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Author Topic: Semi sentient items  (Read 4503 times)

Gitsnak

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Re: Semi sentient items
« Reply #15 on: July 06, 2013, 06:08:07 pm »

Not to nit pick, but that feels more like an organism masquerading a as a weapon than a weapon that became self aware.  Those type of items are neat as well, just not what was in my mind.

This is the information on the armor in Berserk if anyone is interested
http://berserk.wikia.com/wiki/Berserker_Armour
« Last Edit: July 07, 2013, 07:41:40 am by Gitsnak »
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Dovale

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Re: Semi sentient items
« Reply #16 on: July 29, 2013, 01:23:13 pm »

Maybe possessed dwarves would pass on the spirit(s) that possess them onto the artifacts they create?

OR the soulds of the victims of fell mood dwarves would be trapped in the items they are turned into.
« Last Edit: July 29, 2013, 01:25:52 pm by Dovale »
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CR055H41RZ

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Re: Semi sentient items
« Reply #17 on: July 30, 2013, 06:37:49 am »

Sounds cool, but save it for a couple years down the line until magic posts are actually getting programmed for :P
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Meph

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Re: Semi sentient items
« Reply #18 on: July 30, 2013, 11:02:27 am »

I am fairly certain that a crude, basic version of this can be modded. I know I have been saying this often in the suggestion board the last days, but thats because I come here to steal ideas. :P

Using the itemsyndrome script a magical weapon could appear to talk to its wielder/owner, a berseker armor could add temporary berserking episodes... but actually using a dwarves soul, personality, or basing the entire system on curses, secrets and worldgen is rather unlikely. I could only do it by using a workshop that produces/sells magical items. Or rare gifts from Armok, tradegoods or leftovers from invaders.

Does anyone remember an old Oblivion Mod with talking weapons? I forgot the name, but it was amazing. You get an arrogant paladin/fighter, a cowardly mage or a homicidal murderer as personality of the weapon, you can transform the weapon into any weapon you like, and it was fully voiced. Had a lot of fun with that one.
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Joemit

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Re: Semi sentient items
« Reply #19 on: July 31, 2013, 04:55:14 am »

Urist McAxe is feeling ecstatic. It was tired to be drinking the same old booze. It admired a nice weapon rack lately. It took joy in slaughter lately.
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Thuellai

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Re: Semi sentient items
« Reply #20 on: October 28, 2013, 06:30:42 pm »

I am fairly certain that a crude, basic version of this can be modded. I know I have been saying this often in the suggestion board the last days, but thats because I come here to steal ideas. :P

Using the itemsyndrome script a magical weapon could appear to talk to its wielder/owner, a berseker armor could add temporary berserking episodes... but actually using a dwarves soul, personality, or basing the entire system on curses, secrets and worldgen is rather unlikely. I could only do it by using a workshop that produces/sells magical items. Or rare gifts from Armok, tradegoods or leftovers from invaders.

Does anyone remember an old Oblivion Mod with talking weapons? I forgot the name, but it was amazing. You get an arrogant paladin/fighter, a cowardly mage or a homicidal murderer as personality of the weapon, you can transform the weapon into any weapon you like, and it was fully voiced. Had a lot of fun with that one.

I remember a Morrowind mod with the same concept, except that it was specifically good ol Lilarcor +3, the Magical Bastard Sword from the Baldur's Gate games.

"I've got a plan!  Find someone rich, kill them, and take their stuff!  Then find someone richer, kill them, and take THEIR stuff!  Hack and slash your way to fortune!"
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red_kangaroo

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Re: Semi sentient items
« Reply #21 on: October 29, 2013, 04:29:42 am »

I really like that idea! :)

And I think the idea of trapping a demon in your weapon is very neat. Probably some artefacts can be generated during worldgen, by gods giving presents to their followers. The other sentient artefacts would be demonic - any demon can enter any artefact quality item, either for granting a power boost to his champion of doom, or to save his life (if demon is mortally wounded and manages to 'jump into' an artefact before his death, he survives but is trapped and unable to get out of the item). That kind of demonic artefacts could simply gain the same personality as the demon and some special properties and bonuses.

Also, if the demonic allies are ever possible in fortress mode, you could be able to create your own demonic artefact, persuading your demon to enter the artefact made by your dwarves.
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Mesa

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Re: Semi sentient items
« Reply #22 on: November 23, 2013, 08:34:14 am »

This reminds me of Team Fortress 2's Eyelander.
Which of course is a "Yes!" from me.

It's also why Toady won't put it until at best 5 years from now.
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WoobMonkey

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Re: Semi sentient items
« Reply #23 on: November 23, 2013, 09:25:55 am »

This is a cool idea.  +1 from me.

How about this as a mechanism: instead of the weapon/item itself having powers imbued into it, how about instead having gems (artifact 'perfect' gems, to be precise) with the ability, which is passed on to anything encrusted with them?

Upon encrusting a weapon, item, or piece of furniture, the gem starts pulling traits from who/what ever uses it.

Urist McPigTailFibreBag demands to be filled with Fath McFarmer's favorite seeds.  Morul McOakenBed starts giving the Baron nightmares and flashbacks from the last, gruesome battle at the Depot.  Catten McObsidianSword seeks the blood of the necromancers which invade every year... etc. - depending on which item was encrusted with that Perfect Tiger Iron gem.

All the talk of TES games made me think of Soul Gems. 
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Azerty

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Re: Semi sentient items
« Reply #24 on: November 23, 2013, 03:49:36 pm »

I really like that idea! :)

And I think the idea of trapping a demon in your weapon is very neat. Probably some artefacts can be generated during worldgen, by gods giving presents to their followers. The other sentient artefacts would be demonic - any demon can enter any artefact quality item, either for granting a power boost to his champion of doom, or to save his life (if demon is mortally wounded and manages to 'jump into' an artefact before his death, he survives but is trapped and unable to get out of the item). That kind of demonic artefacts could simply gain the same personality as the demon and some special properties and bonuses.

Also, if the demonic allies are ever possible in fortress mode, you could be able to create your own demonic artefact, persuading your demon to enter the artefact made by your dwarves.

Good idea.
The artefacts given by the gods should be related to their sphères and demons should also be giving such artifacts and not be "limited" to be trapped into ones.
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Meph

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Re: Semi sentient items
« Reply #25 on: November 24, 2013, 06:03:31 am »

I know this is not the modding forum, so please excuse this excourse, but ading a soul to each creature as a ebo-item (extra butchery item) works, and you could kill goblins, butcher them, and use the souls to power up your magical weapons. It wouldnt retain their personality, but its a start.
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Manveru Taurënér

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Re: Semi sentient items
« Reply #26 on: November 24, 2013, 08:59:27 am »

Don't think this has even been referenced yet, so might as well quote it in case someone's missed it. From the very first DFtalk back in 09:

"Rainseeker:   Actually if you want to do some older ones I can grab some more old ones I've asked. Here's one [Kilo24]; 'can souls be applied to inanimate objects and/or as part of artifacts?'
Toady:   So, for the current release - the one that's coming up - there aren't going to be souls beyond what I just added for the creatures. Right now the creatures can hold a number of souls but in practice they only hold one; that was to support possessions and so on in the future. But really all the soul is in the game is, it's got a name, it's got some historical information, the main thing it's got is skills and the personality, and the idea behind that kind of separation was to allow them to be put almost anywhere. They can be floating around in some kind of ghost or they could be stuck in an item, some of the framework's not there for that but they were created with that in mind, so that if you wanted to have some kind of artifact singing sword that hollered things as you walked down the dungeon corridors, and then you could stop and talk to it and ask it if you want to go left or right, and it'd be like 'I'm scared and I want to leave' or something, you could do that, and it wouldn't be that hard to set up, actually. It's in the future, certainly way in the future perhaps, but the framework is building up for that."
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Rogtuok

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Re: Semi sentient items
« Reply #27 on: November 25, 2013, 02:19:28 pm »

i have only been playing a while and i do love the game.
 i like all your sudgestions. but i do have a nother way of maby dont know if it has been sudgested already.

coudent you use the adventure mode of DF for making and geting items regents and all the stuff for a magical item.
meaning you have your dwarf fortress you play with all your litle smal people and then decide you whant to get a magic item. you then have something like a squad set up equip them with what you whant and send them of on a adventure and you actualy play that adventure with the adventure option in the game. its just a starting ide.

sory my english.
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aattss

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Re: Semi sentient items
« Reply #28 on: November 25, 2013, 11:12:28 pm »

I see many ways this could be implemented, and the more diversity, the better. This could give those with 1000+ kills another boost. I would suggest the possibility of making a deal with the devil of selling your soul once you die, which would in the meantime make you a social pariah.

I would imagine that swords with this capability might be craftable given legendary dwarves, artifacts, and a ton of luck, but the number of these items created via crafting should be at most one fifth of the total number of these weapons.

I would recommend making it so that stronger adventurers and adventurers with higher mental stats like willpower are affected less and can more fully utilize it (the sword with 2000 kills has nothing on the wielder with 2200 kills), but noob adventurers are more affected and are more likely to have problems utilizing it effectively in order to keep it balanced.
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