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Topics - Sky-Streamer

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16
DF Dwarf Mode Discussion / Giant holding 11 different artifacts
« on: December 01, 2020, 05:17:15 pm »
So, I'm playing in a world where, in essence, almost entirety of life has been extinguished. The only exceptions are a civilization of necromancers, a town of ~60 humans, and my fortress. It's existed for 5 years so far.

A giant just arrived, and I noticed that it holds 11 different artifacts. His name is Goldfillers the Sweet. He's got long auburn hair, a crooked nose, pale taupe skin, and low eyebrows and forehead.
Spoiler (click to show/hide)

He has...
- A mica slab called Ashencut that holds the secrets of life and death.
- A copper bow called The Knowing Ward covered in oval aventurine cabuchons and images of walnut trees
- A Dwarf Bone Buckler called Profaneflooded encrusted with graphite cabochons that has an image of a dwarf being elected to mayor in pink garnet
- A bronze short sword called Glowingrhyme with images of dwarves in hazel wood that has accumulated 13 kills
- A bronze war hammer called The Mastery of Escorts that has bands of sheep bone and spikes of Ilmenite
- A human bone ring called Gallowsturmoils
- A steel short sword called Carmineobeyed that's almost a thousand years old
- A bronze mace called Poemcovered encrusted with pear cut red zircons
- A bismuth bronze battle axe called The Perplexing Portal that's covered in like 5 different kinds of gems
- A steel war hammer called Acheworker that has killed 14
- And a mica scepter called Taxscorched the Mahogany bird.

And that's it.
Just the artifacts.

And guess what he's using as a weapon?? Guess???
Spoiler (click to show/hide)

17
DF Suggestions / [Guilds] Guild Strikes
« on: December 01, 2020, 10:10:30 am »
WARNING: This may get a bit topical and some descriptions may be similar to recent IRL events. Please don't bring said situations up in replies; Regardless of your opinion on any similar events, this is a suggestion, not a political stance.

I've noticed that Guilds are - in some ways - similar to the modern idea of Unions. So, I thought, "What if Guilds can go on strike too?". I checked the Planned Features page, and didn't see anything specifically about them, so I decided to create this as a starting idea of what they could end up being.

Guild Strikes
Guild Strikes are events that occur when Dwarves are unhappy with some part of their work or lives. They can only take place after a Mayor or Baron is elected, and when enough dwarves in a guild have an issue with one or more things.
During a strike, Dwarves will refuse to work on specific labors or jobs. Some dwarves in a guild will not participate in the strike, but striking dwarves will begin to dislike them, and the dwarves that DO work and DO have sympathies with the strike will produce lower quality goods.

Strike Types
Here are a few ideas of how some strikes could take place. These are only some ideas for how Strikes could work, and these will likely not be all the ways a strike can happen if they are put in-game.

Workless Strike - The typical strike, without any other affects than dwarves refusing to do jobs that relate to certain labors.
General Strike - The typical strike, but on a larger scale, with more than one guild taking part.
Sit-Down Strike - Dwarves will actively get in the way of the work by occupying workshops and refusing to allow others to use it until the strike finishes.
Hunger Strike - Dwarves will refuse to eat or drink until the end of the strike; some may die.
Occupance Strike - Dwarves will enter the rooms that are owned by authority figures and refuse to leave.

Strike Demands
Each strike will choose one or more demands depending on their need from the striking dwarves.

Less Work - If you have been forcing Dwarves to work to the point of being unable to socialize, they will want to have to work less overall.
Meeting Place - If you have not made any sort of area to socialize, Dwarves will strike for an inn or some other area they can socialize with others.
Workless Days - If you have been forcing dwarves to work almost nonstop, they might ask for 1 to 2 weeks of vacation each season.
Better Meals - If enough dwarves do not have proper meals, they will strike for proper meals.
Public Workshops - If dwarves are sad they have been unable to practice a craft, they might strike for a 'Public Workshop' that dwarves can access and use when they have no labors to do.
Better Furniture - If dwarves have nowhere to sleep or store their belongings, they might strike for proper bedrooms and furniture in them.

Lying about Acceptance
You will be able to accept the demands of a strike in a similar fashion to a petition. When they are accepted, they have a time limit to when they must be completed. When you do not complete it, though, there will be a large amount of stress, and a good chance for things to... escalate.

Listening to the Strikers
When you listen to the striking dwarves and give them what they desire, they will get a boost of happier thoughts and will be able to start working again, potentially delaying even a tantrum spiral. However, some dwarves will dislike Strikes and demonize the strikers.

Escalation
What if you ignore the strikers and lie about accepting their goals too much? Well, then the dwarves may begin to riot for change. Dwarves riot when they think strikes don't do anything, and the more riots happen, the faster that dwarves resort to them. Like Strikes, there are a few types of Riots, as well as a final type that can lead to the destruction of a fortress.

Riot Types

Occupancy Riots - Dwarves will enter the houses of authority figures and mess the place up, destroying and upturning furniture.
Precise Riots - Dwarves will destroy items and workshops that relate to their labor, such as axes and carpenter's workshops for woodworkers.
General Riots - Dwarves will destroy any workshops or structures until they are incapacitated or the strike is over.
Resource Riots - Dwarves will destroy resources that relate to their labor, such as metal bars, wooden logs or crafts.
Exodus Riots - Dwarves will leave the fortress and take up occupancy at another site until you do what they want you to do, not just accept.

After a few riots, the dwarves may stop rioting. This does not mean the danger is passed; it means that the final type of riot will soon occur without proper preparation and de-escalation.

Uprising - Think French Revolution with Dwarves. Rogue military dwarves may assist the uprising, Some dwarves will assist the uprising and others will resist it, and the main targets will be those in power. Nobles cannot be elected during an uprising, and if all nobles are killed during an Uprising, the fortress will be forcefully retired. In Legends Mode, the fortress will have created a new civilization after the uprising, and all the holdings of the fort will leave the claim of their civilization as well.

Please tell me what you think of the idea!

18
DF General Discussion / Advice on how to best play DF with low ram
« on: November 29, 2020, 08:53:36 pm »
Hello everyone!

I have a really low RAM (8 GB) because I play on a laptop, so I don't know how to best play DF. I have a decent idea of how to best generate worlds, but I need some advice on what to place my population cap at, as well as some strategies to maximize RAM. Please give me some advice!

19
DF Dwarf Mode Discussion / Defense Room Concept - Escape Hall
« on: November 25, 2020, 12:53:58 pm »
You know those boring traps where you make the entire enemy army fall into a pit and watch them drown?

Well, now, I have created an idea for a more fun alternative!

The Escape Hall is where you put the entirety of the enemy army into a pit, and then sloooowly fill it with water. However! You allow them to escape... if they can make it out of an obstacle course! Cage Traps, Monsters, Spiked Balls, Spikes, and dwarves with arrows!
Want even MORE fun? Swap the water with magma, and make the escape have a direct trapdoor to the circus! Perfect place for some more FUN!

20
DF Modding / What should I start with when first learning to mod?
« on: November 23, 2020, 10:34:05 am »
Hello! I'm thinking about getting into modding DF.

What should I start by doing? Is creature creation a good way to start, or is there some other thing that I should become familiar with? Thank you!

21
DF Suggestions / [Structure] Fisherman's House
« on: November 10, 2020, 11:07:23 pm »
These would be small structures created by Dwarves and Humans in Warm and Temperate coastlines. They are often somewhat close to a town, the distance ranging from three to seven days. When found, a single dwarf will be there, as well as a pack animal and a small chest full prepared fish. The structure has a small wooden dock, a building with two rooms (dining and bed), and either a basement located at the back of the structure of a storage shed located near it. The basement will hold bins and valuables; the shed will hold basic iron tools. Both of these will be locked, requiring you to break it down, pick the lock or ask/"ask" the fisherman for a key.

Occupants:
Fisherdwarf/Man
Rideable Animal

Loot:
Prepared Fish
Unprepared Fish
Furniture
(Basement) Bins, Gems
(Storage Shed) Iron Tools, xIron Toolsx

Dangers:
Oceanside Wildlife
Fisherdwarf/Animal

22
DF Dwarf Mode Discussion / May I have tips on good base design?
« on: November 05, 2020, 01:34:38 pm »
I don't mean as in, making the base actually act efficiently. I just want a fort I make to actually look good, which - let me tell you - I am NOT good at. I just make a single central staircase that's one block thin and throw shit onto the sides like god shoving limbs onto the sides of centipedes, but I want to make an actually decent-looking base. Any tips?

23
DF Suggestions / Magic Based Plants
« on: November 04, 2020, 11:57:00 am »
This is an idea that stems off of the idea that Magic will be tied to Spheres.

If this is the case, unique plants could be generated that correspond to some of the spheres. These plants would be able to be manifested via people who concentrate magic into a small enough area, and allow that magic to be concentrated in a stable way. However, only 5 to 30 Magic Plants will be generated per world, some having the potential to have the same base sphere.

Each Magic Plant would have a few basic stats.

Allied Color: These are the colors more likely to be chosen for the plant.
Warring Color: These are the colors less likely to be chosen for the plant.
Allied Structure: These are the structures more likely to be chosen for the plant.
Special Affects: Each type of plant has a certain affect. A sphere has two to four unique abilities that could potentially show themselves inside the plant, but all magic based plants have the ability to boost its corresponding magic's affects when eaten.

Here are a list of possible structures, with examples in the real world of them:

List of Plant Structures:
Spoiler (click to show/hide)

And here are some examples of how some spheres could be classified.

Fire:
Spoiler (click to show/hide)

Blight:
Spoiler (click to show/hide)

Metals:
Spoiler (click to show/hide)

Nightmares:
Spoiler (click to show/hide)

Theft:
Spoiler (click to show/hide)

Writing:
Spoiler (click to show/hide)

Please, critique or add onto the idea as you all see fit.

24
Here's an idea.

A young dwarf may look at a caravan from a distance, eyeing an item, usually a toy. If one of the guards or merchants notice the child, the merchant might do one of a few things; They may shoo the kid away from the caravan, Allow the child to play with the item until the caravan leaves, Or - if the item the child is eyeing is cheap - give the child the item for free.
If not noticed, the child may also decide to STEAL the item. It will slowly approach it, grab the item and run away as fast as they can. When they approach, they can be shoo'd away, questioned by the merchants, or simply ignored. When the child gets the item, the kid may get away without being seen, may be chased by one of the guards through the fort as the guard tries to apprehend the child, or if the guard is exceptionally psychotic, you may just have a sad mother and a dead body on your hands.

Please add on and critique this idea as you all see fit.

25
I'm thinking of making a detailed Apocalypse Event/Entity suggestion in the Suggestions forum, but before I begin to sink large swathes of my free time into the project, I'd like to know how the community feels about the possibility of anything that can create near-extinction to total-extinction events. I'm not going to be making anything that totally destroys a world, or anything that lasts TOO long in the grand scheme of things.

26
DF Suggestions / Cold or Winter based Spheres?
« on: November 01, 2020, 08:18:13 pm »
It's really surprising that there are no spheres that relate to anything involving cold. So, I think that adding Blizzards, Ice and Snow to the list of Spheres would be a good addition.

27
DF Adventure Mode Discussion / How to store items for Fortress??
« on: March 25, 2020, 04:32:18 pm »
Hello! I'm currently planning on destroying 17 different fortresses, hamlets and monostaries and collecting all the usable materials for usage in fortress mode. Is there a way I can do this safely without having to risk my character being killed while I set up a fortress?

28
DF Suggestions / Tribute System Upgrades
« on: March 17, 2020, 06:22:32 pm »
This is an idea for how Tributes could potentially get an upgrade. It seems fairly lackluster at the moment, so I'd like to suggest a few ideas for how to improve the system!

Tribute Rating
   Tributes would be able to be "rated". When the merchant who gives the tribute arrives, they'll talk to you similarly to how an elf would. They first list their tribute items, then ask if it is satisfactory or unsatisfactory. If you say it is Satisfactory, the merchant will leave and the next year's tribute will be of either similar or slightly worse in its difference. However, this leaves the civilization a bit happier with you, and will be less likely to try and retaliate.
   If you say that it is Unsatisfactory, the tribute will ask why. You will then be allowed to ask for a certain amount of a certain category; Weapons, Clothes, Animals, Weapons, Armor, Food, Furniture, Leather, Cloth, "more items" and Tools would be my guess for how it would be. It'd be very simple; You can choose how many categories you wish, but the more you choose, the more likely the civilization is to violently resist. Not only that, but if the civilization has access to something, they may try and twist your request back at you.
     Sub-Section: Specialized Sieges
   Sometimes, the civilization will choose to send you your desired request... But not in the way you may have thought. Depending on your choice, their seiges and ambushes will be modified to best suit your needs!*
                                                                                                                      *providing your needs include blood, chaos and loss
   If you have requested more weapons or armor, then then they'll happily be provided! If you can pry them from the cold, dead hands of their soldiers.
   If you requested more animals, then by all means! They'll gladly send some your way! They may even have some war training, an even better deal!   
   If you ask for food, be my guest, I hope you have a pretty good butcher!
   If you want furniture, I hope you enjoy it when trolls throw it right into your f*cking skull.

Sabatoge Tributes
But sometimes, the civilization may wish to go out with a bang on your peace parades! So, next time you welcome a tribute, you'll always be on the tip of your toes for some nice, dandy fun!

   - A small ambush will approach directly behind the merchant.
   - They'll give you not just some animals, but some violent war trained animals!
   - [Goblin Only] If they can, they'll quickly snag one of the kids and run!
   - [Dwarf Only] A well-armed merchant is a pretty good sign a martial trance is in the making.
   - [Elf Only] The elves will probably just plant literal masses of trees as they run out. Just because.
   - [Human Only] The humans, being sly lil' demons, may try and commit some arson if you're not careful.




 [EDIT: Posted early accidentley, didn't want to retype.]

29
DF Adventure Mode Discussion / Have Dungeons been Removed?
« on: March 13, 2020, 07:07:36 pm »
I've been searching my worlds for Dungeons for quite a while now, but I have yet to find a dungeon in the 20+ town keeps I've explored in the newest update. I've even looked through one of my world's structure list, and out of the nearly 700 structures, not a single dungeon. Have dungeons been removed?

30
DF Suggestions / Night Creature Idea - Mutants
« on: February 07, 2020, 09:45:57 am »
   This is an idea for a new species of Night Creature; Mutants.
   Mutants, unlike other night creatures, are not made in world generation. Rather, they can be created by certain megabeasts that have a new type of attack, a bite that will cause those afflicted to be mutated. The ability will be described as "Beware its mutating toxin!"
   The ability acts in the same way as a poisonous bite, only afflicting things bitten by it.
When something is affected by the toxin, they will not feel any negative affects at first, but they will slowly mutate over the span of a few months (2-3 at the least), but that's only if the body puts up a fight. Depending on how strong the dwarf or person is to resisting diseases and illnesses, the mutation can take less than a month, or even can be fought off entirely. Nevertheless, You will be able to see the extent of the mutation's affects in the injuries tab, and these affects will also foreshadow what mutations will eventually overcome whatever is taken over. These mutations are generated randomly by the game, and can affect even livestock.
   Mutants can naturally approach and attack your fortress once you reach a population of 65, 40,000 created wealth, and 4,000 exported wealth. They will randomly be chosen by one of the mutation affects present in the world.
   Here are some examples of mutations that can overtake your dwarves.

 - Massive swelling will overtake the body, leading to the body to be covered by large warts and blobs of flesh.
 - Black sludge replaces their veins, small maggots and other hostile creatures periodically crawling out of any open wounds or severed limbs.
 - Their body is merged with some form of large object, like a cabinet, bed, chest, siege ammo or even a loaded ballista.
 - Their limbs and body parts can be formed into what amounts to maces or whips.
 - Their body will form around their armor, turning it into essentially a metal ribcage.

   Please share your opinions on my ideas!

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