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Messages - Neonivek

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42931
DF Suggestions / Re: Options & Co Suggestions
« on: May 29, 2008, 02:57:00 am »
Id care more if I struck Microline... if it meant ANYTHING!!!

But I am half sure that it isn't even worth more then Mudstone.


42932
DF Suggestions / Re: Aritfact Suggestions
« on: April 13, 2008, 04:38:00 pm »
Woosh thank goodness

To be truthful when I posted it I expected to be flamed... or at least Dwarfapulted


42933
DF Suggestions / Re: Aritfact Suggestions
« on: April 13, 2008, 03:16:00 pm »
Mechanisms?

Alright I guess

Mechanisms (Trap)
-Invisible: the Trap will not show to enemies even after being seen set off
-Thief Proof: the trap/plate can now be set off by thieves.
-Boulder fall trap: Stone fall trap now has the power of a collapsing ceiling. Not only deadly to the recipient but the sound causes incredible pain to those in the area
-Rearm: The Trap will rearm itself over time without the need of a mechanic
-Attractive: The Trap (or trigger) will attract enemies towards it
-Multi: All traps carry multiple weapon materials.
-Amputation: The trap always takes out a limb or organ even if it does no damage.
-Poisonous: The trap carries poison
-Empathy: Enemies who see their ally get hit by the trap will receive damage as well (Brain damage?)

Cages (as traps)
-Wheeled: The Trap has a relaxed aim and will strike an enemy if they are close to the area.
-Giant: It is capable of trapping all enemies in a area of effect spawning extra cages as needed.
-Subjugate: those trapped by the cage are brought under your control near instantly
-Attractive: Creatures are attracted to your trap and will even lie under it in order to be caught.
-Chambered: The Cage can catch multiple enemies continuously if it is set up as such.
-Masochism: The Cage will slowly kill those inside however it will periodically drop meat, bones, skulls, and blood to much greater degrees then one would produce from such.

Cages (as amusement)
-Sparring: Dwarves when looking at the cages will occasionally spar with the creature inside gaining combat skill
-Imitation: Dwarves learn skills from caged creatures such as swimming from fish.
-Diagramed: Anything made from the same creature type will always be of a minimum quality.
-Sociology: Your dwarves will gain bonus fighting the same creature as the one captured.

Chains (For Animal holding)
-Tangled: The chain also grapples enemies while the animal attacks
-Retributive: The being that kills the animal held by this chain will itself be chained
-Immortality: Animals attached to said chain will never age
-Supreme Immortality: As with above except if they die, they will rise again in a year’s time
-Evolution: An animal chained will slowly grow in power and size
-Shambling: The chain’s rattling occasionally drives enemies away or insane
-Invisible: The chain always seems to have an animal attached that will attack enemies
-Invisible 2: The animal attached to the chain will be ignored.
-Friends Forever: Animal killed while attached to the chain will revive as a member of the undead, though once killed after that they are gone forever.
-Incentive: An animal will occasionally walk up to this chain and tie itself up pledging its loyalty towards you
-Anthropomorphic: Animals attached to the chain gain the ability to wield weapons and wear armor and in Adventure mode they gain the ability to speak to reveal information on the fort and others.
-Humanoid: You may chain humanoids that will loyal as long as they are on the chain. They can be saved by their allies. A Kobold can be saved by a Kobold but not a Goblin

What do you think?


42934
DF Suggestions / Re: Aritfact Suggestions
« on: April 12, 2008, 02:20:00 pm »
Well I guess Ill continue the list… I am surprised I got such positive feedback (wonder if Toady is looking) but I just hope I didn’t get luck and just stumble upon good ideas last time. I do notice a lot of these repeat.

Chairs:
-Massage: Dwarves receive some sleep while sitting upon this chair allowing them to work longer
-Magisterial: Has the occasional chance to eliminate a demand made by its Noble owner.
-Transporter: It will transport dwarfs to its location if they tend to use it for food or other reasons.
-Escape Route: When enemies travel into the room the dwarf inside will be teleported to a safe location.
-Buttons: This Chair can be linked to traps and works like a speedy lever.

Table:
-Generous: The Table occasionally creates a meal for a Dwarf to eat
-Speed Dating: Parties are much quicker but no less effective allowing dwarfs to get back to work quickly
-Drunken: Those attending a party involving this table will get drunk
-Fine: Meals eaten on this table are always considered of the finest quality.
-Clay board: Occasionally when used a dwarf will also create a “Clay” craft
-Blueprints: A Dwarf that eats on this table occasionally come up with a blueprint and the next object they create will be of masterwork quality.

Floodgate:
-One way: Dwarves can pass through this floodgate though water cannot.
-Empathic: The gate can be opened and closed by a dwarf with but a thought.
-Shallow: The gate can control the flow of water and can flood the area only 1/7th the way up. It does the same for Lava but is not as useful.
-Processing: When used for water it occasionally will drop fish, when used with Lava it will occasionally drop Obsidian.
-Lifeguard: The Floodgate will spew out a dwarf who fall into the waters and has a chance to save a dwarf who falls into Lava.
-Inhale: The Floodgate can force enemies into the Water or Lava
-Dam: The Floodgate produces power
-Necromantic gate: The Gate when opened occasionally spawns skeletons under your control. They give negative thoughts to dwarves and can cause tantrums over time if not placed out of sight.

Note: Non-armor Artifacts that you wear are hard to think of… mostly because they should be useful enough to risk not wearing the appropriate armor even if it itself was an artifact.

Crown:
-Ruler of Waters: The Wearer can breathe water
-Ruler of Air: The Wearer has limited flying ability
-Ruler of Dwarves: If the leader wears this then dwarves are less likely to tantrum. In Adventure mode it makes dwarves more co-operative and more likely to give you aid.
-Ruler of Goblins: This powerful artifact makes Goblins ignore you and be pleasant. However it has no effect over demons that ignore this effect.
-Ruler of Fire: You no longer are burned by Lava or normal fire. But Fire based attacks are still harmful
-Crown of Seasons: On the appropriate season the wearer gains great powers
-Ruler of Ice: You are immune to the cold; if you are frozen you will thaw when appropriate.
-Wrath: The crown can shoot blasts of pure wrath upon your enemies harming them.
-Heir/Husbandry: All Children born from the being wearing this are born with impressive skills and attributes.
-Dominance: Has the occasional chance of forcing the enemy/animal under your control
-Ruler of Nature: Animals will ignore you

Bracelet:
-Lucky Star: Those wearing this receive incredible luck effectively rising their success rates.
-Power Band: This increases the wearer’s strength many times.
-Reptilian Regeneration: You heal at an incredible rate and can regrow bodyparts. Can cause side-effects.
-Salt-bangle: The wearer may safely drink salt-water

Instruments:
-Call forth the sun: Wakes everyone who can hear the music. Useful in sieges
-Moonlit Song: Puts enemies to sleep
-Inspiring: Those who hear the song get temporary positive memories and have a chance to go into trances
-Perfectly Horrible: The Instrument causes pain and can cause fainting

Mug:
-Nectar of the Gods: Drinking from the mug makes the drinker more alert and awake.

Well that is all I am going to do for now… What do you think?


42935
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?

42936
DF Suggestions / Re: not limited starting locations
« on: April 11, 2008, 03:15:00 am »
Well technically the areas you start out in area already massive beyond compare (actually using all the area you start out in would be MASSIVE...). So it isn't exactly needed unless you made the area too small or chosen a bad location.

Though I think what you are suggesting could happen during the "Army Arc"... Though Ill have to read through it a bit more.


42937
It isn't that people should wait before making suggestions like this

It is that a LOT of what is being suggested in this topic is based on the current state of affairs while nearly ignoring what may happen down the road.


42938
And artifacts are likely going to be near useless until the magic arc as well

42939
Hardly a fight... more heated then violent

42940
"I was suggesting is that a fey miner (instead of creating a stone trinket which is infinitely less coherent) might find a vein of sphalerite in a non-metamorphic stone layer."

Changes nothing about what I said... In fact it strengthens it (Since in your version it doesn't have to be ruby or anything particularly valuable)

To simply earn resource that you would otherwise have to trade for or even earn yourself is a weakening of the Fey mood. A artifact is unique (or at least extremely rare)... a vien of Ruby in an area where ruby cannot appear in... but appears in other locations or in the Caravan is kinda cheapening the experience.

I don't exactly have to provide a better one as it is better to not include it... However I rather like the other person's suggestion of making Miners create Mining specific artifacts (like Picks)... In fact it is a great idea.

The only other way I can think of to make your idea work is if the material found cannot be found through any other method... And/or the material found always turns into a artifact when crafted.

I need more tact... I think my words are a bit more harsh then need be

-----------------------------

Alright let me see if I can't revision my above post... I wonder which one you will like more

-----------------------------

Your idea is alright however there is no material in the game short of Adamantium that is worth having a Fey mood (I kinda don't like this term... if only because there are multiple moods and only one is Fey) over once Artifacts finally are true objects of power.

Perhaps if the Ore deposit they find is one of a kind (possibly with a randomly generated name) and/or on the same level it always gets turned into an artifact itself

Though I do also like the other person's idea that Miners will create mining based artifacts like picks

[ April 13, 2008: Message edited by: Neonivek ]

[ April 13, 2008: Message edited by: Neonivek ]

[ April 13, 2008: Message edited by: Neonivek ]


42941
"carving out a huge, wonderful domed chapel"

Automatic mining? Dangerous stuff there man.


42942
Artifacts are kinda the Brain child of a dwarf the Opex of their achievement so much so that a Dwarf who goes into a Mood will never go into it once again as they have fulfilled their meaning in life.

I don't think a Dwarf should be able to make one outside of moods... it kinda ruins the mystique... It turns the "Opex" into "Well if you actually spent some time maybe you would make some more".

As for Non-artifact moods: I don't think that Miners should be able to go into moods and find veins no matter how rare it is... since it is kinda like "Ohh you found a ton of Ruby? Alright Ill put it next to all this Adamantium I got normally yet didn't require moods to obtain". Unless the material could not be obtained any other way I have to disagree with mining moods replacing Artifact moods for miners. Making it Adamantium also in a way takes away from the whole adamantium finding aspect of the game as well.

Mostly I feel that the Moods should keep up their effect over the game in that they give you unreplicatable objects of power (Though not powerful now).


42943
DF Suggestions / Re: Top3 suggestions ROUND 2
« on: April 23, 2008, 10:59:00 pm »
Id vote... but for some of these Id have to have Psychic ability to know what some of these refer to...

Is there a location where the write up of all these suggestions are without using the search function... FOREVER!!!


42944
DF Suggestions / Re: Dwarven society...
« on: April 11, 2008, 03:19:00 am »
Well maybe instead Nobles should have "Hobbies" which would be things they would occasionally do.

I mean... I totally understand why the Nobles make demands all the time... If I did nothing but eat, drink, and sleep all day Id be pretty bossy too.


42945
DF Suggestions / Re: Rats stole meh spoon!
« on: May 27, 2008, 11:22:00 pm »
and that they will eventually form societies and "Men" versions of themselves and stuff

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