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Messages - Azerty

Pages: 1 ... 9 10 [11] 12 13 ... 52
151
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?

152
DF Suggestions / Re: Magic Based Plants
« on: November 04, 2020, 07:08:54 pm »
Longevity:
Spoiler (click to show/hide)

153
DF Suggestions / Re: Terrible Suggestions Thread
« on: November 03, 2020, 05:16:49 pm »
(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).

I would suggest a particule, which could be used to make things being able to fly in the sky. Some might use it to build cities in the sky.

154
DF Suggestions / Re: Terrible Suggestions Thread
« on: November 01, 2020, 03:38:07 pm »
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!

More seriously, technology tree would be interesting to simulate in Legends mode, and we could have societies where industrial revolution could begin and other without agriculture.

155
DF Suggestions / Re: Salt
« on: October 31, 2020, 04:53:28 pm »
Proposals about the preservation of food might wait for an overhaul of food production, to make the player have to balance plentiful years with lean times.

And salt has other uses than food, such as some industrial process.

156
DF Suggestions / Re: Terrible Suggestions Thread
« on: October 31, 2020, 03:43:20 pm »
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.

Or POWs.

157
DF Suggestions / Re: Terrible Suggestions Thread
« on: October 28, 2020, 06:30:34 pm »
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.

Social stratification is a good idea, actually.

158
DF Suggestions / Re: New Night Creature type - Wendigo
« on: October 25, 2020, 03:31:21 pm »
And I think some of these curses could also affect entire groups: for exemple, a village where cannibalism was practised by non-elf or -gobelins might see its soil cursed, or an entire family could be cursed for such acts such as the Atrides.

159
DF Suggestions / Re: Terrible Suggestions Thread
« on: October 18, 2020, 01:41:06 pm »
Hedgehog men are hostile towards all histfigs who are legendary in at least one skill related to engineering and wear red clothes.

And sometimes, these hedgehog men will wear blue and be helped by orange two-tail foxmen.

160
DF Suggestions / Re: Office Ledgers
« on: October 17, 2020, 05:01:30 pm »
Good idea to flesh out bureaucracy, especially once statecraft will be improved.

161
DF Suggestions / Re: Propaganda and Rumor Management
« on: October 16, 2020, 03:11:29 pm »
Having the player fund artists so that they promote his worldview could be part of it, since it hustorically happened ruler funded artists. Extended versions could see private persons such as landowners and priests do this too.

162
DF Suggestions / Re: The Great Thread of races
« on: October 14, 2020, 04:35:27 pm »
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.

We should first provide motives for nomadism, such as soil depletion, seasons and cattle.

163
DF Suggestions / Re: Involuntary interactions.
« on: October 14, 2020, 04:30:44 pm »
It looks like a good addition.

For exemple, we could do infectuous diseases, curses such as being attacked by every animals or blessings such as curing everyone near him.

164
DF Suggestions / Re: Terrible Suggestions Thread
« on: October 14, 2020, 04:23:28 pm »
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.

Some wrestlers will take products to have more muscular mass, and in some cases they might murder their families nbefore killing themselves.

165
DF Suggestions / Re: Breeding with hybdridisation
« on: October 09, 2020, 02:16:46 pm »
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'.

This is how I presented it here.

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