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April 23, 2024: Dwarf Fortress 50.13 has been released.
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DF Bug Reports / Re: What bug do you most want fixed?
« on: January 21, 2008, 08:03:00 am »DF Bug Reports / Re: Chalk automatically allowed for construction
« on: March 11, 2008, 11:44:00 am »DF Suggestions / Re: Totally useless bloat
« on: March 11, 2008, 11:19:00 am »DF Suggestions / Re: If I want to eat human flesh, I should be able to.
« on: March 11, 2008, 11:15:00 am »DF Suggestions / Re: Uses for Water: Farms and Soap
« on: March 11, 2008, 12:09:00 pm »DF Suggestions / Re: Optional volcanic instability
« on: April 13, 2008, 05:37:00 am »I don't think instability of this kind should be optional. Losing is fun. The challenge is to make mistakes, overcome losses and find a way to make it work.
DF Suggestions / Re: Aritfact Suggestions
« on: April 12, 2008, 06:28:00 pm »[ April 12, 2008: Message edited by: McDoomhammer ]
DF Suggestions / Re: Aritfact Suggestions
« on: April 12, 2008, 02:47:00 pm »quote:
-Timmyless: Dwarves no longer fall down the well
LOL. You win for that one.
When I clicked this I was thinking "mm, nice idea, but no", and then I thought "a lot of these are very creative and well-thought-out" and now I actually think a number of these would work out really well, especially since I think (hope) that magic when implemented should be focused in this sort of area, rather than D&D fireballs and stuff. They don't have to be big effects, but they improve fortress life in their own little ways. I like the idea of magic/mystic artifacts having little descriptors that show when you view them- like yours, or perhaps a short sentence- which give a clue to but don't spell out what power the artifact has. And for preference, lots of different ones. Nice post!
Oh, and how about a musical instrument like the ones in real life folk tales that plays itself when its homeland is threatened (ie warns of sieges in advance?)
DF Suggestions / Re: Strange moods should not result in so many craftsdwarves
« on: April 15, 2008, 05:11:00 pm »DF Suggestions / Re: Strange moods should not result in so many craftsdwarves
« on: April 15, 2008, 10:41:00 am »On the other, what will you have to show for it? An empty, plain, dug-out space and a suddenly-legendary miner. And nothing you could call an artefact. Therefore, until (if it happens) there is some way to make that space special, auto-mining is probably going to have to go on the long-term maybe pile.
Not to mention mining really isn't the profession that needs this. They can already enter a mood, go to a workshop, produce an artifact stonecraft... and become legendary in mining! So again, if it ain't broke, don't fix it. That said, I see no reason why they couldn't produce an artifact pick sometimes, instead of the stonecraft. That would be cool and probably much easier to do.
DF Suggestions / Re: Strange moods should not result in so many craftsdwarves
« on: April 14, 2008, 05:27:00 pm »I don't know. It's not grabbing me, but others may disagree. Perhaps it's that, while you end up with an object, it can't really be named, valued, lost or stolen in the same way as an artifact. I realise that's just me, though- you might not see that as important.
Perhaps as time goes on farming will be changed in ways that make this fit better, or present an alternative.
I like the engraver idea. The "miner makes a special area" idea is kind of cool, too, but it's so different from how things work now that I guess it'll just have to wait and see until the magic arc.
DF Suggestions / Re: Strange moods should not result in so many craftsdwarves
« on: April 14, 2008, 05:58:00 am »Perhaps it could be expanded to include clothesmaking/leatherwork, or at least metalcrafting. I kind of like that artifact weapons, furniture and such are rarer- it makes them cooler, and you're most likely to get one if your fort produces a lot of that kind of thing anyway. If anything all this is giving me a deeper appreciation for Toady's underlying genius.
DF Suggestions / Re: Strange moods should not result in so many craftsdwarves
« on: April 14, 2008, 03:56:00 am »Othob, I apologise for causing offense as such was not my intention. I withdraw the 'silly' comment, and I hope you won't think ill of me.
I must still disagree, though. In the case of mining... well, if any skill is dwarven enough, it's mining. But finding something that shouldn't be there just doesn't seem to be a function of skill, but of luck. And from a game standpoint, players are going to realise, or discover, that if not for the mood, the mineral would never have been there; the legendary feat goes from sheer luck to impossible deus ex machina, and harms suspension of disbelief. The audience should not be able to see what's going on behind the curtain.
Farming and hunting and things... apart from undwarvenliness, the game has no way that I know of to generate new plants and things on the fly, and putting one in then creating a new mood system around it seems a lot of work for something which, it could be argued, runs counter to the games theme in the first place.
I have no constructive alternatives, except to say that if it ain't broke, don't fix it. I feel for your situation, but at the same time, randomness is a strength of the system. You could just as easily end up with a fort full of legendary weapons, masonry and leatherwork next time. Or you could try and keep your dwarves skilled in the professions you want artifacts from and thereby influence the odds in your favour; it provides no guarantees, but it is at least logical and becomes its own kind of game challenge.