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Topics - Sky-Streamer

Pages: 1 2 [3]
31
DF Suggestions / Some small, atmospheric suggestions.
« on: February 02, 2020, 03:13:44 pm »
Here is a small list of a few minor ideas that I've had while playing DF.
 - Without any toys to play with, Dwarven Children will sometimes play with Bins, Barrels, Mechanisms, Stepladders, and some more objects. When they do this, there's a small chance they'll sometimes break them, rendering them as nothing but refuse. Some dwarven children may also injure themselves a bit while playing with these kinds of objects.

 - Cats, Kittens, Puppies and other small pets will sometimes sit on bins or barrels, making dwarves have to take them off or wait until they get off to use them.

 - Visitors, Liasons, Gorlaks and other passive entities with the "Learns" attribute may sometimes wander through the fortress to learn the location. Alternatively, creatures underground that have the learns tag and are passive may avoid dwarves until they are shown to be passive, where they will then tolerate their presence.

 - African Violets - Some dwarves like them for their striking colors. Found in warm grasslands.

 - Dwarves that are especially hostile to those who are not like themselves may try to push and attack other life they see in taverns. Dwarves who are protective of life will probably attack said dwarf. Eventually, this may escalate to a brawl.

 - Elk Birds and wildlife will try to steal food any dead dwarves were carrying that's not picked up.

 - If a Dwarf is suffering from large amounts of stress or a lack of sleep, they might start to hallucinate. They will then do things like relocating items in stockpiles to random spots, grabbing things out of dwarves' hands and then running, destroying furniture, threatening other dwarves to "FEAR ME, OR FACE MY ULTIMATE POWER! AHAHAH!", drinking an excess of food and drink, following random dwarves around, and potentially attacking other dwarves.

32
DF Suggestions / A few rough enemy ideas.
« on: February 01, 2020, 01:25:33 pm »
I decided to give myself a challenge to choose a few underground monsters to make enemies out of, and then draw. Although I haven't begun drawing, these are my personal favorite enemies I've come up with that are 'Strong Versions' to the currently present underground vermin and enemies.

 - Quaking Maggot
The Quaking Maggot is an upgraded, powerful version of the normal Purring Maggot, and is only found in groups of one or two in the third cavern layer. It tracks a trail of thick, putrid milk behind itself as it slides by. It is docile until attacked, whereas it has a unique method of attack.
It will now begin to shake the fuck out. It will just move in random directions erratically, slamming their entire force into their attackers and potentially even knocking others or themselves into pits and water. In adventure mode, this attack causes an insane amount of noise.

 - Shagging Rutherer
A rutherer that’s the size of a size of a cyclops, almost three times the size of a normal rutherer. Its entire body is covered in thick, long, red fur. Even as it steps, small clouds of dust will appear below it. Unlike its smaller, normally docile counterpart, it will attack anything that directly gets in it's way of food; Plump Helmets and other small plants. As long as you stay out of it's way, though, you'll be fine.

 - Outstretcher
An Outstretcher is a rare, extremely violent form of the Reacher. It is twice as large as a Reacher, with large claws and a sharp, pointed tongue that it can use like a retractable spear. It is also very intelligent compared to its more common counterpart.
Outstretchers live in small hives of up to four more reachers, usually being the only of its kind. It is seen by Reachers as an alpha or leader, and as such, will typically command them like a small army.
Periodically, an Outstretcher will send a few Reachers out of their hive to search for food. The key with determining if a Reacher is wild or in cahoots with an Outstretcher is able to be determined by their behavior. If it sees a dwarf or adventurer, it will flee if it is in cahoots, and attack if it is not.
When it receives word of the presence of some dwarves, the Outstretcher will take two or three of its allies and begin to stalk you or your dwarves. If it is spotted while stalking, it will flee as soon as possible with the other reachers. If it is able to stalk you for long enough, then it will attack.
A message similar to the alert of a Gremlin’s presence will be announced when it is noticed, either when stalking or attacking. If it is attacking, then prepare to fight back fast. An Outstretcher’s goal is not to kill, but similar to a goblin snatcher, to kidnap any dwarves that it can. It will fight any dwarves it encounters, and when they are knocked unconscious, a reacher will take said dwarf and attempt to book it to the edge of the map. When a dwarf reaches the map’s edge, the outstretcher and its remaining allies will then flee as well.
If you have an outstretcher hive in your map, they will move in to the hive instead of the edge of the map. The dwarf will then be devoured while inside of the hive, and their equipment and bones can be thrown at you if you attack them, or they attack you.
An outstretcher will, if it attacks twice, also throw your dwarf’s equipment at your dwarves as ammunition, no matter what it is. Including their bones.

How are these ideas? Please, tell me what you all think!


33
DF Suggestions / A rough, end-game idea I had [!!SPOILER WARNING!!]
« on: January 30, 2020, 07:52:40 pm »
This end-game idea would be extremely difficult to find, or beat.
Within the underworld's eerie pits, you will be able to find, every once in a while, powerful, monstrous forms of evil-aligned monsters found elsewhere in your world (Manera, Beak Dogs) will exit and begin to attack you.
When a dwarf falls into this area, then they will die; However, if you create a cavein that makes a rock fall into the pit, a new event will occur.
When the cave-in takes place, the rock falls through the eerie pits and will reveal the bottom layer of it: Glowing Slade. Every cave-in will cause the tiles it hits to weaken a small amount, and a wave of 5-15 demons will approach from various parts of the map's outer edge. After three cave-ins, the slade will be destroyed, and;

The screen alerts the player of this, with the following message;
The core of our world has been breached!
A massive swarm of these creatures, similar to when breaching hell, will then be unleashed. However, these monsters are massive, demon-like versions of various entities, weak or strong, nice or evil, goblin or elf, that were killed at your fortress. Below this is a large, 40-Z-Level room that has a completely flat bottom made of Slade. In the center of the room are a large amount of these monsters swarming around a multi-tile monster. This monster is the core of the world.
This event can only happen anywhere, as this is the core of the world. The absolute center.

The monsters of the dead will be removed from "Deceased" and placed into "Others" until they are killed again. They typically have more limbs and abilities, and if they are still present, will at first only go for the dwarf that killed them. If none are present, it will kill any other life it can. The multi-tiled monster is the absolute center of the world, and is randomly generated in name and look, although typically has the same general attributes. A massive, non-mundane, non-sentient entity made out of some kind of metal or stone. It is impervious to cave-ins, as well. It is extremely difficult to kill.

If it is killed, no more creatures may be revived as monsters, but then the creatures will begin a frenzy. All of them will stop anything they are doing and slaughter anything and everything they can, including demons that are not their general kind (By General Kind, I mean those that were made within the core). Their abilities will constantly be active, constantly spewing webs and bursting flame. However, if they are all defeated, that is the end of it. The monsters will no longer be able to attack...
For now.

It may seem like nothing changes after this, but it does. For the next few years, no signs will be detected until a few new rumor types are discovered. This is, of course, the beginning of the end for not just the fortress, but the world at large.
This rumor will state that, somewhere in the world, a fissure has formed that leads deep underground. Over time, you'll obtain rumors that the fissure is growing slowly. The fissures will begin within 10 world-tiles of your fortress.
After the rumors say that a large system of caverns can be seen below the fissure, you can begin to have small 'Raids' by enemies from the cavern layers. Depending on how many cavern layers your world has, the longer it will take to reach the final parts.

Some time later, a few more fissures will begin to form around the world, not limited by the 10-tile radius. These fissures can make areas inaccesible, and even someday swallow your fortress. Yet, this is not the end of the event. For if it reaches large enough, the final affect begins to take form.

Void Tiles begin to form. When this happens, then within two months, an outpost liason will approach in an season, as long as you are able to be reached from the civilization, and alert you of the severity of the event, by saying this;
"Greetings f-from the mountainhomes/outer lands. I've come to i-inform you that large monsters are rising from the growing fissures across the world. Please stay safe. We don't know if we can survive this."
At this point, migrant waves will be slightly larger, and demon raids will periodically take place. The amount of demons will depend on how many void tiles there are in the world. Every 2 void tiles will amount to 1 more demon in a demon raid.

Areas near void tiles will turn into badlands, and evil areas will begin to form and spread around their locations. As the fissures grow larger and larger, you will begin to get larger and larger demon raids, and smaller and smaller migrant waves, and fewer and fewer visitors. After you obtain 50 void tiles in your world, you are greeted by the liason one final time, with a single wagon, carrying only food and drinks, as well as damaged animals. The guards will have a few injuries as well. They will say this;
"It's come to our attention that the demons of this world are beginning to overwealm all of us. I'd encourage you to lock yourselves away soon. I believe we're almost out of time to do so."

Thus begins the next age of the world, The Age of Decay. The time in which life fought its final battles against darkness.

Now, demons will sometimes appear on the borders of your map. Fissures can now clearly be seen on the world map. After a bit longer, then when 100 void tiles exist, then an announcement will alert you that you hear the earth shake in the distance. Then, an outpost liason will come to you one final time. This is what is said if the monarch is not present.
"We have to stop all of our trades and supplies. We're very sorry, but... T-the monarch is dead. We have no rulers remaining. Our final groups of dwarves are being evacuated into fortresses, hillocks as well. Please, prepare. I believe we are approaching the end...
This is what is said if the monarch is present.
"Greetings from the outer lands. We're afraid our colonies and holdings are dropping like flies... We may not be able to survive much longer. All but a few royal powers are left. Please, don't let our (king/queen) die. We must hold on!

Thus, the final age begins soon. The next few migrant waves will be small groups of damaged nobles and military dwarves, mostly. No more dwarven caravans will come. Finally, after the decay has been going on for so long, the fissures will spread more and more. When 10% of all tiles in the overworld are Void tiles, then the last age begins. And this, sadly, is where it all ends.
THE AGE OF SILENCE.

The Age of Silence is when life silently fell into the shadows. Demons now will walk among the surface like common animals. Badlands, Evil Biomes and Deserts will make up the world. The few remaining dwarves and peoples will be forced underground.
And when 50% of the world is made up of void tiles, the final event will occur...

!!!THE WORLD IS STARTING TO COLLAPSE!!!
This is the last part of the world's history. On the world map, you'll see large swathes of land disappear, and small clouds of smoke and magma mist rising, even capable of being seen in the world map. Larger and larger areas will be absorbed, and if you are lucky enough to survive until 95% of the world is void, then the screen will fade to black, and a rumble will be heard, followed by a massive crash.

Thus, that world ends when the entire world is consumed by the void.

34
DF Suggestions / Suggestion Idea; Beacons
« on: January 22, 2020, 09:13:24 pm »
(First post on the forums. Heya!)

My idea first would involve the creation of campfires that are currently within Adventurer mode within Fortress mode. After this feature is implemented, then my idea will be possible; The creation of large towers (similar to lighthouses) called Beacons, which light up the night sky.

Beacons would be large structures built at least 6 Z-Levels above the ground to have an affect. They have a similar system to the office/room worth system, but except for their price and noble value, a higher quality beacon room will lead to higher quality in affects, both good and bad.
The main defining factors for beacon construction are;
   A. Their amount of windows. Say, a fireplace is made in the center of a room. It only has 1 window. That would be low-quality. However, if the beacon room's walls were almost entirely made up of windows, then it would be much better.
   B. The windows' borders to the outside limits of the map. Say, a the fortress builds a tower 10 Z-levels high in order to craft a beacon. They then build a tower 12 Z-levels high for jails. The beacon will have a bit less quality then, due to being unable to be 'seen' behind it.
   C. The room's look and wealth amount.

These affects will alter the beacon's effectiveness. There are five central effects from building a beacon;
   1. Larger migrant waves. Perhaps you get an addition of 1-7 extra dwarves per migrant wave when you have a beacon.
   2. Less ambushes and thieves. Think in the mind of a thief; What is easier to take down, a little hole in the mountain, or a little home in the mountain that has a massive fucking glowing tower sticking out of it?
   3. A bit of a better chance for off-site holdings to be made due to your reputation. A beacon would be a safe symbol that the fortress is alive and functional, so it would attract a large bit of attention.
   4. Larger and more frequent sieges. When you have a beacon, it has the same affect on goblins- showing your location and that you're alive. And where there's life, there's treasure and potential wealth. And if they had enough materials to build a structure like a beacon, it'd be fairly reasonable to make a larger force in case they are especially dangerous, hm?

That's my idea. Please tell me what you think of it!

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