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Messages - GreatWyrmGold

Pages: 1 ... 3308 3309 [3310] 3311 3312 ... 3706
49636
I'd also like to see logical consequences. E.g, screwing up a fireball doesn't turn you into a chicken, it sets you on fire.

But that's so boring, where is your inner Dwarf?

Although, I did like your proposal about more powerful spells bringing more bizarre/damaging/random consequences.

I also think we could do rather a lot with the idea of Golems and Dwarven culture having a more construction/crafting orientated magic system.
It might be interesting to turn into a chicken after miscasting a fireball, but it might also be interesting if creatures engulfed in magma turned into elves.
Again, while dwarven magic might be focused on armor, golems, and stone, individual dwarves wouldn't need to have that restriction.

I'd also like to see logical consequences. E.g, screwing up a fireball doesn't turn you into a chicken, it sets you on fire.

But that's so boring, where is your inner Dwarf?

Although, I did like your proposal about more powerful spells bringing more bizarre/damaging/random consequences.

I also think we could do rather a lot with the idea of Golems and Dwarven culture having a more construction/crafting orientated magic system.
It might be interesting to turn into a chicken after miscasting a fireball, but it might also be interesting if creatures engulfed in magma turned into elves.
Again, while dwarven magic might be focused on armor, golems, and stone, individual dwarves wouldn't need to have that restriction.

I think I remember you saying that bit about magma and elves before, and I disagree with it now as much as then. It's about magic we're talking about, never mind comparing it to changing the game mechanics of realistic things to do something bizarre. Magic is a blank slate, we can do whatever we want with it.

I never said it would be a restriction on individual dwarves either, it's just a part of the Dwarven culture that their spells are more craft-orientated.
A. Magic is not a blank slate. It was in 0.31.25; the slate has marks on it now. The basic story written is not yet determined, and the specifics will be determined by the players, and will likely involve dying elves given our history. I'm a bit fuzzy on your point, frankly; wasn't I making a point about players' psychology or making an analogy or something? It's been a while.
B. You didn't say anything either way. I made an assumption, a reasonable assumption seeing as it is the basic idea, especially given the conformist ideals of most fictional dwarven societies.

Complete randomization of magic could be quite interesting, especially when it comes down to things like enchantments.

Imagine a pair of dwarf socks that explode every time someone puts them on.
Quirky cursed items would be neat, but intentional magic should be relatively reliable, and screw-ups should have logical consequences--e.g, fireballs would set the wrong thing on fire, not turn you into a chicken.

And of course dwarves wouldn't learn and you'd blow up your entire fortress. :P
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If dwarves don't have basic learning capabilities built in by then, you could just [f]orbid it.

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I think it would be interesting if magic were not something an individual dwarf could do but rather some kind of gift from gods which, at the moment, don't really do anything apart from cursing random creatures. What if you had to put stuff on an altar as offerings to a god, while asking for something in return? Maybe it could be themed, for example giving coal for a fireball, stone for a wall, leather and bones for a powerful magical creature, etc. Of course, these are everyday, common items, but you could need a lot of them, for instance 50 coal units for a fire or 500 stone units for a wall.

Of course, the god can decide not to fulfill your request if they don't consider your offering enough (oh our god, will you give us a mountain of adamantite for this stone mug?). If they're particularly angry or the request too outrageous, they might decide to turn it against you (turning all your dwarves' brains into adamantite, killing your entire population). Or they might be willing to grant your request, but fail at it.

Maybe evil gods could intercept your request and decide to attack for fun. Your civilisation's protective god could then start to fight with them, or maybe choose to betray you. Gods could form friendships and grudges with each other, or maybe even with mere mortals. Mortal women could bear the children of gods, which would grow to become powerful half-god uber-humans/dwarves/goblins/whatever. The possibilities are endless. Imagine the !!FUN!!!
This could be interesting, but it shouldn't be the only possibility.

49637
DF Suggestions / Re: enable take/give order for farming plot
« on: August 28, 2012, 09:10:13 pm »
Seems sensible enough. Hypothetically, it would be fairly simple to add the code that lets workshops do that stuff to farms; more so than many other suggestions would be, certainly.

49638
DF Suggestions / Re: Adventure mode - automatically walk around trees
« on: August 28, 2012, 09:09:01 pm »
Maybe an option that when you move into objects, you move to one side instead? As an option, it would satisfy everyone, would it not?

49639
DF Suggestions / Re: different techs for civs
« on: August 28, 2012, 09:03:19 pm »
Do you mean tactics or technology?

The former is planned, and partially implemented--elven, human, and goblin sieges are not much alike.
The latter is a tricky subject. Probably, something like that will be implemented once not all dwarven/elven/human/goblin/koboldish civs are identical.

49640
As you may have figured out, I have been unable to play thanks to school. I could zip up the current save, give instructions regarding the cistern, and let the next player play a season and a half extra or so; or I could try to find time to play and keep playing as planned. Thoughts?
I'll probably be able to play a bit soon.

49641
I assume sockless is referring to DFhack's other tools.

49642
I'd also like to see logical consequences. E.g, screwing up a fireball doesn't turn you into a chicken, it sets you on fire.

But that's so boring, where is your inner Dwarf?

Although, I did like your proposal about more powerful spells bringing more bizarre/damaging/random consequences.

I also think we could do rather a lot with the idea of Golems and Dwarven culture having a more construction/crafting orientated magic system.
It might be interesting to turn into a chicken after miscasting a fireball, but it might also be interesting if creatures engulfed in magma turned into elves.
Again, while dwarven magic might be focused on armor, golems, and stone, individual dwarves wouldn't need to have that restriction.

49643
DF Suggestions / Re: new militery comand: folow
« on: August 24, 2012, 05:55:41 pm »
Suggested before, probably planned, should be if not.

49644
DF Suggestions / Re: Skill grinding fix: training montages!
« on: August 24, 2012, 05:55:09 pm »
It's the difference between level grinding and training for years to become the best swordsman in the world.

49645
Alright. Once we get our labs, we'll be able to collaborate on the CPU. That is, cephalopod processing unit.

This is pretty much the best plan.
Will it be able to feel pain? Because pain in a computer would have the possibility for making it a lot more useful, if we could wire up certain inputs to it feeling pain, could increase its efficiency by trying to teach it to do certain methods.

Cephalopods are cool too anyway. I mean, LOOK AT THEM.

How much pain are we talking, here? We could probably leave the pain receptors in, if having a resentful supercomputer with tentacles (probably, I have to succumb to madness sometime, and it would probably be cruel to amputate), but you'd best not be thinking of putting one of my darling creations into unbearable agony!

49646
Okay, a few things.

First off, ninjas almost never wore what we think of as "ninja outfits." Those were worn by stagehands so that the audience would know to ignore them. That trick doesn't work outside of a theater, so ninjas dressed up as normal peasants. So, you're either suggesting we dress up as feudal Japanese peasants or as Japanese stagehands.
Second off, jumpsuits have many great bonuses, such as pockets and being machine-washable.

49647
About rune-traps: Also seems a bit off, although I don't like how you phrased it. Magical traps should be possible, but they should also require player effort, or at least expedenture of resources. Maybe a sustained trickle of diamond dust or having to recast the spell twice a season or something?
About magical items: I think dwarves should be able to make magical items, but again, it should be a difficult, special event. For instance, artifacts might have random magical effects; a powerful wizard might grant a magical axe to you; perhaps goblins could bind souls to stuff to enchant them, and maybe maybe you could learn that art; spirits could be convinced to live in stuff to grant items magic; etc.
About alchemy: Some alchemy could be like modern chemistry, but much would not. When has a chemist made a potion of any kind?
About golems and automations: Golems should be animated lumps of stuff, automations should be mechanical things, although perhaps powered by magic or guided by some magical force.
About backsplash: Obviously, I just wanted a simple example.

49648
DF Suggestions / Re: Alternate Means to Magic: Contract Magic
« on: August 23, 2012, 07:39:50 pm »
Only jerk gods would ask for a renegotiation in the middle of combat, unless perhaps you were going heabily against the teachings of the god or something. For instance, putting faces on the variables, a dwarven deity of justice might grant strength to a hammerer. If the hammerer gets disillusioned by dwarven government and starts hammerring innocent dwarves who the hammerer feels have wronged the fortress (like a dwarven Batman), the deity might snap in the middle of one of these (say, beating up the guards protecting the corrupt king) and demand some sort of renegotiation before he can continue fighting with the strength.
In normal situations, though, gods and most other similar beings should wait until the guy being granted powers isn't in danger before renegotiating.

49649
There's not really a good stopping point, but here's a good chunk of an update.

Well, things were going pretty well this autumn. Aside from the glass industry needing some babysitting, and the headaches of the cistern, but those are manageable. Then, on the 15th of Limestone, a ranger/marksdwarf, brother of a local planter, and resident of Caverncrept for six months, proved that carpentry should be left to carpenters. Specifically, he dropped a log by trying to attach a log to a bridge.    Phillammon Rocksmile, a mason working on the cistern, was unconscious but O.K; the ranger suffered more serious injuries that probably should have been fatal.

Phill woke up a moment later, but the ranger was dragged to the hospital.
The sand-dropping minecart was tested. This was a triumph, so I'll make a note here:
HUGE SUCCESS.
One of the mechanics rigged the track stop to cause the minecart to do a neat flip in the air before crunching down on bones and body parts in the refuse stockpile, almost hitting the creeper buds, who had snuck up there to watch. I've received suggestions ranging from shutting it down to tying up any miners we catch, but I've chosen to let it be, aside from having it dump more often.
xomin was grabbing some sand bags from the bottom of the pit and bruised a leg when the hatch opened under him. I've taken measures, both in orders and in sealing off the hatch, to prevent shenanigans like this from happening again. xomin realised that he was fine, but a stonecrafter was chasing him for a while to drag him to bed.
I realised that we have no bonecrafter, and drafted a potter to become one. While I order stuff, I order the cooks to start cooking some of the meat we've built up, and for some jugs to be made.
I've examined Mournfulcheerful more carefully, and something occurred to me. It seems that, in addition to the “cheerful” image of the foundation of our fortress (most prominently), there are also images of people getting killed by a blind cave ogre and a giant jaguar. There's also pretty decorations and some painful spikes. All of this is assuming that the name does not refer to inherent magical properties the item may have.
Towards the start of Sandstone, the mechanism that will pump water from the river to the cistern was nearing completion. It uses a windmill, resting on a shelf when not in use, which turns some gears which turn some pumps. The gears are disengaged currently, but they can be reengaged with a lever-pull. Sadly, the mechanism would not actually support the windmill when disengaged, merely cause its logs to collapse nearby.
A bit under a week later, I discovered the source of an issue that was destroying our glass industry. Basically, haulers were hauling our sandbags up from the magma sea. That shoud be fixed now. Another success, and everyone is still alive.
Oh, and our one cook is legendary, so yay there.

49650
DF Community Games & Stories / Re: The City of Glass; Succession Fort
« on: August 23, 2012, 07:14:58 pm »
That's not as much Fun!

Alright, he'll misinterpret the description of the fortress and decide to set up an illicit metalworking industry, finding an innocuous daytime job and forging at night and all that stuff.

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