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Author Topic: Terrible Suggestions Thread  (Read 541695 times)

Criperum

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Re: Terrible Suggestions Thread
« Reply #240 on: February 17, 2019, 03:26:00 am »

Npcs do. At least vamps
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Kyubee

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Re: Terrible Suggestions Thread
« Reply #241 on: February 18, 2019, 02:17:21 pm »

dwarves gain prejudices, be them against animals, or other races, or even specifically a certain trait. Dwarves with such prejuidices can express it in varying ways, be it just insulting those who fall under them, or full scale racial violence. There is no way to stop them from acting on their prejudice, short of keeping them locked away from that which they hate.

As a part of this, dwarves will often have self contained race wars based upon skin color, hair color, nose shape, anything, and will try to wipe "undesirable" traits from the gene pool during worldgen. Entire governments will raise themselves around such prejudice if it's common enough, causing facist governments to come into play.
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Criperum

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Re: Terrible Suggestions Thread
« Reply #242 on: February 18, 2019, 06:26:00 pm »

Probably planned as part of customs and ethics arcs
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Kyubee

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Re: Terrible Suggestions Thread
« Reply #243 on: February 19, 2019, 11:57:19 am »

I know i recently posted, but I got a couple better ones

FBs and titans are now only randomly trapavoid; some can be caught in cage traps.

FBs, Titans, and Megabeasts can all now be trained, and wont be violent when trained

Forgotten Werebeasts; Werebeasts, but exceptionally rare, with forgotten beast traits. Including agelessness even when "normal". They dont change during the full moon, but instead, whenever under a great deal of stress. The change is irreversible

Eventually, after like 10 years of game time, some werebeasts gain some degree of control over their bestial selves. This could be as simple as not killing other sentients, and only attacking livestock, or as complex as "They are a regular citizen all the time, but during the full moon they gain a massive stat boost

Vampires know whos a werebeast in specific and actively seek out to drink their blood to become even more powerful. (alongside this, werebeast and vampire now stack on the same dwarf)

during a strange mood, a dwarf may not create an artifact at all, but instead create 1/9th of a larger artifact. Dwarves can produce duplicate artifact pieces. The larger artifacts are game breaking bits of magma-powered sci fi technology, including time machines, cyborg  and drone creation rooms, and a cloning chamber. Each one requires completely different components.

Sometimes during a strange mood, a dwarf will claim a smelter, and gather a random pile of junk. This will either burn into just ash, explode and probably kill the dwarf, or sometimes, create a large amount of a procedurally generated metal. If metal is obtained by it, it is now permanently craftable using the exact same recipe the strange mood utilized. By procedural, by the way, I mean the metal angels use.

Pugs. Basically dogs with a shorter lifespan and breathing problems so they might suffocate even just doing normal activity. Normal dogs will randomly generate as pugs instead
« Last Edit: February 19, 2019, 12:02:44 pm by Kyubee »
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Urist McUristUrist

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Re: Terrible Suggestions Thread
« Reply #244 on: February 19, 2019, 01:09:32 pm »

Now that someone brought up pugs...

Chiuauas! Essentially dogs, but they attack everything they can see with about the same power as a bee sting, except when the target does not have any leagwear, in which case the dog inflicts normal bites. It also lives longer and cannot be attacked by dwarves due to small size. They don't even dodge, instead whenever a dwarf tries to attack one, a job cancellation is announced (Urist McPeasant cancelled Kill Chiuaua: Cannot reach target).
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Fish Preferred

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Re: Terrible Suggestions Thread
« Reply #245 on: February 19, 2019, 05:47:39 pm »

Make dwarves so dependent on alcohol that they contract the jims after going a single day without it. This causes them to crawl into a corner and scream at invisible fluffy wamblers. If sobreity persists for more than two days, dwarves with low willpower will slip into permanent catatonia. After a week, others will fling themselves into the most convenient magma source, even if it means stealing a pick and tunneling straight down to it.

FBs, Titans, and Megabeasts can all now be trained, and wont be violent when trained
To anyone or anything. Ever. Also, trained megabeasts can't be restained, butchered, sheared, bred, or sold and will selctively fall asleep on drawbridges and in doorways.

Quote
Eventually, after like 10 years of game time, some werebeasts gain some degree of control over their bestial selves. This could be as simple as not killing other sentients, and only attacking livestock, or as complex as "They are a regular citizen all the time, but during the full moon they gain a massive stat boost
To maintain this control, they must adhere to a strict regime of vegetarianism and total passivism. They also have to stay sober forever, so affected dwarves will always get the jims.

Quote
during a strange mood, a dwarf may not create an artifact at all, but instead create 1/9th of a larger artifact. Dwarves can produce duplicate artifact pieces. The larger artifacts are game breaking bits of magma-powered sci fi technology, including time machines, cyborg  and drone creation rooms, and a cloning chamber. Each one requires completely different components.
Components are picked randomly from a list of 600 unique item types, only four of which are multipurpose. All large artifacts require components with specific material properties, which are decided at the time of assembly. If any part is made of the wrong material, assembly fails and all reagents are destroyed.
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Kat1e

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Re: Terrible Suggestions Thread
« Reply #246 on: February 20, 2019, 03:18:20 am »

Auto tree cutting.

Auto hair cutting/nail clipping. These waste products can then be used by spinners and bone carvers respectively. (Just imagine ... toe nail decorated marble mugs being sold world wide!)

Milkable beasts who are left unmilked for a lengthy time develop injuries.

Shearable beasts who are left unshorn for a lengthy time developed the 'fly struck' disease.

Give hunting dogs the ability to 'track' missing dwarves.

Enable worn out clothing to be used as rags to clean up spills more efficiently. (Do dwarves actually clean at all? Mine never seem to...)

Create a mop so as to clean up spills more efficiently. (To be used with buckets. And possibly soap. Also the laundry could use both buckets and soap too.)

Create a laundry industry to regularly wash clothing and rags. (No, dunking dwarves off a bridge doesn't count.)

Sometimes the heirloom created by a strange mood will be considered too abstract to be considered artistically of any value by the creator's peers, and lead to the dwarf being so overwhelmed by the criticism that they swear never to practise that particular craft ever again. This is reflected by a permanent ban on practising that skill for that dwarf.

So that I don't have to deal with the negativity of personally turning away every single monster slayer that petitions for acceptance and leave them to survive alone in the harsh outside world, an auto refuse option for all monster slayer petitions.

Dwarven gymnastics. Both a tavern spectacle, and a way to improve agility, dodging, kicking, discipline and jumping. Will need to create a leotard article of clothing.

Previous commenters 'terrible suggestions' that I actually like ... not just like, but think possibly should be implemented:

*Realistic lighting. It should be said there is the alternative viewpoint that dwarf's natural inclination is to live in, and see, the dark (a la the Discworld's dwarven religion), which leads to some additional things:
a) light sickness shouldn't just be vomiting, but also include some existential brooding on how the dwarf has lost their way in life after being blinded by the light, and if they can ever find their way back to the path of examining the depths of the souls again.
b) perhaps their ability to see in the dark comes from having some kind of phosphorescent/different spectrum eye sight (maybe heat radiation caused by magma bounces off different rock types at different frequencies ... yes I know what I just said a whole lot of rubbish), and they can possibly lose this ability due to either old age or poor diet, which, as with a) above, leads to brooding thoughts adding to stress.

*Uncleaned workshop areas can lead to bug infestations, which can degrade the workshops, depending on what they're built out of, and these infestations will attract various creatures to eat the bugs.

*Starving dwarves eat leather. Also ... starving dwarves who eat leather for too long develop hernia and/or IBS injuries. Also ... starving dwarves who are near death have a chance of developing a taste for dwarf flesh, or a reputation of having eaten dwarf flesh, which leads to them becoming a social pariah.

Oh woops. Didn't realise 'next' took me to the next post, not the next page. Soz.

*Fine Dining. Additionally : a restaurant location.

Side notes

re: the dentistry suggestion - did you know that in olden days when people went to the dentist to have their first one or two bad teeth removed sometimes people asked the dentist to just remove all their teeth in the one go so they wouldn't have to keep coming back again for further dentist appointments in future. They spent the rest of their lives using dentures. Could this be worked in DF somehow? Toe nail encrusted exceptional sheep wool dentures?

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Giant Cave Spiders are now eusocial, forming massive communal webs and working together to hunt down prey.  They also reproduce like real spiders, with each female laying thousands of eggs per year.

That would be hella rad.

I utterly despise the pair of you. To oblivion. I'm staring at my screen right now intently wishing you both the worst torture imaginable. Coincidentally this happens to be stuck in a cavern surrounded by sociable pack hunting giant cave spiders.
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Okay, sorry but after reading that spider suggestion I can't read on any further past page 4. Need a little bit of a lie down. o/
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delphonso

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Re: Terrible Suggestions Thread
« Reply #247 on: February 20, 2019, 10:31:36 am »

I really like dwarf prejudices.

Urist likes worm leather, fish scales, jade, mudstone, and cockroaches for their ability to disgust. He absolutely detests Dwarves.

BigUglyWorm

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Re: Terrible Suggestions Thread
« Reply #248 on: February 20, 2019, 12:22:24 pm »

I utterly despise the pair of you.
We aim to please!  :D
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BigUglyWorm

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Re: Terrible Suggestions Thread
« Reply #249 on: February 20, 2019, 12:44:54 pm »

Also, building off the whole artifacts thing: due to their esoteric design and construction (and the often-bonkers nature of their creators), it's impossible to tell what an artifact actually does until you pump it full of magma and power it up.  Will it be a helpful mechanical drone with the stats of a legendary miner?  Or an autonomous killbot with adamantine armor and weapons?  A pair of instant-transport portals?  Or a laser plasma super-magma-powered mining drill that, upon activation, instantly drills a ten-block-wide hole straight down through the roof of the circus?  Only one way to find out!
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methylatedspirit

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Re: Terrible Suggestions Thread
« Reply #250 on: February 20, 2019, 05:51:30 pm »

The killbot sounds like some kind of supermegabeast, only "visiting" once your fort has a monarch. Also, if your fort is killed by a killbot, they become part of the world, massacring anything it comes across.
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Starver

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Re: Terrible Suggestions Thread
« Reply #251 on: February 20, 2019, 06:59:47 pm »

People complain about the UI.  So... Procedurally generated interface!

Different menuing options/hotkeys, to learn anew each instance. If you find it particularly good (and not, for example, entirely missing the "construction" options, the ability to assign job-availability or even an actual map) then you are now able to publicise this solution. Not that it helps, when nobody can get that solution again.
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Egan_BW

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Re: Terrible Suggestions Thread
« Reply #252 on: February 20, 2019, 07:05:06 pm »

You could just share your UI seed, you know.
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BigUglyWorm

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Re: Terrible Suggestions Thread
« Reply #253 on: February 20, 2019, 08:49:07 pm »

You could just share your UI seed, you know.
Heisenberg's UI: not only is your user interface procedurally generated from a new seed each time, but attempting to observe that seed for documentation fundamentally alters it, forcing you to make educated guesses as to which seed produces what UI.
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Fish Preferred

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Re: Terrible Suggestions Thread
« Reply #254 on: February 20, 2019, 09:07:26 pm »

Also, building off the whole artifacts thing: due to their esoteric design and construction (and the often-bonkers nature of their creators), it's impossible to tell what an artifact actually does until you pump it full of magma and power it up.  Will it be a helpful mechanical drone with the stats of a legendary miner?  Or an autonomous killbot with adamantine armor and weapons?  A pair of instant-transport portals?  Or a laser plasma super-magma-powered mining drill that, upon activation, instantly drills a ten-block-wide hole straight down through the roof of the circus?  Only one way to find out!
They're also insanely complex, so unless the operator is a Legendary+5 Mechanic AND Legendary in all relevant scholar skills (Mathematician, Optics engineer, etc.), the superartifact has a 90% chance of failing catastrophically. For player convenience, Dwarves are automatically assigned to this task and cannot be prioritized by skill or pathing.
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Knowledge is not as simple as having the right answers. Knowledge is a way of finding them.
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