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Messages - Grim Portent

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3151
DF Modding / Re: Norse Fortress Mod
« on: November 14, 2013, 07:22:28 pm »
We discussed that a few pages back, Dokalfar/Schwarzalfar are generally assumed to be dwarves by another name since they live underground are are meant to be swarthy as opposed to the Alfar being beautiful and elegant.

EDIT: I think I'll make Alfar a race of human sized ambushers who steal children. They'll have metal, eat animals and chop wood with impunity but I'll also make them run easily like kobolds, who in many ways they'll be replacing for the mods purposes. Trapavoid ambushers who steal kids will be quite hard to deal with but [FLEEQUICK] will make them run when they get resisted.

The Dvergar will be friendly by default and I'll make them have access to a variety of useful things, rare metals, special creatures and the like.

I might try to make Nair (undead from helheim) a proper race in addition to Draugr (who will be the necromancers).

3152
DF Modding / Re: Norse Fortress Mod
« on: November 14, 2013, 07:07:09 pm »
The elves used to kidnap humans so I can't see them being properly friendly. They were meant to be one of the old folktale things that made hunters disappear and travelers vanish.

Dwarves are a bit weird. In some tales I've read they were frankly evil, using trickery and murder to get their hands on gold and treasure. But they also made magical items for heros and gods, like Mjolnir and the fetter that held Fenrir.

3153
DF Modding / Re: Norse Fortress Mod
« on: November 14, 2013, 06:41:34 pm »
Right, I tested what happens when weight is reduced for jotunn weapons. They slaughter any norseman put against them, their size modifiers give them a huge advantage, so I'll shift their gear back to being huge and heavy. They'll usually outnumber the norsemen anyway so it should all balance out.

I may put anglo-saxons in since they'd fit in territory otherwise unused by the races but I'd rather avoid mixing too many things into spawning area conflicts. I also haven't decided which civs will be friendly at the start of world gen. Elves and jotunn will be babysnatchers, dwarves and fire + frost giants I was planning to make item thieves, but that would leave us with no trade partners other than the home civ, so I might make dwarves and frost giants be friendly by default.

3154
DF Modding / Re: Norse Fortress Mod
« on: November 14, 2013, 06:25:25 pm »
The wandering ones come in groups of 1-5, lure them into a cage trap and teach them to fight for you and they could be handy though, if only due to size they take a long while to bleed out so they distract smaller enemies for a while.

In arena tests jotunn weapons weigh so much that norsemen get about 7 actions before a jotunn gets even one. Understandably this tends to mean that by the time a jotunn can swing his weapon his legs have been cut to ribbons and he's well on the way to death, each hit can be devastating though if it hits an unarmoured bodypart, and most hits send people flying. Norsemen berserkers pretty much always win a one on one fight in my tests, so I may need to lower the weight of jotunn weapons.

3155
DF Modding / Re: Norse Fortress Mod
« on: November 14, 2013, 06:09:38 pm »
In order to avoid going insane I've taken a break from studying and the language and done some work on a basic jotnar civilisation. Jotunn are basically just giants with a few cosmetic changes for now, but there are three versions in the RAWs I've made.

Tribal ones which live in small underground groups like cave animal people, which have clubs and spears as weapons (huge weapons).

The wanderers which just meander like animals in caves and mountains, these can be tamed and trained for war, but have a really high pet value. They take 100 years to reach adulthood but they make great bodyguards for important people and double as prestigious pets. This is to represent a giant being taken in by humans.

The former two versions are intended to simulate trolls as they were in earlier folklore: giants in an antagonistic role. The last is meant to be the giants of jotunheim, a crude civilisation seeking to cast down both men and gods. They use giant clubs and axes, wear mail shirts and helmets.

All jotunn weapons are far too large for humans to use, but they can be melted down for a large amount of metal (if my knowledge of material stuff is correct). I intend to make giants a bit more bestial in time, probably just claws and some animal headed versions to save complexity but for now they'll do. I'll make the frost giants next, maybe a bit smaller and with some kind of numbing and impairing breath to imitate cold, then fire giants with the obvious immolation and fire breath.

3156
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: November 14, 2013, 04:46:48 pm »
Is it possible to limit a raise dead interaction to only affect a specific creature/caste?

3157
DF Adventure Mode Discussion / Re: Adventurer King?
« on: November 14, 2013, 01:25:41 pm »
You could bodyswap with the king then go adventuring.

3158
Succession games are great fun and good for narrative since so much can happen under each different players turn. My personal favorites are forts subjected to great dangers, undead, necromancers, lots of enemies and evil weather are always good.

If you do start up a game I might be up for a turn, depending on the fort location and it's perils.

3159
DF Community Games & Stories / Re: Bridgedstreams: Human Fortress
« on: November 13, 2013, 06:17:26 pm »
True, and Proto's computer troubles may prevent save uploading so I guess we'd better revert. I might as well take down the poll then. Feel free to get started whenever you want Splint.

3160
DF Community Games & Stories / Re: Bridgedstreams: Human Fortress
« on: November 13, 2013, 05:57:22 pm »
Next person up is splint (again), I'm not sure if we should go back to the end of highmaxs turn or ask splint to finish the rest of your turn Proto.

I'll put it up to a vote I guess.

3161
Blowguns are actually pretty nasty weapons, there's a typo or something in the RAWs that makes them shoot 10x higher velocity than bows and crossbows as I recall. The lack of ammo is the real problem.

3162
DF Dwarf Mode Discussion / Re: Playing as surface races
« on: November 12, 2013, 10:50:59 pm »
I pretty much only play as humans these days. Even have a succession game running using humans.

I'm currently doing some modding to make a norse themed race to play, most of the basic stuff is done, but the language is slow work.

I tend to build around a central building that serves as a meeting hall, dining room and dormitory for the homeless. I like to have some good soldiers to throw into the fray when enemies arrive but I do scatter some cage traps around to catch animals.

3163
I like the picture Lisard, it is indeed studded with baldness.  :D

If the caverns are open we could start chopping down cavern wood to make charcoal to process our ores so we can improve our fort a bit more, it's dangerous for the woodcutters and haulers but it would be useful. Lava, while fun, is a bit of a risky thing to get, and even when you do get it you also wind up with crundle swarms running up and down your multi-cavern stairways.

3164
DF Modding / Re: Change the barrel capacity
« on: November 11, 2013, 07:37:18 pm »
I think barrels and pots are currently hardcoded. If they are then they're pretty much beyond modding.

3165
DF Community Games & Stories / Re: Bridgedstreams: Human Fortress
« on: November 11, 2013, 05:23:59 pm »
Yes you can get an extension. But do make sure not to take more than 2 days.

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