Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3]

Author Topic: Introducing Music  (Read 4585 times)

Fancy Admiral

  • Bay Watcher
    • View Profile
Re: Introducing Music
« Reply #30 on: December 09, 2010, 02:25:17 pm »

I thought you were going Captain Kirk on us there.  "Only one man, can do, what, many others have, tried, and failed, to accomplish!"

I like the idea of the bard being a traveling event.  Nobles could request a performance in their room much like they request meetings with other nobles when they come to visit.  They could play in meeting halls for the expectation of food and drink.  Or maybe they'd expect some other form of pay.  (This could get interesting, if they decide they own some dwarfbucks value of things for the service of making n dwarves happy.)  They can be expected to spread the stories of your fortress's deeds and would play a factor into immigrant wave sizes.

Musicality and other Language skills could be used if this were an adventure mode.  In fortress mode, it would give dwarves new topics to engrave, build statues, etc.  And of course another source of happiness is well regarded by most forts. 

No real new suggestions here, but I like the idea enough to throw them down in the forum again.
Logged

Supercharazad

  • Bay Watcher
    • View Profile
Re: Introducing Music
« Reply #31 on: December 09, 2010, 02:48:11 pm »

Or Elona style, Have them throw rocks until you die.

Fix'd

Logged

Deimos56

  • Bay Watcher
  • [PREFSTRING: unicorpion]
    • View Profile
Re: Introducing Music
« Reply #32 on: December 10, 2010, 01:17:16 pm »

If you're going to use the military screen, go all the way and allow military musicians. Right now, they'd give a morale bonus. Later on they'd be used to convey orders.

Drums in the deep

HFS musicians. Maybe if you started getting close you could hear them?
to convey orders.
Tholtig McMason cancels construct vitally important furniture: Orders from Below.
Tholtig McMason has become a Miner.
Logged
I'm curious what the barely conscious ai wrote about.
Well that went better than expected.  He went nuts and punched a rabbit to death, then the dogs and the whole dining hall ripped him to shreds.

TolyK

  • Bay Watcher
  • Nowan Ilfideme
    • View Profile
Re: Introducing Music
« Reply #33 on: December 10, 2010, 02:03:14 pm »

LULZ
sadly forum doesn't support karma  :-\

anyways I agree with the idea of making them into a squad using the militia menu/equivalent
Logged
My Mafia Stats
just do whatevery tolyK and blame it as a bastard mod
Shakerag: Who are you personally suspicious of?
At this point?  TolyK.

Dradym

  • Bay Watcher
  • if its hard, overly complex, but fun, its a dwarf
    • View Profile
Re: Introducing Music
« Reply #34 on: December 10, 2010, 09:42:26 pm »

whispers....from the deep....tell me to do things....always there....in my dreams.....must obey

-picks up shiny blue weapon-
Logged

Demicus

  • Bay Watcher
  • The formless enigma
    • View Profile
Re: Introducing Music
« Reply #35 on: December 12, 2010, 01:54:32 am »

Music!!! <3 ....
ahem.
I think having a band controlled through a pseudo military screen would be neat, especially if it allowed you to have concerts held and/or boost military morale. Though I would think that whenever there is a party, random dwarves would run to your instrument storage and grab some instruments to play at the party, which would potentially give extra happy thoughts from the party...unless those dwarves(or their instruments) really suck. Though it would still be good practice for those dwarves.

And it would give me a use for the mountain of rock instruments I always make, besides trading that is.
Logged
All shall embrace the unquenchable flame
Dwarf Fortress: The weak shall be culled, so the strong can have nicer socks.
Pages: 1 2 [3]