Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3] 4 5 ... 7

Author Topic: {0.4} The Wee Folk Mod! (44.xx)  (Read 36581 times)

IndigoFenix

  • Bay Watcher
  • All things die, but nothing dies forever.
    • View Profile
    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Re: The Wee Folk Mod! (44.02)
« Reply #30 on: December 21, 2017, 01:43:06 pm »

I think if you make a custom reaction that produces iron from nothing, they should use it.

But it might not be so important; they are known for iron weapons but that doesn't mean they can't have lesser metals as well.

Asin

  • Bay Watcher
  • A short and sturdy creature fond of modding.
    • View Profile
Re: The Wee Folk Mod! (44.02)
« Reply #31 on: December 21, 2017, 02:04:49 pm »

I think if you make a custom reaction that produces iron from nothing, they should use it.

But it might not be so important; they are known for iron weapons but that doesn't mean they can't have lesser metals as well.

Hmm... If I knew how to make reactions, I'd make one.

pikachu17

  • Bay Watcher
  • PADORU PADORU
    • View Profile
Re: The Wee Folk Mod! (44.02)
« Reply #32 on: December 21, 2017, 03:56:52 pm »

[REACTION:IRON_HAVE]
[PRODUCT:100:1:BAR:NONE:INORGANIC:IRON]
[PRODUCT_SIZE:150]

I haven't modded in a while. Does that work?
« Last Edit: December 21, 2017, 07:15:53 pm by pikachu17 »
Logged
Sigtext!
dwarf 4tress from scratch
The Pikachu revolution!
Thank you NatureGirl19999 for the avatar switcher at http://signavatar.com

A warforged bard named Gender appears and says"Hello. I am a social construct."

Asin

  • Bay Watcher
  • A short and sturdy creature fond of modding.
    • View Profile
Re: The Wee Folk Mod! (44.02)
« Reply #33 on: December 21, 2017, 06:41:41 pm »

[REACTION:IRON_HAVE]
[PRODUCT:100:1:BAR:NONE:INORGANIC:IRON]
[PROFUCT_SIZE:150]

I haven't modded in a while. Does that work?

Probably not, since you misspelled product in "PRODUCT_SIZE".

pikachu17

  • Bay Watcher
  • PADORU PADORU
    • View Profile
Re: The Wee Folk Mod! (44.02)
« Reply #34 on: December 21, 2017, 07:16:12 pm »

Is that better?
Logged
Sigtext!
dwarf 4tress from scratch
The Pikachu revolution!
Thank you NatureGirl19999 for the avatar switcher at http://signavatar.com

A warforged bard named Gender appears and says"Hello. I am a social construct."

Asin

  • Bay Watcher
  • A short and sturdy creature fond of modding.
    • View Profile
Re: The Wee Folk Mod! (44.02)
« Reply #35 on: December 21, 2017, 07:21:39 pm »

Should work now. I'll check it soon.

Asin

  • Bay Watcher
  • A short and sturdy creature fond of modding.
    • View Profile
Re: The Wee Folk Mod! (44.02)
« Reply #36 on: December 21, 2017, 11:58:49 pm »

Also, forgot to mention, what kind of weapons should these redcaps wield?

IndigoFenix

  • Bay Watcher
  • All things die, but nothing dies forever.
    • View Profile
    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Re: The Wee Folk Mod! (44.02)
« Reply #37 on: December 22, 2017, 12:43:32 am »

They are known for wielding pikes, but DF pikes are too big, so give them spears instead.

Also they are supposed to be stronger than humans.  Maybe give them a +++ STRENGTH rating.

https://en.m.wikipedia.org/wiki/Redcap

MottledPetrel

  • Bay Watcher
  • If only I knew what was going on
    • View Profile
Re: The Wee Folk Mod! (44.02)
« Reply #38 on: December 24, 2017, 01:21:26 pm »

For pikes I'd say just make some kind of spear that it big enough to require that they use two hand on it. I've also found some new potential candidates for wee folk races (I'll do more research on them if desired, but for now I'm just going to give an over view):

Adaro: small creatures that are almost half human and half fish, similar to merfolk. However, they are unfriendly and shoot smaller fish at any passerby. They travel along with waterspouts and are associated with the sun and rainbows.

Snotling: part of the greenskin family related to orcs and goblins, but very small and treated more as slaves than cousins. They aren't very intelligent and are about the size of gnomes. They are still inherently evil, and will form massive gangs to attack larger creatures.

Ratmen: once rats that have been mutated into larger (but still pretty small) humanoids by supposedly eating magical waste. A little smaller than goblins, they rely on stealth and their agility to attack, often attacking from underground tunnels. They carry debilitating diseases that they themselves are immune to.

« Last Edit: December 24, 2017, 01:34:19 pm by MottledPetrel »
Logged

Asin

  • Bay Watcher
  • A short and sturdy creature fond of modding.
    • View Profile
Re: The Wee Folk Mod! (44.02)
« Reply #39 on: December 24, 2017, 01:31:20 pm »

For pikes I'd say just make some kind of spear that it big enough to require that they use two hand on it. I've also found some new potential candidates for wee folk races (I'll do more research on them if desired, but for now I'm just going to give an over view):

Adaro: small creatures that are almost half human and half fish, similar to merfolk. However, they are unfriendly and shoot smaller fish at any passerby. They travel along with waterspouts and are associated with the sun and rainbows.

Snotling: part of the greenskin family related to orcs and goblins, but very small and treated more as slaves than cousins. They aren't very intelligent and are about the size of gnomes. They are still inherently evil, and will form massive gangs to attack larger creatures.

Ratmen: once rats that have been mutated into larger (but still pretty small) humanoids by supposedly eating magical waste. A little smaller than goblins, they rely on stealth and their agility to attack, often attacking from underground tunnels. They carry debilitating diseases that they themselves are immune to.

Hmm... I remember the Snotlings, one of my goblinoids in my Goblinoids (and Orcs) mod was based on them. Though I had to get rid of it, because the errors it caused, I might bring it back into this mod.

Asin

  • Bay Watcher
  • A short and sturdy creature fond of modding.
    • View Profile
Re: The Wee Folk Mod! (44.02)
« Reply #40 on: December 24, 2017, 03:10:33 pm »

0.2 is here!

Enjoy your early christmas present and don't forget to give thanks by leaving a bowl of porridge out for the Tomtenisser. Don't forget the butter!
« Last Edit: December 24, 2017, 03:16:46 pm by Asin »
Logged

Asin

  • Bay Watcher
  • A short and sturdy creature fond of modding.
    • View Profile
Re: The Wee Folk Mod! (44.02)
« Reply #41 on: December 24, 2017, 08:42:24 pm »

Hello again! Do you guys have an idea for what sites the redcaps should have?

IndigoFenix

  • Bay Watcher
  • All things die, but nothing dies forever.
    • View Profile
    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Re: The Wee Folk Mod! (44.02)
« Reply #42 on: December 25, 2017, 05:13:58 am »

They are usually associated with fortresses.

I'd say either dark fortresses or towns with outdoor fortifications active.  Probably plains-dwellers.

MottledPetrel

  • Bay Watcher
  • If only I knew what was going on
    • View Profile
Re: The Wee Folk Mod! (44.02)
« Reply #43 on: December 27, 2017, 06:39:10 pm »

Are the adaro a no go then? I think it'd be pretty entertaining to have a civ that can shoot small fish as a projectile.
Logged

Asin

  • Bay Watcher
  • A short and sturdy creature fond of modding.
    • View Profile
Re: The Wee Folk Mod! (44.02)
« Reply #44 on: December 27, 2017, 08:27:06 pm »

Are the adaro a no go then? I think it'd be pretty entertaining to have a civ that can shoot small fish as a projectile.

Yeah. I wouldn't be able to figure out how to make that shooting small fish thing work.
Pages: 1 2 [3] 4 5 ... 7