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Topics - Lyrax

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16
DF Suggestions / A way to build people.
« on: March 09, 2008, 12:20:00 am »
Dwarves... who build golems.

Maybe it'll have to wait until magic is implemented.  But I WANT this.  We have a golem template (iron man, anyone?) and we have one raw material readily available (statues).  Would it be that hard to build tame golems?


17
DF Suggestions / Packaged Sample Fortresses
« on: April 10, 2008, 10:55:00 pm »
This is kinda bloat-y but shouldn't be hard to implement.

Wouldn't it be nice if you sat down to play Dwarf Fortress for the very first time... and there was a sample fortress already there to get you started?  Wouldn't need much... a pregenerated world with a saved game.  Maybe 15-20 dwarves, each with meager bedrooms and a dining room.  A few military dwarves, a mason, carpenter, miner, smith, woodcutter, and a few farmers.  A small plot, already set to get planted every season, and show everyone how it's done.

Why?  Because it would answer a lot of the most frequently asked questions on this board.

Maybe it could even just be an optional download.


18
DF Suggestions / Combat Suggestions
« on: May 21, 2008, 01:01:00 am »
Bear in mind when reading that I am a scholar of medieval arms, armor and (especially) martial arts.  Not a novice scholar, not a skilled scholar, and far from legendary or even great.  But I am a scholar.

Suggestion #1 - Altering current weapon damages.

Problem: Piercing weapons are extremely overpowered, and at the same time somewhat underpowered.  Instakills when the get a critical hit and piddling damage when they don't.  The criticals need to be less.. critical as any single arrow can pierce up to five organs that have no business lining up in any sort of row, and that's rather broken.

Solution: Tone down piercing criticals.  A lot.  Boost a spear's regular damage, and reduce that of bolts and arrows slightly.  Should be good.


Suggestion #2 - Altering treatment of armor to be even more realistic.

Problem: All weapons treat armor exactly the same, which is acceptable for this type of simulation, but not ideal.

Solution: Add an [ARMORPIERCING] or [MASSWEAPON] tag to weapons that are extra effective against armor.  This includes all the mass weapons: picks, hammers, maces, and axes.  Ideally, this tag would allow a weapon to bypass some of the armor's block percentage (either a percentage or a flat rate would be fine).  For reasons I won't get into here, these weapons are extra effective against armor, and once they are granted this ability, their damage can be toned down a little.  Thus, an axe might do an average of 10 damage less than a sword (even factoring in critical hits), but it negates 20 points of damblock from armor.  This makes it evenly effective against armored and unarmored foes.


Suggestion #3 - Dwarves carry daggers.

Problem: There is no middle ground between 'armed for war' and 'armed for emergencies.' Simultaneously, there's no weapon that wrestlers can carry to make them more effective against armored opponents.

Solution: Introduce a new tool/weapon, the knife.  You could also call it a dagger, and it would function as such.  The knife would be an emergency weapon, and while dwarves might not start out with them, all dwarves would carry one, even civilians.  Knives ought to do more than a punch, but less than any real weapon; perhaps 1-4 or 1-6 piercing would do the trick.  They might be best used as a wrestling maneuver, as they are a 'really close combat' kind of weapon.  This addition would allow dwarves to occasionally survive a carp attack, and make civilians less helpless in general.  Perhaps only a wealthy fort could afford to equip every dwarf in this fashion, but it would increase their survivability rate.  The knife could also be an eating utensil, giving dwarves minor unhappy thoughts from eating without one, or modifying the thoughts gained from eating.  Wrestlers could carry knives, making them slightly more effective/viable, but they probably would not use them with every attack.  In all cases, the knife could be given its own slot, called a 'pouch' or a 'tool' slot or something.

I don't know whether dwarves are smart enough to handle having several attack options including 'choke' and 'stab with knife', nor do I know if they are smart enough to take a weapon out and wield it.  But it would definitely, definitely be a welcome addition that serves multiple purposes.


19
DF Suggestions / Syntax
« on: May 14, 2008, 01:19:00 pm »
I'm talking about adventure mode.  The fight messages are terribly vague, and seem... wrong.

Example:
You bash the troglodyte in the upper torso with your +steel mace+
It is broken!

"It is broken" seems to refer to the steel mace, and this annoys me to no end.  The first time I fought someone, in fact, I thought that my weapon HAD broken.  A better message might be:

You use your +steel mace+ to bash the troglodyte in the upper torso!
It is broken!

OR

You bash the troglodyte in the upper torso with your +steel mace+
His upper torso breaks!


20
DF Suggestions / Elf Weapons... what in the world?
« on: March 20, 2008, 12:37:00 am »
Why is it that elves can make spears and bows out of wood (perfectly reasonable and easy to imagine) and even swords (which is kind of a stretch, because wooden swords are usually 'clubs') but not maces or hammers?  A mace (club) is the easiest weapon in the world to make with wood, and yet the elves can't do it?  Do they have some creed against weapons that don't draw blood?  'cause swords and spears are evidently fine.

I think it would be a good thing if everyone, even dwarves, could make wooden maces or hammers.  Perhaps you could make a club (mace) and club (hammer) in the carpenter's workshop.

They'd be excellent for training, and this would make it possible to arm a small group for battle before year 2 or 3 is out.


21
DF Suggestions / Natural Caverns
« on: May 11, 2008, 09:39:00 pm »
Is there a plan to include more uninhabited natural caves/caverns?  Right now, there's nothing in between an underground pool, and a chasm that goes to the center of the earth.  I'd like to see more middle ground, like bat caves too small for kobold warrens, and maybe even natural formations of stalagmites and stalactites that count towards architectural wealth.

Sound good?  Sound bad?


22
DF Suggestions / Colossus Corpses
« on: April 23, 2008, 10:50:00 pm »
As cool as masterwork bronze statues are, I think it would be really, really cool if the corpses of these behomoths were artifact statues bearing the name of the actual colossus at the time of death.

Wouldn't that be frikkin' awesome?


23
DF Suggestions / Metal Categories
« on: April 20, 2008, 10:57:00 am »
Let me say that I love Gold and Silver and Billon and Electrum and three kinds of Pewter, but there's something less than satisfying about scrolling through the list of metals every time I want to make a metal object.

One obvious solution (or semi-solution) is to only list available metals, like with the smelter.

Another is to include three options: Minor Metal, Weapon Metal, and Precious Metal.

Precious Metal - any metal that cannot be used to make armor.

Weapon Metal - your best available metal, be it adamantine or steel.

Minor Metal - inferior metals that can be made into weapons or armor.

While I'm not entirely sure it's a good idea to add more metals to the list at the forge, I definitely want the precious metal one, since sometimes I just want to make metal crafts and I don't much care which metal they use.  Stuff like this happens a lot.


24
DF Suggestions / Hunting:Crossbow Fishing:Spear?
« on: April 16, 2008, 11:28:00 pm »
Many of us are tired of losing dwarves to fishing accidents and seeing these poor, defenseless dwarves drown instead of gutting the fish like a real dwarf ought to.  While doubtlessly some fish will be toned down in power, the threat will always remain.

What would dwarves do about this situation?  Arm their fisherdwarves.  The most logical weapon to give a fisherdwarf is a spear, since underwater thrusts work well, but cuts do not.

I suggest that fisherdwarves be able to take spears with them on fishing trips.

This could be done in either the manner of miners/woodcutters (making a spear be a necessary tool) or hunters (making it a useful, carryable addition).

Also: is it too much to ask that immigrating fisherdwarves start with a little swimming skill?


25
DF Suggestions / Bloat: Assertiveness
« on: April 16, 2008, 12:41:00 am »
This could be a personality trait that has effects on actual gameplay.  The attribute is assertiveness, and the first effect, obviously, would be that some people would like assertive people, and others wouldn't.  Nothing new there.

Then, you could have assertive people walking over non-assertive people in narrow corridors.  A small change, and not exceptionally important, but it would add some flavor to the game.

Finally, you could have especially assertive dwarves that take workshops and jobs from other dwarves (especially if they were unhappy due to lack of work).  Naturally, the dwarf that got there first doesn't always like this (sometimes negative thought) and if they're assertive, they very well might take the workshop/job back, and start a fist fight.

Of course, this shouldn't happen until Hammerers stop executing dwarves for misdemeanors, such as starting fist fights.  But it would be a good way to introduce some crime and flavor without making any dwarves into real hardened criminals, or even throwing tantrums necessarily.

Whaddya think?


26
DF General Discussion / If DF economics were applied...
« on: May 13, 2008, 10:23:00 am »
If DF economics were applied to a medieval European country, sand would be a hotter export/import commodity than food.  But it would still be dirt cheap.

They would not have wanted to come to the New World for gold, or anything less than aluminum, really.  Or maybe flux.

No one would ever starve in that country, unless they got trapped in a place that had no access to the food.

The Moors in Spain could have been bought off with a few stacks of cooked meals.

What else?


27
DF General Discussion / You know you've played too much DF when...
« on: April 05, 2008, 04:11:00 pm »
You try to use the '<' and '>' to navigate the DF boards.

You can appreciate how much your walls look like a '#'.

And your primary response to anything upsetting is to either shrug it off or throw a tantrum and destroy stuff.


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