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DF Suggestions / Re: Magic Based Plants
« on: November 05, 2020, 06:04:07 pm »
Could we see alchemic recipes being procedurally generated, like in Nethack?
March 6, 2024: Dwarf Fortress 50.12 has been released.
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News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
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(Everyone knows that you get rid of gravity by getting rid of air...)
If we can't do that, we need a new material: Cavorite.
Build a cavorite fortress upon a single lever-linked pillar (after careful haulage, perhaps tied onto wheel barrows, and no open-to-sky stockpiles) and pull it. Not a cave-in, but a cave-out (/up).
Dwarves are unable to craft a specific item, embark with a wagon, trade, apply diplomacy, create furniture, carve fortresses in the earliest years of your fortress, because they haven't been invented yet!
Toady should add the ability to lobotomies dwarves as a way to fix their psychotic and troublesome ways, while doing this has a small chance to fix the problem it has a much higher chance to kill the dwarf or to leave it with only the ability to haul stuff.
This would become the default treatment for every noble.
The cultural differences between the nobles and regular dwarves are even more noticeable.
While nobles will buy weird and bizarre art for the sake of it, regular dwarves will attempt to understand it and critcize it. Nobles just wanted nice decoration, and a middle finger to the "poor".
Nobles only eat "expensive cuisine", which mostly consist of plates that are extremely small but look pretty. Meanwhile, regular dwarves are more interested by the taste and the texture of the food they eat.
Nobles only drink wine. And not just any wine, high quality wine. Regular dwarves just drink because they like it.
Nobles like to corrupt for their own amusement, or to get away from the law. Regular dwarves corrupt for personal reasons or business.
Nobles set up elections to make dwarves believe they have a choice. Regular Dwarves know about this and don't seem to care unless a game-changing dwarf appears. Said game changing dwarf will, if elected, eliminate all nobles.
Eventually new Nobles will arrive and re-do the cycle.
Hedgehog men are hostile towards all histfigs who are legendary in at least one skill related to engineering and wear red clothes.
I'd also like to see better support for nomadic or tribal civilizations, possibly as an extension of the current bandit camp and army system, but where a civilization could be defined as being entirely made up of small camps and/or roaming groups. This would work well for animal people.
Wrestlers guild are now more likely to be used for entertainment. Wreslters will organize "fake" matches against each other, and invite other dwarves or beings from other civilizations to participate to the DWWT; the Dwarven World Wrestling Tournament
Sometimes they hit the other wrestler from behind with a chair. If a stone throne is used, this results in an instant kill. Otherwise, the target is paralyzed for life.
Should taxonomy be introduced to enable an easier modeling of hybrids?
Like class inheritance? Something like:
Horse extends Ruminant that extends Mammal, that extends Quadruped, that extends Vertebrate, that extends Animal
So a horse gets 4 legs, a backbone, a brain and organs, skin, fat, hair, live birth, diet etc from all it's parent classes and only needs species-level specific changes. Then you can try to combine the species-level changes from Horse and Donkey to create a hybrid?
You might want to make a name combiner too if you were going for weird hybrids like a crocodile-lion. Not sure how it could work but it might be fun to break words into syllables/possibly drop letters and swap them around to get 'crocolion', 'lionodile', 'crion', 'lirocodile'. You'd get some funny stuff for sure, it wouldn't come up with 'mule' but maybe 'zonkey'.