An "alien" race living in the caverns would be neat. Basically think mindflayers/Illithids, although obviously not a direct rip. Fucked proportions, weird shapes and different appendages, etc.. If you're interested in a lot of work for a truly bizarre "race," Modrons from the D&D universe are pretty strange.
[quote]In the fictional multiverse of the Dungeons & Dragons fantasy role-playing game, Modrons are mechanical looking creatures native to the outer plane of Mechanus. Modrons resemble geometric shapes with humanoid limbs and represent a living, physical manifestation of law without regard to good or evil. They follow a strict hierarchy, with each rank reporting to the rank directly above it, and issuing commands to the ones ranking beneath it. For example, a quadrone modron will report to a pentadrone, and command several tridrones.[/quote]
[url]http://en.wikipedia.org/wiki/Modron_(Dungeons_%26_Dragons)[/url]
Every single one of them is different and has different stats, shape, abilities, etc.. Unfortunately they're not covered in that page, but I should have a .pdf of the book they're in if you're interested.
[QUOTE=Lijitsu;46658123]An "alien" race living in the caverns would be neat. Basically think mindflayers/Illithids, although obviously not a direct rip. Fucked proportions, weird shapes and different appendages, etc.. If you're interested in a lot of work for a truly bizarre "race," Modrons from the D&D universe are pretty strange.
[url]http://en.wikipedia.org/wiki/Modron_(Dungeons_%26_Dragons)[/url]
Every single one of them is different and has different stats, shape, abilities, etc.. Unfortunately they're not covered in that page, but I should have a .pdf of the book they're in if you're interested.[/QUOTE]
That's a bit out of my ability, but I will see if I can find any mods that apply the game's calculations to creatures to make randomized bodyparts. I know Forgotten Beasts and Titans operate in a similar manner, but they are hardcoded to my knowledge, as are clowns.
That's cool, I mean that really would be an absolutely staggering amount of work. Modrons are a colossal headache even in D&D when they're already defined.
[editline]7th December 2014[/editline]
Have you worked on customizing each of the subraces? Like stripping heavy armor and higher quality weapons from the savage humans, making the city elves less stealthy and agile but more durable and with better armor/melee weapons, having larger and more brutal weapons for the orcs, etc.?
Make some kind of mountain dwelling creature that mostly lives at the summits of mountains and will tear your dwarves limbs off if attacked.
[editline]7th December 2014[/editline]
With wings, you can never go wrong with wings.
[QUOTE=Lijitsu;46658286]That's cool, I mean that really would be an absolutely staggering amount of work. Modrons are a colossal headache even in D&D when they're already defined.
[editline]7th December 2014[/editline]
Have you worked on customizing each of the subraces? Like stripping heavy armor and higher quality weapons from the savage humans, making the city elves less stealthy and agile but more durable and with better armor/melee weapons, having larger and more brutal weapons for the orcs, etc.?[/QUOTE]
I have changed a bit of stuff. Savage humans don't even use shirts, much less armor, since I wanted them to be stereotypical "hooting barbarians". They also have the same druidic religion the Valen elves do. Nolden do indeed use metal weapons and armor.
The big thing I need to work out mechanically is balancing the evil factions. Right now in Worldgen they tend to get stomped out quickly because they declare war on the good guys (or vice versa) and so they usually get their shit kicked in. I tried giving, say, Orks an innate attribute to strength to make them hit harder, but it hasn't helped. They usually get reduced down to 3 settlements per civ after about 400 years or so.
Reminds me of when I made my mod.
I wish I still had the files for that :(
Good luck!
[img]http://i.imgur.com/SMnrC50.png[/img]
So my first dealing with the emotions stuff (been busy as hell with university and whatnot) was a dwarf going to haul away a body for tossing into the corpse pit, and becoming unresponsively shocked when they saw it was their child, that got ripped to shreds by the wereshrew that arrived just after their wave did.
It's god-awful for efficiency, I need to emotionally scar my dwarves enough that they stop this.
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Would setting up a shaft leading to a tile surrounded by fortifications in the centre of my meeting hall, and just dropping creatures and captured dudes onto it from like 20 tiles up work?
Or in my hospital, so it can be an emotional trauma centre.
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Despite my first legendary getting injured horribly due to a slight mining error, this is the best fort i've had in a while.
No-one that even matters has died yet, only some children.
Also, the legendary bonecarver is the happiest dwarf in my fort by a huge margin because his bed is nice and he likes people bringing him food.
[IMG]http://puu.sh/doKmJ/80fa15f30d.png[/IMG]
Sometimes, Armok is not cruel
[IMG]http://puu.sh/doKB5/f5de2fd377.png[/IMG]
This is not one of those times
I remember the first time I discovered The Circus.
It started [I]thundering[/I] outside. Right when the message popped up. I didn't play for a week after that.
Your dwarves delved too greedily and too deep, and awoke a terror from the ancient world, a clown.
[QUOTE=archangel125;46683247]Your dwarves delved too greedily and too deep, and awoke a terror from the ancient world, a clown.[/QUOTE]
honk honk motherfuckers.
Waking up clowns DOES tend to turn your fortress into something resembling the end of a round of Dwarf Station 13, if it existed.
I'm not sure I can visualize dorfs without thinking of them wearing their own asses on their heads, now.
[QUOTE=Sitkero;46682590][IMG]http://puu.sh/doKB5/f5de2fd377.png[/IMG][/QUOTE]
It's a bendy straw.
[QUOTE=elixwhitetail;46684862]Waking up clowns DOES tend to turn your fortress into something resembling the end of a round of Dwarf Station 13, if it existed.
I'm not sure I can visualize dorfs without thinking of them wearing their own asses on their heads, now.[/QUOTE]Toady should add the occasional "liberate tuteme ex inferis" style carving for when the clowns come to play but they haven't yet slaughtered the carver.
So that bone carver actually survived surgery and made a full recovery, making it the first dwarf I've ever had not ripped apart by the doctors.
When is my supply of fun subbost to arrive? It's already been over 2 years in my current dorf game, and I've been geared up for incoming fun for a year. Also, does someone mind telling me how deep the circus usually is?
Ambushes and sieges can sometimes take a while to show up, it's pretty random. As for the circus, I believe it's default to be directly below the magma sea, which is like... 3 z-levels below the lowest cavern layer, I think.
[QUOTE=woot835;46717729]When is my supply of fun subbost to arrive? It's already been over 2 years in my current dorf game, and I've been geared up for incoming fun for a year. Also, does someone mind telling me how deep the circus usually is?[/QUOTE]
Below the magma sea, as Lijitsu said. But the only ways to get to it (AFAIK) it to burst a Adamantine tube (hollow, leading down to hell), or to go through an underground temple filled with the Undead.
Is there a way to mine candy safely? without risking waking up the clowns?
[QUOTE=archangel125;46719181]Is there a way to mine candy safely? without risking waking up the clowns?[/QUOTE]
The hole size is 2x2, as long as you mine parts that are 100% not going to be within that you're safe.
[QUOTE=Smasher 006;46719323]The hole size is 2x2, as long as you mine parts that are 100% not going to be within that you're safe.[/QUOTE]
Plus, there's about 4 candy strands in a map, and only one(?) has a link to the cluwnes in it.
and in case to be safe: have a bridge to seal up the strand in case you do wake em up. You might lose a miner or two but that's better than your entire fort.
[QUOTE=scratch (nl);46720000]and in case to be safe: have a bridge to seal up the strand in case you do wake em up. You might lose a miner or two but that's better than your entire fort.[/QUOTE]
Be careful with your bridge placement; cluwnes have the building destroyer tag in their raws. A controlled cavein would be the best way of sealing it, IMHO. Or if you're fancy you could try solidifying some magma to block the route.
[QUOTE=Falcqn;46720988]Be careful with your bridge placement; cluwnes have the building destroyer tag in their RAWs. A controlled cavein would be the best way of sealing it, IMHO. Or if you're fancy you could try solidifying some magma to block the route.[/QUOTE]
Bridges can't be destroyed if they're up, as it counts as a constructed wall. The only way to have a bridge destroyed is for it to get targeted before it goes up - unlikely - or for lava or fire to destroy it if it's not made of lava/fire safe materials.
[editline]15th December 2014[/editline]
It'll also deconstruct itself if you try to atom smash something too big, and generally clowns are too big.
I play adventure mode.
Just checked the wiki on [BUILDINGDESTROYER], looks like they can't destroy buildings from underneath , or bridges at all for that matter. So yeah, bridges should be fine.
[editline]fake automerge :¬)[/editline]
[img]http://i.imgur.com/5IhGeBh.png[/img]
Well, atleast I wont accidentaly let the clowns out. But I now have the issue of a vampire killing all my legendary miners, Im down to 2 now. I figured out who it is, but have no idea of disposing of them, due to no lava.
Atom smash them. Lock them in a sealed room by themselves. Send them to the caverns and close the entrance.
How can I send only one dwarf?
Also what is better for battleaxes, copper or silver? I have yet to find any iron bearing ore in my mines.
[QUOTE=woot835;46725636]How can I send only one dwarf?
Also what is better for battleaxes, copper or silver? I have yet to find any iron bearing ore in my mines.[/QUOTE]
IIRC, copper would be better for sharp weapons like saxes. Use your silver for crossbows or hammers.
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