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Messages - Aquillion

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151
DF General Discussion / Re: What was your gateway to Dwarf Fortress?
« on: April 02, 2014, 07:30:12 pm »
Well, I was a fan of Liberal Crime Squad and posted on the forums a lot.  Then Toady posted this thread saying he was working on a dwarf game...

152
DF Suggestions / Re: Drow
« on: March 30, 2014, 01:24:21 am »
Rather than Deep Elves specifically, I think it would be interesting if the game had a way to allow any race to become "acclimated" to certain environments and gain changes based on that environment.  This would allow eg. Elves or Men who have been changed by living in the depths; or people who have been changed by living in environments with heavy spheres of one sort or another.  People who live in evil or good areas might become altered towards those ends; people who live in savage areas might grow larger and rougher and less socially skilled, etc.

153
Perhaps zombification should grant claws and sharper teeth?  It often seems to, in movies.

154
DF Suggestions / Re: More Adventure mode features, please.
« on: March 22, 2014, 04:03:39 am »
Honestly, if you follow the devlog, I think it's pretty clear that most of the recent features are Adventure-mode focused (although many of them will also impact Dwarf mode by giving it a broader and more vibrant world to take place in.)

155
DF Suggestions / Re: Ideas For a Magic System
« on: March 22, 2014, 03:56:53 am »
I think one problem with a lot of posts in this thread (and on this topic in general) is that they're too dwarf-mode specific.  Obviously magic will impact dwarf mode, but ultimately, outside of artifact-type stuff, dwarves are rarely portrayed as major users of magic in fantasy.

Magic discussions would probably be more productive if they focused on adventure mode, worldgen, and on support for (eg.) hypothetical "Wizard Tower" modes in the future; designing magic around Dwarf Mode (where it will play a relatively small role compared to the role it'll play for some adventurers or in a Wizard Tower mode devoted to it) seems like a mistake.

To that end, I'll mention one thing I'd like to see (although I suppose it's a bit silly to leave it in a random magic thread, but at least this means I wrote it down somewhere):  Support for major world-changing acts of magic in the backstory.  Of course perhaps this could be affected by worldgen parameters, but most fantasy worlds have things like blasted wastelands caused by magical duels, or continents that were sunk beneath the sea, or royal bloodlines that bear a curse from long in the past.  Some of this is present in vampirism, night creatures, etc, but it would be neat to see it worked into a larger magic system so you can both have some sense of dynamic magic in the backstory, and then (with the right characters in the right modes) use it yourself in gameplay.

156
DF Suggestions / Re: Medieval Stasis. Please keep it civil.
« on: March 22, 2014, 03:52:17 am »
I think the idea of "dynamic" advancement is cool and would make worldgen more interesting -- especially if different cultures advanced differently and in different ways.  The game needs more ways, I think, to diversify different cultures and regions, and in general divergent technological advancement is one of the big ways that happened in the real world.

157
DF Suggestions / Re: Add Blackjack or Casino in Adventure Mode
« on: March 22, 2014, 03:30:12 am »
Blackjack seems too specific, and I don't think it's really worth modeling specific games in detail (if you want to play blackjack, find a blackjack game!  Does it really add anything to have a blackjack implementation inside DF?)

But general abstracted-out gambling would definitely be a good thing to have.

158
My understanding is that fundamentally, Toady doesn't want to give up control of the game to anyone else; he's worried that if he relied on graphics done by another person, he'd then be constrained to what they implemented (or what they'd be willing to implement in the future.)

159
DF Suggestions / Re: Angry mobs.
« on: November 21, 2013, 01:07:43 pm »
Yeah.  The poor hammerer would get the blame for things the nobles order him to do.

(Although another suggestion I wanted to make was to have nobles and law enforcement reevaluate the decisions made by other nobles, so a hammerer with good judgment could refuse to carry out a beating that he considers ridiculous enough or against a dwarf  he considers too important -- of course, this would also come with the risk of bad hammerers botching their job in various ways, and it would enrage the nobles involved.)

160
DF Suggestions / Angry mobs.
« on: November 20, 2013, 04:51:59 pm »
Although we have tantrum spirals and huge brawls, they tend to be disorganized affairs.  I think it'd be neat to have something slightly more formal:  When a lot of dwarves hate a particular person, one of them could try to start an angry mob.  It'd be a special event, announced in the logs as "An angry mob has formed, baying for TARGET's blood!"

(Angry mobs could form against non-dwarves, such as animals that have killed a lot of dwarves -- this could be beneficial to the player, but it would more frequently cause problems by resulting in enraged non-combat dwarves rushing into danger.)

Dwarves who particularly hate someone or something could spend time trying to turn other people against it, laying the groundwork for an eventual uprising.  Nobles and Hammerers who cause a lot of problems would be particularly frequent targets, since they offend a lot of people.  Being happy makes a dwarf less likely to participate in an angry mob, but a dwarf doesn't need to be nearly as upset as they do to tantrum, especially if they hate the target a lot.

Unlike a normal tantrum spiral, the angry mob would focus exclusively on its target -- in theory.  But in practice, if they're going after a dwarf, the guards will attack them (unless they hate the target too, or are frightened enough by the size of the mob to just stand back), so it can end up devolving into an angry brawl.

(Teaching angry dwarves to throw stones if they lack other combat abilities could tie in well with this.)

161
DF Suggestions / Re: Work artifacts and legendary items into boasts.
« on: September 29, 2013, 04:45:48 am »
As for creator boasts, I don't think they exist in-game yet or every necromancer and escaped demon that you met would rant about it since they all tend to write like a million books.
Oh man, I forgot about the books.  That would lend a somewhat different tone to it, especially given how prosaic some of the book titles are.

"TREMBLE, fool!  I am the great mage Nizziblark, author of 'Elves:  Fact or Fiction?' and 'The Book: The Definitive Guide.'"

It is...  not quite as intimidating as boasts usually are.

162
DF Suggestions / Work artifacts and legendary items into boasts.
« on: September 26, 2013, 05:16:49 pm »
When an enemy boasts in Adventurer mode, it'd be cool if they played up the importance of artifacts and other important objects, too.  For example, if they're wearing or wielding an artifact, they might say something like:

"Fool!  You dare to challenge Thorin, son of Glorin, wielder of Ixialdor, the Breeze of Sorrows?"

It could be 'bearer' for things that are just carried -- eg if someone is carrying something like the One Ring, that can be more important than their titles, etc.

Similarly, they could mention your artifacts, if you're wearing, wielding or carrying one:

"Even Yaganor, the Tomb of Silence will not avail you here!"  Or even "I will take Yaganor, the Tomb of Silence from your cold dead corpse!"

(If they created an artifact, they might boast about that, too, but I'm not sure if they do already or not.)

163
General Discussion / Re: MSPA Homestuck
« on: September 03, 2013, 01:09:13 am »
Possibly.  It's also possible that this was foreshadowed by this, which means it's a relatively recent thing.  (Read the next few pages after that, it's pretty obvious foreshadowing now.)

164
General Discussion / Re: MSPA Homestuck
« on: August 25, 2013, 03:00:17 am »
Honestly, I think people who think the matriorb getting successfully created is a bad thing kind of forgot that Alternia was also ruled by the Condesce, and it was pretty OK.

may I remind you that they paint with the blood of babies who were considered unsuitable for life
...OK by troll standard at least?
The point is that "troll standard" isn't some natural thing inherent to their race -- Beforus wasn't like that.  The Condesce was described as being one of the key factors in Alternia being a terrible place, which means that "troll standards" are the Condesce's standards.  They were created by her!

(And the Haidmaid, but the Condesce was the more immediate cause.)

165
General Discussion / Re: MSPA Homestuck
« on: August 11, 2013, 08:54:03 pm »
I think that's what would happen from Jack's point of view, but it wouldn't actually change anything in the Alpha Timeline except make Jack disappear.
I'm not sure the Juju doll works on the same principles as normal Homestuck time travel.  So far, every time anyone has used it, the narrative has followed them, and whatever world people end up in with regards to the pins stuck in the doll remained the Alpha Timeline; otherwise we wouldn't have seen all of the other Felt henchmen come back when Spades Slick pulled their pins out.

There's no reason to think that pulling Snowman's pin would work differently (except that the change might be far more drastic, and admittedly take him to a timeline that could never qualify for Alpha.)

Although actually, it's not really clear how it works right now, since pulling their pins seemed to simply bring them back to life without changing the timeline in any other way.  Still, for whatever reason Slick was unwilling to toy with Snowman's pin -- possibly because he wasn't sure he was up to seeing her again, possibly because of his innate hatred for Weird Time Shit.

Still, it'd be an amusing Chekov's Gun if pulling the black pin effectively retroactively unhappened the Green Sun and depowered everyone who relies on it.

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