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Messages - GreatWyrmGold

Pages: 1 ... 3508 3509 [3510] 3511 3512 ... 3706
52636
DF Suggestions / Re: Slabs - Memorial Slabs
« on: March 04, 2012, 03:15:39 pm »
I propose one simple solution.
Only one slab for each person can exist at the same time, engraving jobs for dead people are erased from the list upon completion.

Already the case, IIRC.

52637
DF Suggestions / Re: Too many animal men!
« on: March 04, 2012, 02:05:01 pm »
And if there are hawks in the world there shouldn't be eagles? But they fill the same niche!

52638
DF General Discussion / Re: First trap, so happy :D
« on: March 04, 2012, 11:23:37 am »
Good job. You're thinking small, but this is your first time.

52639
DF General Discussion / Re: Evil Dust Sickness in arena
« on: March 04, 2012, 11:20:11 am »
Neat. Thanks for the info.

52640
DF General Discussion / Re: Dwarf Fortress Alignment Chart
« on: March 04, 2012, 11:17:14 am »
Oddly enough, standard D&D-style alignment has Dwarves as Lawful, and Elves as Chaotic. 

... Of course, that's partly because the origin of the lawful/chaos alignment axis was actually something more like industrial revolution/pastoralism.
I thought it was more because dwarves had regimented lives and tried to avoid outside influence and stuff, and elves preferred personal freedom over strict laws. Or something like that.

I'll see what I can do. No promises, though.

52641
DF Modding / A crazy idea I had
« on: March 04, 2012, 11:14:59 am »
The other day on TV Tropes, I was reading about Team Fortress 2. This lead to a weird train of thought that ended with a mod idea. (The first idea for a name that came into my head was Dwarf Fortress 2, but that took about half a second for me to realize that it would be rather nondescriptive.) So, then:

1. Do you think a Team Fortress 2 mod would be a good/interesting idea?
2. If so, what would a good name for it be?
3. What would need to be done to make it a "good" mod, with interesting gameplay and stuff? This isn't even a half-baked idea, I've only just started gathering the ingredients.
4. How the heck would I do it?
5. Any other suggestions?
6. Any other kinds of comments that you have would be appreciated.

52642
DF General Discussion / Re: What Wars are Going On in Your World?
« on: March 04, 2012, 11:10:18 am »
I have a world where elves and dwarves are at war... with ponies.
Sounds like someone duplicated raws...or maybe is using the MLF mod. that makes more sense, actually.

I just generated a nice world, Small, 400 years old. It went through a golden age, a twilight age, an age of fairy tales, and then a second golden age. The first war, the Conflict of Brutalizing, was a single battle between goblins and elves over a formalized agreement. The elves won, rejected the goblins' offer of peace, made a counterargument, and the war ended. Goblins and humans seemed to be at war a lot, and the goblins kept losing, often leading to single goblins holding the line against hundreds of humans, sometimes WINNING. Everyone seemed to hate the goblins. One battle was nine goblins and a pair of trolls versus 1,202 dwarves, 5 elves, two goblins, and five each of rutherers and cave crawlers. The goblins were all killed, except those on the dwarves' side. Not much in the way of interest past that, sadly.

52643
DF General Discussion / Re: My Hammer Lord is an Animal Beater
« on: March 04, 2012, 10:51:46 am »
...human hair earings (how does that even work?!)...
Weave some human hair into a ringey shape and tie it through a hole in your ear.

52644
DF General Discussion / Re: Vampires vs. war dogs
« on: March 04, 2012, 10:47:35 am »
I dunno. Burrow a noble and a vampire into one room, pasture a few war dogs in the same rooms, and tell us what happens!

52645
DF Modding / Odd secret question
« on: March 04, 2012, 10:46:25 am »
A question about secrets, not a question that has to remain a secret.

Is it possible to make a secret that transforms the discoverer into, say, a dragon? Or a divine curse that turns someone into a demon?

52646
DF Modding / Re: Arrows???
« on: March 04, 2012, 10:41:50 am »
Or add it, if you want elves to still be able to fire at you for some reason.

52647
DF General Discussion / Re: Magick in the future
« on: March 04, 2012, 10:31:05 am »
Here's what I think magic "should" be like in DF once it's all complete:

GENERAL: It varies from world to world, from civ to civ, maybe even a bit from magician to magician. In some places you can't swing a black cat without hitting something magical, and in others magic is regarded as superstitious nonsense. Some individuals should break the general pattern of the area, whether by practicing a forbidden school of magic, or by insisting that magic doesn't exist, or by searching for magic in an athaumatological land.
Also, magic should always have a cost that makes you think twice before using it. Maybe it has a risk of summoning demons to attack you, or maybe it requires a lot of energy (your fireball fried most of the bandits, but if you fall unconscious that last one is going to kick your head in), or maybe it requires a rare reagent, or maybe...the costs should also vary from type of magic to type, and from world to world.

DWARVES: Magic is too fickle to be trusted, think the dwarves. They might implement it in small ways, like a forge powered by an everburning flame or magical weapons, but mostly dwarves use steel and stone. The exception is religious magic; dwarven priests are good at excorsisms, healing, and perhaps a few other minor things, but these solutions are usually expensive and time-consuming, which is why many less-devout dwarves prefer conventional methods, like burial and medicine.

HUMANS: Humans are the least-fleshed-out race in DF. I think that humans should dabble in all kinds of magic; they aren't as powerful as elves, but make up for it with their determination and versatility. They might bring some magical goods to trade with dwarves.

ELVES: The most powerful race magically, but also the most focused. Elvish magic mostly focuses on life and growth, but some druids can guard the forests more violently by animating trees, causing animals to grow and become viscous, and the like. They almost never learn spells relating to fire, stone, or death.

GOBLINS: Goblin magicians love fire magic and other destructive spells, but most goblin magic revolves around summoning and serving demons. Their servitude might lead to them being blessed somehow, or at least to being able to rain destruction down on their enemies. Goblins are usually not as powerful of magicians as elves, kobolds, or even humans, but demons enhance this, and if a goblin civ's patron demon decides to visit your fort...good luck.

KOBOLDS: Kobold magic should be mostly shamanistic. Kobolds can transform into small animals, or sometimes bigger ones, perhaps bring minor natural disasters like small floods and lightning strikes down on their foes, and direct animas to cause distraction elsewhere. Shamans can also request animals to help them by providing meat; this coerces the animal to come over and lie down, where the hunters kill them happily. And so forth. Not much powerful, but if a few kobold shamans come onto the map, prepare to feel the wrath of koboldkind...

ANIMALPEOPLE: When they get more fleshed out, animalpeople should be able to control other animals of their kind, and similar animals (brown recluse spidermen should be able to command cave spiders, for instance). This can range from amusing (cave swallows coming and nipping dwarves' noses before being caught by cats) to deadly (a platoon of giant badgers shredding their way through your fort). They might also have some shamanism like the kobolds, but not as strong.

OTHER SAPIENTS: Varies. Trolls are too stupid to use magic, ogres might have a bit of innate magic from their dark surroundings, dragons can learn and teach spells to magicians of the smaller races who appease them, etc.

ROGUE INDIVIDUALS: A wide variety of possibilities. Like necromancers do now, some people might try to search for secrets, distancing themselves from society in the process. Other times, a "normal" magician might discover a secret, then flee into the wilderness to keep it from being discovered. Wizards might be banished from society after their dark experiments are discovered. Et cetera. These individuals may or may not want to use their power to take over their old country, and may or may not succeed.

52648
DF General Discussion / Re: My Hammer Lord is an Animal Beater
« on: March 04, 2012, 09:51:56 am »
It's a historical dwarf of some kind. Probably an adventurer (she killed a named sasquatch and has weapon skills), and adventurers like bling as much as anyone else.

52649
DF General Discussion / Re: What Wars are Going On in Your World?
« on: March 04, 2012, 09:49:51 am »
Maybe it was a religious war? Check the war's description in Legends mode.

52650
DF General Discussion / Re: Llama kicks the horse in the teeth
« on: March 04, 2012, 09:27:28 am »
I think it varies by the creature, but I haven't actually glanced around too much.

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