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Messages - Azerty

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271
DF Suggestions / Re: Grows into CASTE
« on: February 24, 2020, 05:15:03 pm »
It could be useful for eusocial creatures, and to make only adult castes fertile.

272
DF Suggestions / Re: Radical idea: Gobs and Elves don't reproduce
« on: February 23, 2020, 01:57:39 pm »
Toady thinks goblins should only die violent deaths and there's probably a similar reason for elves. I've heard that making them immortal solved some game problem early on in development and now I think it's more or less stuck that way.

Goblins were originally CARNOVORE but it caused issues: all died in famines.

273
DF Suggestions / Re: FERTILITY Token
« on: February 21, 2020, 01:23:52 pm »
It is a better option than sterile Elves and Goblins.

274
It could be interesting if the [TRIBE_ADVANCEMENT] tag you suggest were to increase over time for a given tribe, very slowly at low values and slightly faster at high values. Once the tribe reaches 99, it becomes a full-blown civilization.

I could even see instances where this counter would decrease because of factors such as a large part of the tribe dying or mass devastations.

You could even extend this to civs, to an extent: after something REALLY nasty happens (huge war, massive natural disaster, cataclysmic plague), a civilization goes back to the tribe age, and may need to climb back again, although maybe with a faster re-increase because members already know how to do stuff like industry. This way, you could have post-apocalyptic scenarios, where civilization has fallen and needs to rise again.

+1 for this.

Additional aspect: it would give some functionality to the scientists/philosophers' advancement trees in knowledge.  I'd even go so far as linking certain knowledges to advancements in ability to build things and decreased infant mortality rates. The leaders "descending into the depths and taming" setup could just as well be an announcement that a leader "Discovered [science/lore], allowing [Cive Name] to build/make [result of science/lore]"
Ex: Urist McLeader discovered Knapping, allowing The Golden Olive to make Sharp Stones

Like in Victoria, with the distinction between technologies and inventions, with the latter being applications of the former(for exemple, Organic Chemistry open the way to Synthetic Dye, which enables the production of synthetic dyes from coal)? Such inventions are randomly made available, with the base chance having modifiers depending from the country's situation such as the form of government, the year or other inventions having been found.

Though I imagine there would be less randomness in DF.

275
DF Suggestions / Re: Radical idea: Gobs and Elves don't reproduce
« on: February 20, 2020, 01:58:16 pm »
Epidemics might do the job.

276
DF Suggestions / Re: Hitching up mounts in tavern allocated pastures
« on: February 20, 2020, 01:56:19 pm »
Stables in which pack animals are fed with plants might be a good idea.

277
It could be interesting if the [TRIBE_ADVANCEMENT] tag you suggest were to increase over time for a given tribe, very slowly at low values and slightly faster at high values. Once the tribe reaches 99, it becomes a full-blown civilization.

I could even see instances where this counter would decrease because of factors such as a large part of the tribe dying or mass devastations.

278
Good ideas.

I would add the possibility, for a tribe, to interact with other civilizations and thereby being able to acquire higher technoligical levels.

279
DF Suggestions / Re: Terrible Suggestions Thread
« on: February 16, 2020, 02:55:11 pm »
Crowd-source the jokes and flattery file on 4chan's /r9k/
I made it worse.

Do it with /pol/.

280
DF Suggestions / Re: Rebellions, Nomads and Dynamic Civs
« on: February 14, 2020, 02:50:28 pm »
Could this led to a separation between states and civilization, the first being public law institutions and the second englobing culture and knowledge? This way, we could simulate multicultural empires and splintered civilizations (see Ancien Greece).

281
DF Suggestions / Re: Larger age gaps in relationships for dwarves
« on: February 12, 2020, 01:56:20 pm »
Some civs could not favor marriages with large age gaps (see charivari).

282
Good ideas for local administration.

I would even add a loyalty stat: fort leadership might want to get more autonomy, whether by reducing the player's ability to remove them from their posts or giving them more leeway to rule their forts and the associated territory. In extreme cases, we could see a feudal system or even secession.

As for bandits, their skills should depend from their origins: former soldiers from a destroyed empire should have more skills than former farmers.

283
DF Suggestions / Re: Chief Engineer and Grandmaster Engineer
« on: January 29, 2020, 05:26:20 pm »
Historically, road maintenance was a very important field in various administrations.

284
DF Suggestions / Re: Fortress Mode Adventuring Dwarves
« on: January 29, 2020, 05:25:01 pm »
Player might use them to train their troops: just have dwarves sent to these guilds, let them go abroad for adventure and watch them bome back stronger in military training.

285
DF Suggestions / Re: Evil biomes suggestion: Raining creatures
« on: January 27, 2020, 04:44:17 pm »
I would suggest rains of body parts.

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