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Messages - Eagle_eye

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1306
DF Modding / Re: Adventure mode magic mod- in progress
« on: November 14, 2010, 08:16:15 pm »
I'd estimate anywhere from 1-2 weeks.

1307
DF Modding / Re: Adventure mode magic mod- in progress
« on: November 14, 2010, 05:37:04 pm »
yeah, I intend for most of the specifics to be discovered by trial or error. or raw diving, if people want to cheat :D .  Mostly it'll be using syndromes and modified heat/colddam points to achieve the more difficult effects...

1308
DF Adventure Mode Discussion / Re: Disproportionate retribution
« on: November 14, 2010, 05:23:10 pm »
I would send some adventurers to kidnap other adventurers

1309
DF Modding / Adventure mode magic mod- temporary suspension
« on: November 14, 2010, 05:19:37 pm »
I'm currently working on a mod to add magic to adventure mode. I was wondering if anyone had any suggestions. Here's the plan so far:

Druidic-Nature magic, focus on alchemy and indirect attacks
Necromantic-Death magic, focus on direct attacks and enhancing combat abilities
Entropic- Spells of an entropic nature tend to be more aggressive in nature, and also less controlled
Ordered- Ordered spells tend to focus more on helping the caster than harming the target, but should the forces you've forced into taking physical form escape, expect damage to yourself

Druidic+Entropic=Stormcalling- Focus on freezing and paralyzing enemies and destroying equipment
Necromantic+Entropic=Cursing- Focus on debilitating enemies combat abilities
Druidic+Ordered=Stonemelding- Focus on enhancing caster's defensive abilities
Necromantic+Ordered=Spiritbinding- Focus on enhancing the caster's offensive abilities

Spells will require energy from each of the qualities their school has, with order having the same source as entropy, and nature having the same source as death. As a result, it may be difficult to specialize in all schools of magic.

Each school has four levels- novice, where the only thing that can be done is attempting to learn, apprentice, which has basic spells, magi, which has more advanced, specialized spells specific to the school, and archmagi, which contains permanent bound equipment, AOE, etc.

Spells-
   Nature-   
      Draw natural energy- this takes a corpse and absorbs the residual life within it, fueling the caster's magic
   Death-
      Draw necromantic energy- this takes a corpse and binds the energy of the spirit to the caster
   Entropy-
      Draw entropic energy- this takes a crafted rune and destroys its order, absorbing the entropic energy from the destruction
   Order-
      Draw ordered energy- this takes a crafted rune and absorbs the energy within the carefully placed markings to fuel your magic

   Stormcalling
      Novice-
         Learn Stormcalling- takes entropic and natural energies and infuses you with knowledge of stormcalling
      Apprentice-
         Freezing Blast-This damages some equipment and causes frostbite on the target
         Lightning Bolt-Creates a powerful projectile that damages the outer layers of tissue, but has almost no impact force
      Magi-
         Numbing cold- temporarily numbs you and anything in the vicinity, preventing pain but also weakening anything relying on manual skills
         Greater lightning- In addition to doing damage, it temporarily paralyzes the affected body parts as the nervous system is overloaded with electricity
         Frozen Hands- Summons gloves that are permanently cold, allowing you to handle most materials easily and potentially cause frostbite to enemies, but may damage your hands if worn too long
      Archmagi-
         Ice armor- Like frozen hands, but covers the whole body, and is equivalent to bronze
         Master Lightning- Causes severe damage to all tissue layers, and permanent loss of function in the affected body part
         Icy Mist- Creates a cloud of freezing mist around the caster that will destroy flesh and cloth alike- ice armor will protect you from its effects, while enemies with any exposed body parts are at risk
   Cursing
      Novice-
         Learn Cursing- self explanatory- Note that some other cursing spells have a chance of affecting the caster as well
      Apprentice-
         Sluggish reactions- numbs the target entirely, and causes severe swelling for a short time
         Debilitating Bolt- A projectile that on contact with the enemy causes severe nausea and mild pain
      Magi-
         Crushing weight- immensely heavy projectile that will burden the target considerably if it sticks in
         Open wound- target will begin to bleed from the body part for a short time
         Miasma- Creates an explosion of toxins with random effects on everyone contained within
      Archmagi-
         Corruption- All fat exposed to this spell becomes rapidly necrotic, allowing your strikes to go deeper
         Disabling Pain- Severe pain in any affected body parts for the victim
         Cloud of Darkness- Causes anyone caught in it to go instantly blind for a while
   
   Stonemelding
      Novice-
         Learn Stonemelding- Self explanatory
      Apprentice-
         Stone Shield-creates a shield of thick stone that protects well but weighs down the user considerably
         Earthen Conversion- Turns raw materials like leather and cloth fire and cold-proof
      Magi-
         Stone shell- Creates a suit of armor that is as effective as steel against blades, but poor against blunt weapons. It will eventually disintegrate
         Stonefist- Creates a heavy blunt projectile designed to break bones and cause blunt trauma
         Magma Blast- Creates a cloud of superheated stone around the caster
      Archmagi-
         Gauntlets of magma- creates superheated gloves that will light anything flammable they come in contact with on fire- use with care
         Gemblade- Creates a sword of solid diamond- razor sharp, but it will eventually return to the earth
         Grind Materials- Allows you to grind  materials ordinarily inaccessible into essences for powerful alchemical potions


   Spiritbinding-
      Novice-
         Learn Spiritbinding- self explanatory
      Apprentice-
         Bind spirit dagger- Binds a weightless, razor sharp dagger to you for a short time
         Bind spirit robe- Binds a weightless, somewhat protective robe to you for a short time
      Magi-
         Create soul flask- Creates a flask from a dead soul, able to hold the most caustic of potions
         Trap wild spirit- Creates a projectile that causes random debilitating effects in the target
         Divide Spirit- Allows you to break a corpse into many small projectiles that can easily lodge in the target
      Archmagi-
         Demonic Possession- Temporarily transforms you into a demon of varying strength
         Sandman- A cruel spirit puts the target to sleep, but temporarily curses you with minor afflictions as payment
         Bind greed spirits- Sacrificing gold coins as bait allows you to bind some greedy spirits into arrows, which when freed upon hitting the target or remaining with you too long, will curse everyone around.
         
                  

   Alchemy- Unlike the other schools, alchemy requires no energy to use, though it is dependent on some other schools for its more powerful potions
      Novice-
         Learn Alchemy- Self explanatory
      Apprentice-
         Create potion of pain- creates a potion that when shattered on the ground will cause severe pain on uncovered feet
         Create Flask- necessary for most alchemical reactions
      Magi-
         Create sanguine potion- Causes severe bleeding on any exposed parts
         Create frostbite potion- causes cold damage to anything exposed to it
         Create flame potion- causes heat damage to anything exposed
      Archmagi-
         Create Corrosive Substance- A highly corrosive potion that damages almost anything, requires a spirit flask to hold
         Create magma potion- Creates a potion of artificial magma- requires a spirit flask
         Create paralysis potion- paralyzes anything exposed to it

EDIT: Also, obviously, runecrafting will be part of it... I forgot to put that.

1310
General Discussion / Re: Socialism & Communism
« on: November 14, 2010, 03:04:39 pm »
It's really too bad I can't cite bay12 as as a source for my paper.  ;D

Both socialism and communism are good under the right circumstances. Socialism only works when the government is democratic and often replaced, or else corruption sets in, and it just becomes feudalism under a different name. Communism only works in very small groups, as someone else stated earlier in the thread, and its perfect within those groups. it's when it becomes difficult to have every member of the community speak that the problems begin to arise. Once you get past the population where direct democracy is no longer practical, the possibilities for corruption in communism become almost infinite. A group that large won't be able to share information completely, so the rulers will always be able to hide things from the people, and as a result will be able to fool them and exploit them. Capitalism is a step up from feudalism, but it still locks the majority of the population in place. Scholarships only apply to the very brightest, whereas the most mediocre member of a rich family could probably get in on connections alone. The culture in America certainly contributes to that- these people feel entitled to their extreme wealth, or at least do an excellent job of seeming like it. Do they really need those millions to be happy? no. Could they put them to a better use to improve the lives of others? yes. Are there people out there who deserve greater wealth but don't have it? yes. Admittedly, there will always be lazy people who just sit around and only work when forced to, but its better for them to get a free ride than for deserving, hardworking people to live in poverty simply because they can't afford the education necessary to get a decent job.

1311
DF Dwarf Mode Discussion / Re: Blue clothing.. Hmm.
« on: November 14, 2010, 02:27:15 pm »
but doesn't adamantine have a higher melting point than magma's temperature? How are you going to smelt it?

1312
DF Dwarf Mode Discussion / Re: Blue clothing.. Hmm.
« on: November 14, 2010, 02:20:27 pm »
I think it should wear, but much more slowly than other clothing, as the strands snapping will never happen, just the garment slowly becoming more loose. You should then be able to repair it as well, because it'll just be a matter of readjusting it...

1313
I couldn't really tell from looking at the raws, due to my lack of knowledge of material strength tokens,- for armor, which is better: red or black steel?

1314
I've found fungiwood and dimple cups in the top layer on .17, so I don't think its version based...

1315
DF Dwarf Mode Discussion / Re: Dfdig replacement?
« on: November 14, 2010, 01:13:40 pm »

1316
DF Dwarf Mode Discussion / Re: Trying To Convince The World Gen
« on: November 14, 2010, 11:32:11 am »
try lowering the maximum elevation, or increasing the erosion cycle count

1317
DF Dwarf Mode Discussion / Re: dogs can run away?
« on: November 13, 2010, 05:50:57 pm »
Did you abandon around the same time? That may have something to do with it

1318
DF Modding / Re: where are they located?
« on: November 13, 2010, 05:32:51 pm »
they have no raws, they're randomly generated like forgotten beasts.

EDIT: Ninja'd. Also, changing the raws of the night creatures within a decompressed save still won't allow you to control one.

1319
DF Dwarf Mode Discussion / Re: The weirdest fey mood I ever got so far.
« on: November 13, 2010, 05:27:27 pm »
why does this surprise you? Mechanisms can be artifacts...

1320
Yeah, also I have a decent fort going in 40d and I don't want to give up on it yet, I have clowns, chasm, magma, flux, obsidian layers, and all civs send regular visitors. Elf traders are LOL. If they don't take my offer I just seize what I want.

that describes most embarks in DF 2010

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