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Messages - Dovale

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31
DF Suggestions / Re: Nobles exploiting discontent commoners
« on: August 12, 2013, 11:13:37 am »
I don't know why but reading this made me thing of how the factions work in Tropico 4 where each group wants certain things done and they have multiple followers who will show more or less interest depending on there preferences and skills. Think that would work better than with loyalty to other Dwarfs as you get to the point with long term forts everyone will be everyone's friend unless you really avoid dwarfs mixing.

Have the different factions/guilds want a set direction for the fort to go such as banning exports , dedicated zones and all manner of other ideas and if they get ignored for too long they start to plot to over throw the nobles or conspire with enemies of the fort even build alliances  and start a civil war if they get the numbers.

I don't know about Tropico 4, but that makes sense with guilds in play, each reaching for its economic interests. On the other hand, would disgruntled fishmongers plot to overthrow the government? Would a fishmonger take the throne? I would prefer to see a demagogue gathering the support of fishmongers, among other disgruntled people, to place himself or someone of his liking on the throne. I suppose I personally prefer courtly intrigue to worker's unions.

The loyalty thing would make more sense once dwarfs have more personality, an inclination to befriend like-minded people and antagonize the ones who are different. I think it would add a cool new dimension who could express itself through big things like politics, or small things like bad blood between two different small families or groups of friends.

32
New powergoal:

The giant takes your friend in his hand and bites his head off. The body falls to the ground as the giant spits his head in the direction of your own. You fall back with a brocken jaw and thats when he grabs you. He lifts you up to his eye level to watch you die; that's when you spit a bloody tooth into his eye.

33
Having the ability to spit in the eyes of random people would be nice. Can that be a skill?

34
DF Suggestions / Re: Stupid Dwarf Stunts
« on: August 03, 2013, 04:05:05 pm »
And aren't dwarves already perma-drunk? I think the only time they wouldn't be eligible for a Stunt is when the alcohol's gone and everyone's sober.

Well, I expect booze will do more than repel sadness and attract gnomes in the future. Jumping over a cliff is the sort of thing that calls for nothing short of a deep drunken stupor.

Oh! In real life, drunks are more likely to survive falls. So there's that.

Dwarves should go into the street with beer mugs to watch.

35
DF Suggestions / Re: Stupid Dwarf Stunts
« on: August 02, 2013, 05:39:03 pm »
Would these stunts relate to bar bets? Please say yes.

Oh, and add drunkenness to the factors that increase the odds of attempting a stunt.

36
DF Suggestions / Re: Adoption by animals and feral children
« on: August 02, 2013, 05:34:27 pm »
How would they interact with fortresses though? Would we include Jungle Book style situations where the Dwarves can try to civilise them, or maybe have the ability to keep them in cages like berserk Dwarves? If we add the ability to feed hostile, wild Dwarves in cages that would remedy the problem we have with berserk Dwarves dying in captivity too.

Not sure which option is best. Maybe an animal trainer can just put enough sense into them not to run around biting people, but otherwise they are like berserk dwarves?

I think it would be fun if a fortress is abandoned and babies/children are left without their parents, there is a slim chance (perhaps based on a percentage) that they would be raised by a random set of animals in that area.

That's cool; I'd like to see more options beyond making all feral children product of worldgen.


I like the favored by the gods thing. Some deities take animal forms, so I'm guessing the animal parent would look like the animal form of the god?

But limiting it to elves? Lost elf babies wouldn't be part of elven civilization and therefore would not be more at peace with nature than any other baby. The adoption or not adoption shouldn't be based on the type of baby but on the type of animal (and how hungry it is!), I think.

37
DF Suggestions / Re: Nobles exploiting discontent commoners
« on: August 01, 2013, 12:57:59 pm »
You'd want different loyalty traits for different groups that the dwarf is a member of. But other than that, yes.

Maybe I’m misunderstanding. You mean like there would be a different personality trait for "binding" a dwarf to each different kind of group he is a part of? Sort of like “loyalty to family” and “loyalty to government”?

If not, please elaborate.

If so, I disagree. Imagine the captain of the guard has a close relative that is a pretender to the throne. Who would he stand by when the revolution starts? Maybe if he were predetermined to be more loyal to family than to government he would turn against the king. But what if he spent more quality time with the king than with his own family? Should his choice be based on his personality (which doesn't change over time) or on his current relations with others?

I think it would be better with a single loyalty trait that dictates how much one's bonds matter in relation to other things (like bribes!). Bonds of loyalty would build up by time spent interacting and each other's social skills. If it comes to having to pick a side, one side would have more weight on one's loyalties than another but this shouldn't be set in stone like personality traits are.

This goes with what I added to the first post. I hope I’m not rambling.

38
DF Suggestions / Re: Supernatural Wonders
« on: July 30, 2013, 06:30:07 pm »
The giant tree sounds like something elves would grow to live in.

Like Blastbeard said, the magic water thing could be extended to other stuff.

The portal is cool. Toady already plans making other planes you can travel to, I think, but not so soon.

39
DF Suggestions / Re: Deep dwarfs plant children seeds idea
« on: July 30, 2013, 06:21:27 pm »
I believe that it's sorta-stimulated on cultural level in worldgen, a civ can't occuip 'deeper' or 'shallower' site without getting used to closer site, like, I believe, elves cannot occuip mountainhome without first getting used to a city.

Though that's been a while since I actually looked up worldgen conquest mechanism.

I wasn't aware of that.

Still, that’s a civilization's culture adaptating to another environment. There should be some drawbacks for creatures biologically adapted to a specific environment living in a much different one.

40
DF Suggestions / Re: Adoption by animals and feral children
« on: July 30, 2013, 07:41:50 am »
I was leaning more towards legends of children raised by animals (wich are cool) than true historic records (wich are sad).

41
DF Suggestions / Adoption by animals and feral children
« on: July 29, 2013, 04:52:03 pm »
So, there's been some talk about adoption.

How about adoption of lost children by animals? This would give raise to awesome stories akin to the legendary foundation of Rome.

Say a baby dwarf is adopted by wolves: you get a child that walks around naked, doesn't talk, has high level biting skill and displays the behaviors of wolves.

42
DF Suggestions / Re: Deep dwarfs plant children seeds idea
« on: July 29, 2013, 01:52:59 pm »
I'm derailing the subject a bit, but what about drawbacks for non-dwarves in deep sites?

Humans and even more so the elves would become generally unhealthy and unhappy when deprived of sunlight. There all sorts of cool effects of light deprivation in real-life.

43
DF Suggestions / Re: Semi sentient items
« on: July 29, 2013, 01:23:13 pm »
Maybe possessed dwarves would pass on the spirit(s) that possess them onto the artifacts they create?

OR the soulds of the victims of fell mood dwarves would be trapped in the items they are turned into.

44
DF Suggestions / Re: Deep dwarfs plant children seeds idea
« on: July 29, 2013, 12:36:47 pm »
I like the idea of deep dwarves just becoming more and more adapted to darkness and stone above their heads until it gets to the point that just the smallest amount of sunlight could cause permanent eye damage and severe sunburn. I'd also imagine such dwarves would be afraid of the outdoors and possibly refuse to go outside.

So you would add more degrees of cave-adaptation and a fear of the outdoors proportional to the degree?

45
DF Suggestions / Re: Deep dwarfs plant children seeds idea
« on: July 29, 2013, 09:16:08 am »
Dwarves would never start out as plants. That is so elf-like.

Seriously now, dwarves are probably the only civilized beings who SHOULDN'T suffer drawbacks from living in deep-sites, as being suited for underground life is one of their things.

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