Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Dvergar

Pages: 1 ... 3 4 [5] 6 7 ... 27
61
DF Suggestions / Re: Recreational Drugs
« on: February 03, 2010, 02:45:24 pm »
My necro post DID add something (though its actual worth is up to the masses)

Add to the General Section, "criminal catalyst".  Right now "justice" consists of little temper tantrums your dwarves throw, but were a dwarf addicted on a drug and couldn't get it, he would try stealing money, stealing drugs, experimenting with new drugs, and making money "illegally" (selling/growing drugs) in addition to throwing things, picking random fist-fights, and going beserk.

Recreational drugs have impacts beyond just the effects the user immediately feels.  I think you should update the OP mentioning drugs being a catalyst for criminal activity.

62
DF Suggestions / Re: Evolving workshops
« on: February 02, 2010, 04:14:55 pm »
I say don't bother, fluid furniture defined workshops are in line to be implemented correct?  I believe that is the Bloat that Footkerchief brought up right?

63
DF Suggestions / Re: Kobold trappers
« on: February 02, 2010, 03:58:23 pm »
Can attacks be aimed as of right now?  Some kind of trap that utilizes blunt force to the dwarf's cranium would be fun.  Whether or not the dwarf survives would be iffy and totally random, which is good  ;D.

64
DF Suggestions / Re: Recreational Drugs
« on: February 02, 2010, 03:54:24 pm »
Maybe I will have to try some mead then, its just that the recipies for making it yourself seem disgusting.

In any case, I think recreational drugs should be connected premeditated/focused criminal activity.  It is by no means game breaking, for example look at the appearance of drugs in other fantasy media, The Elder Scrolls has "schooma" and "moondust", Fallout has some kind of injected drug that is called something generic, Star Wars has spice, the Greek epics have the Oracle at Delphi, other series I have read such as The Wheel of Time have "tabac" (I don't recommend the series btw), and even the Lord of the Rings have the hobbits growing tobbaco and Gandalf passes around some magical powder while climbing over the Mountains of Moria.

65
DF Suggestions / Re: Recreational Drugs
« on: February 01, 2010, 07:55:32 pm »
Why do we want to bring new real life plants and their derivitives into the game?  Why not something already in the game, such as meal made from plump helmet spores?  Or fish extracts, or gnomeblight?

I am sure people of the pre-columbian world were not much more resistant to drug abuse.  First of all, alcohol is a drug and drunkeness crippled many European cities.  Second, the problem was more likely supply, pre-15th century European individuals would be hard-pressed to get their hands on Opium or Hashish or Cannabis, or some other Middle Eastern drug.  Once things were readily available to a population, they were open to abuse.  Examples include refined sugar (Europe), tobacco(Europe), opium(China/?Japan?), and hard liquor(Africa/Americas/Europe)
Marginally on-topic, I am currently plastered on mead.

Ugh, that sounds awful, true mead is pure fermented honey, right?  Anything else is melomel, which isn't so bad.

66
DF Suggestions / Re: Recreational Drugs
« on: January 29, 2010, 10:02:54 pm »
Add to the General Section, "criminal catalyst".  Right now "justice" consists of little temper tantrums your dwarves throw, but were a dwarf addicted on a drug and couldn't get it, he would try stealing money, stealing drugs, experimenting with new drugs, and making money "illegally" (selling/growing drugs) in addition to throwing things, picking random fist-fights, and going beserk.

Personally this looks like this could be the most challenging game aspect yet, too challenging.

Would hard spirits be a body-altering "drug" to dwarves?  You guys on the forum say alcohol keep dwarves sober, but is that going to be 100% backed by the game?

67
DF Suggestions / Re: Kobold trappers
« on: January 29, 2010, 09:50:59 pm »
Neat, but to overcomplicate things ;D, what about kobolds that set traps to incapacitate without killing.  For example some kind of container trap that stuffs the dwarf in a net/bag/feet bindings, which then allows the kobolds to kidnap fully grown dwarves.

68
DF Suggestions / Re: Stones As Weapons
« on: January 27, 2010, 11:19:09 am »
Rolling Mechanics would make DF complete, Rube Goldberg machines galore!

69
DF Suggestions / Re: Poles as one way ropes?
« on: January 20, 2010, 06:18:49 pm »
and a down directional iron spiked rope   ;D

70
DF Suggestions / Re: Power your fortress with slaves.
« on: January 20, 2010, 06:12:03 pm »
Can't we get animals capable of running machinery first before slaves?  Captives are useful/entertaining, animals....not so much.

71
DF Suggestions / Re: Stones As Weapons
« on: January 20, 2010, 06:06:48 pm »
Hmmm.... wall mounted catapults, that would be kind of epic now wouldn't it?

I believe I made a similar suggestion in the past.  I proposed that dwarves be made able to instantly craft so many throwing stones or one stone club out of raw stone.  People saw the phrase "instant craft" and shot me down, but i still think it is a good idea.

I was mostly talkiing about improvised weapons, not literally creating a stone club or missile, but using it Cain and Abel style.

72
DF Dwarf Mode Discussion / Re: Eccentric player behaviors
« on: January 03, 2010, 07:38:24 pm »
I build hatches above the outside of my entrance, so my dwarves can air drop into the battle field without risking my citizens.

I have used this to save starving and trapper miners before, but never for combat, how do your dwarves manage to survive the rather lengthy period of vulnerability while stunned?

73
DF General Discussion / Re: Political Spectrum
« on: January 03, 2010, 07:34:25 pm »
I think some people are taking this too politically or only in the political sense.  LucosLoC gave a good example for a slider, the "kill elves" slider.  However, by no means should this ever need to be as complex as LucosLoC's "slider tree".

A figure (and civ in world gen) would be generated with his ethics sliders preset based on his background culture, is it alright to cut down trees?  How much break time is permissible?  Is it alright to kill at all?  Is carp meat sinfull to eat?  Is it ethical to butcher animals with pet tags?  Should certain races be hated/feared?

Then (s)he would have personal traits such as: aversion to rain, hatred of purring maggots, respect of the above cultural morals, bloodlust, love of cows for their haunting moos

These two different sets of statistics each figure would likely interact (Eg.  A figure can not have a love of killing and be created in a pacifist community while having a high respect for his cultures rules, some mechanism has to be in place to fix this conflict)

In the future these could be dynamic, changing throughout a civ/actor's life.

74
DF Suggestions / Re: Halberds
« on: December 30, 2009, 05:05:48 pm »
Plus having a set polearm distance would establish an official scale, and we wouldn't want that now would we.

75
DF General Discussion / Re: Political Spectrum
« on: December 30, 2009, 04:58:44 pm »
Sorry never played LCS, but I would suppose Tarn Adam's would draw heavily upon it if it does include a spectrum. 

@Kael, I know that in the real world there is no simple "left/right" spectrum ("Anybody who makes up their mind before meeting the issue is a godamned fool!" -paraphrased Chris Rock)  But the whole process needs to be dumbed down into numerical terms for the computer.

To make the whole thing more complex, you would simply have to have several spectrums based on opposites  Eg.)  Elf/Dwarf, God/God, Religion/Athiest, Civilized/Savage from which the historical figure draws his ethics and culture from, which in turn can make major impacts on world-gen decision making.

Of course, this would be the social influence on a figure, individual traits should still have priority in creating a figure's psycological profile.

EDIT:  Huh, this is almost a suggestion....

Pages: 1 ... 3 4 [5] 6 7 ... 27