Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Starmantis

Pages: [1] 2
1
DF Suggestions / Becoming a gladiator in adventure mode
« on: March 23, 2016, 05:28:15 pm »
I believe some form of gladiator combat would really add to dwarf fortress adventure mode becoming a gladiator could serve a number of functions for the player including training combat skills, gaining fame and renown, and making some sweet cash.

the fights would take place in Arenas, arenas are a structure built by civilizations who value both martial prowess and competition. The staff of the arena is like its own entity and when you join them you become a gladiator allowed to participate in events. Im thinking that events happen a few times per month with larger events occuring yearly. how lethal gladiators are would depend on civ ethics, humans for instance might prefer that fallen gladiators live if they fought valiently while goblins probably want to see blood. killing gladiators that the crowd did not ask to see killed will probably get you a bad reputation and they will be more likely to vote for your death.


2
DF Suggestions / sphere suggestions
« on: March 13, 2016, 11:32:18 am »
Sometimes I feel like we could use more spheres as I feel that gaps are left by our current ones, feel free to suggest more!

Blood: while I cant think of many mythological gods closely associated with blood, the games name speaks of a god of blood, it seems reasonable that occasionally a civilization might have a god of blood.

Existence:a civilization may have a god that is tasked with keeping reality in existence

Nothingness: perhaps could be used in personifications of whatever came before existence and perhaps could be spears applied to terrifying creatures from beyond reality. a !!fun!! attack that a nothingness forgotten beast might have is an attack which erases a target from history

Void: similar to nothingness but generally less in intensity

Time: probably closely related to agriculture and fate.

Prophecy: a god of knowledge of the future

The Unknown: an "Unknown" god might be something that a civ may pray to when they have no idea who else might listen.

Engineering: probably a favored sphere for the dwarves.

Destruction: like death but not specific to living things, empires crumble fortresses fall.

Matter: a civilization might have a god of material reality

Spirit: a civilization might have a god of non-material reality

Winter/Summer/Spring/Fall: seems strange that we do not have gods for specific seasons

Adversity: various mythologies have figures that generally act as antagonists to humanity.

Desert: like set from egyptian mythology

Cold: closely related to winter but more general

Intelligence: often associated with wisdom

3
DF Suggestions / Constructs: Golems and Automatons
« on: March 04, 2016, 07:36:40 pm »
Artificial life, while many see it as a modern aspiration the interest in such things dates back throughout human history and is not uncommon in fantasy settings and I believe it would be an appropriate addition to dwarf fortress. Here are three different forms of construct that dwarven (or human or whoever) engineers may be able to construct with sufficient skill.

Golem: Golems are the most 'magical' of constructs, in order to construct a golem one must first create the body, the body may be constructed of a variety of materials but unless the body is masterwork the golem creation will fail, a golem may be made in a variety of different forms like a statue, larger creatures require more material to construct. the golems body plan will be based on the creature constructed although it lacks organs. bringing life to a golem requires a secret much like necromancy. While sentient most Golems cannot speak or gain or lose attributes.

Automaton: Automatons are more complicated to build but dont require 'supernatural' secrets, automatons are created at a special workshop 3 steps are involved in the construction of an automaton, the first is the design phase, in order to design automatons a dwarf must have high enough engineering skill. the game will then generate a new kind of creature (though not spawn one) many different classes of automatons are possible. In general automatons are only capable of doing a single type of job. types of automaton may include haulers, miners, and even crafters. crafters always produce goods of the same quality. most automaton cannot gain or lose skill and can never raise attributes. after completing the design you must build all of the parts and put them together and voila you have an automaton

an automaton can sometimes acquire a soul but that requires philosophical knowledge and a well crafted soul gem (or something) these automatons have personalities, can speak, and can gain skill (but not attributes) a soulless automaton may also be possessed by a ghost for !!FUN!! automatons with souls can also perform a wider variety of jobs and are essentially living creatures.


4
DF Modding / Any way to make everyone in a civ wear an item?
« on: January 30, 2016, 11:58:20 pm »
I want people in a civ I am modding to all have the mask helmet item, I tried setting it to forced but no luck, nobody seems to be wearing a mask.

5
DF Suggestions / Ethical variation among civs of same race
« on: December 20, 2014, 01:18:15 pm »
I was wondering how difficult and wanted it would be to have individual civs of the same race have slightly different ethics (and other stuff too, but for now im focusing on ethics) rather than stuff like "ACCEPTABLE" "UNTHINKABLE" etc, I think we should have it be more variable like personality traits for dwarves, so it could go something like this.

[ETHIC:JAYWALKING:0:500:1000:3000] or something like that, higher numbers representing it being more acceptable (or the other way around I dunno)

6
DF Modding / How would one go about making tattoos/markings
« on: September 20, 2014, 02:15:37 pm »
So Im interested in having some civilizations have tattoos and such, warpaint or whatever, how would I best go about doing this?

7
DF Modding / Could an underground civilization be modded in
« on: September 08, 2014, 12:02:10 pm »
I was wondering if it was possible to have a civilization modded to live underground, one that builds towns and cities or fortresses, how would I go about this

8
DF Suggestions / Generated races and civilizations
« on: July 22, 2014, 11:27:57 am »
I think it would be nice to see some generated races and civilizations perhaps mainly variations on existing races such as "Desert Elves" "savage hobbits" and "avian dwarves"

Perhaps when planes are added to the game they can have generated creatures so that the elemental plane of cheese is properly filled with cheese elementals.

9
DF Modding / best way to make directed energy weapons?
« on: June 05, 2013, 03:10:58 pm »
So, for a number of reasons Id like to mod in energy weapons, and was wondering how I would best do it, is there a way to have items that let you perform interactions? like say, firebreath.

10
So...Im not sure where to start but I would like to start a mod based on a pen and paper roleplaying game called Paranoia, it feels just perfect for a game like dwarf fortress.
In the mod, you will be friend computer preciding over alpha complex (your fortress) your subjects will be clones and robots who will build a society underground, but beware!
commies and mutants may strike at any time and may hide within your own fortress, it is up to you, and your team of loyal clones to take on the threats within and without alpha complex.
remember, happyness is mandatory!

Im not very good at modding but am interested if anyone else is up for this kind of mod

11
Creative Projects / would like to create an alien species generator
« on: April 02, 2013, 01:51:02 pm »
I was wondering how I might possibly be able to do this, generally it would create interesting alien species (mostly made for sentient ones with civilizations and such). right now Im just rolling dice to create them, but I wanted to have something more like http://www.seventhsanctum.com/generate.php?Genname=alienrace this, I was going for a more nonhumanoid hard-sci fi feel to this.
Idealy the generator would give
-a basic description of the aliens appearance
- a few modifiers to the aliens appearance, such as, "Has an exoskeleton" "Has tentacles" "Has a lovecraftian feel" and stuff like that
-a general overview of the aliens psychology, do they have a hivelike structure? do they not understand humor?
-based on their psychology, what is their society like and what technological level have they reached.


Anyone have any suggestions for how I should proceed.

12
DF Modding / Transhuman colony mod, WIP, help appreciated
« on: June 04, 2012, 12:13:34 pm »
So um...this mod has the goal of being a Sci-fi mod set on a terraformed (or if its possible, a only lightly terraformed) mars, in fortress mode you may either play as the Ultratechnological Transhumans, the hardy colonists, or the greedy corperations. with a computer building you download schematics using currency for use in a fabricator, making item creation easy. other buildings include genetic clinics where people can get a new body and cyborging clinics where you may get cybernetic implants and stuff.  The mod has new weapons such as vibroblades and monowire whips, new armor materials such as nanoarmor and such.

Civilizations to be added
Evil, subversive transhumans
Utopian Transhumans
Hardy Colonists
Dangerous Anarchists
Greedy Corperations
Free AI
And Traders, who can give you otherwise unavailable equiptment they brought in on spaceships.

13
I havent thought much yet, however, what I know is that I want it to have fairly complex damage systems and in general, be hard sci-fi

However, I do not know where to start, how would I best quantify damage?

14
DF Suggestions / Hermaphrodites
« on: April 02, 2012, 03:18:36 pm »
A stupid, simple, idea. Hermaphrodite should be a tag that when added to a creature makes it both male and female, good for snails and snailmen

15
Forum Games and Roleplaying / Planning Sci-fi Strategy roleplay
« on: February 28, 2012, 09:20:59 am »
im working on creating the rules, any suggestions?

the roleplay will take place in the far future, humanities once great federation has fallen and the wormholes have closed leaving the colonies isolated. players can choose a starting planet and a few technological improvements they remember along with limited infrastructure.

Pages: [1] 2