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Author Topic: The Wee Folk Mod! (44.xx)  (Read 6192 times)

Asin

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The Wee Folk Mod! (44.xx)
« on: November 25, 2017, 10:29:40 pm »

The Wee Folk Mod!

The poll winning mod is here!

Races:

Shrubland Gnomes: A fortress dwelling people known for their lack of self control, love of exploration and family, and having the nails on their pinky toe of their left foot be extra long, for some reason only these guys know. Playable. Will eventually have major differences for Fortress Mode.

Halflings: Calm little guys who tend to live in one tiny hamlet. These guys don't often make many other sites, as they'd prefer to be left alone as their own independent, albeit tiny, nation. Too bad the elves and goblins don't seem to agree...

Shadow Gnomes: Gray skinned gnomes with blue hair that have a fondness for daggers and being sneaky. The perfect rogues.

Tomtenisser: A race of easily angered beings who were once farm spirits that dwell in the tundras. They are incredibly strong and tough, capable of holding their own in a fight. Their bites are venomous and they wield sickles, meat tenderizers, broken handles and special swords called svärds exclusively.

Redcaps: A race of red headed angry gnomes who do just about everything in the book when it comes to evil. Playable. Will eventually have major differences for Fortress Mode, just like the Shrubland Gnomes.

Future Races:

Duhindu (gnome like creatures from myths of the Moskito people in Central America)
Boggarts (The english folklore kind, not the Harry Potter kind)
Menehune (Hawaiian Dwarves)

Download here: http://dffd.bay12games.com/file.php?id=13226
« Last Edit: June 24, 2018, 12:38:37 am by Asin »
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MottledPetrel

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Re: The Wee Folk Mod! (44.02)
« Reply #1 on: November 26, 2017, 07:20:22 pm »

Is this going to be an ongoing mod with more short races added later? I like it so far, but I could definitely go for some more wee folk.
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Got any spare, broken (or actually working) RAWs? Come drop them off at Modded Hell and we'll try to patch them in poorly with all the other eclectic mods we have. After all, confliction is what we do best.

My Mods: Fungus Expansion

Asin

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Re: The Wee Folk Mod! (44.02)
« Reply #2 on: November 26, 2017, 08:27:39 pm »

Is this going to be an ongoing mod with more short races added later? I like it so far, but I could definitely go for some more wee folk.

Indeed. I'm figuring out ideas for more of these guys. Got any?

squamous

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Re: The Wee Folk Mod! (44.02)
« Reply #3 on: November 27, 2017, 07:40:40 am »

Is this going to be an ongoing mod with more short races added later? I like it so far, but I could definitely go for some more wee folk.

Indeed. I'm figuring out ideas for more of these guys. Got any?
Redcaps
Brownies
Ballybogs
Leprechauns
Pixies
Domovoi

Probably more but I forget them.
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Asin

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Re: The Wee Folk Mod! (44.02)
« Reply #4 on: November 27, 2017, 08:05:02 am »

Is this going to be an ongoing mod with more short races added later? I like it so far, but I could definitely go for some more wee folk.

Indeed. I'm figuring out ideas for more of these guys. Got any?
Redcaps
Brownies
Ballybogs
Leprechauns
Pixies
Domovoi

Probably more but I forget them.

If I remember right, pixies are already in DF.
Hmm... Brownies and Domovoi...
Those would be the most interesting, considering that they're household spirits, known to do chores and the like as long as you keep them happy.

pikachu17

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Re: The Wee Folk Mod! (44.02)
« Reply #5 on: November 27, 2017, 05:10:24 pm »

Make brownies intelligent pets with medium to high skills in everything, but they have volatile personality traits so you have to work to keep them happy.

Asin

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Re: The Wee Folk Mod! (44.02)
« Reply #6 on: November 27, 2017, 05:36:32 pm »

Volatile? Any examples on how I can make them volatile?

pikachu17

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Re: The Wee Folk Mod! (44.02)
« Reply #7 on: November 27, 2017, 05:43:26 pm »

Change their personality values so they are extremely greedy, want to pray a lot, want to talk to friends, ETC.

PlumpHelmetMan

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Re: The Wee Folk Mod! (44.02)
« Reply #8 on: November 27, 2017, 09:27:51 pm »

It would also be interesting if they could somehow rebel against their masters if you mistreat them.

Also I've noticed halflings usually seem to die off early in worldgen for me. Not a huge surprise considering their low civ cap. :P
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It's actually pretty terrifying to think about having all of your fat melt off into grease because you started sweating too much.

Asin

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Re: The Wee Folk Mod! (44.02)
« Reply #9 on: November 27, 2017, 09:40:35 pm »

It would also be interesting if they could somehow rebel against their masters if you mistreat them.

That sounds a bit like that one plump helmet man mod by... IndigoFenix, I think?

Also I've noticed halflings usually seem to die off early in worldgen for me. Not a huge surprise considering their low civ cap. :P

I noticed that too. Low civ cap... I should really check my raws.
« Last Edit: November 27, 2017, 10:36:52 pm by Asin »
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MottledPetrel

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Re: The Wee Folk Mod! (44.02)
« Reply #10 on: November 28, 2017, 06:29:44 am »

The difference would be that instead of just having livestock that rebel we would have useful citizens that rebel. So if you had your master weapon smith rebel instead of just some peasant you would have to make the decision to either save him or just kill him to prevent further damage. I personally think that a decision like that would be rather interesting.
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Got any spare, broken (or actually working) RAWs? Come drop them off at Modded Hell and we'll try to patch them in poorly with all the other eclectic mods we have. After all, confliction is what we do best.

My Mods: Fungus Expansion

Asin

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Re: The Wee Folk Mod! (44.02)
« Reply #11 on: November 28, 2017, 07:20:13 am »

Hmm... I might see what I can do.

Asin

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Re: The Wee Folk Mod! (44.02)
« Reply #12 on: November 28, 2017, 02:14:41 pm »

Okay, so brownies as intelligent pets that can work for you/rebel is to possibly be a thing...

What about the other choice from the poll that isn't the "other" option, the Tomtenisse?
« Last Edit: December 17, 2017, 12:34:14 am by Asin »
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MottledPetrel

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Re: The Wee Folk Mod! (44.02)
« Reply #13 on: November 28, 2017, 03:57:37 pm »

Hmm, my 10 seconds of research found that they are often associated with winter. So maybe we could make them a civ that only is active during the winter? Maybe give them ice magic or animated snow creatures or something?
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Got any spare, broken (or actually working) RAWs? Come drop them off at Modded Hell and we'll try to patch them in poorly with all the other eclectic mods we have. After all, confliction is what we do best.

My Mods: Fungus Expansion

Asin

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Re: The Wee Folk Mod! (44.02)
« Reply #14 on: November 28, 2017, 04:14:18 pm »

Hmm, my 10 seconds of research found that they are often associated with winter. So maybe we could make them a civ that only is active during the winter? Maybe give them ice magic or animated snow creatures or something?

Maybe you should do a bit more research, my friend.
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