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Messages - Adrian

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211
DF Suggestions / Re: The ancient art of Golem making.
« on: November 14, 2012, 02:58:38 pm »
I'd rather see golems as a necromancer's dedicated building destroyers
We could pretend they are masterwork statues with a part of The Secrets of Life and Death inscribed on their heads

212
DF Suggestions / Re: More special attacks like "Dragon Breath"
« on: October 11, 2012, 02:14:55 pm »
Make a new thread and people give you flak for not using the search function.
Revive an old thread and people give you flak for necro-ing an old thread.

You guys are so confusing

213
Instead of spawning an amnesiac out of nowhere with no discernable backstory, have players assume control of a pre-existing character.

The pro: Your character will have an entire life's worth of history, a family, hometown, lovers, grudges and ties to a village and civilization.
The con: Might require indexing or databasing of all (or most of the) characters in the world and will likely be extremely CPU/RAM intensive.

Character creation would become a character selection. I'm not sure how the site-finder code works, but maybe it could be adapted into a character-finder without too much troubles.
We would for instance be able to search for a skilled dwarven mason. Afterwards we could specify more and more until we find that one character that's perfect for our playthrough.

Right now this wouldn't add much to adventure mode, as we can already create any character we want and backstory isn't important yet. But i believe that once exposition and the characters themselves are fleshed out some more, assuming control of a character instead of spawning amnesiacs will be a great addition to DF.

And the foundation is already laid: In the arena we are already able to take control of any creature.

214
DF Suggestions / Re: non-violent adventurers
« on: September 27, 2012, 11:38:25 am »
Adamantine guitar
Helmacon hacks himself in the second finger, left hand and the severed part sails off in an arc!

215
DF Suggestions / Re: fermentable fruits
« on: September 27, 2012, 11:27:42 am »
Grapes and apples (like most fruits) contain plenty of sugar for fermentation. But if you're talking about beer, then yes. The yeasts for brewing beer get their sugar from hydrolysis of the starch in malted barley.
I'm willing to look past that because it would make the production beers too complicated to work properly.

But maybe there needs to be differentiated between a brewery and a distillery.
A brewery being where beers, wines and ciders are made, and a distillery where brewery products are concentrated into brandy, jenever, rum, vodka, etc.
Note that "concentrated" means something like "3 go in, 1 comes out".

Also, according to wikipedia: "The earliest evidence of the distillation of alcohol comes from the School of Salerno in southern Italy in the 12th century".
So hurrah for <1400s.

216
DF Suggestions / Re: A tag to make genetics less homogenous.
« on: September 26, 2012, 12:41:08 pm »
Different breeds of animals, more animals for war training.
Or run a Nazi fortress, where all of your dwarves have blonde hair or some other arbitrary characteristic

217
DF Suggestions / Re: A tag to make genetics less homogenous.
« on: September 26, 2012, 11:08:48 am »
It's generally a bad idea to give more power to the Random Number God.
Dwarf Fort should stick with actual genetics.

218
DF Suggestions / fermentable fruits
« on: September 26, 2012, 10:57:09 am »
Just read the main page and it seems Tarn is about to implement fruits.
I think it would be a good idea to give fruits a [CONTAINS_SUGAR] tag, and make any edibles with that tag brew-able into ciders or wines.

Why? Because more booze.
And i think it would benefit the game if we let the game code decide what the outcome of the brewing will be based on what we define the fruit is made of.

Also a [CONTAINS_SUGAR] tag instead of a full blown reaction in the raws would make it a bit easier to create procedurally generated genera of trees and shrubs. (which i assume will be added to the game before 2050)

219
I'd prefer to see
-"magic" as something only deities can preform and the mortals can only ask the deities for favors
 -Deities only being able to influence things in their respective spheres.
-A deity's power being proportional to the amount of worship it receives from around the world
 -This wouldn't have to end with deities. A vampire with a large enough cult following could gain special abilities as well.

or runic magic in any way, shape or form. Simply because it's dwarfy

But the two are hardly mutually exclusive

220
I agree, but in the end all magic tragically ends up as ejaculating fire from your hands

EDIT, 5 seconds after posting: Unless DF magic is tied directly into the physical world.
Consider magic as only being able to manipulate the properties of objects/materials, as opposed to the object itself. (by substituting, adding or removing tokens)
The tokens could be represented by glyphs/runes/whatever so to change the size of a creature you'd need to find/learn the glyph representing the BODY_SIZE token.

This would also make the amount of different spells nigh-infinite.

221
We should all read this Wikipedia entry on magic in games.
It really helps gain perspective on the different sorts of magic.

222
DF Suggestions / Re: EXP, Anti-Legendary.
« on: September 11, 2012, 04:15:39 pm »
I'm not saying that a year of mining should grant legendary skill, I'm just saying that a dwarf should have other options open to him.
Being a Legend implies there are few others with your skills, but Dwarf Fort as it exists now churns out Legends at ridiculous quanitities.
And gaining Legendary skill should not be as easy as [make rock crafts R].

I stand by my idea of Legends only being created through moods and making Grand Master the experience cap.
Because Grand Masters already make lots of masterwork goods.

Legends should be special, not mooks.

223
DF Suggestions / Re: EXP, Anti-Legendary.
« on: September 11, 2012, 02:20:18 pm »
Once guilds and apprenticeship and stuff kick in a dwarf could take up apprenticeship with a (High/Grand)-Master until he has become Accomplished in his trade.
Then, everything up to Grand Master should be done through self learning, and after receiving a Master title they can take in apprentices themselves.
But most importantly: i believe that becoming Legendary in a trade should no longer happen through experience gain, but only through strange moods at Master+ level.
This would make Grand Master the experience-cap and make Legendary dwarves actually legendary.

224
Mana is a pool belonging to the caster, which is used up as spells are cast. I was describing an opposite: A pool which belongs to a spell and which needs to be full for it to function properly.
Also, there don't have to be numbers in-game. It could be a background calculation.

I was suggesting it more so we wouldn't be able to spam asteroids on sieges.
"You want boulder-rain? Sure, but unless you want the ceiling in the dining hall to collapse you'd better have enough talented mages."

225
my (2)-copper coins-
Whenever I have thought about magic in DF, I always pictured it as a cabal of wizards performing the spell casting labor in a room full of statues, slabs, barrels of blood, with the intent of causing it to rain trout, or to resurrect a legendary cheese maker..
Consider mages being able to produce a quantified amount of magic through the spell casting labor. This would be used to fuel their spells.
One-off effects (like teleporting a gobin's spine two squares away) would require charging, and lasting effects (like a trout-rain) might require constant fueling.

I can definitely see a floor full of necromancers chanting away to keep their hordes animated.

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