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Messages - GreatWyrmGold

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38072
General Discussion / Re: The RPG Video Game Plot Generator
« on: January 11, 2013, 08:22:19 pm »
Yup. They all seem sorta similar.

[spoiler=Summary]
You're a space smuggler. You meet a bunch of people while questing a lot, fighting several types of giant spiders (including some which live in the Elemental Plane of Water), and gathering three out of four sacred items, at which point you have to turn over all of them to the alien guy who happens to be the Big Bad. He flies off, taking the "cybernetically enhanced robo-babe" with him after telling you that he intends to use the sacred items to summon an ancient warlord and steal his soul. A dark mage, the second character you picked up, tells you that this dark lord showed up a thousand years ago, and was only defeated by the fabled Anti-Tank Rocket Launcher. This and Vampiric Touch let you beat the Big Bad...too late, for the warlord has been resurrected! You take his power after defeating his four forms and become a demigod who rules over the galaxy. Nice choice there, ancient prophecy. THE END.

38073
DF Suggestions / Re: Adding New Token To Create a Unique Item
« on: January 11, 2013, 08:09:11 pm »
By that logic, if a dwarf uses a specific weapon to kill a powerful/notorious enemy, the weapon should be given a name/title either by the bearer or by the RNG. This would actually be friggin' awesome, and I'm all for it, particularly if it means we can name Adventurer mode weapons.
It sorta happens - weapon can get named, but it can get named from "just" sparring or killing wild animals.
Yeah, but you can't do that in Adventurer mode, and dwarves name weapons they get 'attached' to. I'd like to see the system expanded to include weapons used by famous heroes being named and registered as 'artifacts' even if they're essentially a normal sword.
That's already what happens in Fortress Mode. Dwarves just aren't that good at deciding what makes a legendary hero...

38074
DF Suggestions / Re: Alkali Metals
« on: January 11, 2013, 08:08:34 pm »
Just imagine
Two dwarves, one runs past the other, the other turns and sees a cascading wall of fire approaching. He turns and runs as well, and both begin making their way through the tunnels. Through the craftsdwarves halls, through the kitchens, and out the main entrance. The elves are vaporized. Out of breath, they turn just in time to see the top of the mountain fracture, large pieces falling down the sides
¨What happened?¨
¨Forgotten beast made of Caesium. It got wet.¨
Meh. Kinda silly. It also makes FB Roulette even worse.

I'm not so sure large amounts of the stuff would react fast enough with water to act like the equivalent weight of gunpowder say. The most dramatic explosions I've seen from the stuff is from small bits. Notice how in this video you get a rolling explosion rather than a single huge blast.
Indeed. It's an area:volume thing.

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Still would make an interesting set of materials in game or even better if more interesting material reactions like this were possible.
Interesting? Perhaps. Deadly? Yes. Inexplicable? No, excep maybe for alchemy.

38075
DF Suggestions / Re: Skills can rust away to nothing at all
« on: January 11, 2013, 08:07:12 pm »
You don't forget everything about something after a year or two of disuse. Just letting current skill rust work skills all the way down to 0 would work better. Otherwise, a legendary dwarf stuck without its industry for long enough (say, a weaponsmith waiting for the forges to be reclaimed or remade after the Magma Flood of 1052) would completely lose all its skill. Sure, it should probably drop...but once you reach that point, you'll always be better than a random peasant pulled off the street (unless some kind of malady prevents you, but that's separate).

38076
DF Suggestions / Re: Money for game improvments..
« on: January 11, 2013, 08:03:38 pm »
The job security's pretty good, though.

38077
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What's the problem with this?
No one would have magic...
That much is understandable.
No one would learn "Kill myself skill unless I manage to not die 100 times"-No-Jutsu
More like "Injure myself unless I know what the heck I'm doing."
As an analogy, imagine a demolitions expert. It's dangerous to learn, and if you don't know what you're doing you could easily kill yourself, but it's useful. Now imagine that explosives could do things other than destruction and murder.

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Problem is, "learning" power like that doesn't make sense
Makes perfect sense. It is revealing the true nature of things and as such with that knowledge you gain what others do not which is the ability to manipulate it. Nothing more then complete knowledge of this will suffice.
In otherwords it is magic, actual magic. The context of real magic and not magic as a quasimechanical skill.
Well, that requires magic to be something that happens whenever someone does something instead of an actual force. The latter makes more sense. Also, even with that knowledge, you'd need to practice some to do it right or, alternatively, to not do it when you don't want to. Regardless, skill is useful.

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Why is that?
Response as a quote
Why, not what. Also, you seem to be doing the exact same thing, so...

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Sure, if magic is granted by gift. If it's meant to be studied to learn it...
Confused as to what you mean
If magic is given as a gift by a god, it makes total sense to not need to study to learn how to use a spell--although other learning may be in order if you're not expecting the god to intervene every time you need it done. On the other hand, if magic is independent of greater powers (e.g, arcane spellcasters in D&D, including the wizard which is pretty close to your idea of arcane magic, or mages in Shadowrun, which are even more so), you'd need more practice--not just to learn how to do the spell, but how to do it right.

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All the knowledge of true names in the universe won't help you if you if you can't use any kind of magic. You still need some learning, if only to make sure you don't accidentally use magic
Silly Rabit. The True Name "IS" magic. If you know the true name of a creature and you use it, you ARE using magic. There is no skill required no degree of skill required. You either know the true name or you do not.
Depends on the world. But, most of the time, while knowledge is power, you need power to back up the knowledge. Again, in D&D (I keep using that example because it's well-known, and more importantly because its rules are well-defined), you can know all the true names you like, but you can't do squat without a level of truenamer.

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I've played some RPGs, and I don't remember any of them having new levels of a specific spell. New spells? Sure, but that's different that what I said
Necromancy isn't a spell. So the equivilant would be an entire magical system.
Necromancy is a single ability. It's pretty much a single spell--Animate Dead. Heck, it's less versatile than the D&D spell of the same name, because you can only create one kind of undead. So yeah, it's basically a single spell. The only game in town? Sure. A whole school of magic? Not as it is now.

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If your definiton of "magical" is "utterly inexplicable," sure
It is rather easy to understand. Though it is by far more philosophical then academic. Where the requirement is a true understanding rather then academic conjecture.
In otherwords Philosophy based magic rather then Science Based Magic.
It does require you to step outside the barriers created by modern living where philosophy is treated with such disrespect that useless is synominous is philosophy.
Where to understand a concept is to gain power by that concept and where true revelation is power. You can manipulate something you cannot understand with science magic because understanding is not required, you just need the basics and you are done.
In this form of magic which I shall dub Philosophy magic you need that understanding far beyond in order to make it function because it only functions through understanding and not through manipulation of disconnected details like science often does.
This has a major flaw, and I'm not talking about making pretty much every sentence a whole paragraph. I'm talking about how absolutely nothing, not even actual philosophy or knowledge, works like that. You get better at everything. Why should magic be different?

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Arcane magic is magic. You're assuming that current!necromancy is 1.0!necromancy, an annoying fallacy which is used almost everywhere
Read closer I am saying that as Necromancy currently is it actually manages to be more outright magical then science magic. Thus even if Science magic is added in I want Necromancy magic as it currently is to stay, possibly expanded, in the game somehow because it actually rounds out the game and provides a great system for the game to use.
How is necromancy not "Science Magic," if you're using the definition I'm thinking of? It does the same thing, reliably, every time. And if that isn't what you mean by "science magic," what DO you mean?

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Why? I can see a vampire knowing "I need to bite peoples' necks kinda like this," but not "Here's a way I can feed off a person to keep him alive even with a bit less blood," or "I need to remember to secrete that anesthesia before biting next time." The basics? Sure, those can be innate. The details? Not so much
A lot of that sounds like it should be either unconscious or just outright logic. If a Vampire cannot "keep someone alive" then it is another kind of skill outside of feeding. As well whether or not to use Anesthesia sounds unconscious and a vampire would do automatically.
Well, about the "keeping someone alive" thing: The idea is the same, you get better at something you already know how to do.

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How to put it. If a skill caps out at Novice it isn't a skill or it is part of an aggregate of skills. "How do I bite?" caps at novice because once you got an idea it is done.
That's frankly a stupid idea, made stupider by the fact that there's already a skill for just that goes all the way from Dabbling to Legendary+n.

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A "Vampire" skill I could imagine existing. It representing the knowledge and skill of just being a vampire. Yet it would still need to be expanded (which Vampires will eventually have, with elder vampires unlocking new abilities with age)
I don't think this would work well as a skill, or perhaps not as being restricted to vampires, depending on what you mean.

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I'd like to make something clear. I don't think that having some magic be granted to someone, requiring no study to use, is bad. I just expect natural consequences. The consequences can be divided up into three categories, based on how this "gift" works:
1. The "gift" requires merely a simple physical action to use (e.g, wave your hand at a corpse that you want to resurrect). This doesn't require any training to use, and can't really be improved, but you do need to learn how not to use it when you don't want to--say, if you're greeting a comrade-at-arms in a fresh battlefield. Or if you're in a butcher's shop. Or...pretty much anywhere with dead stuff.
2. The "gift" requires a semi-elaborate ritual to use--e.g, special gestures or some mental exercises--to avert the above problem. There's a problem with this, too--if you haven't done it much (ie aren't skilled), you could mess it up; practice makes perfect, however. In addition, such a ritual is likely open for experimentation...
3. The "gift" relies on direct intervention from your deity of choice. No problems, but keep your god happy with you...
In case #1, skill represents control. In case #2, skill represents pretty much what you're expecting. In case #3, no skill is needed, but having a god at your beck and call to perform a miracle for you just doesn't seem to fit DF.

38078
DF Suggestions / Re: Homosexuality
« on: January 11, 2013, 07:52:57 pm »
It isn't the same thing. Including different races doesn't say anything about a race except that they exist.
Including Homosexuals in the game is, in the current political environment, an outright political statement.
Why is that any different? How is including homosexuality in the game say anything about it except that it exists?
In this game because it is making a statement on nature versus nurture, the normality of such, as well as how many people have it.
Well...
1. It's more a statement of, "It's not worth programming all the environmental factors." Or else a statement of, "Sorry about taking X months, but I've finished adding all the factors which affect attributes, preferences, sexuality, build, and so forth."
2. "Normalcy?" Cultural. Dwarves are so convenient as to be a fictional culture.
3. How many people have it? Do a bit of research. That simple. No statement needed.

Just remember FATAL.
Does anyone remember FATAL?
FATAL did this badly, so my advice to Toady is, read FATAL and don't do any of that.
You'd better not be saying that Toady shouldn't not add homosexuality just because FATAL had it. Because that would be completely moronic.

Would it be a "political statement" to include homosexuality in the game? It would be an even bigger statement to leave it out.
Now adays? Nope. Leaving it out is pretty neutral.
Leaving it out would be like saying that it doesn't fit anywhere in the Dwarf Fortress multiverse. Which would be quite big, given how diverse and all-encompassing Dwarf Fortress aims to be.
Only through inferrence. It says nothing passively.
Guess what? Adding it needs someone else to infer something into it to be a statement.


Seriously, no one says that making kobolds idiots and generally inferior to dwarves is a political statement on racism, nor that large nations taking over the entire world until they eliminate all hostile ones and trade peacefully is a statement on war or globalization. Why would adding homosexuality be a political statement in and of itself?

38079
DF Suggestions / Re: Magic/Enchanted Wood
« on: January 11, 2013, 07:49:15 pm »
Yeah, there's a reason they took Troper Tales out. Sad, I made some pretty decent ones.

Oh, and Neonivek: There's a better analogy than "the laws of physics in our world." Imagine when Pizarro invaded the Inca Empire. They had horses, strange beasts who obeyed their commands; steel armor, shiny and repelling the (copper at best) weapons of the Incas; steel swords, which were capable of slicing right through the available armor (mostly leather and cloth); and guns, which have obvious psychological effects on pre-Renaissance peoples. The Incas probably saw them as magic, but the Spaniards saw them as everyday.

38080
DF Suggestions / Re: Hippos, the ultimate War Animal
« on: January 11, 2013, 07:40:03 pm »
Reindeer are just weird, as far as deer go.

And that just kinda proves my point. The Lapps haven't had that much longer with their deer than Native Americans did with theirs, and probably less than Europeans had with their deer. There seems to be some kind of innate "issue" or another with deer which prevents that crucial "make them stand captivity" stage.

38081
DF Suggestions / Re: Trap doors and secret passages
« on: January 11, 2013, 06:51:32 pm »
Glass walls are treated as opaque. Go with a fortification, backed by a window.

38082
General Discussion / Re: Humans, and eventually a colony on Mars.
« on: January 11, 2013, 06:44:12 pm »
I don't know what you're talking about. Spain's conquistadors made them the richest nation on Earth for a while, there was never really a period of doubting them.
Well, replace that with a note about a country with a less-successful start.

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Plus, a self-sufficient colony in the New World didn't have that many requirements, being that it was still on Earth. Extraterrestrial colonies are going to need to produce everything they need right from the start, with almost no contributions from the outside environment.
There's minerals, which isn't insignificant. Plus, as I mentioned earlier and elsewhere, there are prototypes of neat little greenhouses which provide air and food for people in nice compact packages; a model of one was on display at the Museum of Science and Industry for a while.

38083
General Discussion / Re: The RPG Video Game Plot Generator
« on: January 11, 2013, 06:42:36 pm »
Doesn't work on Chrome. Try Firefox.
Ah, that's my problem.

38084
Probably killing gnomes or something.

38085
Forum Games and Roleplaying / Re: [Suggestion Game] Demon
« on: January 11, 2013, 06:39:04 pm »
Greet the apprentice. See how he reacts. Then turn into master's form and pretend this was an extremely elaborate test.

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