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DF Suggestions / Re: The ancient art of Golem making.
« on: November 14, 2012, 09:57:00 pm »Sounds okay. Moods should A. occur in worldgen to create the possibility of starting off with golem knowledge and B. just let one invent golems. I think B was covered by you, though.Step 5: Golems are common.Whether a golem generated by a mood is powerful, useful-but-inefficient, or basically useless (and in what capacities) would be procedurally generated based on the nature of the mood, maker, materials, etc., with golems of intermediate utility and low danger being the most common.
Step 6: Golems are overexploited.
Step 7: Golems rebel.
Step 8: Dwarves scorch the skies.
Step 9: The golems wonder how this was supposed to stop them.
On a serious note, I don't think that golems should be so much "rare and powerful" as "uncommon, typically inefficient, and requires care."
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Whether a golem made outside of a mood is powerful or w/e should be a function of the mood-golem and the skill of the maker; the danger level would be the same as that of the mood-golem, but the most dangerous mood-golems generally wouldn't be something you could make more of.I'm not sure about "could." "Would" seems more appropriate.