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Forum Games and Roleplaying / Re: WizardQuest: The Quest to be a Wizard
« on: May 04, 2013, 12:47:43 pm »
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i view this as exploitish because for some of my projects i used to need to link 1 lever to like 50 bridges. Now i just need to build 50 levers in a safe area and link them all at once, 1 to each bridge, and then link a lever to those 50 levers.I'm confused. Why would that change anything except the quantity of mechanisms you used?
it reduces the fun of trying to link levers to 50 bridges out in the open near the edge of the map (for a map-wall-in system) in a biome with huskifying clouds and undead running about outside.
I'd do it by means of making the gear assemblies operate as logic gates (AND, OR, NOT, etc.). You'd set up the necessary gear assemblies (standard: OR), order a mechanic to switch them to other kind of gates, and connect the input and output as desired. Then you put a signal through them, for example by pulling a lever, or a series of signal, for example by connecting it to a water wheel.I'd be fine with just having levers link to levers until we have an actual system of links between items rather than the "quantum entanglement" we have now.
Define "famine". I'd count any time half the population starves to death as a famine, regardless of cause.I would consider the loss of half the population to be a crisis. It might have been caused by stupidity/cruelity from above, but still.Crisis, but not a famine. There's a difference.
Lore's nice, but why does that fit well? It certainly shouldn't be the only possible system.I think there's a bit of confusion on what you mean by "spells". I thought you meant that specific, simple-to-learn, and so forth things to do with magic don't fit. I was thinking you meant spells like "Raise Dead," "Fireball," "Create Water," etc, didn't fit.Or perhaps...
I agree that "flashy" magic wouldn't fit with DF most of the time, but it IMHO should happen sometimes. Maybe in "high magic" worlds, whatever that comes to mean.
Instead of being just a generic mana system...
Mana could be a magical (duh) energy in the air, which creates various anomalies when in high concentration (yeah, it's up in the air, literally). Some manage to control its flow and thus cast spells, either directly or via items.
If you cast a lot of spells in a quick succesion the area will eventually run out of mana, and you won't be able to cast anything in that place for some time - either that, or the spells will have much weaker effects (to the point when you will literally just fire sparks, water drops and mere blows of wind instead of hellfires, tsunamis and tornadoes)
Good/evil areas are filled with much more mana, therefore husks and unicorns.
Average mana concentration can be set when creating a world, leading to magic-filled or completely magicless worlds.
...I think I nailed it.
I'm not sure what you mean by that. Care to explain?QuoteAs for the question of 'flashy magic', I know not everyone thinks it fitsHonestly judging by HOW people object to flashy magic. It get more of an impression that they are objecting to a very specific form of it.
Or rather people are objecting to the idea of Final Fantasy Black Mages.
Honestly the community is weird. We actually got a thread about how mages should have disadvantages based on weapon and armor because "magic is too powerful". Yet these are the same people who object to 'flashy magic'.Why are those in any way contradictory? They seem like the same complaint.
So honestly when it comes to magic and the dwarf fortress community... Just ignore them, they don't say what they mean.-1
On a serious note, dwarves are just short, stout people with a penchant for digging. Getting caught in a rainstorm is unpleasant. I can only imagine getting caught in a bloody rainstorm with improper clothing is worse.You left out the alcoholism, but yes.
Which is a completely different game, with no cross-references between the two.Note that Armok never appears in-game.He's mentioned in Chapter I.
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