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Author Topic: Terrible Suggestions Thread  (Read 523069 times)

Kyubee

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Re: Terrible Suggestions Thread
« Reply #300 on: February 27, 2019, 04:04:19 pm »

if nobles make too many mandates in a year, dwarves will riot. During this time, most dwarves will not do any work, and some will essentially be in a tantrum spiral. Dwarves that remain loyal will actively be targeted by rioting dwarves, likely resulting in death. Many assassination attempts will be made on said noble until they fix policy, stand down, and/or die. If a riot is big and loud enough, and an enemy is close enough, they will take advantage of this to try and attack Also some rioters will actively try to light the booze stockpile on fire.

Even if a riot "fails", there will still be a long period of beatings and jail time for everyone involved, the worst offenders getting executed on the spot. Riots can also commonly start over "Guard Brutality", which includes "overly long jail time", "beatings are too severe", and "Executions are overly common". If a Guard Brutality riot gets its way, they will make demands, from "All guards may only equip wooden training weapons and leather armor" to "abolish guards entirely", and if any demand isnt met, the riot will restart with more fervor.

If a "too many demands" riot succeeds in its way, they will make their own demands ranging from "Longer mandated break time" to "This industry is too dangerous/we all find it immoral, so we refuse to do it"

If a caravan comes in as a riot is going on, they will leave rather quickly, possibly dropping their goods as a rogue band of rioters seizes their goods. If this happens to the your nation, they will send in the military to handle the problem... in a much more brutal way than before. You can also send a messenger to incite this response if a riot is too bad to handle.

Other possible causes of riots
General lack of happiness
Religious discrimination (including lacking specific temples, or certain temples being more pronounced than others)
Animal Rights (You butcher too many animals, have too many tame animals, have driven species to near extinction, overfished)
Plant Rights (Your dwarves are useless elf sympathizers who think trees have souls, or you farm too much)
Overworked (dwarves dont get break time practically ever)
Too much death (self explanatory)
Racial Tension (paranoia about a percieved enemy, be it within your own civilization, or an outside threat like goblins, can really put people on edge)
« Last Edit: February 27, 2019, 04:11:16 pm by Kyubee »
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The litten is wandering around the dump now, occasionally exploding.

Criperum

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Re: Terrible Suggestions Thread
« Reply #301 on: February 27, 2019, 05:55:44 pm »

Riots are planned.
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Fish Preferred

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Re: Terrible Suggestions Thread
« Reply #302 on: February 28, 2019, 12:16:21 am »

Riots are planned.
Then we need to suggest worse riots, like: In any fort, there's a 20% chance that a given migrant wave will have either a Radical Anarchist or a professional Rabble Rouser. These look just like ordinary dwarves, hiding their true motives the same way vampires do, until they spot an opportunity to raise discontent and sabotage local industries. Players must be extra watchful for migrants with an affinity for ASSERTIVENESS, AMBITION, or DISCORD, for if allowed to mingle, they can quickly convert your ale-sodden citizens -or worse, your military- to their cause and start a brutal uprising. If successful, they will overthrow all your nobles and promptly get assassinated by their fellows, leaving a power void for the nearest goblin settlement to exploit.
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Criperum

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Re: Terrible Suggestions Thread
« Reply #303 on: February 28, 2019, 04:36:55 am »

Disguised agents of many sorts that will try to make riots? Planned
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methylatedspirit

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Re: Terrible Suggestions Thread
« Reply #304 on: February 28, 2019, 04:56:22 am »

leaving a power void for the nearest goblin settlement to exploit.
Goblins will invade as soon as possible, ignoring distance and obstacles (ocean, mountain, glaciers, etc.), if a fort is experiencing a power vacuum. They will teleport in if needed.
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Criperum

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Re: Terrible Suggestions Thread
« Reply #305 on: February 28, 2019, 06:07:10 am »

Teleportation magic. Planned
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BigUglyWorm

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Re: Terrible Suggestions Thread
« Reply #306 on: February 28, 2019, 12:53:51 pm »

Then we have to make our ideas better smarter unplannable!!!

There is a small chance, checked for once per month or so, that a dwarf with high Perception will come to realize the true nature of Dwarf Fortress, and begin gathering followers to rebel against you, the player.  This chance rises as you devote more resources to things like big, dumb, dangerous mega-projects, as it leads more dwarves to question the senseless brutality of their lives.
Members of this "existential riot" will refuse to follow your orders (not a huge change from normal, I admit), tear down anything built under your guidance, and attempt to convert others to their cause.  If your whole fortress joins them, all menu options are disabled, forcing you to abandon the fortress "to the Will of the People."  Worse, the concept can spread throughout the entire civ, or even to others, eventually locking you out of the entire world as the populace grows wise to your insidious influence.
A similar thing happens if you tell an adventurer to punch too many grizzly bears or something similar, not that it's likely to matter at that point.
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Egan_BW

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Re: Terrible Suggestions Thread
« Reply #307 on: February 28, 2019, 12:55:34 pm »

No, they should just achieve CHIM.
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Fish Preferred

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Re: Terrible Suggestions Thread
« Reply #308 on: February 28, 2019, 01:19:00 pm »

Terrible suggestion: Extend each of the intro cutscenes to 15 minutes, and play them at half speed. Make removing them no longer an option.
Also make DF override your speakers and screech the music out at 120 decibels. The intros must be replayed after every 20 minutes of gameplay, just in case you happened to miss them the first time, and attempting to skip them should, of course, cause your monitor to explode.
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delphonso

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Re: Terrible Suggestions Thread
« Reply #309 on: February 28, 2019, 09:24:49 pm »

Resurrection mode:
When playing as a dead civilization, the player can only select to reclaim abandoned forts.

methylatedspirit

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Re: Terrible Suggestions Thread
« Reply #310 on: February 28, 2019, 11:49:45 pm »

To be honest, resurrection mode isn't that bad of an idea. It could be handwaved as the result of some kind of movement trying to gain legitimacy by operating under the name of a dead civ. If so, the number of embark points available is significantly decreased.
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Urist McUristUrist

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Re: Terrible Suggestions Thread
« Reply #311 on: March 01, 2019, 01:25:34 am »

Ethics can cause trade refusal for non-elves. This means that your legendary dwarf bone scepter can no longer be sold.
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Bumber

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Re: Terrible Suggestions Thread
« Reply #312 on: March 01, 2019, 03:17:35 am »

Ethics can cause trade refusal for non-elves. This means that your legendary dwarf bone scepter can no longer be sold.
Dwarves don't want to touch it either. Not even the one who made it. It just sits there in the workshop with everyone refusing to go near.

If a goblin tries to move it, they get accused theft and receive beatings. The scepter gets left there in the hallway, with everyone refusing to walk past it, even if that means starvation.
« Last Edit: March 01, 2019, 03:22:26 am by Bumber »
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Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

methylatedspirit

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Re: Terrible Suggestions Thread
« Reply #313 on: March 01, 2019, 03:38:16 am »

Items that are forbidden by ethics are considered to be "cursed", a special type of forbidding that cannot be reversed by the player. A permanent 3×3 Restricted traffic area is created around it to reflect the taboo around touching it.
Anyone who touches a cursed item becomes an invader and can be killed. If water/magma moves it, a random creature is made an enemy of the fort for every tile the cursed item moves.
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Criperum

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Re: Terrible Suggestions Thread
« Reply #314 on: March 01, 2019, 04:33:45 am »

What about realistic collapse physics? Materials have their own paramters and you cannot hold the whole fortress on a single block of soap. At least if it isn't artifact soap. I have to build supports.
Also vent or your dwarfes will suffocate in deepest caverns.

Also as we know dwarfes do not need light sources because they feel the slightest air movements of air with theis beards. So the player can see only those parts of the map which your dwarfes can see or feel in each moment of time. Andthe vision fades in time once the dwarfes are out of the place. And in the deepest caverns you need the source of light because there is no air movement.
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