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DF General Discussion / Re: Xenosynthesis and magic fields
« on: September 18, 2014, 07:38:53 am »
My proposals:
Aether
Why not add just third basic element to the game. In vanilla DF there are already two basic elements - namely water and magma.
Adding something like Aether would make finding energy source for every magic creature just easier.
It would function just like real-life water veins. Flowing around, stopped only by for example Iron Ores. Make magnetic fields work with aether and you can easily create nice rivers and pools of energy.
More aether - bigger probability of small or even major mutations. Necromancer Tower would grow around the Aether filled spots.
The same elves. Some real world objects should let the aether to concentrate. From visual point of view player most of the time would see just effects of the Aether. Building something like Shrine/Pyramid or other Religion/Magic oriented building enable one more screen.
One keypress and you see just the half transparent violet and pink glow. More shrines and field of observation grows.
Building some special massive objects like for example rooms filled with silver statues should concentrate aether.
Aether would become major source of otherwise magic energy. The source of aether - core of planet / small StarWars like bacteria /
Glowing Pits. Deeper you go, closer to aether you are.
When enought of this stuff would be stored in one place it could alter the nature of reality or just mutate some poor dwarf that stand too close to our machines.
Elves would use their big trees (I mean Yggdrassil like trees, far bigger than anything else with roots reaching deeply)
Dwarves would have Stonehenge like objects/ Altars / Rooms filled with sets of columns.
Humans got piles of stones / big menhirs.
Necromances got towers.
There is (I don't know if translated to english) Polish SF/Fantasy book with similar concept - 'Lord of Ice Garden (Pan Lodowego Ogrodu)'
by Grzędowicz.
Aether would have on some creatures mutagenic effects. Changing their appearance.
Good biomes have filtered/light aether field and exist in spots without iron (remember iron change flow of aether).
Bad biomes are iron reach, but the aether there is chaotic and in vastly less stable form.
In my proposal mages are just units attuned to seeing and after practice (Alchemy skill) controling flow of third elements.
Food chains
As far as my biologic knowledge goes chemosyntesis are not the best source of energy for any kind of bigger creatures.
The oxygen is must-have and deep in caverns the air isn't the most clean thing. Secondly cavers are lacking in another basic source of energy - sunlight.
That's way if you want well-sounding caverns biome you need to find basic source of food down there.
Muchrooms you need some kind of humus.
That mean we need much smaller and fragile life down there. Something closely resembling normal plants. I mean the lowest level of
food chain.
Now I think there is a time to come back to Aether. Plants down there can grow using aether as energy source.
Some of theme may even learn how to cumulate Aether. That's the reason for stuff like faster evolution, Plump Helmet men.
The DCSS ( for not aknowledged Dungeon Crawl Stone Soup ) have nice mutation system that involve magic contamination.
If we really want to create new biology using some kind of magic as the source, we should work on this bottom-up.
TL: DR:
- Adding aether
- Making ecosystem resembling the real life once
Aether
Why not add just third basic element to the game. In vanilla DF there are already two basic elements - namely water and magma.
Adding something like Aether would make finding energy source for every magic creature just easier.
It would function just like real-life water veins. Flowing around, stopped only by for example Iron Ores. Make magnetic fields work with aether and you can easily create nice rivers and pools of energy.
More aether - bigger probability of small or even major mutations. Necromancer Tower would grow around the Aether filled spots.
The same elves. Some real world objects should let the aether to concentrate. From visual point of view player most of the time would see just effects of the Aether. Building something like Shrine/Pyramid or other Religion/Magic oriented building enable one more screen.
One keypress and you see just the half transparent violet and pink glow. More shrines and field of observation grows.
Building some special massive objects like for example rooms filled with silver statues should concentrate aether.
Aether would become major source of otherwise magic energy. The source of aether - core of planet / small StarWars like bacteria /
Glowing Pits. Deeper you go, closer to aether you are.
When enought of this stuff would be stored in one place it could alter the nature of reality or just mutate some poor dwarf that stand too close to our machines.
Elves would use their big trees (I mean Yggdrassil like trees, far bigger than anything else with roots reaching deeply)
Dwarves would have Stonehenge like objects/ Altars / Rooms filled with sets of columns.
Humans got piles of stones / big menhirs.
Necromances got towers.
There is (I don't know if translated to english) Polish SF/Fantasy book with similar concept - 'Lord of Ice Garden (Pan Lodowego Ogrodu)'
by Grzędowicz.
Aether would have on some creatures mutagenic effects. Changing their appearance.
Good biomes have filtered/light aether field and exist in spots without iron (remember iron change flow of aether).
Bad biomes are iron reach, but the aether there is chaotic and in vastly less stable form.
In my proposal mages are just units attuned to seeing and after practice (Alchemy skill) controling flow of third elements.
Food chains
As far as my biologic knowledge goes chemosyntesis are not the best source of energy for any kind of bigger creatures.
The oxygen is must-have and deep in caverns the air isn't the most clean thing. Secondly cavers are lacking in another basic source of energy - sunlight.
That's way if you want well-sounding caverns biome you need to find basic source of food down there.
Muchrooms you need some kind of humus.
That mean we need much smaller and fragile life down there. Something closely resembling normal plants. I mean the lowest level of
food chain.
Now I think there is a time to come back to Aether. Plants down there can grow using aether as energy source.
Some of theme may even learn how to cumulate Aether. That's the reason for stuff like faster evolution, Plump Helmet men.
The DCSS ( for not aknowledged Dungeon Crawl Stone Soup ) have nice mutation system that involve magic contamination.
If we really want to create new biology using some kind of magic as the source, we should work on this bottom-up.
TL: DR:
Spoiler (click to show/hide)


