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Messages - RysanMarquise

Pages: [1] 2 3 ... 5
1
I believe this would work well with some sort of apothecary system.

An apothicary or herbalist being able to diagnose these problems.
Various herbs being able to cure them, likely that would need to be imported.
Perhaps also 'training up'  disease resistance by getting sick and cured, so its a good idea in some ways to let these problems happen.


When both of these systems are combined I believe they help flesh out the game more, but on its own it would mostly be an annoyance.

2
DF Suggestions / Re: Artifact Effects
« on: July 27, 2016, 10:17:57 am »
I do think its alright if artifacts can be the same, because they are fairly rare. In this system, even if they are made of the exact same materials and there are two materials, then they have a 1 in 6 chance of actually behaving the same way, and those odds go way down for more or less materials.

I am bringing up this suggestion, because I am concerned Toady is going to make something more like a list of magical artifacts or effects, or that at best the effects wont really influence gameplay in the fort.  I think this could keep it interesting.

3
DF Suggestions / Re: Artifact Effects
« on: July 25, 2016, 04:38:40 pm »
Right now, as I understand it, there are not clear plans on artifact effects except in their nature for personal disputes, and because they are valuable.
There are.

May I know what said plans are? To my knowledge there was just the nonspecific idea of effects.

4
DF Suggestions / Re: Artifact Effects
« on: July 25, 2016, 02:09:55 pm »
Well, the example had a 10x effect strength because artifacts generally never degrade. I do think there is something interesting to a super-legendary sword you made that can only be used a handful of times, but can slay dragons or perform similar feats.

The multiple sphere idea is to make sure effects are very diversified. When there are 10s of spheres, do you really need to say each item is indicative of just one? I personally don't see why, and more spheres can also make it so that two superficially different groups can fight over it as representing their very different beliefs. After all, a flute that kills those that listen to it can be said to be related to both music and death. I don't see why just one sphere should have claim to such a thing.



5
DF Suggestions / Artifact Effects
« on: July 25, 2016, 12:59:14 pm »
Right now, as I understand it, there are not clear plans on artifact effects except in their nature for personal disputes, and because they are valuable.

I believe it is quite reasonable to apply some basic effects procedurally, and I think I have come up with a basic system for such a thing.


So, dwarf fortress as a series of spheres.

An artifact can be separated into a couple spheres, based upon its materials and what it is. If this means it has more than 3 spheres, 3 will be selected randomly. If this means it only has two spheres, a third will be added randomly. That will probably be the only way to add more unusual ones like Twilight.

A sword might for example be War/Metals/Something random.

A basic effect format that can be done, would be Effect/Cost/Target. Cost applies to the owner of the artifact (perhaps the owner of the room for furniture style items), and both Target and Cost can change effect scale.

For example:
Metal might be:
Effect: Repair damage to items
Cost: The artifact degrades slightly. 10x effect.
Target/Trigger: When something is hit with the artifact.

War might be:
Effect: Cause harm to a target.
Cost: The wielder feels pain 1/2 effect.
Target/Trigger: Everyone near someone who is struck by this object.

As a random third, because its a basic metal sword (maybe with spikes of metal).

Twilight might be:
Effect: Causes drowsiness.
Cost: Causes drowsiness in user (1/2 effect).
Target/Trigger: Everyone near the object when the sun sets each day.


So this metal sword might come in one of several configurations.

It might be Metal/War/Twilight
Repairs items, at the cost of making its owner feel pain, every day at twilight. This repairs them at 1/2 base effectiveness, whatever that may be.

It might be War/Twilight/Metal
A pretty classic magic sword. Causes harm to people it hits, while making its user drowsy. Half effectiveness of the harm.


Overall the basic premise of the system can generate a pretty huge number of effects, while respecting general themes.

For divine artifacts, a god could simply choose 3 of its spheres when blessing an object.


Its relatively easy to come up with a full list of these things for all spheres, but implementing them is the real difficulty.

6
DF Modding / Modifying Mining Speed
« on: August 20, 2014, 06:42:58 am »
What ways are there to control the rate at which a material is mined? I want to make a mod where mining speed is decreased substantially, and if I can help it I want it to be mostly decreased for 'generic rock' rather than mineral veins.

What ways could I achieve this, if any?

7
DF General Discussion / Re: AI Games
« on: July 30, 2012, 07:41:23 am »
I would like to point out that this form of succession fort responds very well to a larger number of players.

If people don't get in their fort idea in time, it just isn't added to the voting. In this way it can run much more efficiently than many standard succession forts.

8
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: March 06, 2012, 09:48:13 pm »
It isn't possible if your talking about the ones made during worldgen but if you're using a custom animation interaction just slap the CE_CAN_DO_INTERACTION stuff on, like so:

Tried that, but perhaps my syntax was wrong somewhere. Thanks.

9
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: March 06, 2012, 06:36:04 pm »
Is it possible to grant interactions to targets through animation?

If so what is the proper way to do this. I know how to do it via attack transfers, but not animation applied syndromes.

10
DF Modding / Re: How to get Dwarf shops selling small armor?
« on: March 06, 2012, 05:05:11 pm »
I attempted to generate proper behavior.

I ended up with mysterious dwarven cities full of naked merchants who owned countless import shops with nothing in them. They attacked any adventurer on sight.

11
DF Modding / Re: Weapon Damage Properties
« on: March 06, 2012, 05:03:30 pm »
I am not referring to your data, which is used to explain the behaviors in the original statistical tests. Back when those original tests were made, attacks had attack-type designations that changed their behavior rather than the more complicated behavior they show today.

All I am saying is that if it is consistent with your analysis that is merely because Toady did a good job of emulating previous behavior with the new system.

12
DF Modding / Re: Weapon Damage Properties
« on: March 06, 2012, 03:29:35 pm »
I know weapon behavior has definitely changed, if not massively.

Additionally, weapon attack types no longer exist, but that has been true for awhile.
In short, I no longer believe the studies done in the linked table are applicable to a modern dwarven world.

13
DF Modding / Re: Mage mod idea - Is this possible?
« on: March 06, 2012, 01:47:52 pm »
I feel there is a better way to do this than most people are indicating.

As most people know, you can have syndromes apply syndromes. This is an established and known fact.

The Syndrome does not have to be itself. Additionally, scheduled delays on effects are already known to exist for werewolves.


You should be able to create a tech tree based upon syndrome scheduling. Using.
[IE_INTERMITTENT:WEEKLY] replacing weekly with yearly or    [CE:PERIODIC:MOON_PHASE:27:0], replacing moon phase with something.

Not sure of periodic works, but I feel these tags are the keys to unlocking how to do this.

14
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: March 04, 2012, 03:42:37 pm »
What do people here know about Lairs and how they work?

Are they created by the creature or merely taken up?

SHRINE, and LABYRINTH - what are they exactly?


Can the tokens be added to creatures with the SYNDOME effects? Do creatures transformed into being with these tags actually make lairs?

15
DF Modding / Re: Armor thickness
« on: March 02, 2012, 09:00:21 am »
[LAYER_SIZE:20] to 40.

It might not be what you are looking for, but it is the closest that exists.

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