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Topics - Hapchazzard

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I've been thinking, since the magic system will likely be tied-in with the current sphere system, maybe it would be useful to make a compilation of suggestions for the magical effects and attributes of each current sphere. This would be stuff like potential spell effects, environmental effects, effects on objects and critters, etc. Since the current list of spheres is rather large, I thought that it would be fun to make this a sort of community effort. In essence, take any of the current spheres (http://dwarffortresswiki.org/index.php/DF2014:Sphere) and suggest whatever magical effects you think should be associated with it. These would be, as I said:

1. Spell effects - what kind of spells are potentially enabled by this sphere's magic? These could be anything from minor cantrips to region-shatterers
2. Environmental effects - what kind of effects does a high concentration of this sphere's magic have on the surroundings? This could range from almost imperceptible to reality-bending
3. Weather effects - does a high presence of this magic potentially produce unique weather?
4. Creature effects - what kind of effects does a high concentration of this sphere's magic (either inherent or temporary) in an individual creature have?
5. Object effects - what kind of effects does a high concentration of this sphere's magic (either inherent or temporary) in an individual object have?
6. Rituals and enhancers - are there types of rituals that are more innately connected to this sphere than most? e.g. sky magic being affected by the presence of the open sky, day magic being affected by whether it is actually daytime, etc.
7. Plant effects - what kind of effects does a high concentration of this sphere's magic (either inherent or temporary) in an individual plant have?

Also, it would be useful to describe at what sphere-intensity the effects usually tend to start appearing. Sphere-intensity is basically how prominent sphere-aligned magics are in an area/creature/object/whatever. I would personally divide it into 4 categories:

  • LOW is for magic that is above ambient levels, but is usually not perceptible to the untrained eye. Effects in this category should be subtle - animals avoiding the area, water flowing more rapidly, lights being brighter than usual, a sense of unease permeating the area, etc.
  • MEDIUM is for magic significantly above ambient levels. At this point, even non-magic users should be able to tell that there's something off about it, and visibly magical things might occur. Effects in this category shouldn't be too overt, but usually won't need a keen eye to notice - e.g. animals acting in a visibly erratic fashion, water flowing unnaturally fast, lights being uncomfortable to look at, a constant feeling of being watched, rare auditory hallucinations, etc.
  • HIGH is for magic much above ambient levels. At this point, it should be exceedingly obvious to anyone that the area/object/creature in question is magical, and the laws of physics and logic might break down in places. The signs are overt and instantly noticeable, and even a layman might be able to tell which sphere the magic is associated with - e.g. water flowing uphill, shadows being absent entirely, visual hallucinations, etc.
  • EXTREME is for places, creatures and things where the magic has completely overwhelmed the normal laws of physics and logic. Areas permanently affected by this level of magic would presumably be rare in the normal world, but elemental planes are good examples of regions with this level of magic. Creatures that are inherently 'made' of some type of magic - e.g. fire elementals, would fall into this category. You can go wild with the suggestions here - imagination is the only limiter.

There's no need to adhere rigidly to this categorization, but I think that it gives some useful ballparks. Now, feel free to throw in your own suggestions! I'll add them to the OP, and we can make a compilation of the community's suggestions. You don't have to strictly abide by the format I'll gave, I can convert whatever suggestion you make into said format when adding it to the OP, to make everything more easily readable.

NOTIFICATION: I am no longer maintaining this list directly myself, but another helpful poster has done so instead. You can find the more up to date list here:
http://www.bay12forums.com/smf/index.php?topic=173189.msg8376282#msg8376282

Here's the list so far:

Index:
PART I: A TO C: (this post)
PART II: D TO F
PART III: G TO M
PART IV: N TO Z

Google Docs link(if anyone wants the whole thing in one place, for some reason. May be slightly out of date compared to forum version): https://docs.google.com/document/d/1wLVpJxIKFffyHqGdU1LkY2NzJY9H0oiJZOm-doPT02A/edit

PART I: SPHERES A TO C

Agriculture
Spoiler (click to show/hide)

Animals
Spoiler (click to show/hide)

Art
Spoiler (click to show/hide)

Beauty:
Spoiler (click to show/hide)

Blight
Spoiler (click to show/hide)

Boundaries
Spoiler (click to show/hide)

Chaos
Spoiler (click to show/hide)

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DF General Discussion / How long will the Big Wait be? [Speculation]
« on: October 30, 2018, 09:24:27 am »
I'm curious as to what the forum's thoughts/predictions are on how long the 'Big Wait' will be? My personal thoughts are that it will be at least two years, or more than three if Toady decides to also add in a secondary magical system like basic alchemy on the first pass. After that, I predict that It'll take at least one and a half years for proper planar mechanics to also get added (assuming they'll be done on a second pass), or two years if alchemy/magical metallurgy is instead implemented on a second pass along with said planar mechanics. What are your thoughts?

EDIT: Predictions so far:

Sanctume : April 5th, 2021
thefriendlyhacker: May 12th, 2021
Real_Bang : May 15th, 2021
Starver: June 5th, 2021
Casany: July 23rd, 2021
Voliol : Sept 19th, 2021
Urlance Woolsbane: Sept 15th, 2021
Death Dragon : Oct 1st, 2021
Shonai_Dweller : Jan 15th, 2022
Inarius: April 15th, 2022
Beag : July 7th 2022
PlumpHelmetMan: September 15th, 2022
KittyTac : Oct 24th, 2022
quekwoambojish : Oct 30th, 2022
Witty: December 10th, 2022
Grand Sage : January 1st, 2023
Asin : January 24th, 2023
VislarRn: February 24th, 2023
Criperum : July 15th, 2023 (mid summer)
Malvado: December 31st, 2023

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DF Suggestions / Reducing legends mode clutter
« on: August 02, 2018, 08:27:34 pm »
After using legends mode for a little bit, I have some suggestions on how to possibly reduce clutter to bearable levels.

Timelines

When turning off all "non-important" events (in other words, displaying only the yellow text), it seems that 90% of the events consist of:

a) Random festivals, and every little detail about them listed individually (so you have stuff like "107th Crossbows Throwing Competition of the Armored Festival began" being regarded as a very important event. No joke, I literally pulled that example straight from the game.)

b) Random rampages and abductions.

These don't really ring the bell for me as being particularly important events for world history. When toggling "important events only", the following things should be displayed:

A) Megabeast deaths
B) Major sites being founded, conquered, or destroyed
C) Civilizations/Religions/Factions being founded or extinguished
D) Particularly 'important' (this might be difficult to determine) people getting into positions of power, e.g. powerful monarchs ascending the throne, extremely adept generals entering service, etc.
E) Wars breaking out and ending, major battles (Note - wars seem to be almost broken currently in worldgen. Basically every border skirmish is treated as a major war by the game, hence the vast majority of the "wars" in legends mode are single-battle affairs that last less than half a year. This should be fixed, obviously)
F) Important artifacts getting created, changing hands, lost or destroyed

Ideally, there should be some granularity when it comes to displaying this info, ranging from "Just give me the barest breakdown of the era" to "Give me an infodump of every minor event that happened during the era".

Regions

These should have the format of:

1) Intro
2) Flora and fauna
3) History overview
4) Points of interest

For example:

"The Infinite Fingers was a mountain chain on the continent of The Absolute Realm.

The flora mainly consisted of cottongrass and hair grass, with little in the way of larger vegetation. The fauna was as typical of mountain regions, with the large population of giant bats and giant bobcats being particularly noteworthy.

In primordial times, the mountains were inhabited only by tribes of kea men. During these times, the mighty roc Famime Fuchsiatulip ruled the region from the skies. In 46, the first dwarven settlers from The Nation of Hammers arrived and built the fortress of Cloisterrag. In 102, Famime Fuchsiatulip was struck down by the dwarf Tosid Trancepaint in the 3rd Ravaging of Cloisterrag by Famime Fuchsiatulip. In 183 Cloisterrag was sacked by elven forces in The Fierce Conflict and made part of the Cerulean Empire. In 202 Cloisterrag was retaken by The Nation of Hammers from The Cerulean Empire.

Points of interest:

Cloisterrag (Fortress) is the largest and oldest inhabited settlement in the region
The Tombs of Glistening (Tomb) is a large and ancient tomb complex near Cloisterrag
The Red Peak (Geographical feature) is the highest peak of the region"

Obviously, if someone desired more detailed info (like in the current version), there would be an option for that as well.

If I have any more ideas for other parts of legends mode, I'll post them.

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So, around a year ago I posted a thread remarking how rarely MBs died during worldgen. After several replies by other people, I wrote it off as just my own bad luck. However, after seeing this in "Legends" mode, I'm almost certain that there's something wrong going on in worldgen combat. Take a look:



I mean, I get the deadly spittle part, but after 500 years of constant battles it seems that NO ONE was able to land a single hit on this thing. What gives?

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Do you foresee some sort of technological progress system to apply during worldgen? Currently, no matter how many millennia pass, technology stays completely the same. While I understand that this is a very common fantasy trope, it would be nice if there was an option for some sort of system that supports this.

Technologies could be a mix of real-world ones(e.g. gunpowder, printing press) and procedural ones, interacting with the magic system/world-specific features(e.g. a high-strength alloy of copper and a fictional metal unique to the universe of the current game, automata powered by a certain primordial force, etc.). After originating in a certain site(most likely dwarven or human), the technology could slowly spread through sites of the same civilization, and eventually sites of other civilizations and races.

Since many technologies would be exclusive to a certain few civilizations for a long time, it would mean that a large-scale catastrophe that wipes out the said civilizations would make the technology 'lost', so you'd have situations where, say, a sword produced 400 years ago is highly coveted and expensive due to the unique alloy it is made of, whose recipe is now lost.

How would you like a technology system to look like in the game?

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DF General Discussion / Do megabeasts ever die during worldgen?
« on: July 23, 2016, 06:18:47 am »
After generating several worlds, most over 1000 years old, I've noticed megabeasts never seem to die, leaving the world in a perpetual Age of Myth. Looking at their histories in Legends mode, most of them have had several confrontations with cities/fortresses, but they always seem to win.

I've tried several world parameters - from pocket to medium size, from medium to very high civs and sites, and from low to high MB numbers, but the result is always the same. What are your experiences when it comes to this?

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