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Topics - Neonivek

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256
DF Suggestions / Alphanumeric Seeds
« on: July 11, 2008, 02:14:21 am »
So I was trying to make a seed and I put in my name... Learning that it doesn't take letters I transformed my name into a sequence of numbers 11422914 and was happy to behold a totally weird world covered in Snow with little water... where the absolute top was practically Lava (it also had a large number of Volcano)

So even though uttarly pointless in everyway shape or form other then being a cool gimic

Id like it if the Seed could take Letters as well... either by making the seed Alphanumberic (so 0-9-A-Z) or by having it secretly behind the scenes convert your letters into numbers.

*Runs and hides*

257
Truth be known I enjoy making suggestions

Anyhow so I guess Ill make the lists

Name then requirements then effect

Martial arts: Alright I am listing as simple of moves as I can without hitting TOO many done before (Like slitting)

-Tear: Grasper holding a Limb and another holding another part
--Effect: Does damage equal to the differences in strength and ignores armor. Also can also tear off limbs
---Also note: Adventurers only achieve this when they are Super Strong… Though intended for larger creatures (I believe they can already do this)

-Lift: Hold Any Part
--Effect: Chance to block attacks with held victim. Can also move with victim

-Rake: Two grabs with two paws… Felines only
--Effect: Claws with increased strength
---Note: Raking in real life is harsh! You see a cat lie on its side? That is a defensive stance, not submissive…
----Note 2: For those who don’t know (which I didn’t until I got a house cat) Raking is when a Cat holds you with their two front paws and scratches you with their hind claws.

-Point blank (better name needed): A grab with mouth. Fire breathing creature only
--Effect: Guaranteed Fire breath attack against held part

-Cork (Better name needed): Grab Mouth with shield
--Effect: Creature cannot use firebreath or Bite attacks

-Clip: Grab Wing with weapon
--Effect: If successful the creature temporarily cannot fly. Does low damage but high chance of success

Alright the second list… Natural/Unnatural Wonders… or rather true enchanted lands… I feel like I have done this before…

Anyhow the point here obviously is to create areas of interest… They shouldn’t all appear in the game, in fact only one or two of them. Please don’t judge by the name.

-Glass Desert: A desert made entirely of Green or Clear glass. Though you can dig through the glass for Glass gems, the desert contains less life or water then usual.
--Perhaps: It could contain a fire breathing creature or crystal trees (That don’t grow).

-Enchanted Forest/Land: Appears only in good and evil lands. It heals or harms those who are on these lands depending on which alignment.
--Good Perhaps: Elves should consider this land Sacred and perhaps powerful Good aligned (Semi)Megabeasts.

-Immortal Lands (Harmful): A random creature, can be from a dragon to a lion to a Goblin, lives on this land and though struck down, it never really dies. It however cannot leave this area and civilizations have a chance to discover this and perhaps seal the area. In Adventure mode there is a high chance you will find the immortal creature.
--Note: The creature never leaves a corpse here

-Testament to Nature: a large structure that appears to spawn animals to keep a balance of nature. If it is disturbed there is a chance it could break. If it breaks the surrounding areas should turn into a desert.

-Time Cavern: A Cave where everyone you or your fortress has slaughtered makes an appearance to stop you. It also contains a large number of fossils.
--Perhaps: I always love the idea of these places having unique Megabeasts!

Time Cavern 2: A Cave where long since extinct creatures exist. If entrance remains open then the creatures can leak out into the world.

-Disappearing/Reappearing Cities: I wonder if this idea is copyrighted… even though unoriginal… Admit it… it would be AWSOME in Dwarf Fortress!

-Pristine waters: A Lake of pure water.
--Perhaps: It could heal you as well…
--Perhaps 2: Abuse could pervert the lake

-Cold Spot / Hotspot: an area of inexplicable heat or cold.

-Poisonous Waters: Swamps, Lakes, Ponds, and Rivers that have water that kills you

-Demonic Lands: Sometimes spawns Semimegabeast level demons
--Perhaps: If the “Good” version of demons EVER appear… there could be one for them too

-Fertile Lands: Animals, Dwarves, and Civilizations get huge birth rates.

I am done… Though the list isn’t extensive I have other things to do…

258
DF Gameplay Questions / Is there a point to Service?
« on: April 29, 2008, 09:30:00 pm »
At first when I agreed to do service I honestly thought I was going to be rewarded for doing so... and later I found out I didn't get any money

However later I was like "Perhaps the stores in town will pay for the corpse" and they did not.

Then I was: Perhaps they are truely legendary beasts who need smiting to allow the city to prosper... However upon inspecting Legends... very few of them as much as traveled outside their cave

So is there a point to offering service beyond it being the only way to get a "Good" title? (which I sorta like since they call me Beloved)

Is it that only Kings give quests worthy of rewards?

Is this one of those things for the future?


259
DF Gameplay Questions / ULTRA minor problem with Squares
« on: June 05, 2008, 09:57:00 pm »
So there is a Square in the game... and at this point I HIGHLY doubt it is supposed to be a Square

What is the Square supposed to be and what do I have to download to fill in the square?


260
DF Gameplay Questions / My 3 part Biome changed on me... Help
« on: May 29, 2008, 03:43:00 pm »
So My fortress is on three biomes: Forest, Mountain, and Desert

However after a long period of time... the Forest and mountain creatures stopped comming and now only the desert Two Humped Camels who life WAY WAY WAY at the top of the mountain in a small section of desert seem to appear anymore.

Did I make all the ordinary animals go extinct? I didn't think you could do that

Is there a way to restore my fort to an existant biodiversity?

On another note I noticed that Ratmen and other creatures are living in a cave VERY far down where I cannot see them. Luckly I can see it via locking onto their bones. Should I check it out? Or is this just suicide?

Edit Addition: Opps... Wrong section... DANG

[ May 29, 2008: Message edited by: Neonivek ]


261
DF Bug Reports / (38c) Mercy Killing Stonefall Trap Kill Dying Dog
« on: May 28, 2008, 07:53:00 pm »
Alright I THINK this could have been a bug. seeing as:
1) Stonefall traps don't misfire to my knowledge
and
2) I checked over 100 topics with the work "Trap" in them.

There is this dog that has been in the fort for quite some time, it has a Red and yellow wound in two areas.

At some point I get a message "Sigun was killed by a Trap" (or something along those lines)

I check and indeed the stonefall trap did get set off.

However it shouldn't do that... I don't think

What I think happened is it died ontop of the Stonefall trap and activated some weird glitch.


262
DF Suggestions / Artifact Suggestions
« on: April 11, 2008, 03:13:00 am »
Alright I searched for this and I didn’t find anyone who posted it (but I am probably wrong). So many of my ideas were done so far. So I know that Toady (and MANY other people) wants Artifacts to be… well… Artifacts… To be items of power and magic. Which tells me that he is probably waiting for the magic arc before even bothering. So in an attempt to contribute I have made a list of possible effect ideas; not all of them equal.

Please note that for this I assume that nearly any item in the game can be turned into an artifact. I think part of my problem is that I kind of play it safe… Very few of these artifacts are things you would actually take down a kingdom to get. Ill make that list later I guess. Perhaps Artifacts can have lesser and greater effects.

So here is my list of Artifact effects which I have also named. (Please don’t judge entirely on the name). They are all beneficial so far. I am not easy on the programming though… some of these would never make it based upon the fact that they practically rewrite codes.

Universal: These may be given to any object despite type
-Seal of Friendship: If given to a Caravan it will greatly boost your relationship with that civilization. This will even go beyond what the race would normally allow.
-Weightless: The object is rather weightless or at least rather light.
-Warm: The Object gives off heat giving warmth in cold climates, though somewhat risky if you’re going glacier.
-Menacing: These make attackers more fearful and easier to drive away.
-Paragon: As long as this item exists all items of the exact same type will always have a minimum quality level.

Furniture: Statues, chairs, beds, and tables… USELESS for adventurers but for a Fortress it “should” be invaluable.
-Of Happiness: Using the object brings great joy and counts as an additional positive memory

Statues:
-Living: When placed down the statue comes to live and is considered a fully functional member of society if a bit powerful. More useful as a soldier then a worker.
-Tinkling/Spitting: The Statue gives off water, effectively making a nice fountain.
-Magna Carta: If placed in a Noble’s room it eases on mandates and penalties become more relaxed.
-Guard: The Statue will alarm you of enemies or dangerous animals as if they were the appropriate Dwarf.
-Watching: Attacking enemies have a chance to go mad and attack their own. Does not deactivate in Adventure mode (Dun dun dun)

Coffin: Note that these SHOULD be amplified by who you put into them.
-Eternal Loyalty: A Dwarf buried in this coffin will occasionally come back to life as a ghost and perform occasional services for dying or desperate dwarfs (it will feed a starving dwarf or wrestle attacking goblins). In Adventure mode you can speak to the Coffin to obtain information on the fort.
-Tribute: The Coffin occasionally spawns something of interest as a gift from the afterlife. If the person was a Farmer you could receive a plant, if he was a king perhaps a gold crown.
-Moving on: It has the occasional chance to negate grief caused by death. They will still receive the memory but will not care “My Wife died today in a lava accident, it was sad but I moved on”
-Dream Walker: In relation to dreams (when it comes out). The person inside has a chance to come into a person’s dreams and improve their mood.
-Hungry: Enemies passing by this coffin may get swallowed whole (as if it was a trap). It will show their names. It can still be used as a Coffin and can include multiple bodies.
-Creepy: The Coffin will give out Dwarf bones occasionally if someone is buried.
-Resurrection: Anyone placed in this Coffin will resurrect in a years (or more) time. In Adventure mode you could find yourself brought into this coffin.
-Reincarnation: When someone is placed into this Coffin a random tame animal pops out.

Bed:
-Catnap: Dwarves barely have to touch this bed to gain benefit of a full night sleep
-Sleepwalking: Dwarves that fall asleep will walk in their sleep towards this bed.
-Sleepwalking 2: Dwarves that use this bed will walk to a location where they are needed.
-Sexuality: Dwarves that sleep in these beds have a chance to have a child with someone they have a relationship with even if it isn’t up to lover.
-Spartan (bad name): Dwarves who sleep in this bed are tougher until their next nap.
-Silent: Dwarves won’t complain about noise while sleeping in this bed.

Door:
-Thief Proof: Thieves such as kobolds cannot instantly open these doors and you will get an alert when they attempt to do so.
-Magic Portal: It has a chance of instantly sending a Dwarf instantly where he needs to go.
-Acceleration: Dwarfs who pass through this gate have increased speed for a short period of time.
-Vicious: Enemies who pass through this door have a chance to be attacked
-Speaking: They Console Dwarves and make them more happy. In Adventure mode they can be used to gain information on the fort by speaking to them.

Chest:
-Mimic: Thieves who try to steal from this Chest get their arm chopped off. Not friendly adventure mode.
-Memory Chest: Dwarves will occasionally store their happy and unhappy thoughts inside this chest. You can give them to other dwarves. In Adventure Mode these contain information on the Fortress.

Chains (the jail effects):
-Revolving: Sentences are short and sweet and effective.
-Community Service: Dwarves will still proceed to work but won’t be as effective.
-Tough lessons: Dwarves sentenced will train in combat or mining.

Waterskin:
-Purification: Stagnant water is no longer a concern
-Endless: It can hold much more water then it should be capable of while not weighing more.
-Torrent: When applied on an enemy it drowns them.

Weapon Universal:
-Friendly: The Weapon cannot harm other dwarves. Valuable for training and Ballista ammo.
-Vengeance: If anyone strikes down the Dwarf/Adventurer who holds this it will chase down the enemy and relentlessly attack until they die. In Adventure mode it will kill whoever kills you and will be recorded in his history.
-Digging/Woodcutting: This weapon can be used to dig or cut despite not being the appropriate tool.

Armor Universal:
-Organ Replacement: Organs no longer can be struck and limbs can no longer be severed. (only for appropriate part, a Boot won’t protect your brain).
-Invincible: Has a chance outside of your skill set to deflect a blow.
-Stretch: Can fit anyone regardless of size
-Ricochet: the Armor has a chance of sending an attack back to its source.

Helm:
-Commanding Presence: While a commander wears this, those under him will not receive bad moods from death during battles or sieges.

Well (If an artifact bucket is used… I don’t know if Buckets can be artifacts):
-Timmyless: Dwarves no longer fall down the well
-Alcoholic: Well water has a chance to be alcoholic (or is alcoholic)
-Wishing: One of the Dwarves’ possessions has a chance to transform into the material of his liking.
-Charity: The Well will cost money though penniless dwarves may still use it.
-Misty: The Well produces a mist that makes dwarves happy
-Healing: The Well has especially powerful healing properties

Well that is all I have time for… What do you think?

263
DF Suggestions / "I hate Playing Dumb" Brainstorming
« on: May 21, 2008, 11:44:00 pm »
So I have listened around and some people (or rather one person) has complained that there is no way of making the game harder without intentionally doing mistakes.

So I created this brainstorming thread to think of some ways to fix this since it is rather difficult to add difficulty settings.

My idea is that when selecting an Embark location the game can give you a general vague difficulty rating.

That way it will feel less like intentionally playing badly and more like turning up the difficulty.

The rating will be numberical where 0 is an ideal location to some unknown final number... So to give you examples of the effect of numbers

0-3: The ammount of trees where 0 is dense and 3 is none (such as a Glacier)

0-2: the ammount of minerals where 0 is mountain and 2 is low

0-3: The Trade you have access to where 0 is all races and 2 is not even Dwarf merchants
-Makes more sense with the Carivan Arc

0-5: The Distance to Goblin (enemy) Forts where 0 is none and 5 is surrounded by immediate enemies
-Makes more sense with the Army Arc

0-3: The harshness of the area where 0 is Neutral, 1 is good, 2 is savage, and 3 is evil. (or however it would go)

0-2: Access to water where 0 is River, 1 is Aquifier, and 2 is none

You get the idea...

I felt I might as well put this out there, but I am not entirely confident in it as I am not sure how many people feel this way... Tell me what you think or what you think would help this near non-existant problem

[ May 22, 2008: Message edited by: Neonivek ]


264
DF Suggestions / Legendary Lineage and Ages/Years of Interest
« on: April 16, 2008, 10:10:00 pm »
Well I might as well get this over with. As a note I once again checked the search and turned up nothing. I am 50% sure that this hasn’t been suggested


First Ill mention that a similar post on hereditary legends have been done here however this post is somewhat expanded and in a way different (plus I posted about it first in another topic) http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=5&t=003238

So I guess Ill get started

The post is split up into two parts. Legendary Bloodlines and Age/Historical Events

Now these despite being in two sections contain a lot of suggestions so don’t judge each section entirely as a whole.

So here I go

Legendary Bloodlines:

One of the problems with many of the creatures in the game is that they have a rather limited lifespan especially when concerning animals and other short lived creatures. A Wolf would instantly die either from age or from the fact they are weak and easily killed before they can gain and real strength.

In myth and legend, in real life, many people, monsters, and creatures were legendary only due to who their parents were.

Thusly if a Wolf, Minotaur, or even an Adventurer becomes legendary and lives long enough to reproduce he could start long line of Legends onto themselves. It could be balanced so that it wouldn’t cause an explosion of legendary creatures (Though right now it is very possible to exterminate the world) possibly by allowing only one kin per generation to become a legend by birthright and/or by allowing Legends to fight each other (afterall you want to be the biggest and baddest carp on the block) or at least beat them into submission in a “You work for me now” sort of thing.

The kin would contain many of the skills and abilities of their parents and could grow in power and produce new kin.

The bloodlines could even start taking a larger interest in the world starting a family “dynasty” or lineage and possibly making larger impacts over time. A Legendary Wolf pack dynasty could become the largest one in the world or a Minotaur could negotiate with Antmen to start an underground city, things that could never be possible in a single-lifetime but over several become plausible. Your Adventurer who you retired could decide he wants to become Mayor, annex the town… turn it into a kingdom where all his first born Sons/daughters could share his legendary prowess. More realistically the kin could inherit the parent’s possessions slowly growing in power over time until they have decent equipment. However this part is just icing.

I guess I just like the idea of legendary beings taking a larger role in the world other then very minor killings and living in a cave for the rest of their life. (But that will only be possible later)

Along with this I guess Family lines could be drawn in the Historical threads. If you succeeded in wiping out a particularly long lived dynasty you could receive a message like “The ‘grog’ dynasty has finally been put at an end”.

Age/Historical Events:

I noticed that there are Ages such as the age of Myth and all that so I gone to wonder if possibly it would be an interesting idea of you could transform the current age.

To be more precise. What if you were an Adventurer and you exterminated nearly all the monsters in existence and emptied all the Goblin forts. Perhaps the Age should reflect that such as “The Age of Peace” or “The Age of Paradise”. On the same hand perhaps if the goblins started to become more numerous and Giants started to roam the earth the Age could reflect that by “The Age of Horrors” or “The Age of Goblins”

The Split of this idea is that perhaps instead of changing “Ages” (since they reflect LONG periods of time which would constantly change or would happen too infrequently to be reasonable) perhaps a new “Legends” section could be made in history where periods of time could be named and explained. For example “1899-1901 the Rise of Goblins. This year shall be remembered in history as the time in which Goblins expanded gaining much territory and overtaking the dwarves population ten fold. Other historical facts include gold becoming scarce, the Kingdom of Hershfall falling…” and so on.

Of course this is mostly because I particularly favor the historical recordings so much so that I collect it so I don’t know how much MORE history would interest the other players.

---

TO SUM UP QUICKLY: Legends should have a Legendary lineage and history should record years of interest or the Age should change according to the state of the world.

So there you have it… What do you think?

Edit additon: I am getting the impression that LONG posts generally are responded to less... I am a bit sad that I had to include a Sum up that doesn't do my post justice.

[ April 17, 2008: Message edited by: Neonivek ]

[ April 17, 2008: Message edited by: Neonivek ]


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