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Author Topic: Meerkat Manor  (Read 2751 times)

Askot Bokbondeler

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Meerkat Manor
« on: February 06, 2011, 05:30:58 pm »

what would the forum think of a mod based on meerkat manor(or a more pertinent link)?

Farseer

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Re: Meerkat Manor
« Reply #1 on: February 06, 2011, 05:31:53 pm »

Best idea ever.

NewsMuffin

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Re: Meerkat Manor
« Reply #2 on: February 06, 2011, 05:34:42 pm »

Do it.
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adwarf

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Re: Meerkat Manor
« Reply #3 on: February 06, 2011, 08:56:29 pm »

Sound AWESOME
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BigD145

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Re: Meerkat Manor
« Reply #4 on: February 06, 2011, 10:07:38 pm »

Doors are not allowed. No building doors. OR WALLS!!

Also [litters]
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adwarf

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Re: Meerkat Manor
« Reply #5 on: February 06, 2011, 10:26:33 pm »

Hmm ya instead of doors and walls there is nothing sounds fun really hard to make a defendable fortress though
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Fayrik

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Re: Meerkat Manor
« Reply #6 on: February 06, 2011, 10:30:19 pm »

Doors are not allowed. No building doors. OR WALLS!!

Also [litters]
As a veteran Kobold Camp player, I can warn you, Litter Sizes of 2-6 can be a real pain in the backside!

...But if it's "fun" you want, then it's a must have!
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So THIS is how migrations start.
"Hey, dude, there's this crazy bastard digging in the ground for stuff. Let's go watch."

Askot Bokbondeler

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Re: Meerkat Manor
« Reply #7 on: February 06, 2011, 11:33:42 pm »

with litters and fast growth, defending the manor might not be too necessary

should the meerkat be anthropomorphized(by this i mean use weapons and items, adding graps tags to their hands etc., not actually make them humanoids) or should i try to be the most realist possible? also, what should they eat? they're mainly insectivores, should they rely on vermin? i hardly see them as predators but they do eat lizards and snakes

Azkanan

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Re: Meerkat Manor
« Reply #8 on: February 07, 2011, 12:37:39 am »

I remember watching this a couple of years ago, or so.


I fucking love you. Do it. Do it.

DO IT.
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A pool of Dwarven Ale.
WHO IS RESPONSIBLE FOR THIS ?

Ultimuh

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Re: Meerkat Manor
« Reply #9 on: February 07, 2011, 12:39:03 am »

with litters and fast growth, defending the manor might not be too necessary

should the meerkat be anthropomorphized(by this i mean use weapons and items, adding graps tags to their hands etc., not actually make them humanoids) or should i try to be the most realist possible? also, what should they eat? they're mainly insectivores, should they rely on vermin? i hardly see them as predators but they do eat lizards and snakes

I'm all in for anthromor... anthro... err.. humanoidization.. But non-anthromorph is fine by me.
Hmm.. i do prefer to have doors to.. wait.. that can be fixed with floodgates.. so nevermind..

edit: Altough if you have time, and have done everything else, a minor graphics pack for the race would be nice. :)
Also, an idea I have.. make them able to have Warthogs as pets and/or mounts.  :P (When mounts are implemented in DF, it could be FUN. )
« Last Edit: February 07, 2011, 12:47:34 am by Ultimuh »
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Azkanan

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Re: Meerkat Manor
« Reply #10 on: February 07, 2011, 12:49:15 am »

with litters and fast growth, defending the manor might not be too necessary

should the meerkat be anthropomorphized(by this i mean use weapons and items, adding graps tags to their hands etc., not actually make them humanoids) or should i try to be the most realist possible? also, what should they eat? they're mainly insectivores, should they rely on vermin? i hardly see them as predators but they do eat lizards and snakes


I think the mod would be more individual/original, if it didn't have the [EQUIPS] tag / was not anthropomorphized.
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Askot Bokbondeler

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Re: Meerkat Manor
« Reply #11 on: February 07, 2011, 05:13:57 am »

they must atleast equip an *imaginary* pick, for any digging purpose

darkflagrance

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Re: Meerkat Manor
« Reply #12 on: February 07, 2011, 10:20:49 am »

Implement large litters, but the predators who kill meerkats must be manifold to match them. High populations of lions, eagles, hyenas, and crocodiles will help, and maybe sieges of rival meerkat tribes. Venomous snakes will kill your meerkat mayors. Don't forget lifespans of 5-7 years at max. It should be a total conversion mod with a ridiculous casualty rate.
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...as if nothing really matters...
   
The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod

Askot Bokbondeler

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Re: Meerkat Manor
« Reply #13 on: February 07, 2011, 01:50:03 pm »

that's how i see it, yes, but with cavern exploration..

about their diet, it thought maybe i could mod in a plant caled *bug*, that they'd have to forage... or maybe giving meerkats the vermin hunter tag, would this work? would the guys start adopting each other?

maybe it's time to start experimenting

Rumrusher

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Re: Meerkat Manor
« Reply #14 on: February 07, 2011, 04:38:36 pm »

that's how i see it, yes, but with cavern exploration..

about their diet, it thought maybe i could mod in a plant caled *bug*, that they'd have to forage... or maybe giving meerkats the vermin hunter tag, would this work? would the guys start adopting each other?

maybe it's time to start experimenting
Don't the dwarfs go out and hunt for vermin if they starve to much? if that end up being a problem then make a workshop for converting vermin into edible food and call it the storage.
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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
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Adventure in baby making!Adv Homes
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