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Messages - Fieari

Pages: 1 ... 59 60 [61] 62 63 ... 74
901
DF Suggestions / Re: A (sort of) small list
« on: February 16, 2007, 03:44:00 pm »
I'd nudge the elves over several notches there... going to war over a freakin' tree sounds damn evil to me.  Of course, elephants are still the scourge of the earth.  I'd put elves as only slightly better than kobolds.  Maybe worse, as kobolds only offer petty nuisance, while elves offer interference in critical areas.

I definitely support slavery in DF.  I'd keep the interface pretty simple, in that you can simply set the slaves to do various jobs, but they will rebel unless you have enough slavemasters (with whips! I like that idea too!) to keep watch on them.  It could be another efficiency issue; if slaves have to be whipped every so often to keep 'em loyal, then managing traffic, areas of work, and so on would need to be balanced with varying numbers of slavemasters.

They should have a moral penalty to work, of course, making them, I don't know, half as efficient as their skill level?


902
DF Suggestions / Re: Weights, chains, rails and the Panama canal oh my!
« on: January 16, 2008, 05:30:00 pm »
Sounds like the direction DF is going.  Definitely in the spirit of the game.  I approve.

903
DF Suggestions / Re: Laptop-friendly keys
« on: April 27, 2008, 07:59:00 pm »
quote:
Originally posted by Align:
<STRONG>Where did you hear this?</STRONG>

Occasionally on IRC, and while I wasn't there, most recently at the DF Meetup where some fans bought Toady beer in person.  Basically, the presentation arc is next so that donations might increase so Toady can continue to make rent payments and eat.


904
DF Suggestions / Re: Liquid Fire Use
« on: February 10, 2007, 06:46:00 pm »
Related to Req96 and Req138, particularly 138.  It's in the works.

905
DF Suggestions / Re: Traveling Nobles
« on: February 10, 2007, 06:38:00 pm »
Free wood would be very nice indeed.  Granted, it might encourage the wholesale slaughter of nobility for more wagons...

906
DF Suggestions / Re: Dwarven chickens
« on: February 10, 2007, 06:37:00 pm »
Ligers and tigons and bears, oh my!

907
DF Suggestions / Re: Politics + Dragon (or other intellegent megabeast)
« on: January 15, 2008, 05:00:00 pm »
Hiding isn't necessarily required in all cases, such as the "setting up a toll road in the pass" scenario.  In other circumstances though, the dragon could always find some lone hermit or hunter, and use the promise of fabulous wealth to use him as a spokesperson.  Or stay in the mountain somewhere, and utilize a local mountain-dwelling settlement like kobolds or goblins (or even dwarves) to be the dragon's hand in world matters.  

Heck, even a plains or forest settlement could work.  Reveal yourself to one small community, and there should be plenty of small isolated communities out there, and do business through them.


908
DF Suggestions / Re: Politics + Dragon (or other intellegent megabeast)
« on: January 15, 2008, 10:38:00 am »
Well, it seems we can mod it so a race worships dragons on-site now...

909
DF Suggestions / Re: Politics + Dragon (or other intellegent megabeast)
« on: January 14, 2008, 06:39:00 pm »
Hm.  If we were to separate the intelligent ones from the dumb ones, we'd need a different name for one or both.  Options:

Wyverns
Wyrms
Mountain/Plains/Swamp/etc Dragon (or Wyrm)
Dragon Lord (or Wyrm Lord, or whatever)
Noble Salamander
Fire Serpent

Others?


910
DF Suggestions / Politics + Dragon (or other intellegent megabeast)
« on: January 14, 2008, 06:00:00 pm »
A bit more than a year ago, I posted in these forums a long detailed post about how I'd like to see a "Dragon Mode" of the game added, where you play a dragon with goals of getting stronger, requiring gold, which would enable you to sleep on said gold for centuries, growing larger, etc.  My plans for this relied on the fact that while a dragon is strong, a kingdom can raise enough champions to take one down, so there is plenty of risk here still... so the dragon would not so much just go looting the land, but would rather set up political and diplomatic contacts, much in the manner of a mafia big boss.  In this case, a very big boss indeed.

I was thinking that while the "Dragon Mode" part itself might be a ways down the road, Toady is implementing the politics part much much sooner.  With that in mind, I'd like to suggest that Dragons be added to the world civilization political table... each dragon counting as a separate "nation".  Let kings declare wars on dragons, and dragons declare war on kings.  

Let dragons have a religion... preferably worshipping THEMSELVES, and allow the dragon to be a "missionary" for this religion.  Of course, when religious wars come in to play, the dragon's religion would be opposed to more or less every other religion out there.

And then when politics become deeper, the Dragons are already positioned to be involved in intriuge, and if there's one thing D&D has taught me, it's that political intrigue with dragons involved can get FUN!

Here's some specific examples of what I'd like to see, in the form of Toady's "POWERGOALS"


POWERGOAL: A small but wealthy kingdom lays next to a poor but militarily strong kingdom, with but a single mountain pass between them.  One day, a dragon sets up a "toll road" in that pass, demanding a reasonable tribute on trade.  The small kingdom realizes that the dragon is acting as it's best military defense, and dedicates the few forces it has to keeping the dragon safe from the adventurers that the large (and poor) kingdom hires.

POWERGOAL: A dragon saves the life of the Royal Heir, and establishes a secret frendship with the Prince.  When the Prince is crowned king, the friendship becomes open, and the dragon is heralded as the protector of the kingdom, and the royal family in particular, even acting as nanny and tutor to the next generation of the royal line.  After several generations of being accepted as part of the establishment, the dragon usurps the throne and becomes the de facto king of the land without an uprising against him.

POWERGOAL: The kobolds have started to become more organized and threatening as of late, with well made weapons and armor, and come to raid your fortress in dog-riding bands that don't stay to fight, but rather grab what they can and run away.  Seeking their mountain home to reclaim kidnapped children (and gold) you find that they are being led by a dragon, and your army is incinerated.


911
DF Suggestions / Re: Sensible adamantine Demon triggers
« on: February 08, 2007, 07:16:00 pm »
I like the idea of the demon escaping more or less instantly when the adamantine is peirced all the way through, with the added note that the adamantine wall should be of variable thickness, and in some areas, be only a single tile thick.  Since you can't see ahead without cheating, this means that mining any tile of adamantine has a chance of instantly releasing the demon, but if, on the other hand, you haven't yet released the demon, you're safe to smelt that adamantine you've already mined.  As opposed to now, where one month, your adamantine mining quota is fine, and next month, the PRNG frowns upon you and releases the demon.

I'm also in favor of actually getting to watch the demon come in and slaughter everyone.  In order to make it completely unwinnable, you could give the demon the ability to drive dwarves insane, preferably always with a murderous rampage.  It would be awesome to watch.


912
DF Suggestions / Re: A few changes to Fey Mood outcomes
« on: February 07, 2007, 11:35:00 am »
The Scone of Stone... sounds like artifact cooking to me.

913
DF Suggestions / Re: A few changes to Fey Mood outcomes
« on: February 06, 2007, 12:08:00 am »
On the other hand, artifact potions make a lot of sense.  Alchemists could work out well.  Just add more descriptors in which things can be "decorated" with.

"This is a potion of liquid fire.  All craftsdwarfship is of the highest quality.  It is encased in a bottle of emerald and diamond.  It is infused with cave spider venom.  It was boiled with dissolved limestone.  It is stoppered with moonstone.  The mist from the fumes form an image of a dragon and a dwarf.  The dwarf is throwing butterflies at the dragon.  The dragon is in a posture of supplication."


914
DF Suggestions / Re: Tithe to the Underking!
« on: February 20, 2007, 04:31:00 pm »
If the dwarven king received word that a colony of dwarves were so made that they voluntarily spilled beer, don't you think it'd make that king sit up and take note?

Just a couple of drops though.  No need to get carried away here...


915
DF Suggestions / Re: Tithe to the Underking!
« on: February 06, 2007, 05:32:00 pm »
You know, the more I think about it, the more I like the idea of offloading most of the current noble demands to external (to your fortress) entities, such as dragons, dwarven kings (and of course foreign kings who think they can push you around), and such.  Combined with penalties to failure that have real consequence on your fortress (just sieging does jack at the moment, since it's pretty easy right now to have a 100% unassailable fort) and there could be some real gameplay added there...

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