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Messages - Dae

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691
DF Bug Reports / Wall and light
« on: November 02, 2007, 04:21:00 pm »
I made a little irrigation system from a pound (if it is to be drained, why not make draining useful?) and THEN i remembered that plump helmet spawns would grow only under the earth.
Well, I hoped that it was related to the amount of light and not the fact that it was planted underground. So I built walls around the zone, floor on top of it, and built the plot.
It appears that walls and floors won't stop the light. The room is designated as "inside" but still with light.

And I still don't know what counts for plump helmet to grow.


692
DF Suggestions / Re: Simplify Caravan Pathfinding
« on: June 12, 2008, 10:34:00 am »
Drawbriges are sort of a problem currently. I have a drabridge at the entrance of my fortress, to prevent goblins to enter.
The problem is it also prevents human wagons from coming. Although they just have to wait a few seconds and announce themselves and I open.

693
DF Suggestions / Re: Divine magic
« on: June 04, 2008, 11:03:00 am »
Perhaps we could restrain gods' area of influence to a zone around where they have a priest of themself, meaning someone who has decided alone to completely devote his life to a god.

This could lead to some cool situations :
     - A migrant priest of Fire coming to your fortress where the dominant religion is towards the goddess of Plump Helmets, Alcohol and Parties. By coming, his god could start acting in your fortress, so you'd probably want to make him see how hot is magma before a civil war breaks out.
     - When under siege, the enemy will have to bring at least a priest of their god so as to be under his protection (if it pleases him to do so). So you'd have to kill the priest first - just in case.
     - It would be really meaningful for a civ worshipping a minor god to flee somehere where there is nobody from another religion : there, they could live in peace, far from gods' wars.

I was thinking, about the motivations as a god : being a god, you'd more or less like everything to be up to you, so that the world would be your ideal world. This is a reason good enough not to want other gods to mind your business, except if their vision doesn't bother yours.
OR, as it's been suggested above, prayers and denial of their sphere of influence could cause them pain. They could make pain disappear by satisfying prayers or making people do more jobs related to your sphere of influence.
In any case, gods would like to see jobs related to them done. When a dwarf is sad, he could do one or several of these jobs hoping his god will bless him.
A god wcould like his followers protected, cause they help him (either in making the world the way he wants, or in handling pain), that's why he'd want them to believe in him and why he'd want to protect them (because if he doesn't, they won't believe in him).

On the other hand, an extremely sad dwarf would be angered at his god, destroying things the god is related to or turning his will to the opposite of his former god (and, perhaps in rare cases, becoming a priest of this opposite god, thus unleashing chaos into your fortress).
Yet, dwarves taken in a godly crossfire would want gods calmed down, so they could do sacrifices to them, please them, or just kill the priests if they ant (this could be cool once grudges are in - one dwarf that everyone hates because he made the god of Chaos, Madness and Indecency enter the fortress the day his dog died)

So, a god's blessing is more likely to happen if your dwarves content him, and a god's curse is more likely to happen if you don't content him, or worse content another god he doesn't like. Yet, in this case, the latter would protect you from other gods.


694
DF Suggestions / Re: Divine magic
« on: June 01, 2008, 05:58:00 pm »
What if a civil war broke out between Banjo's and Giggles' believers?
I don't want to see this. I prefer to be eaten first.

695
DF Suggestions / Re: Divine magic
« on: June 01, 2008, 04:11:00 pm »
Well, considering how some players... most players actually act with their dwarves it'd be more "Mommy, why did the god kill everyone?"

Here with what I suggested the player, or any god, wouldn't kill everyone because he would risk the wrath of all the other ones who would probably ally.
Let's say to that, except he attacks directly, ie damaging, cursing, acting himself, other gods wouldn't be sure and may even not see he was the one acting.

That's why he could just give a huge stat bonus at some warrior to make him a conqueror if it serves him right, instead of just trying to kill everyone else in the army by liquifying their guts.
Because that might not please other gods.
This way, let's say the god of Moutains, Fortress and Weapons is mad at your fortress : he would create a cave-in (perhaps by designating some squares to be dug out, and you could see it or not) or make all your bolts wear out extremely fast when a siege breaks out.


696
DF Suggestions / Re: Divine magic
« on: June 01, 2008, 03:10:00 pm »
quote:
Originally posted by Willfor:
<STRONG>I believe in the wonderful effects of fiber, but that doesn't really make fiber any closer to attaining godhood.</STRONG>

Because, you know, we don't live in a fantasy world.
I guess.

Well, I must admit I prefer the idea of powerful gods doing whatever they want, and you struggling in the middle.
Let's suppose two massively prayed gods are member of the same pantheon. They have lots of followers within your fortress.
And, for whatever reasons, they're at war against each other. And you have to deal with it.

Here, the concept of the divine power linked to the number of followers has got a gigantic potential.
First, it enables a possibility to get rid of a god (thus giving an interest in religious wars).
Secondly, it gives gods reasons to fight, apart from there sphere being opposites.
Thirdly, it allows you to personnally act in the war.

Let's say dwarves get happy thoughts from praying their god. The more they prey, the more they believe (though they have a basic degree of devotion). Some of the most devoted can become priests, acting like missionaries : talking people into their faith, little by little (the more competent and/or noble and/or popular the dwarf is, in whatever skill, the easier he will convert other dwarves).

Then, once a month/year, the sum of the percentage of devotion is added to a sort of "divine power jauge". I like the idea more than directly depending on the number of followers, because it allows a god to save his power in case of emergency (last hope attack or something like that), whereas if it's directly related on the number of followers, once the latter is low, the god wouldn't do much thing.
Here, a god lives as long as his power jauge isn't empty. It lowers when his followers are directly attacked by another god.

For instance, the god of fire decides to  burn the left eye of one/every follower of the god of leaves and birth - for fun. This requires using some of his power. The god of leaves and birth can protect his followers by using some of his own power - this will act as a skill check, the same way world gen battle are done. Even though he succeeded in protecting his believers, his power has decreased.
Yet, he decides to play dirty and successfully manages to curse every follower of the god of fire, who won't ever have children. At the scale of your fortress of course.
This way, when this generation dies, the god of fire's followers will be far less numerous.

Once every time, the same way moods are, a dwarf would claim he's a prophet of that-god-there. This could be false (he would be something like 100% believing) or true, in which case his god would use his power to give him skill points, protect him from other gods' attacks. This could be announced as moods are, or just happening in your back, but you would see if you check some of your dwarves "has attended a speach of a [that-god-there]'s follower", "has been converted to [that-god-there]'s faith".

When the situation is getting really ugly, borderline from civil war, you could order sacrifices to one or both gods, thus making their attack less likely and calming down their respective followers.

Damn, that's quite good. If you want to use these ideas Toady, I'd like you to. Except from you, I'll keep them for one of my own games  :D


697
DF Suggestions / Re: Electricity
« on: November 03, 2007, 07:04:00 am »
40k was meant to be SF from the beggining. The only difference with Warhammer is the background. They weren't made for the same people I think.
And Dwarf Fortress has a Heroic-Fantasy universe. I mean, mixing Fantasy with SF has already spoiled games before, it has to be handled very carefully.

In a game, magic changes the rules that apply to a non-magical world. Tower-cap grows in 3 years? Let's make it grow in one. Let's make rain fall in a less randomly way. Magic just changes the previous rules of the game : in the core, it is said that your adventurer dwarf can't fly. He hasn't got the [FLIER] tag. With magic, you put the txt out of your business and you sort of add it to your dwarf.
That's why magic has to come last I think.
Meanwhile, technology can be used the same way. Just find a non-magical reason : tower-caps will grow faster because you gave it some special fertilizer. And your dwarf will fly because of some anti-grav thing. The problem is a player will always prefer one instead of the other one, and when they'll see the part they like less, it won't do the trick.

If a heroic-fantasy-styled lich was found in 40k, not knowing what all those spaceships are, you'd just be like, What the fuck does it do here?


698
DF Suggestions / Re: Aritfact Suggestions
« on: April 12, 2008, 08:08:00 am »
So much good ideas... how impressive !
Toady should keep this text somewhere until the artifact arc, it's worth it.

699
DF Suggestions / Re: Make Statues like Engravings
« on: March 03, 2008, 05:22:00 pm »
I recently had an artefact made out of one single crystal (red grossular) statue. On it was an image of a red grossular statue in red grossular.
Despite the narcissic side of the story, I thought that on the image engraved on the statue was another engraving of itself, and so on.
So, maybe it would drive mad the guy who looked at it.
So I put it on a pedestal in the courtyard  :D

700
DF Suggestions / Re: Marksdwarves need goblin AI
« on: March 01, 2008, 02:14:00 pm »
Power of the [TAGS].
If you master [TAGS], you can change the world.

I think it's because of AI problems. If animals had to feed themselves, the game would have to handle the whole alimentary chain. Anyway, I'm sure it'll be in at some point.


701
DF Suggestions / Re: Adv - hint about (random) encounters
« on: March 01, 2008, 01:30:00 pm »
Something tells me once roads are in, goblins will start setting up cleverer ambushes. Which makes me wonder if goblins will have roads between their fortresses or not.
Sounds obvious there won't be roads from a human town to a goblin evil fortress, though.

702
DF Suggestions / Re: Hated Deity's
« on: March 01, 2008, 10:59:00 am »
I do think Toady is working on it.
He spoke about rudimentary diplomacy based on the ruler's personnality, territory and religion. I guess the antithesistical (never thought i would actually use this word  :p) deities and religion wars are included.

703
DF Suggestions / Re: Megabeast: Dire Carp
« on: June 03, 2008, 01:40:00 pm »
I think that makes carp killers is their ability to take dwarves underwater.
Since you're drowning when you fall in the water, you can't go back on earth.

In fact, from the very moment when your feet leave the ground, you're doomed.


704
DF Suggestions / Re: Tile background- simple and nice
« on: November 25, 2007, 08:42:00 am »
Nope, he'd like to keep the periods "." "," and ";" BUT to change their background color from black to other, depending on what kind of tile it is.

I actually don't know how it'd look like. Not sure it'll be better than it is now.


705
In case of overrunning goblin army, I personnally flood the entire valley.
For autodestruction, just don't close the entrance  :D

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