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Topics - Myth

Pages: [1] 2
1
DF Suggestions / Structures variations
« on: October 17, 2016, 10:39:09 am »
The castles an the fortress are quite labyrinthine, but all of they, in their structure, are the same.

It would be great if they had a "half random" system, with a basic and functional structure, with the posibility to change and vary depending of the civilizations. The precense of towers, the form of the walls, the type of celling an another details and part of the structures can have various forms.

I know, in the future, better structures are planned, but, you know, the diference of the structures types between the civilizations would be a big and a pretty detail.

This can be added in the houses, for example, with distinctive cellings or forms depending of the nation.

PD: Do not know if this is planned, but human castles need more areas like throne hall, kitchens, rooms for the nobles, dungeons, prissions and realistic details.

2
DF Suggestions / Objects observation and comment
« on: October 17, 2016, 10:20:30 am »
Even before there has been talk about the possibility of turn more complex the conversations . It would be nice if the characters could comment abaout the things what surrounds them.

I mean: A dwarf see a sword, and he can give his opinion of the sword, can comment about the characteristics, or, in the case of a legendary artifact, can talk about the history behind the objet.

The characters could also comment on the environment, like: This river is magnificent, or this forest is dark, make me scared. This dialog can depend of the personality of the character.

It would be a great idea if the conversations going could flow naturally in this camp. For example, a dwarf comment about a legendary artifact, and the other can question him the history behind this, and inmediatelly the other begin the legend of the artifact. Basically, the object of the talk is not a specific type of topic, is a object, or a creature, or a person, or a enviroment. In this last case, the characters can comment the important things what happen in this place.

When you accept an assignment, it would be nice if you could comment about the missions with others. Something like: I will go to the (insert location here) to kill (insert name here a night creature). From there, the conversation occurs and can have differents reactions fron the others, depending of his personality.

By the by, it would be great if you could ask others to pass you some object, something like: Please give me this axe in the floor, or this armor in the chest, or, in a different case, give him this sword, or this hammer.

Sorry for possible spelling and grammatical mistakes.




3
DF Suggestions / Magic, Environment and Transformations.
« on: September 12, 2016, 11:47:17 am »
With the future inclusion of magic, it occurred to me that maybe it is good that the regions affected by it may have effects on the inhabitants.

I explain:

In specific regions affected by the magic, some being can be transformed in other types of creatures for the exposition to the environment, specific magic zones and another parts of the nature.

For example, in a specific region, the exposition to the environment can be cause stranger mods in the people, and finally, a totally and permanent transformation into a beast or a night creature. In other cases , instead of a werebeast , the final effect is an animal form, like a frog, or a wolf, or a turtle.

Not only the atmosphere could cause the transformation : The fruit an the things cultivated in this sites, can have special effects in the creatures.

Transformations and effects can not be limited to madness and werebast forms. Like the Stalfos of TLOZ , a region or a spooky dark forest can turn a creature in a terrible undead, immediately or slowly. Sanity could be maintained, or lost at the end of the transformation.

To navigate through these areas , special protection may be needed , like magic , divine help or another supernatural ways.

I do not know if this is possible, but it would be great if creatures affected by the curse , could not leave the magical area. They would wander like monsters until someone cure the curse. Methods to cure the effects would be magical and divine .

Sorry for the mystakes, i speak spanish.

4
DF Suggestions / Knowledge
« on: July 02, 2016, 02:42:10 pm »
Okay, this will be hard to explain. Please, be patient.

In the game, the civilizations born, the civilizations die, the civilizations figth and the most important point: the civilizations growth. This growth can be interrupted by a bad day in the war field, by a specially angry megabeast, by a totally psycho man or anothe fun stuff in this great game.

All civilizations have a thing in common: all have the same technological level, and the same capacity to built. Obviously, his diference are clear in camps of the structures, the gobernment type and antoher ethics and laws aspects, but in the most basic form, all of the races are the same. My suggestion is abaout a necesary diference bethewn all of the nations: the knowledge an the capacity to built sistems.

Good, let's go:

-Civilizations level-

-The levels:

I'm not talking about a really rigid system with specifics characteristics of limitations for the civilizations, no, i'm talking about a flexible framework with few randomsized elements, to keep the order an the coherence in the diferents levels. Lets go the explain this:

Imagine a civilization with a serious problem to use stone: Obviously, a civilizations with this tipe of limitation is really, really poor in camps like construction or workshops. This primitive nation don't have a advanced civil or government organization system  (to keep the order and coherence) and they are totally limited to use a tribal-monarchy structure.

In a different case, a really, really advanced civilizations can use all materials, have a advanced aristocratic gobernment structure and can make complex buildings. Obviously, they have few limitations, but in general terms, are really advanced.

Obviously, the initial limitation, which will guide others to give coherence, could have elements randomsized, or be completely random. That will be decided by the community.

The primitive civilizations have the potential to be advanced, but their knowledge will not allow it. The solution? Exist a lot of solutions, but on their one, only one: Experimentation.

-Experimentation.

I'm talking abaout a new order, function or button. Basically, this function allow send a character to experiment with especific elements, like materials, objets and another work stuff. In this project, the dwarf/human/elf/goblin experiment and discover new ways to use the selected object. For example, in the case that a dwarf named Urist Thunderfart, who live in a low level civilization, experiment with metal, may find ways to use it, and slowly, with more experimentation, unlock diferent objects made of metal.

In similar cases, a nation that does not know how use the stone, can experiment with this material and  discover noew ways to built her structures. This is appiclable to all materials and objets of the game.

In the case of objets, the experimentation with him be more specific, finding new styles,new variations of the same object and another things of the same style. For example, a civilization discover a sword, and with the continous experimentation, make variants like the short sword, the two-handed and the scimitar. Obviously, all variants exist in the raws, but are locked for the primitve civilizations.

Among civilizations, not all objects have to be equal. A sword can be stronger in one, but in another it may be weaker, and have a different design. These charactertistics may be random, and if appropriate, could affect the performance of the weapon, or the resistance of the object. This point is specially relevant in camps like ornamental objets, where differentiation can make border with other nations. Diferents crown styles, diferent entities.

-Law and ethics experiments.

In the case of the gobernment system, the laws and the ethic stuff, this points turn more interesting: With the future adition of phylosophy, could discover new styles of government in discussion rooms. in these sites discuss new ideas, and the winners could be taken by the members of the community.

Of course, there is another factor influencing the acceptance of new ways of doing things in a society: The culture and love of tradition.

-The tradition: The rival of the change.

In a really really traditional society, this new ideas, this new objects an this experiment can be rejected, and slowly, the tendence to experiment turn really really poor.

In this traditional civilization, the new ideas are dangereous to the most older or closed-minded members, and he can ban this tipe of progress or ways.

Obviously, this tipe of civilizations depends totally of the ethics and personality of his members, and can fall with a generation change, a generation with a open mind.

-The clash of the worlds-

What if two different civilizations meet? Let's go to explore the posibilities of this new form of discover and progress:

-The pacific way:

Oh yes, the ideal, caused by a diplomatic, a comercial or a casual encounter by two nations.

In this case, the inferior civilization discover a new form of make things; the form of the another civilitation: They  not discover by their own, they discover thanks to other persons. The unlocked objects are limited by the form of the advanced civilization, and the laws, the ethics an the gobernment form are not exceptions.

In the case of assimilation, three things can happens:

-The local culture resist: The civilitation are really really closed, and the new ways are rejected. The nation don't change.

-The local culture change: The new culture, ways and forms be combined with the local. In this case, the culture changes, but retains its original values.

-The local culture fall: The new culture domain over the tradition; the original culture disappears.

-The violent way: Colonization and war.

In this case, the war and the colonization exerts influence over the domined civilitation, and the local culture is suppresed by new traditions, the another culture traditions imposed by the new gobernment.

This can happen:

-The old tradition survive: The old traditions survive, but only in few sides, and is prohibited by the dominant empire. The participants can be killed by the autorities.

-The old tradition disappear: The old tradition is suppresed by the new form. Is killed by the new ways and the prohibition.

The old tradition mix with the new: The dominant nation allow the old culture, and he's mix with the new.

I will continue with my idea in another post...

5
Yes , I know, this has been discussed before, but wanted to contribute part of my idea.

I think it would be good to add certain mythological aspects in this camp , to add more variety in the game :

-New Transformation or origin ways :

1 - Werecratures clothes : If a hunter  wear clothes made ​​of skin of a werecrature , he can transform in a beast , but in a limited and a bit weakest version of the standard . This transformation is every night, but only if the hunter uses the piece of clothing.

2 - Salvajism : If a character or player remains too long time in the salvagery , he , slowly , transform in a creature half human half beast . His transformation is permanent .

3 - Temporal punish: This is very similar to the curse way, but the diference is the time: This version is only a temporal punish of a divinity for a very terrible crime.

-New caracteristics:

1- Sacred places: He can't enter in temples or religius places. If the beast enter, it will become ashes. He can't touch divine objects or sacred persons like priest.

2- Transformation stages: A werecrature goes through several changes . Each, throughout the night , will give more monstrous characteristics. In the end, it will be turned into a monstrous animal, without human caracteristics. The "clothes transformation" only cover the first stages.

6
DF Suggestions / Break Files¡
« on: June 29, 2016, 01:11:02 pm »
Basically , I propose that in the adventure mode , you can send your companions for their own business , but without breaking the contract . When you need them again , you only need order them to follow you .

7
DF Suggestions / Legendary artifacts and object naming.
« on: June 28, 2016, 03:59:24 pm »
1-Basically, it would be great if the legendary weapons and artifacts exist form the begining of the times, created in the world generation like gods gift. This weapons reamin hidden, but once found , would become religious centers or divine places . The owner or carrier , could use the benefits and powers that the weapon has.

2-Every object of special signification can be named, like kings thrones, nobles weapons and warrior objects. The adventurer can give names to their weapons.

Sorry for the mistakes, i speak spanish.

8
DF Suggestions / Stealing
« on: June 28, 2016, 03:47:36 pm »
It would be great if thieves could extract the things of their victims direct of their bodys without anyone noticing nothing. Basically, a steal skill combined with the sneaking function.

Sorry for the mistakes, i speak spanish.

9
DF Modding / A little question about armor modding
« on: June 24, 2016, 01:03:27 pm »

I am creating a piece of armor . What should I do to determine where it will be placed ? I want to place it in the upper arm .

Sorry for the mistakes, i speak spanish.

10
DF Suggestions / Adventure mode: Profession Menu
« on: June 24, 2016, 11:11:33 am »
With the possible future addition of more professions in the adventure mode, the game will need more detailed menus and features for jobs.

My proposal is the inclusion of limited menus, some taken out of the fortress mode, which change depending of the job:

Law Giver / King / Lord / Another lofty titles: The more bigger menu, similar to the fortress mode, with options to give orders in all areas, including military and construction.

Official: Limited interface, with only military bussines. Have a list with orders of mayor officials and nobles.

Soldier: Only have a list with orders.

Judge: A Simple Menu with cases, options to give orders and another legal stuff.

Great merchant/seller: A administration interface with a inventary, economy stuff and the salary of your workers.

The other professions will be similar, with menus (if you need them) limited to their work.

I'm not sure this is the most appropriate or simple, but it is what comes to my mind.

Sorry for the mistakes, i speak spanish.

11
DF Suggestions / Ornamented and Distinctive Armors and weapons
« on: June 14, 2016, 01:19:46 pm »
In the game, the only difference between the armors is the size and composition. It would be great if they could have different characteristics, such as horns, crests, details on the breastplate and more. This could also be applied to weapons, scepters and another ornamental objets.

When differentiation uniform included, this could add more fun.

Sorry for the mistakes, i speak spanish.

12
DF Suggestions / Guards and Punishment in Adv mode.
« on: April 06, 2016, 11:45:11 am »
I have two ideas for the future implementation of guards and punishment in Adventure mode . I hope they'll be useful:

1- If the player is a peasant without fame, the guards would not let him enter in the castles or important sites.  The only way to enter its get fame or join in to the group in control.

2-An adventure lord can send members of they forces to punish criminals, like a police boss or a judge. Punishments were typical: Mutilation, prison or death.

Sorry for the mistakes and the short post, but i speak spanish and i can not extend my messages without a lot of orthographic errors. Sorry, I can not say more of my idea, the words fail me.

13
DF Suggestions / Cursed Lands.
« on: March 05, 2016, 02:12:36 pm »
It would be great if the undead , necromancer and other creatures of the same style could curse entire regions.

For example , a region cursed by a necromancer would be full of undead , like the enchanted lands .

In other cases , it could be filled with monsters, or being plagued by a terrible disease.

14
DF Gameplay Questions / Law Giver questions
« on: March 04, 2016, 11:12:58 am »
Who is the true leader of a human civilization ? The law- giver or the Lord ?.

Is there any way to become law giver in the adventure mode?

15
DF Suggestions / Adventure mode war.
« on: February 13, 2016, 03:59:08 pm »
The role of lord in the adventure mode is interesting, but it is very simple.

In addition to those already proposed , my suggestions are :

1 - Possibility to guide armies  and strategize before the battle .

2 - Possibility to attack another civilizations.

3 - militar ranking.

4-Posibility to send specific orders to soldiers and civilians.

Sorry for the mistakes, i speak spanish.

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