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Author Topic: Modding Race: Suggestions? And halp.  (Read 1436 times)

The Doctor

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Re: Modding Race: Suggestions? And halp.
« Reply #15 on: December 08, 2008, 07:04:56 pm »

I'm relocating them to deserts. Yes, I went from frozen to boiling, but meh. I might also let them have rocky wastelands.

I'm testing the trees on deserts now.

Edit: Alright, so they work. I have to take out other trees, though. Also, is there any way to make it so I get more trees?
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Warlord255

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Re: Modding Race: Suggestions? And halp.
« Reply #16 on: December 08, 2008, 07:13:26 pm »

I'm relocating them to deserts. Yes, I went from frozen to boiling, but meh. I might also let them have rocky wastelands.

I'm testing the trees on deserts now.

Edit: Alright, so they work. I have to take out other trees, though. Also, is there any way to make it so I get more trees?

I have a desert race with no added trees, enabled to sand deserts, rocky wastelands and badlands. They have mostly Saguaro but they have other woods as well.

Also, as is long overdue (my apologies), here are some ideas if you can't figure out what you want to do to change things up;

-A race with the [ITEMCORPSE] tag which drops something upon death; perhaps a routine sacrifice of civilians for the fortress' needs?
-A race which produces webs? Thick-webbed attack animals?
-A race which dies in temperate winters?
« Last Edit: December 08, 2008, 07:22:33 pm by Warlord255 »
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DF Vanilla-Spice Revised: Better balance, more !!fun!!
http://www.bay12forums.com/smf/index.php?topic=173907.msg7968772#msg7968772

LeadfootSlim on Steam, LeadfootSlim#1851 on Discord. Hit me up!

The Doctor

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Re: Modding Race: Suggestions? And halp.
« Reply #17 on: December 08, 2008, 07:17:35 pm »

... Eh...

I mean, is it possible to make a biome produce more trees? As it is, there seems to be barely enough to cover the need for beds.
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Warlord255

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Re: Modding Race: Suggestions? And halp.
« Reply #18 on: December 08, 2008, 07:23:17 pm »

... Eh...

I mean, is it possible to make a biome produce more trees? As it is, there seems to be barely enough to cover the need for beds.

Well, are you going to be settling your community fort in this desert biome? If so, best bet is to suck it up and trade for loads of wood.
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DF Vanilla-Spice Revised: Better balance, more !!fun!!
http://www.bay12forums.com/smf/index.php?topic=173907.msg7968772#msg7968772

LeadfootSlim on Steam, LeadfootSlim#1851 on Discord. Hit me up!

The Doctor

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Re: Modding Race: Suggestions? And halp.
« Reply #19 on: December 08, 2008, 07:26:59 pm »

>_>

Shush, you.

Yes, most of my forts will be deserts. I'm going to make them work the best in deserts, so might as well settle there.
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JoshuaFH

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Re: Modding Race: Suggestions? And halp.
« Reply #20 on: December 08, 2008, 07:50:07 pm »

-A race with the [ITEMCORPSE] tag which drops something upon death; perhaps a routine sacrifice of civilians for the fortress' needs?

I must say, that is the most awesome idea i've ever heard.
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RebelZhouYuWu

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Re: Modding Race: Suggestions? And halp.
« Reply #21 on: December 08, 2008, 10:37:57 pm »

Fact: Trees need soil to grow.
Fact: Last time I checked, there is no soil on a block of ice.
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