher strength.


The Jewelers Guild - House Istrath (Jewel)
Governs the professions of Glass Maker, Gem Cutter, Gem Setter and Jeweler.


The Crafters Guild - House Rigoth (Craft)
Governs the professions of Glazer, Potter, Bone Carver, Clothier, Tanner, Leather Worker, Spinner, Weaver and Craftdwarf.


The Fishworkers Guild - House Tatlosh (Fish)
Governs the professions of Fish Cleaner, Fish Dissector, Fisherdwarf and Fishery Worker.


The Farmers Guild - House Ber (Earth)
Governs the professions of Brewer, Butcher, Cheese Maker, Cook, Dyer, Grower, Milker, Miller, Thresher, Presser and Farmer.


The Doctors Guild - Houses Thunen (Life)
Governs the professions of Diagnose, Set bones, suturing, wound dressing and surgeon.
Allows members to heal mod-included diseases.
Immunity to diseases.
Higher empathy.


The Engineers Guild - House Olon (Gear)
Governs the professions of Mechanic, Pump Operator, Siege Engineer, Siege Operator and Engineer.
Get NoFear for operating siege engines without fleeing.
Only guild that can set up landmines and turrets.


The Apostles of Armok Chapter - House Rath (Temple)
Governs the profession of Strand Extractor. (which is used for "apostle of armok" in the mod)
Allows special effects when using magical temple reactions.
Allows members to exorcise possessed dwarves.
Allows members to exorcise undead, putting them to rest.


The Alchmists Guild - House Anzish (Alchemy)
Governs the professions of Wax Worker, Alchemy,  Soaper, Lye Maker, Potash Maker and Herbalist.
Not affected by negative sideeffects of certain reactions; No self-poisoning in the toxicist, no explosions in the chemist


The Mages Guild - House Larul (Sorcerer)
Governs the professions of Druid (magic nature) and allows to learn spells.
All magic buildings would require a member of this guild to run the reaction.
Only mages guild members can become sorcerers.
Sorcerers get a new spell each time they raise a level.


The Legion of the Dead - House Rash (Death)
Governs military skills
Subgroups: Melee or ranged.  (Order Libash - Axe, Order Arush - Bow)
Axe would just be a symbol for melee, the Bow a symbol for ranged. I wont do a group for each weapon skill, that would be way too much micromanagent.
Higher strength, endurance, agility, toughness.
Lower empathy, social awareness.
Higher healing rate, likes fighting.


Questions and things that concern me:

Should guildhalls also be used to create items?

For example special armor/weapons for legionnaires, or special picks in the masons guild, special reactions for apostles in the guildhall? I would have to move reactions from magic building, temples and such into the guildhalls, but on the other hand it makes perfectly clear which reactions can only be done by guildmembers. Otherwise I would simply mark the reactions in the buildings with an (*) behind the reaction name. "Transform into magmamancer (*)" "Exorcise a possessed dwarf (*)"

How bad/good would the micromanagement be?

On the one hand its less castes then now. Instead of 25 only 15, plus the 6 mage types would be merged in. One the other hand it might break some features, for example transforming a possessed dwarf into a guildmember will automatically cure him (since he is a different creature then). I can circumvent this by making him not transform, which is either a dead giveaway or will confuse people, because they assume the transformation is bugged. On the other hand you can finally control which dwarf is member of which caste, because you can assign dwarves to guilds yourself. :)

Should this change be optional?

I know, I know. Everyone will shout Yes. But this is a major change and completely changes the game balance. Its also great lore-wise for succession forts. Its also, and this is important to me, extremely difficult to do as an optional setting. Its 15 buildings, a lot of reactions, castes, sub-castes, skill learn rates, natural skills, items/materials that use itemsyndrome to apply buffs, the guild-sign "pets", the overhaul of the magic system, I most likely have to change how both possessions and cults work... wow. Again, on the other hand, people that wont like the guild system will be put off by it, because it is ideed a massive change for players.

Are the guild sections ok like I did them?

I put wood burning into the smiths section for example, because they still operate a furnace while doing so. Or the lye, soap, herbalist and potash making in the alchemy section, even if they are farming skills officially.

Since this thread fills up quite fast, you can also post suggestions and ideas about the guilds here.
Hmmm.
maybe I did.
Fuck.
also, quick question.
What inspired you to make this mod?

8639
I fought a demon.
after an epic battle, with my bros getting torn apart, I killed him.
Then I fought a wild boar.
He bit my sword hand off, and then mauled my face with his bitches. (They were all females)
I raged.
ALOT.

8640
DF Adventure Mode Discussion / Re: Draw your adventures
« on: March 22, 2013, 08:48:12 pm »
I heard rumor that the glitch occurs when they have the food they're trying to brew in their backpack.
Now I have thoughts of some unspeakably old piece of meat stewing smellily in the bottom of a filthy backpack.
Now im puking.
Your paying for the clean up.
that would be 9999999999999999999.
+1.

Pages: 1 ... 574 575 [576] 577 578 ... 589