Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 14 15 [16] 17 18 ... 406

Author Topic: Future of the Fortress  (Read 3125798 times)

MCreeper

  • Bay Watcher
  • My bus is late
    • View Profile
Re: Future of the Fortress
« Reply #225 on: April 16, 2018, 03:42:41 pm »

From 1 to 4 - will be as diverse as reasonably possible. 6 is interesting, though.
Logged
Rest of the sigs
The helicopter is rent apart by the collision, its steel unable to resist its inevitable reunion with the ground, and the meat within is smashed by the crumpling cockpit beyond any practical hope of recovery. What comes up, must come down again. Ore and ape, returned to mother planet's embrace.

Lordfiscus

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #226 on: April 16, 2018, 04:11:53 pm »

1. Will mind-affecting spells exist? Includes: Memory-alteration/removal/inclusion, intelligence reduction/increase, raising/lowering the speed at which dwarves become proficient at their craft, and writing curses on walls that compel readers to read the information on them and convey it to others, repeating the curse's effect. Also possibly something inducing berserk states.
Logged

PlumpHelmetMan

  • Bay Watcher
  • Try me with sauce...
    • View Profile
Re: Future of the Fortress
« Reply #227 on: April 16, 2018, 04:22:33 pm »

1. Will mind-affecting spells exist? Includes: Memory-alteration/removal/inclusion, intelligence reduction/increase, raising/lowering the speed at which dwarves become proficient at their craft, and writing curses on walls that compel readers to read the information on them and convey it to others, repeating the curse's effect. Also possibly something inducing berserk states.

Can't say for certain seeing as I'm not Toady, but seems a safe bet in my personal opinion. Chances are, if there's a type of spell that's appeared with some level of regularity in popular fantasy fiction, mythgen will be able to generate it.
Logged
It's actually pretty terrifying to think about having all of your fat melt off into grease because you started sweating too much.

thvaz

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #228 on: April 16, 2018, 08:33:14 pm »

Will we have the framework for raiders expanded somewhat while you are working on off site armies? For example, sending provisions/cargo animals for the loot, etc . Or this is going to be developed post magic updates?
Logged

Rubik

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #229 on: April 17, 2018, 04:15:23 am »

@PlumpHelmetMan
All inteligent races can get into strange moods now
Logged

FantasticDorf

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #230 on: April 17, 2018, 04:49:32 am »

@PlumpHelmetMan
All inteligent races can get into strange moods now

In current vanilla this is false.

Until the parameter this is explicitly handled by [STRANGE_MOODS] on a creature level, generation doing otherwise would need either additive raw effects based on the result or to adapt to state the reason of the strange moods every time for all relevant creatures.
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Future of the Fortress
« Reply #231 on: April 17, 2018, 06:10:14 am »

What FantasticDorf means to say is that [STRANGE_MOODS] determines whether creatures get strange moods; there may be more complicated criteria later on.

Rubik

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #232 on: April 17, 2018, 06:39:21 pm »

Don't all the major races in DF (Goblins, elves, dwarves and humans) have [STRANGE_MOODS] in their raws?
Logged

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #233 on: April 17, 2018, 08:44:30 pm »

Don't all the major races in DF (Goblins, elves, dwarves and humans) have [STRANGE_MOODS] in their raws?
No. Only dwarves.

Humans, elves and goblins (and dwarves) create artifacts by naming their favorite weapon or piece of armour (usually after slaying a megabeast).

Humans (and members of human civs) also get to create artifacts from dead priests' body parts (or occasionally just their favorite objects).
« Last Edit: April 17, 2018, 08:48:01 pm by Shonai_Dweller »
Logged

Random_Dragon

  • Bay Watcher
  • Psycho Bored Dragon
    • View Profile
Re: Future of the Fortress
« Reply #234 on: April 17, 2018, 08:49:09 pm »

That said, giving [STRANGE_MOODS] to humans, elves, and goblins is a very good idea if you want more artifacts to fight over and steal, as races with that token will create additional artifacts in worldgen, in addition to the "regular item that BECOMES an artifact" that you also see.
Logged
On DF Wiki · On DFFD

"Hey idiots, someone hacked my account to call you all idiots! Wasn't me you idiots!" seems to stretch credulity a bit.

PlumpHelmetMan

  • Bay Watcher
  • Try me with sauce...
    • View Profile
Re: Future of the Fortress
« Reply #235 on: April 18, 2018, 12:12:43 am »

As to why only dwarves have it by default, I think it might have something to do with the fact that they tend to be seen as the foremost "craftsman" race in a lot of fantasy settings so it makes sense to give them a tag that urges them to create original artifacts.
« Last Edit: April 18, 2018, 12:32:00 am by PlumpHelmetMan »
Logged
It's actually pretty terrifying to think about having all of your fat melt off into grease because you started sweating too much.

Egan_BW

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #236 on: April 18, 2018, 05:28:37 am »

It also puts them on a similar level of unique magic as elves and goblins, which are both immortal and can magic trees into weapon shapes and have demon overlords respectively.
Logged
Not true, cannot be proven, true but misrepresented.

Disgrunt

  • Bay Watcher
  • Poet / Lumberjack
    • View Profile
Re: Future of the Fortress
« Reply #237 on: April 18, 2018, 08:14:47 am »

How will priests, and the role they play in different cultures, intersect with the Myth/Magic update? Will priests have access to some kind of magic or divine powers? Will players be able to become priests?
Logged

PatrikLundell

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #238 on: April 18, 2018, 08:58:44 am »

How will priests, and the role they play in different cultures, intersect with the Myth/Magic update? Will priests have access to some kind of magic or divine powers? Will players be able to become priests?

In worlds where gods exist, gods may be able to/elect to (depending on world gen) grant power to adherents. In worlds where gods do not exist, but magic does (if that combination is valid) there is no reason priests couldn't wield magic they think (or claim) is of a divine origin when it actually isn't.
Logged

Shazbot

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #239 on: April 18, 2018, 11:04:33 am »

Are you considering implementing family names that can be assumed through marriage, inherited through parentage and created by noteworthy deeds, as determined by caste raws?http://www.bay12forums.com/smf/index.php?topic=170319.0

Shazbot is currently feeling more shameless.
Logged
Pages: 1 ... 14 15 [16] 17 18 ... 406