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Topics - RysanMarquise

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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.

2
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?

3
DF Adventure Mode Discussion / Doomed Berserker Peasants
« on: February 24, 2012, 12:58:38 am »
Anyone know if Toady is working on the propensity for entire civilizations to charge at you mercilessly at the slightest provocation?

4
DF General Discussion / How do I detect the source of a crash?
« on: February 23, 2012, 10:35:16 pm »
I made a custom entity, and I crash upon visiting most of their tombs.

Anyone have an idea why this might occur? I am having trouble figuring it out.

5
DF Modding / Weapon Damage Properties
« on: February 22, 2012, 09:22:21 am »
I have been testing weapon damage properties, and I have noticed an almost strict improvement in damage with lighter weapons -even with blunt weapons.

Can anyone explain this property difference, as it was not the case long ago.

6
DF Modding / A method for applying poison
« on: April 26, 2010, 08:13:16 am »
Currently, the method I have discovered for applying poisons is to create a poisonous blob that sprays poison vapor in every direction in combat.

[MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:FLUID:UNDIRECTED_VAPOR]

The vapor, however, is injection/blood-only so it will not harm creatures directly. The blob itself is also basically harmless.

The creature is then chained to an ammo store-room and all ammunition is now coated in poison. By making the poison fast-acting I then enable dwarves to have their own poisoned crossbows.


So far this has been the only way I can think to weaponize syndromes effectively. Has anyone else come up with other ideas?

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