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Author Topic: Magic in general; Just a few ideas  (Read 1857 times)

Chocolatemilkgod

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Magic in general; Just a few ideas
« on: May 18, 2011, 05:19:20 pm »

I think Toady has plans for this, but I'm just adding my two cents.

Firstly, magic should definitely be a weapon. Imagine the necromancers and magicians, evil or otherwise, firing bolts of lightning and shooting fireballs. One word: Brilliant. Perhaps the ability to train your dwarves in the ways of magic? (The necessity to find magic books to teach more powerful spells? Spells of highly varying types? (Invisibility, Destruction, Buffing, etc.)).

Apart from learning spells in general, potions with different ingredients could be made and put in the hospital (like an early type of medicine?). Perhaps an 'anti-necromancer' with the ability to destroy zombies with one word. Finally, a noble 'High Magician' who stocks the magical books or slabs the fortress has.

As I said, don't know how much of this is just repetition of what will actually happen. But just laying out some basic ideas :) Tell me what you think!
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RayesKotrora

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Re: Magic in general; Just a few ideas
« Reply #1 on: May 18, 2011, 05:58:20 pm »

I got the impression that he was going to make it more like this (and I really like this concept of it, too):

http://www.armageddon.org/rp/magick/index.html

(Not quite so much this part. Mostly in the same RP way, but this is an interesting read, too.)
http://www.armageddon.org/general/magick.html
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Funk

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Re: Magic in general; Just a few ideas
« Reply #2 on: May 18, 2011, 06:03:53 pm »

just dot have magic missile as a gun for Magicians.

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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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IT 000

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Re: Magic in general; Just a few ideas
« Reply #3 on: May 19, 2011, 05:26:49 am »

Personally, I wouldn't mind magic being in the game. But one it should be moddable, creatures should also have a [HAS_MAGIC] tag in them. Without it, no spells. Secondly I hope that it isn't the standard "lol your head just exploded" generic magic from other games. Perhaps more of an alchemy magic, where science could explain it but no one other then the inventor or a few intelligent folks can actually understand it. Most others would just think it's magic.

Furthermore, I really don't want to see dwarves have magic. I would like to have mods that give dwarves magic, so we should have the ability to have magic in fortress mode. But at the moment, I believe dwarven magic is in their creations. Artifacts are already sort of magic, so that's all that I would like to see in vanilla.
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tolkafox

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Re: Magic in general; Just a few ideas
« Reply #4 on: May 19, 2011, 11:56:42 am »

Finally. A use for our lead. :)

I want to see generic magic buff items dwarfified. Magical trinkets and armor and the such, with added bonuses that draws from a system so complex you never know what you'll get. Will that enchanted shield that boosts the users happiness when eating cheese ever be useful? Will your goat herder ever wear those boots of increased grass growth?
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Brotato

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Re: Magic in general; Just a few ideas
« Reply #5 on: May 19, 2011, 03:00:50 pm »

I think Toady has plans for this, but I'm just adding my two cents.

Firstly, magic should definitely be a weapon. Imagine the necromancers and magicians, evil or otherwise, firing bolts of lightning and shooting fireballs. One word: Brilliant. Perhaps the ability to train your dwarves in the ways of magic? (The necessity to find magic books to teach more powerful spells? Spells of highly varying types? (Invisibility, Destruction, Buffing, etc.)).

Apart from learning spells in general, potions with different ingredients could be made and put in the hospital (like an early type of medicine?). Perhaps an 'anti-necromancer' with the ability to destroy zombies with one word. Finally, a noble 'High Magician' who stocks the magical books or slabs the fortress has.

As I said, don't know how much of this is just repetition of what will actually happen. But just laying out some basic ideas :) Tell me what you think!

Please don't have these stupid generic magic things in DF it would kill the dark fantasy atmosphere and be way too gamey!
I think that if magic is added it should be somewhat random and maybe more like a tribal idea of magic like the aborigines have. Plus there have been a hundred other suggestion posts just like this. Dorf magic should be directly tied to artifacts and other of their inventions not "I cast fireball with a 50% chance of doing extra damage for 5 turns!"
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blizzerd

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Re: Magic in general; Just a few ideas
« Reply #6 on: May 19, 2011, 03:10:57 pm »

in the mood of dwarf fortress i want to see my fort being ripped trough the fabric of dimentions from a neutral to a hounting/terribad area or a relic pickaxe mining super fast and save all that is mined, but for ever mined square the dwarf gets a bruse and things like that
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Neonivek

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Re: Magic in general; Just a few ideas
« Reply #7 on: May 19, 2011, 03:53:21 pm »

Quote
Please don't have these stupid generic magic things in DF it would kill the dark fantasy atmosphere and be way too gamey!

Didn't Conan the Barbarian have a sorcerer battle that ended with one sorcerer using telekenesis to fry the other's head?
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Brotato

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Re: Magic in general; Just a few ideas
« Reply #8 on: May 19, 2011, 05:45:30 pm »

Quote
Please don't have these stupid generic magic things in DF it would kill the dark fantasy atmosphere and be way too gamey!

Didn't Conan the Barbarian have a sorcerer battle that ended with one sorcerer using telekenesis to fry the other's head?
I don't know I've never read/watched/played/whatever Conan the Barbarian.
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OK, I have to reload the save.
There was a bit of a problem regarding flashfreezing, a ballistae, and a barrel of dwarven ale. Gonna fix it up.

tolkafox

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Re: Magic in general; Just a few ideas
« Reply #9 on: May 20, 2011, 12:46:00 pm »

Elves already have magic, how else do they stay hidden in adventure mode? O.o Apparently they share the same magic with the dwarves as well, or possibly want to keep such evil kitten-eating beasts away from the world.

Dwarves are magical as well, they sometimes teleport when they sleep.

"Urist Mcherblist rubs mending salve on Urist Mcstubb's left pinkie"
"Urist Mccleric cancels mendbone: Target dead"
"Urist Mccleric casts life+9 on Urist Mcnohelmet"
"Urist Mcmage cancels summon phantom warrior: Out of mana"
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flieroflight

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Re: Magic in general; Just a few ideas
« Reply #10 on: May 20, 2011, 03:05:34 pm »

i feel that magic is very very hard to obtain, but if you get some high end wizards they take something really tough to take them out.
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scout890

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Re: Magic in general; Just a few ideas
« Reply #11 on: May 22, 2011, 01:59:56 am »

just like jedi
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jaxy15

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Re: Magic in general; Just a few ideas
« Reply #12 on: May 22, 2011, 03:12:01 am »

Why not be able to learn some spells from the first Armok game when you're good enough?
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Dynastia

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Re: Magic in general; Just a few ideas
« Reply #13 on: May 23, 2011, 09:41:34 am »

Shooting fireballs and lightning bolts isn't dwarfy, unless we're talking about handgonnes that fire pitch-covered flaming shot or ballistae that fire enormous oopper lightning-rods. If dorfs have magic, it should be ritual, artifact or astrology based, or, like darkninja1213 said, real-world magic.
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jaxy15

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Re: Magic in general; Just a few ideas
« Reply #14 on: May 23, 2011, 09:57:01 am »

Shooting fireballs and lightning bolts isn't dwarfy, unless we're talking about handgonnes that fire pitch-covered flaming shot or ballistae that fire enormous oopper lightning-rods. If dorfs have magic, it should be ritual, artifact or astrology based, or, like darkninja1213 said, real-world magic.
I demand a spell which spawns an elf-baby shooting catapult. Now THAT'S dwarfy.
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