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Author Topic: Military dwarves getting strange moods  (Read 10979 times)

Neonivek

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Re: Military dwarves getting strange moods
« Reply #30 on: November 30, 2008, 08:18:01 pm »

It is odd, whenever there is reference to something fantastic happening someone mentions Magic as if it was a requirement.

Goodness I do not want to see the arguements on when Firebreath should be implimented before Dragons were in this game
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Cles

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Re: Military dwarves getting strange moods
« Reply #31 on: November 30, 2008, 08:45:04 pm »

What are you talking about? Resurrection? Perhaps when magic will be implemented.  ;)

I was thinking that at first, but that's not quite Fell. A Frenkendwarf monster on the other hand...I'd say it can be treated as a pet?
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Granite26

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Re: Military dwarves getting strange moods
« Reply #32 on: November 30, 2008, 09:22:47 pm »

I do think that dwarven strange moods should always be crafting...
And then we'd have a load of useless artifact crafts and we wouldn't be able to get artifact armor and weapons because crafters can't make those.

Crafting as in 'item creation', not crafting as in 'carving bone, wood, or stone'.  I think Granite is advocating keeping dwarven Moods basically the way they are now, with the focus on the creation of an Artifact, while potentially adding other types of Mood for other creatures.  Not limiting Artifacts to rings and idols and such.

The debate really reduces to deeper questions about dwarven nature and the cause of Moods.  To me, strange moods seem firmly linked with the dwarven focus on the skillful production of quality items.  Removing the 'creation' aspect of it just doesn't seem fitting.  Perhaps once styles/schools of combat are implemented, a soldier's mood could result in the formation of a new fighting style.

But this is purely my opinion, of course.  I'm entirely in favor of multiple types of Mood, which can be given to creatures in the raws.

Nailed it 100%

Neonivek

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Re: Military dwarves getting strange moods
« Reply #33 on: November 30, 2008, 09:34:54 pm »

Dang it, I am not going to get any comments on "Fighting Xena"

Anyhow... The Strange moods are basically the Magnum Opus or basically the sum of all a person's work.

Does this so easily translate into combat?
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Granite26

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Re: Military dwarves getting strange moods
« Reply #34 on: November 30, 2008, 10:37:33 pm »

Kinda... Special moves are a staple in martial arts mythos, both eastern (five point exploding heart technique?) and western (so I can't find any examples of a special fencing thrust atm, but they're out there..)

Neonivek

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Re: Military dwarves getting strange moods
« Reply #35 on: November 30, 2008, 11:08:08 pm »

The major problem I see with Dwarves developing their own martial arts as their mood is simply the non-usefulness in some respect.

Basically, what is the point of developing your own martial art if a mood will do it better.

I guess I can think of a fix or two...

1) Martial arts COULD function in a similar way to artifacts but be considered overall seperate. Thus each fort and city can only create a certain amount of martial arts. Hense martial arts would get their own legend and people would have to petition masters to learn it.
2) It could develop an amazing move that transcends normal limits in what a martial art could do. You want to peirce organs with a tube sock? Go ahead. You want your punches to burst enemies into flame? You want to rip enemies hearts out through their ears?
-Or a super move that is basically the greatest moves in a martial art...
--Or both
3) The Same with 3 (and it could include 1 as a Artifact martial art) except it develops a whole martial art in it of itself of transcending moves.
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DanielLC

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Re: Military dwarves getting strange moods
« Reply #36 on: November 30, 2008, 11:51:36 pm »

The problem with 'off-map quest' is that the player has absolutely no challenge for the player, a normal mood presents the player with a challenge of getting materials in a limited time and rewards you for having stowed away some gems and meta bars aka PLANNING and PREPARATION.  The off map event just boils down to 'loose a dwarf' and 'maybe get a reward if the RNG gods smile on you' their nothing for the player to do but curse and pray.

Perhaps it should be made so you can prepare your dwarfs before hand. That way, you'd be rewarded for saving a high-quality sword, shield, and armor with a higher chance of success. Or you could give them crappy weapons and armor so you don't have to worry about losing your better stuff.
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TrombonistAndrew

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Re: Military dwarves getting strange moods
« Reply #37 on: December 01, 2008, 05:10:20 am »

Beware, O goblins and elves, for I have mastered the 5-FINGER DWARF PUNCH!
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Tormy

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Re: Military dwarves getting strange moods
« Reply #38 on: December 01, 2008, 08:14:36 am »

It is odd, whenever there is reference to something fantastic happening someone mentions Magic as if it was a requirement.

Goodness I do not want to see the arguements on when Firebreath should be implimented before Dragons were in this game

Define "something fantastic" please. If a dwarf cleric or let's call it a "doctor" [I don't like to call it "doctor", it sounds way too modern..] is in a fey mood, he should be able to resurrect the dead dwarves you say? It's okay, if "fey mooded" dwarves are creating some superior quality items, but resurrecting the dead sounds a bit too much to me. Even if magic will be implemented, resurrection must be a very rare and high tier spell...yes it is so powerful.  :)
Perhaps "fey mooded" dwarf clerics should heal the wounds faster. That sounds perfectly enough to me.
« Last Edit: December 01, 2008, 08:18:39 am by Tormy »
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Osmosis Jones

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Re: Military dwarves getting strange moods
« Reply #39 on: December 01, 2008, 09:08:04 am »

I don't like to call it "doctor", it sounds way too modern...

Chirugeon?
Bonesetter?
Witch?
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The Marx generator will produce Engels-waves which should allow the inherently unstable isotope of Leninium to undergo a rapid Stalinisation in mere trockoseconds.

anyar

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Re: Military dwarves getting strange moods
« Reply #40 on: December 01, 2008, 09:36:25 am »

The problem with 'off-map quest' is that the player has absolutely no challenge for the player, a normal mood presents the player with a challenge of getting materials in a limited time and rewards you for having stowed away some gems and meta bars aka PLANNING and PREPARATION.  The off map event just boils down to 'loose a dwarf' and 'maybe get a reward if the RNG gods smile on you' their nothing for the player to do but curse and pray.

Perhaps it should be made so you can prepare your dwarfs before hand. That way, you'd be rewarded for saving a high-quality sword, shield, and armor with a higher chance of success. Or you could give them crappy weapons and armor so you don't have to worry about losing your better stuff.
Maybe they would seize the best weapons, armor, and food (maybe money too?) in your fort before they leave. They would come back with legendary skills, many kills, better weapons and armor(decorated, masterwork maybe, not artifact though), and a ton of loot from their adventures.
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Neonivek

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Re: Military dwarves getting strange moods
« Reply #41 on: December 01, 2008, 10:36:32 am »

"Define "something fantastic" please"

Anything that isn't in real life... Or even things that DO happen in real life.

Me: "Hey lets chose if a organ is needed or not"
Someone: "We should wait until the magic arc"

Me: "Spherical lands should probably mutate individuals who live on such land far too long"
Someone: "We should wait until the magic arc for that"
Me: "Spherical Lands are in the devs"
Someone: "No they are not"
Me: "Yes they are"
*Note: This is a real suggestion and not just a bad joke... Spherical lands should be capable of influencing those upon it*

Someone else: "The Hydra should create poisonous clouds"
Someone: "Magic arc"
Someone Else: "That is your solution for everything isn't it?"
Someone: "Why yes, didn't you notice?"

I cannot remember but I think someone also suggested I leave "Vermin and Ant Vermin sized civilisations" until the magic arc.

What suggestion am I going to make next?: Sealing, Burrying, and other methods to defeat the invincible
-A suggestion based on methods of defeating and otherwise putting away enemies who cannot be defeated either by being immortal or simply to powerful to be defeated. Though using it on non-immortal enemies could be fun.

Anyhow, So how high should the stats of a mooded soldier get? Megabeast smashing? (you know... once megabeasts are difficult)
« Last Edit: December 01, 2008, 10:39:56 am by Neonivek »
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Granite26

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Re: Military dwarves getting strange moods
« Reply #42 on: December 01, 2008, 11:12:07 am »

The major problem I see with Dwarves developing their own martial arts as their mood is simply the non-usefulness in some respect.

Oh no, I think martial moods are the dumbest idea ever.  Just saying there's a myth model for it

Hectonkhyres

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Re: Military dwarves getting strange moods
« Reply #43 on: December 01, 2008, 12:19:16 pm »

I figure that if a surgeon goes into a mood he should get a little... overzealous. To the point of physically dragging a random dwarf into his office and performing gruesome and highly unnecessary operations on the poor bastard.

Urist McDwarf wakes up with three arms and a sexchange.
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And now the thread is about starfish porn.
...originally read that as 'perpetual motion pants' and thought how could I have missed this??

Yaddy1

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Re: Military dwarves getting strange moods
« Reply #44 on: December 01, 2008, 03:08:08 pm »

The problem with 'off-map quest' is that the player has absolutely no challenge for the player, a normal mood presents the player with a challenge of getting materials in a limited time and rewards you for having stowed away some gems and meta bars aka PLANNING and PREPARATION.  The off map event just boils down to 'loose a dwarf' and 'maybe get a reward if the RNG gods smile on you' their nothing for the player to do but curse and pray.

Perhaps it should be made so you can prepare your dwarfs before hand. That way, you'd be rewarded for saving a high-quality sword, shield, and armor with a higher chance of success. Or you could give them crappy weapons and armor so you don't have to worry about losing your better stuff.
That still isn't much of a challenge. Not that I can think of anything better...
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