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Messages - Mikademus

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271
DF General Discussion / Re: Something I've noticed
« on: December 09, 2008, 03:52:43 pm »
Or dwarves milking burning cows is funny as hell.

I saw the image in my mind and immediately laughed. Has DF damaged me beyond salvation?!

272
DF Suggestions / Re: Creating a magic system?
« on: December 08, 2008, 01:06:22 pm »
Well, not only would it be a good game balancing mechanism (== adding more ways for your fortress to implode disastrously) but it also has great opportunities for the dark kind of DF humour we all adore!

Your mage weaved his "homing 'sploding kittens" magic, obliterating a goblin raiding party, then appropriates the food stores in a horrible-to-behold 1-week frenzied eating binge consuiming most of what you have while winter draws nearer and the desperate dwarves bang the door.

MP is never displayed, or perhaps even needed?, but the more magic is used the more a strain will be put on your fortress resources. And of course, if over-taxed the mage will faint and die since he can't feed himself if gone too far.

273
DF Suggestions / Re: Creating a magic system?
« on: December 08, 2008, 11:54:42 am »
Reading the post above this one I just remembered that in some interpretations magic burns calories. So the more and increasingly powerful magic is used the hungrier (or faint) the user becomes (see f.i. L.E. Modesitt Jr.'s Recluse books, or the "Slayers" animation - Lina Inverse can really wolf it down!)

So if a magic user had an outstandingly ravenous appetite (s)he could really be the end of the castle by causing starvation or thirst, which would be very much in line with the DF style of posing challenges to the player! For further fun, let a mage issue demands on when he wants to eat or drink! :)

274
DF Suggestions / Re: Military dwarves getting strange moods
« on: December 08, 2008, 10:34:20 am »
Quoted from another thread:

I feel that wizards and magic should primarily be a challenge factory. Wizardry and magic could be obtained through a strange mood after a certain population has been reached, or a wizard could arrive much like a noble. They'd then demand certain workshops or similar utilities to be set up where they can experiment and research. The effects of their research would be almost completely arbitrary. You could suddenly find all the bones in your refuse pile animate and terrorize your butchers. Conversely, the wizard would occasionally create magical amulets that could benefit your soldiers, workers, or even nobles. An enchanted amulet given to a soldier could increase the chance of a martial trance occurring. A magical pair of gloves given to your legendary mason could increase the frequency of masterpiece furniture made. The primary function of the wizard, however, should be to create challenges (and, subsequently, fun) for the player to deal with. The wizard would escape prosecution for any crimes he/she commits as long as he didn't directly cause the death of a dwarf. A stray fireball hitting a nearby peasant would result in the wizard being carried off to the gallows while an animated piece of dwarven cheese choking your baron would allow the wizard to remain blameless.

There are a few suggestions here relevant in context: We are discussing the strange moods a wizard could get, however, it might be that someone actually turns wizard from a strange mood, like the alchemist or (runic) engraver.

Also, from this comes the notion of a dwarf having strange moods more than once. It a dwarf turns into an exotic specialist from his mood, or arrives as a specialist immigrant like a noble, (say wizard or flying spaghetti ninja or something) then he could get a second strange mood.

275
DF Suggestions / Re: Creating a magic system?
« on: December 08, 2008, 10:27:56 am »
If I remember correctly, magic was one of the most fun aspects of the original Armok

Where would it be without the ability to blow people up, Teleport their organs out, or turn their brains into mighty weapons?

Oooo, that sounds so... Dwarf Fortress! Can I have it in my game now?!

PS. I am serious, not sarcastic. It sounds fun and DF in a nutshell.

276
DF Suggestions / Re: Military dwarves getting strange moods
« on: December 08, 2008, 09:16:26 am »
I like the suggestion of wizards in a strange mood doing a wondrous (horrific!) summoning! The artificing suggestion for wizard fey moods is a natural one, and it presuppose what this thread is about: strange moods being specific for the dwarf's profession. If my wizard claimed a clothier's workshop and created "Shinebutt, the soup undertrunks" I would be pretty miffed.

277
DF Suggestions / Re: Magic system: request for non-insane comments
« on: December 08, 2008, 09:09:33 am »
Just what we need, yet another bloody magic thread.

278
DF Suggestions / Re: Creating a magic system?
« on: December 08, 2008, 09:04:38 am »
Toady, if you're reading this: PLEASE don't implement magic. Do anything else. Rebalance food production. Improve sieges. Fix the morale mechanics. Do some work on the economy. Just don't pour your efforts down this rathole.

I'm usually not confrontational or abusive, but seriously, man, stfu. A well-implemented magic system would neither assume undue implementation time or be anything but advantageous for the game. The most given suggestion is simply to build on the current artefact system, which sounds very dwarfish to boot. You're screaming fear and doom and trying to speak for us all. Get out of here and cool down before returning.

279
DF Suggestions / Re: Military dwarves getting strange moods
« on: December 07, 2008, 04:59:51 pm »
* Mikademus slaps LegacyCWAL with a magic carp

That would work, if dwarves can get 1337 skills as a result from their mood, akin to developing a martial art.

Or to keep with the artefact theme that is going atm, they could quest for a spell tome or create a magic item that amplifies their abilities or something.

280
DF General Discussion / Re: Displaying the new hair/fur/scales/etc. changes
« on: December 07, 2008, 03:42:02 pm »
Reading is a fun thing. Everyone should learn how to do it.

Asdkf dskfjdi digjdz98xurszn 9p0@'()'34i5r ()'IKJsjkfp &t si;l%jkKLJ iojidfhjgklh li8u OIYH dsfoi)i43j I+J3489

sdd
 

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281
DF Suggestions / Re: Military dwarves getting strange moods
« on: December 07, 2008, 03:38:19 pm »
There seems to be a general consensus on approving strange moods (1) specific to professions in general and (2) military dwarves in particular. Also, the favoured flavour seems to be questing, which may result in a dead dwarf or one returning with skills and artefacts. The risk is also nicely symmetric to normal strange moods where you can lose your dwarf to madness if you can't provide what he needs (shells) - if you have decent equipment he or they can grab their chances improve.

Also, it begs the question, what strange moods would wizards have? (Please don't reply "wait for the magic arc").

282
DF Suggestions / Re: Military dwarves getting strange moods
« on: December 06, 2008, 09:11:05 am »
A less modern word for doctor?

...
Surgeon
...

How is surgeon less modern than doctor? If anything, it seems more modern.

Quote from: Dictionary.com
sur⋅geon /ˈsɜrdʒən/ [sur-juhn]
–noun
a physician who specializes in surgery.
Origin:
1250–1300; ME surgien < AF, alter. of OF cirurgien chirurgeon

where "chirurgeon" means "hand-worker".

283
DF Suggestions / Re: Creating a magic system?
« on: December 05, 2008, 03:01:23 pm »
I recall in one fantasy setting, I think it was Warhammer Fantasy? the dwarves would only use item-based magic going off that first post because if they grew too powerful in using magic in general, they would slowly turn to stone, a dwarf who has reached a level of wizardly power equal to or greater than say, Gandalf, would become a new decoration where s/he stood.

And miscasting would be REALLY disastrous, the better the wizard and the worse the miscast, stuff like an entire city would suddenly teleport to the sun or something equally bad. Weaker wizards had lesser effects when they miscast, like turning blue or something.


Ooooo! I fully endorse this! However, it will probably not be included because it will be too hairy to implement.

284
DF Suggestions / Re: Juice!
« on: December 05, 2008, 08:42:28 am »
stop hijacking my suggestion and talk about juice!

Suddenly, death struck the thread.

285
DF Suggestions / Re: Military dwarves getting strange moods
« on: December 05, 2008, 05:13:53 am »
n my opinion wanderlust or questing doesn't fit dwarves. It would be the perfect way for making, say humans, stand out as playable race though. ... Basically a dwarf gets fed up with his/her friends dying in the hands of <insertrace/animal> and instigates a group of other dwarfs to join him/her on a "crusade" on the hated foe.

What you're saying is that we have questing, and races vary as to motivation. So Men (and Kenders) stereotypically quest for wanderlust while dwarves quest for vengeance, grudge and saga animosity. Sure, I can buy this. It is a good shared, mechanics but with individual flavour.

However, I don't think dwarves must only be limited to go for immediate vengeance, they could carry generational grudges, have saga animosity, and also quest for ancestral duty.

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