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Author Topic: Military dwarves getting strange moods  (Read 10986 times)

DanielLC

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Military dwarves getting strange moods
« on: November 29, 2008, 02:07:14 pm »

I suggest making it so dwarfs can get strange moods for wrestling/weapon using. Essentially, they leave on a quest and, if they come back, usually bring back an artifact. I also suggest retconning adventure mode as the dwarf getting possessed by the player.
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Neonivek

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Re: Military dwarves getting strange moods
« Reply #1 on: November 29, 2008, 03:15:39 pm »

I somewhat agree with the first and entirely disagree with the second
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Mikademus

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Re: Military dwarves getting strange moods
« Reply #2 on: November 29, 2008, 03:29:02 pm »

Military dwarves' fay mood could be wanderlust, and they bringing back artefact weapons or armour would be fantastic. Strongly seconded.
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Mikko

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Re: Military dwarves getting strange moods
« Reply #3 on: November 29, 2008, 03:33:10 pm »

I'd more like that they would come back with a nickname, 324 kills, and legendary skills. If they would bring items, that should be masterful at most, because who had made the artifact?

Otherwise I strongly approve this suggestion!
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DanielLC

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Re: Military dwarves getting strange moods
« Reply #4 on: November 29, 2008, 04:35:58 pm »

I've never played adventure mode. I assumed you'd steal artifacts out of wherever you go questing. If not, than I guess the dwarf wouldn't bring one back.

Do you think they should also have it so the dwarf asks for weapons and armor?

Urist McFey screams "I must have a sword!"

Maybe if it's a fell mood, they go on a quest in your fortress e.g. try to kill the mayor. If it's a macabre mood, they should ask for drafted dwarfs.
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Demonic Gophers

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Re: Military dwarves getting strange moods
« Reply #5 on: November 29, 2008, 04:46:29 pm »

In my opinion, moods should always result in some form of crafting.  But I'd like to see military dwarves have a chance to be inspired with an idea for a weapon that matches their highest skill, or perhaps a piece of armor.  They would then create it, out of any material.  After studying the use of the sword for seven years, Urist Killsgoblins is struck with an idea for the perfect blade to match her fighting techniques, claims a workshop, and gets to work.

This would better fit my impression of what strange moods are.
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Mephansteras

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Re: Military dwarves getting strange moods
« Reply #6 on: November 29, 2008, 04:49:13 pm »

Hmmm. I do like the idea of military dwarves getting some military related mood. It's annoying to have a promising warrior get a strange mood and become a legendary craftsdwarf. Then I have to decide between keeping them in the military and moving them to civilian life.

A quest might make sense (maybe to kill some named creature). Or perhaps some sort of new combat style, that gives bonuses or something. "I see you have studied Agrippa"
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TrombonistAndrew

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Re: Military dwarves getting strange moods
« Reply #7 on: November 29, 2008, 04:52:40 pm »

In my opinion, moods should always result in some form of crafting.  But I'd like to see military dwarves have a chance to be inspired with an idea for a weapon that matches their highest skill, or perhaps a piece of armor.  They would then create it, out of any material.  After studying the use of the sword for seven years, Urist Killsgoblins is struck with an idea for the perfect blade to match her fighting techniques, claims a workshop, and gets to work.

This would better fit my impression of what strange moods are.
I disagree. Strange moods should only happen with dwarves who already have some skill in crafting, like the games does now. Possessing spirits really shouldn't be able to make something out of nothing - the dwarf needs to have the ability to create said item already, IMHO.

I think the original idea has merit - but needs more fleshing out. There are more jobs than military which do not strictly craft things. Do you want to add a strange mood for, say, hunters or miners?

And what happens when said dwarf goes off to accomplish whatever great quest they're going to do, and in the meantime you abandon the fortress?
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LegacyCWAL

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Re: Military dwarves getting strange moods
« Reply #8 on: November 29, 2008, 05:05:49 pm »

Small nitpick: right now, the game will let dwarves with no crafting skills - including children - go into moods and make artifacts.  It's just that when this happens, they always go to the Craftdwarf's Workshop and make some earring or something*.  It's only the useful moods that they won't go into without some sort of skill.


*Every once in a while you might get lucky and get some bone or shell armor or something.  However, you're a lot more likely to get a 4000☼ oaken earring that menaces with spikes of Epic Fail.
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Mikko

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Re: Military dwarves getting strange moods
« Reply #9 on: November 29, 2008, 05:14:40 pm »

1. I've never played adventure mode. I assumed you'd steal artifacts out of wherever you go questing. If not, than I guess the dwarf wouldn't bring one back.

2. Do you think they should also have it so the dwarf asks for weapons and armor?

Urist McFey screams "I must have a sword!"

3. Maybe if it's a fell mood, they go on a quest in your fortress e.g. try to kill the mayor. If it's a macabre mood, they should ask for drafted dwarfs.

1. NAY
2. YES
3. YES

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Impaler[WrG]

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Re: Military dwarves getting strange moods
« Reply #10 on: November 29, 2008, 05:24:50 pm »

The logical thing for me would be for a military dwarf (one who's highest skill is combat related) to gain in that military skill.  Call it "Amazing new parry techniques" or something but it would basically be an enhancement to a military skill rather then an artifact.  As all moods have a chance of failure if something is not supplied to the dwarf in question the military mood should follow the same logic and have a requirement to fulfill the mood without which failure results.  The simplest requirement I can think of is the dwarf must get a 'kill' using the appropriate weapon of their highest skill.  Like other moods control of the dwarf is lost, they break out of whatever squad they are part of and become a 'rogue' squad, they procure their desired weapon and other things equipment by confiscation and relentlessly move towards and attack any invaders.  Possibly they get some large combat bonuses to give them a chance to survive this blood lust such as temporary immunity to pain and fear.  If getting an artifact from a mood is considered mandatory I guess they could rip the head and spine out of their kill and immediately create a totem/trophy from it to commemorate their success.

This is by far the most Dwarven way to give military dwarfs a mood.
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Neonivek

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Re: Military dwarves getting strange moods
« Reply #11 on: November 29, 2008, 05:38:05 pm »

Well a Military Strange mood could super charge a military dwarf who would go to enemy forts and steal one of their artifacts.

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Pilsu

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Re: Military dwarves getting strange moods
« Reply #12 on: November 29, 2008, 07:13:02 pm »

I'd prefer if they simply didn't go into strange moods. Same for other peasants with no skills
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Granite26

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Re: Military dwarves getting strange moods
« Reply #13 on: November 30, 2008, 10:05:16 am »

1st:  There are more critters in even vanilla DF than just dwarves.  Vision quests could be a good way to give something special to Humans.

2nd:  Fey mood to slay the dragon (that just arrived).  If your Hero solo's him, he gets champion status.  If not?  Dead dwarf.  (Yes, that's hard)

3rd:  Yes, I think that you should need a minimum of skill to get a fey mood.  (maybe 2 or 3 ranks)

Osmosis Jones

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Re: Military dwarves getting strange moods
« Reply #14 on: November 30, 2008, 10:54:10 am »

Stuff about rogue dorfs

Honestly, that just sounds like a martial trance with a skill bonus at the end to me.

I think the swordsdwarf crafts a sword thing has some promise, but the way I see it, it should be more like some sort of meditation thing, where they lock themselves in a room, or sit under a waterfall for a week (Urist McDorf screams "I must have silence! I must have mist!) rather than claiming a workshop.
Maybe just have them claim the barracks, and have anyone that walks through there get slaughtered as Urist trys his new moves. Hence, great if your barracks has lockable doors and is seperated from the rest of the fort, horrible if you designated your entry hall as the barracks to keep it stationed.


Basically, my opinion is; as their skills don't produce anything (unless you count goblin bones and equipment), their moods shouldn't either.
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