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Author Topic: super gems  (Read 5309 times)

Neonivek

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Re: super gems
« Reply #30 on: December 22, 2012, 03:44:17 am »

Add the gem to a shield and you suddenly got a forcefield :P
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Revanchist

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Re: super gems
« Reply #31 on: December 22, 2012, 11:31:37 am »

Maybe adding an "enchanted" gem could give it a chance to use it's magic, decided by the skill of the cut? A better cut gives you a better chance to have the ability happen. Don't kniw how well it cooperates with the system though...
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weenog

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Re: super gems
« Reply #32 on: December 22, 2012, 02:58:31 pm »

Having the ability to create protective items works a little better for me.  Having a fire rod, and then the only guy who can safely use it is the guy decked out in magic fire damping gear, that makes more sense than free immunity.  Like using only magma-safe stone for any magma handling materials you don't want bursting into flame.
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helmacon

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Re: super gems
« Reply #33 on: August 21, 2015, 04:44:35 pm »

Hey guys, I just thought I would res this thread since toady was talking about artifact transformations recently. I figured that the forum population has changed enough that we might get some new thoughts on this too.
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Meph

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Re: super gems
« Reply #34 on: August 21, 2015, 04:52:29 pm »

Hey guys, I just thought I would res this thread since toady was talking about artifact transformations recently. I figured that the forum population has changed enough that we might get some new thoughts on this too.
My thoughts: dfhack. The suggestion can be added by any moderately experienced modder.
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helmacon

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Re: super gems
« Reply #35 on: August 21, 2015, 05:38:14 pm »

...well, yes. I have in fact modded versions of this before, but the point of the suggestion forum is that it is something you feel would be appropriate for the vanilla game. I really was looking for thoughts about the suggestion itself and ways it could be improved since a new version of the game has been posted since this was last up. I also wanted to give this more publicity since recent development in the dev logs  make this much more likely to be implemented along with what toady is doing now.
Quote
So reactions now have the ability to transfer artifact status, and there's a new historical event for artifact transformation.
I would assume these gems would be natural artifacts.
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crazyabe

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Re: super gems
« Reply #36 on: August 21, 2015, 07:24:05 pm »

useless Perfect gem can now be used in another artifact, ShitFest The Perfect Clear diamond is slotted in to BattleFailed a "Candy" & platinom sword. do the math...
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Boatsniper

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Re: super gems
« Reply #37 on: August 22, 2015, 02:51:34 pm »

Chaos Emeralds? Dust Crystals? Skill Gems?

Shoot me before I make this any worse.
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Calidovi

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Re: super gems
« Reply #38 on: August 22, 2015, 03:31:12 pm »

magic fire damping gear

What we need are alchemists that need adamantine to properly process materials and twist their properties. For example, using adamantine to make magma-resistant basalt gowns.

It's stupid, I know, but sounds like a fun prospect when DF is in its later stages of development.
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Graknorke

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Re: super gems
« Reply #39 on: August 22, 2015, 03:32:27 pm »

Cado's Magical Journey when?
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Pwned dwarf

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Re: super gems
« Reply #40 on: August 23, 2015, 11:45:31 pm »

Storm caves, a square cut shaped gem, fixed to the powers of death.
It is black and glistening and is said to emit poisoning vapors. 
perfect for a crown for my nobles!
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DeathTBO

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Re: super gems
« Reply #41 on: August 24, 2015, 02:29:19 pm »

I think this would be a great idea. It could also add some serious benefits to Adventure mode too.
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helmacon

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Re: super gems
« Reply #42 on: August 24, 2015, 07:25:25 pm »

Based on the preliminary feedback I decided to go ahead and add this suggestion to the DF Eternal Suggestion voting.

Spoiler (click to show/hide)
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Airgeoff

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Re: super gems
« Reply #43 on: August 24, 2015, 09:10:16 pm »

While I know that df and Tolkien's world's aren't necessarily the same, I'm really surprised that no one has yet referenced the Arkenstone from Tolkien mythology in this thread.  While it's never really explained what it is or what it does, it had value to the dwarves. It could easily work its way into religious scenarios and or wars to possess the stone, or to rescue it from a dragon.  And there were several instances of alternate jewels or artifacts in the literature, such as the silmaril, the rings obviously, necklaces, etc. Some of these obviously had power, but was largely uncontrollable by any mortal - supposedly the wizards might be able to wield them,  but they were basically gods given human form. I love the idea of super jewels by the way. 
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Dirst

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Re: super gems
« Reply #44 on: August 25, 2015, 12:41:43 pm »

I don't like the idea of an artifact rough gem that gets cut by a dabbler into something underpowered.  If the raw material itself is an artifact then no one is going to touch it with crafting tools.  ("Here, let me take that Blood of San Gennaro and see if I can dye this cloak with it.")

On the other hand, replacing the "perfect" gem with something semi-magical is a very good idea.  I've been of the opinion for a while that damned near everything in the game should have Sphere associations... and in line with this suggestion each Sphere can have some procedurally generated powers associated with it.  Any artifact then gets a power or two derived from the Spheres associated with the item shape and item material.

Obviously, the gemstone item would be associated with Jewels and Wealth, possibly Minerals.  A material like ruby might be associated with Fire, while the various diamond materials are associated with Volcanoes (which is misspelled "volcanos" in the game's internals).  This extends to other types of artifacts as well, ranging from cat bone shortswords to granite anvils.

The game needs a little intelligence to assign powers usable with an artifact's form (a flood gate could "radiate cold" or "attract fish", but making it "increase the healing rate of the wearer" is silly), and remember that they don't all need to be fantastically overpowered.  Gemstones would be the most versatile artifacts because they can be mounted onto another item, and there is no guarantee that both powers would be usable at the same time (a gem-studded table might be able to use one and a gem-studded sword able to use the other).
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