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Messages - Burnme

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16
DF Adventure Mode Discussion / Re: Damned cavespiders
« on: November 07, 2007, 04:57:00 pm »
If cave spiders are REALLY killing your adventure fun, then don't hesitate to mod them down a bit. They are contained in creature_subterranean.txt.

Lowering their size, bite damage, or simply removing their web ability should do it.

Personally, I do think a paralyzing bite that does the same base damage as a dragon bite AND webbing is a bit much.


17
DF Adventure Mode Discussion / Re: Epic Adventure Time
« on: December 18, 2007, 11:24:00 pm »
Write more, please. Your style is very entertaining.

18
DF Adventure Mode Discussion / Re: Adventure Mods- Share and Enjoy!
« on: November 07, 2007, 03:26:00 pm »
I never play as elves so I modded them into wizards. Nothing terribly fancy here, but it turns out rather fun to have this as one of your companions.

Just overwrite the elf entry in creature_standard.txt, and create/retire a wizard adventurer with empty hands somewhere for best effect to recruit.

code:
[CREATURE:ELF]
   [NAME:Wizard:Wizards:Wizard-]
   [TILE:'E'][COLOR:3:0:0]
   [SPEED:700][GRASSTRAMPLE:0]
   [GENPOWER:3]
   [BUTCHERABLE_NONSTANDARD]
   [INTELLIGENT]
       [FIREBREATH][FIREIMMUNE]
       [WEBBER][THICKWEB][WEBIMMUNE]
   [CANOPENDOORS]
   [PREFSTRING:grace]
   

[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMA

NOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]
   [NARROW]
   [DAMBLOCK:4]
   [SIZE:7]
   [ATTACK:MAIN:BYTYPE:GRASP:invoke Eldritch Fire to

strike:invokes Eldritch Fire to strike:1:3:BURN]

[ATTACKFLAG_WITH]
   [ATTACK:MAIN:BYTYPE:MOUTH:chant "Copopanoca˜£" and

hardened air pummels:chants "Copopanoca˜£" and hardened air

pummels:2:4:BLUDGEON]
       [ATTACK:MAIN:BYTYPE:MOUTH:chant "Malefeca" and black

lightning blasts:chants "Malefeca" and black lightning

blasts:1:5:GORE]
   [CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]
   [FAT:1]
   [EQUIPS]
   [DIURNAL]
   [SPEECH:elf.txt]
   [STANDARD_FLESH]
   [HOMEOTHERM:10067]  


I guess this is pretty fun to play as too, though I don't think there's a way to use firebreath and webbing as an adventurer. Now if only we had more elemental damage types besides BURN.


19
DF Suggestions / Re: Laziest. Millitary. Ever.
« on: February 23, 2008, 10:04:00 pm »
I'm fairly certain that smarter and more responsive military options are on the list, if not actually currently in the works. Until then though, I just pause and save before a critical battle moment, exit, run a batch file that switches the raws so that the race i'm playing is no_sleep/no_eat/no_drink, go back in and win the day (or lose), and the rest is history.

It works well enough.

Oh, and assigning your derfs to smaller or even one-man squads appears to help them arrive to combat closer together.


20
DF Suggestions / Re: Magic: some rough concepts/musings
« on: December 06, 2007, 02:19:00 am »
I'm liking most of what's being suggested about magic being subtle, rare, and often unpredictable. I too would prefer to see any magic used as a direct weapon be too unreliable to solely depend on during combat (call a bolt of lightning from the sky after much chanting/weaving from one or many high skilled users, but it strikes randomly in a given area and can hit friendly units too), and too draining to use very often (the higher the magic, the more thirsty, hungry, tired, chance of being knocked unconscious, sustaining limb and internal damage from magical backlash, etc., and all chances increased when already fatigued).

As long as it's severely limited and makes use of already integrated fatigue and damage systems, it should work out just fine.

However...

quote:
Things like necromancy should be contained mostly in religious magic

I strongly disagree with this particular statement.

As far as ruins exploding with populations of undead independent of mortal influence, and certain regions naturally containing the risen corpses of various critters, I am fine with that being the result of some sinister, evil force.

But the one thing I love above all in magic is the art of necromancy, and the only way it seems right to me is through the wizardry of an arcane student of no particular alignment.

In the world of Dwarf Fortress, I would like to see necromancy as the rarest of the rare when it comes to magic due to difficulty, personal danger in its use, and because the practice is simply considered very distasteful taboo amongst all of the races. Not because it is evil, but because the primary races normally revere their deceased's remains.

A necromancer who builds a dark (but not necessarily evil) tower on the efforts of his reanimated minions and defends it with an army of skeletal warriors may or may not be completely hated by his neighbors, depending on if he decides to use his forces and powers for good or ill, but if you trade with him, aid his efforts or receive his aid, your other allies and even your own dwarves should feel unsettled or begin to develop unhappy thoughts based on their dispositions.

Also, in keeping with the ideas for subtlety, a necromancer's abilities should differ with however magic will normally be done in that their magic manifests only as the raising of corpses as minions, or perhaps extending otherwise only to concealing and protecting themselves, whether by invoking fear in others, and/or strengthening their physical resilience at the cost of physical strength or vulnerability to specific things.

In any event, the least of any magic user's highest talents could be an extension of natural life so that they may keep affecting DF world history. I imagine necromancers would be best at this, of course.

I'm personally unconcerned with divine intervention, but I would really rather it had no part in necromancy as a magical art.


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