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Forum Games and Roleplaying / Re: The Last Night Troll
« on: November 15, 2012, 11:06:12 pm »
That sounds like a plan! Maybe interrogate him more first.
And keep the other organs.
And keep the other organs.
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My points were that A. you shouldn't need to change the game to make it work well, and B. there is NO REASON not to give healing magic some form of balance to bring its average utility in line with mundane healing.No. Please elaborate.Worldgen parameters might be a better choice.Point.Your reply.See the problem?
Oy, vey.See below.Worldgen parameters might be a better choice.Even then, the way I understand your idea it would horribly break the balance of the game. An OP option is still broken even if you add a way to turn it off.QuoteThat's a good point. How about this:QuoteThe healing artifact isn't 'cheap' because it comes at the cost of not getting some other powerful artifact from that mood instead, such as an anvil that makes all the weapons from its workshop require only a tenth as much material, or an unbreakable door with an unpickable lock.Both would be cheap too. Unless you make artefacts incredibly rare this seems like something that would tremendously reduce the challenge of DF. Getting an artefact is nonproblematic, and these things would almost always be worth more than they cost. In effect, they'd be like getting more free stuff onto an already overpowered mechanic.
While I do agree that artefacts might sometimes be magical, I propose that they shouldn't be entirely riskless.
The cost is that your fort value goes through the roof and powerful beings will become interested in your fort. When you get an amazing artifact, you'll probably need its benefits soon.
(Unless you mod/init/worldgen the consequences away)
Well, several issues here.QuoteI guess one of our differences on this matter is that, as mentioned, I want magic to be a part of the world rather than apart from it. I feel that magic shouldn't simply be, "stuff happens for no reason," but rather things that happen for a reason that isn't true in our world. I think that, "magic vs science," as presented in many stories, where you have scientists and engineers refusing to have anything to do with, "magic," because it doesn't fit with the physics they believe in is pointless fappery, mostly by people who don't know what they're talking about, but also sometimes by people who should know better, and that it's more interesting to see what results when science and engineering are applied to phenomena that normal people in our world would consider, "magic," or, "impossible".QuoteI was thinking that rather than it always (or almost always) being, "you need the skill to {have / get} the magic," (although some secrets would require it) instead, often it's, "{having / the process of getting} the magic gives you the skill"... but basically, the reason doesn't really have much to do with balance; rather, it is something to make magic feel like it is a part of the world, rather than apart from it. What this has to do with the discussion is that it makes the 'magical healer' a part of the hospital system rather than something separate.Practically nothing in particular then. For me, catapult throwers suddenly learning fireball (or vice versa) would completely break immersion. There's no reason to do it. Besides, It's a rather common theme in fantasy for dwarves not to posses magic, and as such, I would like it more if magic was something for the happy few, a dangerous and rare force not to be meddled with, and that dwarves might look upon it which some sort of disdain. Kinda creating a tension between the Scientific, ration and effeciency driven dwarves and the wizards which are meddling with the occult and nearly ununderstandable.
What catapults have to do with meteors is that stones thrown from catapults and meteors are both things that fall on your enemies' heads.
In other words, I think that in a "well designed" fantasy world, the concept of an "anti-magic field" that shut down all "magic" would be as ludicrous as an "anti-circle field" that negated the properties of circles, and for approximately the same reasons.
I'll try.let me re-phrase. A Unbiased page.A TVtropes pageHey, Drunk Fortress got one!
((Actually he got mad at what we're doing right now. It's why there's an OOC thread oh wait.))Oh.
DERP
BUT AS LONG AS IT'S ALL IN ONE POST I THINK IT'S FINE
Respawn and catch up to GWG and use Aperture approved weapons to subdue him.Why?
A TVtropes pageHey, Drunk Fortress got one!
DUDEI thought Spinal got angry a while back about people taking tons of actions per turn.
GWG
YOU AREN'T RESTRICTED TO ONE ACTION PER TURN
YOU NEVER WERE
NO NEED TO CAST HASTE
If I recall correctly, there was a sword, a suit of chainmail and a bow. Plus the pick, spool of wire and 6 Alchemist's fires that we looted from the graves.I'll keep the pick and the Alchemist's fires.
I'm trying, dude. He's contradicting his own actions. By trying to help time while in a rocket blasting off.I casted haste which gives me two actions per turn. Just in case, I'm recasting it once I rebuild me. Frankly, I'm amazed you guys beat me...arrogance, my bad.
They're... slightly married....Possibly around the time you shoved her in front of Tim.Yes Dirg, because that is why she is concerned for YOUR safety. Because everything is about you somehow.
If I ever make a TV Tropes page for YOU AT FINAL BOSS, this is going on the Quotes page.SEEMS RATHER CHARACTERISTIC OF THIS RTD TO FORGET THAT YOU DON'T HAVE EYES FOR 195 PAGESACTUALLY A MATE WITH EVERY MANLY THING EVER
INCLUDING YOUNGER YOU WITH THE EYECHUCKS
SHIT, DUDE
I FORGOT ABOUT THAT
...I DON'T HAVE ANY EYES!
DAMNIT, I LOST MY SIGHT WAY BACK ON THE SECOND PAGE AND THEN FORGOT ABOUT IT. JEEZ.
NO WONDER I MANAGED TO MISS WITH A GUN POWERFUL ENOUGH TO DESTROY ENTIRE GALAXY
ON OTHER NOTE, ACTUALLY HOOKED UP WITH KROGNAR NOW
Greatwyrmgold's ship is ok'd for now.Ergo,
If so, trade two Lisium for a Redium, make an Ortillery (my ship design) at C5, attack C6 with the Ortillery and the Bandit, and move the merchant to A7.
Then collect resources, of course.