DF Suggestions / Re: Options & Co Suggestions
« on: May 29, 2008, 02:57:00 am »But I am half sure that it isn't even worth more then Mudstone.
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But I am half sure that it isn't even worth more then Mudstone.
To be truthful when I posted it I expected to be flamed... or at least Dwarfapulted
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?
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?
Though I think what you are suggesting could happen during the "Army Arc"... Though Ill have to read through it a bit more.
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.
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
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Alright let me see if I can't revision my above post... I wonder which one you will like more
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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 ]
Automatic mining? Dangerous stuff there man.
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).
Is there a location where the write up of all these suggestions are without using the search function... FOREVER!!!
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.