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Topics - Mesa

Pages: 1 ... 10 11 [12] 13
166
First of all, this is a longer term idea, and might require mildly unrelated features to be made.
If nothing else, it's a potential modding content.

Also, I haven't played Fortress mode a lot, so please forgive me any mistakes I am inevitably going to make here.

Automatons - otherwise known as robots (and other similar terms) - before you start flaming me about adding technology to our lovely Dorf Fort, let me explain.
Those automatons are more related to magic than actual technology - they are only "skeletons" out of metal, cogs, levers, and clockwork-related stuff, but it's magic that makes them move. So bear me with me and enjoy this slightly controversial suggestion.

In essence, automatons are creatures that can be crafted - or found underground - by your lovely Urist DaVinci dwarves out of any kind of metal (well, that's the plan, but generally speaking you don't want to use stuff like gold or silver, but more like bronze and brass - but it's your call).
There are a few things that you need in order to be able to construct those machines:

Auxillarite - a sub-suggestion - when a creature, be it dwarf, dragon, or carp, dies, its soul is released, and will "flee" to the other world - (some creatures could capture or even entirely eat those souls, for some Fun effects).

Auxillarite is a magical gem that can capture souls within - with yet-undescribed mechanics, souls of still alive creatures can also be put within auxillarite crystals, albeit that's risky, since once captured in auxillarite, souls can't be put back into bodies (they can be transformed from a crystal to a crystal, though).
Auxillarite crystals come in various sizes - tiny, small, medium, large and huge - and they determine how powerful of a soul can be stored within them. (Soul's power is determined by the creature's soul attributes and also size of the creature to an extent).
Trying to capture a soul that's more powerful than a crystal one is trying to capture it into will cause the auxillarite to break and the soul to escape forever.
Regular (or blue) auxillarite is used as "brain" substitute for automatons - for instance, you can capture a dying noble's soul into a crystal and put it inside an automaton to prolong his life. More details below.

Red auxillarite - a slightly more common variety of auxillarite, which are used to give power to automatons, sort of like "hearts" or even batteries (or cores) by continuously draining off the power of the soul into the machinery. (Think batteries, but soul attributes are used instead of electricity). Souls still have to be captured within in order for them to function. They also come in 5 size varieties.

Mechanical parts - mildly miscellaneous, they include cogs, gears and springs - you can think of them as "muscles" for automatons.

Creature knowledge - this shouldn't really bother you unless you are going to be making non-dwarf automatons/making automatons with non-dwarf body parts[/u] (mildly a spoiler). (I am assuming animal training knowledge here, which is probably not a good thing to do - oh well.)

Mechatronics workshop - used to (de)construct Automatons and also used to give (I can't find a more proper word for it) your creatures (not just dwarves) automaton parts (think prosthesis, also, cyborgs ftw).

Once you have all of those, we can proceed to the fun stuff.
Implementing automatons would also require a new interface, due to a slightly complicated nature of making them.

First - with mechanical parts (and some more metal bars), you are able to create creature body parts at the metalsmith's forge - they include all regular and modded bodyparts, ranging from upper and lower bodies to wings, pincers and teeth (why would you want to make those is beyond me, unless, well, read below). You can also forge organs like lungs and the like, but they won't be functional, because, well, what's the point?
Also, weapons and tools are counted as bodyparts for that matter, so Urist Scissorhands is not out of the question. (note that they have to replace hands, so unless you are going to give your automatons multiple hands you leave them with one or even no way to grasp stuff with)

When you have created 2 pairs of limbs, upper and lower bodies and a head (that's the most basic combination - you can go ahead and try out some more crazy combos), you will have to arrange them using the following method:

There are two columns - left and right.
The left column contains bodyparts at your disposal to craft your automatons with.
The left column shows their arrangment.

It kinda works like containers, of sorts, where you can either put some parts "within" other parts (feet within legs, for instance). Well, it's just called connecting them, but whatever. You can't combine them in any way, though. (you can't attach wings to a head, for instance). You can, however, combine dwarf lower body with elephant legs, for instance. You get the idea.
You can have incomplete automatons, but they won't do you much good, if anything. You can leave them and come back later to finish, modify or deconstruct them.
Auxillarite (blue) crystals always go to the head (if there's one) while red auxillarite crystals are only attachable to the upper body (or something that has a similar function).

Once you have your first automaton ready, with limbs, body, two auxillarite crystals with soul(s) within, it will be able to function, move and use stuff. It's worth noting that your dwarves WILL loose their body-related skills (mining etc.) when they are put within an automaton, but soul skills are unaffected.
It is worth noting that automatons do NOT need a soul within a blue auxillarite crystal to function, but they won't gain skills or attributes.

Now, while automatons can be very different among themselves, there are a few features that are persistent between them:

They do not die of old age, they don't need to drink, eat, or sleep (and will not gain bad thoughts from them). They are able to enter strange moods, but only if there's have a humanoid soul in the blue auxillarite crystal. They won't go insane, though.
Automatons' skills and attributes do not rust, and they will be able to raise, only if there's a soul in the blue auxillarite crystal. (It doesn't need to be a dwarf or even a humanoid soul, though, but it's not really worth to have carps running around your fortress). Their bodyparts ARE affected by item qualities and they posses the same statistics as the material they're made of (so a silver hand will pack quite a punch, for example).


Automaton body parts can be decorated if you so desire. They can be decorated with pretty much everything, but they don't count as furniture, in case you're wondering. But if you plan to sell them (which is totally plausible, but the automaton has to be disabled when being sold).

Various automatons can be also found underground, and will come in a HUGE variety of...Varieties. (there could be also a half-random automaton generation). They may OR MAY NOT be disabled, which raises the Fun potential.
Automatons can be given various tools/weapons instead of certain bodyparts (mostly hands, but also arms as a whole, legs, and possibly even tails) and if plausible, they will gain skills from using them. (that means however they won't be able to drop them, but will be able to be removed and replaced at mechatronics workshop.

You can also attach automaton bodyparts to alive creatures (especially useful for those who lost their limbs in battle), and they will function exactly as they would for automatons.

With this system, you have effectively an in-game creature editor, albeit somewhat limited. (but hey, modding could make it that much more expandable) Create robotic armies of flying adamantine hydras (now features 14 heads!), assuming you can pay the bills. ;)
Also, don't forget Adventurer Mode possibilities. (I can't think of any atm, but it would surely also impact that one)

I hope I covered this slightly controversial topic the best I could and I hope that it will come to the game at one point or another, in some way, shape, or form.
(this is also pretty much a direct reference to Heavenly Forge from Might&Magic series)



167
DF Modding / [REQUEST/IDEAS/WHATEVER] A few !FUN! creatures
« on: January 30, 2013, 04:30:52 pm »
As moddable as DF might be, I have zero experience with dem raws, and those creatures that I would truly enjoy to see in-game, are out of my possibilties, since they are...Well, not really generic.

Swarmling - "A mischievous creature that releases spores growing into more of its kind at an alarming rate."
Basically, a zerg-rush. Weak individually, but can get troublesome due to sheer numbers in appears in.

Powerdragon - "A gigantic reptilian creature. It is mechanical and can breathe fire. Cold and emotionless, they were built with ancient technology and can fly."
Basically, a dragon made out of steel/iron/adamantine that can fly (supposed to have jet engines, but that makes no difference from wings, I guess) and breaths fire. Doesn't feel pain, anger, any other emotions; Can't die of old age.



They were probably made in one form or another, but hey - they SHOULDN'T (although I don't know much about raws) be TOO hard to make, right...
RIGHT?

168
DF General Discussion / Merge DF with another game
« on: January 30, 2013, 01:33:51 pm »
We all know well that Dwarf Fortress beats most games in almost every non-visual aspect, from realism to combat system.
But what if we combined Dwarf Fortress with another game's (preferably fantasy, but whatever) features? What crazily fun games could become?

Heroes Of Armok: God of Blood - Chapter III: Restoration of Erathia
MY GOD!

Not only the sheer nostalgic value, but the combat system.
(NOW Necropolis, or should I say, Necromancer Tower, would be OP - raising corpses of pretty much anything would be crazily fun to do, but dragons are that much more imba - they can't fly, though.


Do YOU have any ideas? Share 'em here.


169
DF Suggestions / Progressive/Adaptive AI?
« on: January 28, 2013, 01:55:53 pm »
Essentially, make AI of enemies, particularly the one of sieges in Fort mode, to react to one's playstyle and try to "counter" it.
But also adapt to it if it's not related to combat.

Got high walls and moats? Next time we're back with flying mounts.
Crossbowdwarves? Expect bowmen.
You sell a lot of booze? Good to know.

That said, civs should have seperate AIs in that part, so that one enemy may not realize you have lava moats while the other one already did and will come prepared next time.


I know that this might not be very easy to implement, but Kennedy said "We choose to go to the moon in this decade and do the other things, not because they are easy, but because they are hard, [...]"
Well, maybe the moon part is kinda pointless right now, but the idea is not.

170
DF Gameplay Questions / "+-/* to change year" (Legends mode)
« on: January 25, 2013, 01:03:38 pm »
Well, those historical maps can be pretty awesome to look at, provided you can change years.
The problem is - I can't.

I completely forgot how you did that, and the tip (the thread's name) is just kinda confusing and doesn't help much at all.

171
DF General Discussion / A general question about creatures in DF
« on: January 22, 2013, 02:35:25 pm »
Alright, so we know that humanoids and whonot actually, well, m8 in (maybe-not-so) real-time, and not just mindlessly spawn in dem towns. (unless I'm mistaken; Doesn't include "the first of their kinds".)

But do animals do the same?
I want to know so that (despite hard, fruitless and not really worthwile) I can wipe out a certain species out of the game and that killing those-two-ibexes (this is from my current gameplay) actually matters for the population, to a degree.

172
DF Suggestions / Even bigger worlds?
« on: January 19, 2013, 01:40:21 pm »
That's fairly self-explanatory suggestion, and probably not TOO hard to code in, either.
The only problem would be the amount of time/resources it would take, but hey - it's totally optional, isn't it?

(if someone wanted to make their own Middle-Earth and whatnot...)
I may be wrong, but was that done with mods, possibly?

(all I want to be able to do is to generate worlds that are 312 679kmsē so that I can have Poland in there)

173
DF Suggestions / Creature Mode - adventurer sub-mode(s)
« on: December 27, 2012, 04:40:44 pm »
A fairly simple spin-off to the regular adventurer mode, where you play as a civilized humanoid (be it dorf, human, elf or kobold), which lets you play as basically any other creature.
Would be particularly fun in the upcoming release (because jumping, climbing and whatnot).


BUT!
A few things would have to change - mainly the birth thingy.
You would actually witness your "character" being born (if your creature can actually mate - if not, then I dunno, you just spawn somewhere), be it in the wild or a civilized site (will be great, because, well, civilized sites that are coming soon), and possess all skills typical for your creature - kicking, biting, flying and whatnot.

Yea, you wouldn't be able to use items, and there is going to be some dorf willing to butcher or hunt you, but hey - that's part of the fun, isn't it?
Besides, unless you are a goddamn dragon, you aren't going to live long.


It would also be really great if we got to play megacreatures and/or clowns at some point.
(if we could also choose our characteristics, it would be that much better)

174
DF General Discussion / If DF races were to speak RL languages...
« on: November 24, 2012, 09:59:10 am »
...what do you think would happen?
Moreover, what languages would it be?

Humans - English. Pretty self-explanatory...
Dwarves - German/Danish/Norwegian - those languages have a "primitive" (no offense) feel to them, and the already exisitng accents in the game slightly nod towards those.
Elves - French - ditto, but in reverse.
Goblins - Russian - not entirely sure about that one, but a closer look at the RL history (World Wars)...Yea.
Kobolds - ...erm, Serbian? Didn't think about those, tbh, so this is spontaneous, really.


GO! SCHNELL! JAZDA! быстро!

175
DF Suggestions / Dungeon Keeper-esque gamemode?
« on: November 22, 2012, 03:31:00 pm »
You all know this - the Dungeon Keeper let you take over the "bad guy", build yer own dungeon, keep it full with minions and keep the "goodies" (ie. heroes) away.
It effectively combines both the building and management of Fortress mode and controlling your (anti)hero as in Adventurer mode.

We technically even have almost all the needed requirements for such a mode to happen:
- embarking (well, I don't think we'd need the entire preparation thing, though) - just choosing which dungeon/ruin one'd like to reclaim
- management of units (minions/dorfs) and gathering resources
- migrants (gobs?) and invasions (holy knights in shiny armor and whatnot)

Hell, we even have necromancy, traps and all things, except for everything being combined.
And although I personally would love to be able to play Abaal-Abaddon in his imp form, I think that demons twisted into human form would make a good replacement for that...

This is just a very rough, bare and pale suggestion, but hey - we don't have enough opportunities to be the devils in gaming lately. (DK, Overlord, Evil Genius, upcoming Impire and that's it)

176
...what would it be?
(because full-scale Earth is not possible yet - close enough, though)

Poland is the only option, of course.
I mean, look - The Mazurian Lake District IS a truly joyous sight.
Until carps come along.
Also, Tatra Mountains is a very much legit place for any Mountainhome, isn't it.


177
(or as close as it can get)

So I got this mildly insane idea not-so-long ago - take a huge world, with reasonably long, but unrevealed history - and then discover all of it.
I'm sure this has been done before, even if it didn't end well...
Not that this is going to, either.


Is anyone up for this? ANYONE?

178
Will we be able to ACTUALLY slaughter civs in the next release?

Because right now it's kinda defeating the purpose, since everyone "respawns" after a while, from what I heard at least...

179
DF General Discussion / IF Dwarf Fortress was a MOBA/Action RTS...
« on: November 06, 2012, 01:58:41 pm »
...the following would ensue.
(I know that it's technically multiplayer, which we're not supposed to even think about, but whatever!)


The game(mode), temporarily named "Siege", combines elements of both Fortress and Adventurer modes - it throws 12 (?) adventurers (heroes/champions/pros/whatever) in two teams to defend...
Planepacked and Broiledprinces, respectively.

YES, you heard right - the two great mega-artifacts, with stories of the world(s) engraved on them.

But wait, you start with basically nothing! What to do?
Well, if Fortress mode skills make it into Adventure mode (which is my sole demand right now, btw), then YOU are the ones who build the base around your mega-artifact from resources nearby, YOU craft your weapons, YOU defend your base.

I do realize that there would be many issues with such a gamemode, like friendly fire, disadvantages because of lack of resources and the like - we could either have preset, symmetrical maps for Siege or randomly generate worlds for it. The bases could even be located in the very ends of the (huge) world for sake of long-term play.

Think about it...Relatively loose objective to fulfill, but at least there's one, unlike in Fortress and Adventure modes (not saying it's bad thing to not have an objective).


Now, we could have just our standard dorfs and the like as possible adventurers, but given how many creatures Toady has put Armok has spawned...There's quite a lot of variety possible - necromancers, goblins, antmen, flying kobolds, fire-breathing vampires - and just wait until we have proper magic for even MORE FUN!


And don't forget - carps are still lethal vs dwarves.

180
DF General Discussion / How do YOU imagine Armok?
« on: November 05, 2012, 11:13:33 am »
While I understand that he may be like our God - invisible to anyone etc. and may change form should he actually become visible, but hey - if you were to see the God of Blood, how do you think he would look like?


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