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Author Topic: New types of artifacts  (Read 1057 times)

varkarrus

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New types of artifacts
« on: April 04, 2009, 07:30:04 pm »

All of the artifacts we have now are merely items. But how's this? Why not have an artifact mine shaft? A miner may go into a strange mood, and dig a long 3*20 passage. It would automatically be known as a "Sacred Hall" with a certain name. People going through the Sacred Hall would get happy emotions, and it would increase the worth of the fortress by a lot. Most objects wouldn't be able to be placed in a sacred hall. Only torches, statues, and other decorative objects could be placed, and only on the sides every second row or column (depends on whether it's horizontal or vertical)
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And you can't eat them, either, sadly. Even though it'd make sieges so much more fun; dwarves lining the walls, drooling and carrying sharp knives and forks, ready for the upcoming meals.

vitaoma

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Re: New types of artifacts
« Reply #1 on: April 04, 2009, 08:17:09 pm »

Nice what about an artifact channel?
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Duke 2.0

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Re: New types of artifacts
« Reply #2 on: April 04, 2009, 08:23:12 pm »

 Now the problem with this is fortress planning. Items can be replaced, but it takes great space resources to replace solid rock, which has special properties that people utilize.

 Basically, mining any form of room outside of a designation would lead to fortresses being screwed up. Sure it would be fun to dig around such a feature, but what is to stop a dwarf from making it in some remote mine?

 Alas, unless we can come up with a system both realistic and not too intrusive towards the player, artifacts will remain items.
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varkarrus

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Re: New types of artifacts
« Reply #3 on: April 04, 2009, 08:52:12 pm »

How about...

Urist McPossessedyhead demands a location to start constructing, lest he barge through the nearest wall in frustration and start building anyways.

Also, all walls should automatically have engravings of the highest quality.
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Dip Stick! The newest candy! Just dip it, then lick it!
Or try FUBAR! The best chocolate bar ever!
And you can't eat them, either, sadly. Even though it'd make sieges so much more fun; dwarves lining the walls, drooling and carrying sharp knives and forks, ready for the upcoming meals.

Heron TSG

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Re: New types of artifacts
« Reply #4 on: April 04, 2009, 09:03:13 pm »

Or maybe artifact masons could demand that a wall be built. they will then punt everyone else away from it and build all by their lonesome.
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Est Sularus Oth Mithas
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Neonivek

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Re: New types of artifacts
« Reply #5 on: April 04, 2009, 11:52:44 pm »

Well I dealt with this a bit before.

My idea is that the Artifact creator basically comes up with an object known as "Blue Prints" where you chose where and when to build it.

This allows Bridges, Supports, and other objects that arn't placed prior to construction to become artifacts.
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SirHoneyBadger

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Re: New types of artifacts
« Reply #6 on: April 05, 2009, 04:28:24 am »

Buildings themselves should absolutely be artifactable. Things like temples/crypts (Hagia Sophia? Taj Mahal?) are obvious, but maybe also workshops that give bonuses to jobs done there?

Or even allow new tasks, or quality levels, depending on the quality of the building.

Legendary Farmers might even be able to create a masterpiece/artifact garden that could give dwarfs around it happy thoughts.

Things like this might promote some kind of tourist trade in your Fortress.
Or just trade itself, for that matter. 
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Bricks

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Re: New types of artifacts
« Reply #7 on: April 05, 2009, 01:39:10 pm »

I like the blueprints idea.  Otherwise I'd have an epic 1x8 mural of Armok's birth on the floor of some stockpile room.  And it would still have some randomness and constraint to it, because the moody dwarf would have control over the layout, and s/he would also have to be alive to oversee the construction.  Plus, madness when the design goes unused.

In fact, blueprints in general would be a slick way to add design macros to the game.
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tsen

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Re: New types of artifacts
« Reply #8 on: April 06, 2009, 03:04:22 am »

We'd need more time for blueprint moods. Or perhaps the blueprint itself is the completed artifact, so needs obscene quality inks and papers, but you can only *build* it by using the creator. That way you'd have time to import special stone, gems whatever.
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bunsoth datannil

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Re: New types of artifacts
« Reply #9 on: April 06, 2009, 04:39:43 am »

we have defined rooms right now linked to items.

Beds make bedrooms
tables make dining rooms. . .

what would stop a artifact room from being placed from an artifact piece of furniture.

Quote
Urist McSolomon  has created the artifact altar for "The Temple of Armok"

you make to place it in a broom closet and out pops a list:

Quote
Requirements for the "Temple of Armok:"
400 tiles of smoothed floor space &
Armor Stands     5
Cabinets    5
Chests    10
Weapon Racks    5
*Sacrificial Altar*

you mine and outfit a suitable location and place it.

Urist Mcbuilder has placed "the Altar of Blood" within "The Temple of Armok"
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Bunsoth Datannil "The Godforsaken Iron Hammer"
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Mount

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Re: New types of artifacts
« Reply #10 on: April 06, 2009, 06:22:54 pm »

that's a very cool idea, Bunsoth

Heron TSG

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Re: New types of artifacts
« Reply #11 on: April 06, 2009, 08:42:15 pm »

So like mandates made from artifacts?
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Est Sularus Oth Mithas
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tsen

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Re: New types of artifacts
« Reply #12 on: April 06, 2009, 08:46:12 pm »

That does sound workable and cool. I'd personally want to be able to derive some benefit from overkilling though. :D
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inaluct

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Re: New types of artifacts
« Reply #13 on: April 06, 2009, 10:10:10 pm »

I really like Bunsoth's idea. It would be especially interesting if the guilds were added again. Guild halls could be a possibility for artifact rooms. Places where dwarves can go to gain some sort of special guild membership, or something. Or where all the miners hang out.
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Sowelu

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Re: New types of artifacts
« Reply #14 on: April 07, 2009, 01:19:46 pm »

I like the OP's idea best myself.  Artifact mine shafts are awesome.
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