Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: Healing plant  (Read 3019 times)

RavingManiac

  • Bay Watcher
    • View Profile
Re: Healing plant
« Reply #15 on: August 02, 2008, 12:37:27 am »

Without their daily dose of booze (AKA lifeforce), dwarves work slower and get unhappy thoughts.

Sounds like drugs to me.
Logged
Thief:"Quiet kitty, Qui-"
Cat:"THIEF! Protect the hoard from the skulking filth!"
The resulting party killed 20 dwarves, crippled 2 more and the remaining 9 managed to get along and have a nice party.

Pexxithan

  • Bay Watcher
    • View Profile
Re: Healing plant
« Reply #16 on: August 02, 2008, 01:56:11 am »

I support plants that further augment dwarven (and future civs) life.

And I wholly agree that the inclusion of the alchemists should support this.

  • Alchemists could create Dwarven Pipe Tobacco (to go with a new pipe craftable item, made from bones of your enemies no less!)
  • Healing Salves to help augment healing time on the wounded (based on dwarven healing skill, I like this idea)
  • Various different chemical concoctions that augment personalities, physical traits, and emotional states... even if temporary (what's that Urist? Goblin siege got you down? drink some rage potion and go monkeycrazy on them!)
  • I liked the idea of decorating food or creating new food compounds for cooking. ADD IT!
  • The previous idea could work well in creating poison food for diplomats (and nobles) if you want to... say... start a war (or prolong a current one)

This could work well for the army arc and other stuff.
Logged

wrajjt

  • Bay Watcher
    • View Profile
Re: Healing plant
« Reply #17 on: August 02, 2008, 05:38:10 am »

This together with a "Healer" profession would be nice...
Logged

Jualin

  • Bay Watcher
  • What's that sound?
    • View Profile
Re: Healing plant
« Reply #18 on: August 02, 2008, 05:08:23 pm »

Nah, just incorporate it into the profession "health care". We have enough redundant professions as is.
Logged

Joseph Miles

  • Bay Watcher
  • DF isn't a game, its a way of life!
    • View Profile
    • http://bugger92.proboards91.com/
Re: Healing plant
« Reply #19 on: August 02, 2008, 05:11:34 pm »

Nah, just incorporate it into the profession "health care". We have enough redundant professions as is.

Woodcrafter and carpenter?
Logged
Cog - He's the new Urist.
Yes they are a bunch of drunken unstable retards, but they're MY drunken unstable retards, and I will take care of them.
It could be worse, that cat could be alive.

RebelZhouYuWu

  • Bay Watcher
    • View Profile
Re: Healing plant
« Reply #20 on: August 03, 2008, 12:28:51 pm »

Soon we need to be able to make drugs where once tooken your dwarf will not work for a while but he will be given an estasic state no matter what happens to him.

Also dwarf steriods.
Logged
Pages: 1 [2]