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.

Messages - Dovale

Pages: 1 [2] 3 4
16
DF Suggestions / Re: Embassies/In Fortress Diplomacy
« on: September 26, 2013, 11:26:00 am »
Ambassadors from civilizations that are opposed would be rude to one another and be envious of each other's embassies. They would try to turn your politicians to their own side and plant the seeds of distrust in the noble's court.

Also, how about taking in refugees from other civilizations?


17
DF Suggestions / Re: Feed Bins
« on: September 26, 2013, 11:14:56 am »
Depending on how cooking and eating eventually evolve, food-scraps may become a thing, and feed-bins could be used to get rid of some of your refuse as well. Goats and pigs suddenly become extremely useful.

Cold blooded killers could dispose of corpses by feeding them to pigs or other such critters (presuming there are no witnesses or that these witnesses are being munched on right now). Some critters could develop a taste for dwarven flesh; man-eater could be a form of insanity in animals.

Sorry for changing the subject.
That would be a very interesting take on how we train animals into war animals... or add a new use for animals, anti-species berserkery units.

I was actually thinking of a way for criminals to evade  justice; right now they don't take much safety measures other than pinning blame on someone else.

But training animals to hunt some kind of unit by feeding it that kind of unit sounds right. You could have a pit of wolves starving for invading goblins.

18
DF Suggestions / Re: Feed Bins
« on: September 25, 2013, 06:24:44 pm »
Depending on how cooking and eating eventually evolve, food-scraps may become a thing, and feed-bins could be used to get rid of some of your refuse as well. Goats and pigs suddenly become extremely useful.

Cold blooded killers could dispose of corpses by feeding them to pigs or other such critters (presuming there are no witnesses or that these witnesses are being munched on right now). Some critters could develop a taste for dwarven flesh; man-eater could be a form of insanity in animals.

Sorry for changing the subject.

19
DF Suggestions / Re: Independence and a home grown king.
« on: September 24, 2013, 10:58:36 am »
How about some of the dwarfs in your own fortress remaining loyal to the old establishment? Conspiracies and revolutions are neat.

Breaking off from your civ and founding your own is planned, as is further control over the kingdom when the king arrives (sometimes referred to as "kingdom mode" by forumists).

Can you drop some links to other topics about this for further reading, please? About the breaking off part.

20
DF Suggestions / Re: Maternity Ward+ supporting furniture and skills
« on: September 15, 2013, 08:24:53 am »
This sounds nice.

21
DF Suggestions / Re: Magical climate change.
« on: August 22, 2013, 07:01:59 pm »
Titans made of snow could cause it to snow, and recompose their body from the snowfall!

Ooh, nasty. I like it.

I also like it.


Although it could work out to be pretty messy if every town along the way was being tormented by some creature, perhaps only certain "emissaries of the evil gods" or "mother night creatures" should possess such powers?

Only the evil gods? Anyway, that sounds right; it should be rare.


Like the idea. There could also be a blood rain when a Titan enters the location. Or there could be a sea monster that floods everything when it appears, if you are, say, living on the edge of an ocean.

Poseidon comes to mind. Would a Dionysius-like deity cause wine floods? That would be so neat.

And then there would be conflicting views on deities: land dwellers hate the sea monster as a devil while merpeople love it as a god.

22
DF Suggestions / Re: Asexual Reproduction
« on: August 22, 2013, 06:49:30 pm »
Budding sounds right for hydras.

The severed body would grow a new head (bud) while the severed head would grow a new body. Hydras would always be growing new heads. When a hydra reachs their head number restriction, one head drops to make a new hydra.

23
DF Suggestions / Re: Nobles exploiting discontent commoners
« on: August 15, 2013, 04:51:11 pm »
I'm not seeing nearly enough differentiation amongst possible factions and among dwarves for factions to work in DF.
 
One problem with Tropico-style factions in DF is that DF does not yet have opposing pairs of ideologies.  No Armok vs the Carp God, no communist worker's paradise vs democracy's controlled chaos.
 
Another problem is how to sort out what faction(s) best appeal to each dwarf.  Dorfs float amongst several roles as needed, and as labors are enabled.  Nobles double as laborers when not doing their noble duties.  Beardy brains might explode if they try to decide what faction to support.

That's one of the reasons I proposed that these loyalties would work directly between the dwarfs themselves instead of between the dwarfs and the "entities" they are a part of (I don't think official factions are needed for this to work).

I agree that dwarfs should be able to make decisions on their own personal ideologies, as soon as these have been built on. But, I think their degree of contentment (if they like the current ruler or are afraid of taking a stand) and the ambitious conspirer's charisma (the social skills as they are now) and material resources (bribes) would be the most important factors.

Of course, like-minded people would be more likely to be allies; I think we can all agree on that. How would you construct this opposing-ideologies-system-thingy?

Took me a while to process all that you wrote. Sorry if I'm missing some important point.

24
DF Suggestions / Re: Vermin invaders and invaders' vermin
« on: August 15, 2013, 04:21:03 pm »
Dracula's thrall Renfield collected vermin; in Nosferatu, Count Orlok literally brought coffins full of rats with him. So there is some precedent for vampires that take a hands-on approach to vermin, although spawning or attracting vermin make sense too.

That's creepy, but not epic like a horsemen-of-the-apocalypse-type that summons forth locust swarms from out of sight.

Collecting naturally-occurring vermin sounds more like a creepy hobby or the prelude to a childish prank, though vampires keeping bats as pets could be neat, almost endearing.

25
DF Suggestions / Magical climate change.
« on: August 15, 2013, 03:46:19 pm »
Some creatures or artifacts would alter the surrounding temperature and/or moisture by just being there.

Some creatures the likes of the white walkers would keep bodies of water in your region frozen for as long as they stayed there, while some other sort of evil thing would evaporate your whole water supply.

Remember the cursed crown that turned Simon into the Ice King? I'd like that too. A corrupted, deranged tyrant would keep its people in everlasting winter, summoning blizzards, blizzard men and ice wolfs when dissatisfied with the size of his ice statue garden (that never has enough statues of himself).

Also, appeasing the rain gods through dance, blood sacrifices for shorter or longer seasons and other such things, would fit well with some civilizations.

26
DF Suggestions / Re: Vermin invaders and invaders' vermin
« on: August 14, 2013, 10:45:13 am »
About that vampire thing: would they just bring the vermin with them? Supernatural evils should spawn or attract vermin. Some abominations, like a titan associated with disease, would have all sorts of disgusting creatures swarming around them wherever they go.

About sneaking in vermin: it would be cool if enemy civilizations sent assassins to hide poisonous vermin inside containers and equipment belonging to someone important. Like, a stealthy goblin would place a scorpion inside the king's shoe and take off before someone takes notice.

27
DF Suggestions / Re: Hitpoints for bones & organs
« on: August 14, 2013, 10:24:33 am »
I don't care for HP. I much prefer the current system, where each body part has a greater or lesser chance of becoming unusable. And then there's blood wich is like hp you loose over time.

28
DF Suggestions / Re: A new noble: The Necromancer!
« on: August 12, 2013, 11:34:49 am »
Player-made monstrosities would be a neat possibility but dwarves wouldn't go for it. Maybe when you can play evil civilizations.

29
DF Suggestions / Re: Vermin invaders and invaders' vermin
« on: August 12, 2013, 11:27:13 am »
I like all these ideas so far.

30
DF Suggestions / Re: Stupid Dwarf Stunts
« on: August 12, 2013, 11:24:54 am »
I like the idea of tieing it to idleness. Devil finds work for idle hands to do. So keep your dwarves busy.

I agree.

On the other hand, lazy nobles will need more functions to keep them from being likable. Imagine: Urist Mcnieviel, king of riding blind cave bears over active volcanoes.

Pages: 1 [2] 3 4