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Messages - falcc

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1
DF General Discussion / Re: Future of the Fortress
« on: March 29, 2024, 04:42:53 pm »
I am SO EXCITED for adventure mode to return. Thank you for all of your hard work to Tarn AND the entire Dwarf Fortress crew. The schemes of my civilization's necromancer queen have never been closer to fruition.

If you assign some artifact gear from your fort to adventure mode characters in your military and then return to adventure mode, is there any sort of transfer of ownership?

Will anyone show up to look for it from your fort's civilization in play, or are they cool with it as long as you're bringing glory and death with your indestructible leather pants?

What if you sign up under another leader or found a faction in the wilderness, will anybody come to press that claim for your old citizens?

Is there any different kind of response if the artifact was gifted to the fort vs someone's family heirloom?

For that matter, are there any plans for dwarves whose family artifacts have been traded away to other civilizations to start scheming for their illicit recovery?

2
DF General Discussion / Re: Future of the Fortress
« on: October 04, 2023, 06:53:05 pm »
Thanks for the answers as always Toady. And thanks for the update. Those faces look incredible, even if they're still just prototypes. I also love the icon that is the singing turtle person. Hopefully that makes it to release.

1) Since getting a look at someone based on their clothing and description is coming up before the villains release, is there any chance of wanted posters with the last known description of famous villains rendered on them in a similar style?

2) Will someone with face obscuring garb still have their eyes/nose/scars/blue skin/full suite of intellectual values/etc visible at a glance in their description in adventure mode once villains are finished? Or fort mode for that matter?

3) Have you ever played Shadows of Doubt, the proc gen detective game?
 

Turbans and different kinds of head clothes are some of the clothing I'm most excited to see rendered in DF. Dwarves also seem to love wearing them, nearly as much as underwear.

4) Will dwarven civilizations ever have a chance to be generated with different styles of clothes like human cultures are?

3
DF General Discussion / Re: Future of the Fortress
« on: July 24, 2023, 10:51:09 am »
Now that you have a lot more money at your disposal, have you given any thought to paying scholars on things like historical crafting methods (or cooking, the tech tree, farming etc when you eventually revisit them) to consult for future changes to those respective systems?

There's a lot of cool broke nerds out there that would enjoy seeing their niche field of study and related books exposed on steam, especially as academic labor strikes start up again in the fall. But I can also understand if the studying you put in is part of the fun of your job, or if that would throw off your long term calculations for all the staff you've got now. Thanks for the answers and for the game!

4
DF Suggestions / Tags to deliniate creatures that don't need to eat
« on: November 01, 2022, 12:42:20 pm »
I love goblins, I'm always trying to lure them into my fort. I mod them to make them a bit friendlier but still alien, and bring adventure mode goblins into my military. I've noticed that, like the bugged undead and necromancers, friendly goblins are always longing for a good meal but have no code in place to satisfy their desires. You've mentioned in the past that just having intelligent NO_EAT tagged undead able to be satisfied by food and booze isn't how you'd envision them engaging with it if they could, so I'd like to propose a middle ground for reforming NO_EAT creatures:

A tag for eating only for pleasure, with the amount dependent on immoderation, could make for satisfied goblins and keep things from being totally without tension if there's an occupation of some kind. This could also serve to make more decadent necromancers stand out, and give hidden ones ways to smooze with other powerful individuals in their schemes.

A tag for eating without satisfaction for the ghosts of the starved and intelligent undead of various kinds so they can occasionally indulge in tragic behaviors like drink falling right through them or openly mourning their lost lives.

Necromancer creations could have a chance at either, or another variation of CURIOUSBEAST_EATER for consuming or otherwise fouling up crops during a siege.

5
DF General Discussion / Re: Future of the Fortress
« on: May 27, 2022, 09:26:26 am »
When the second villain release is complete, what will the requirements be for a dwarf that dreams of ruling the world to be recognized as their dream having been achieved?

6
DF General Discussion / Re: Future of the Fortress
« on: May 01, 2022, 09:22:00 pm »
Thanks for the answers, Toady. Good luck on this push towards the end of the premium release!

7
DF General Discussion / Re: Future of the Fortress
« on: April 23, 2022, 03:29:12 pm »
Animal people from in the caverns are listed as possible targets for interrogation. Technically regular animals are too, so this might not be intended behavior. It still got me thinking.
A ) Will there be a chance of a wanderer in the caverns being propositioned to steal something by the local animal people instead of just attacking every time?
B ) Is there any chance that animal people and/or trolls be able to petition release?
C ) What about getting messengers, negotiations, or demands from the elves petitioning for the release of animal people?


I know I've asked about trolls before but you recently talked about being unsure if they could be citizens already so I wondered if you'd changed your mind.

D ) Since changes to sieges and the second villains release are now both coming before The Big Wait will there be more ways of non-lethally incapacitating invaders than just static cages? Or options to leave them unconscious to be dragged off by their retreating army?

E ) If someone's armies get wooped in battle enough do they form a rival attachment to an enemy general? Or is that only for athletic matters? Semi-related do rivals have a bias towards or against kissing one another before/after an athletic competition?



8
DF General Discussion / Re: Future of the Fortress
« on: April 30, 2021, 11:28:12 am »
Thanks everyone for acknowledging the part of my comment about how it is not difficult to mod in universal beards. It is indeed tutorialized in the Dwarf raws, which has been a big help for me in learning how to add of remove aspects of sexual dimorphism from modded creatures. Since Toady has talked extensively about the possibilities of tutorialization I wondered, and asked explicitly in my question, whether that tutorialization would include directing people to that file through the game. As long term players we're very familiar with digging through folders but outside of DF I don't know a lot of Steam games that use moddable raw files in the same way. There are a lot of aspects of Dwarves that players might think of wanting to mod and I understand they aren't all qualified to be init settings. Which is why I assumed the possibility of just directing people to the file somehow.

A lot of trans folks I know who are looking forward to the more accessible UI. Toady has already always done a great job at making the game accessible thematically for us and the plans he's described for the future have always been more progressive than I've expected. So how difficult is it meant to be, in the long term, for a complete newbie to know how to change this? Unless you're on the Kitfox design team I'm not sure anyone but Tarn is really qualified to describe his feelings on the matter.

9
DF General Discussion / Re: Future of the Fortress
« on: April 29, 2021, 11:04:01 am »
Will universal beards for dwarves ever qualify as an INIT setting? If so, what category of work do you think it would fall under? It's not hard to mod in, but is it a tonal slider kind of thing? Something that's more suitable for the cultural updates when there's generated genders to go around? If it's never in the INIT is there any intention to direct Steam users who really expect one experience or the other from Dwarves to the file where you already tutorialize it?

10
DF General Discussion / Re: Future of the Fortress
« on: March 04, 2021, 10:32:54 am »
You spoke a little about pebbles in the recent DF Talk.

1. How do pebbles as terrain work?

2. Is there a way planned to reduce boulders to pebbly terrain, or was that just speculating about what you would need to do if there was a realistic amount of stone?

3. Are there any plans to introduce throwing combat into fortress mode or would our military love throwing their clothes too much for it to be sustainable?

4. Is there any chance of brave civilians tossing pebbles at an invading force, or a hated noble?

11
I've been enjoying a talk by David Graeber on the history of debt, and one of the main concepts is about how neighbors "owing" each other as a way to continue friendly relations predates currency and even barter. I'll post it here because it's all really interesting, and it might be something Threetoe would enjoy with his history background if he hasn't seen it already. https://www.youtube.com/watch?v=CZIINXhGDcs&feature=emb_logo

The big picture stuff is debt is way more common and interesting than coinage. Not that I don't love people shouting in marketplaces, but once religions and cultures are more varied there are so many more cool ways of organizing than metal that is used for an extremely niche application. I've seen a lot of topics on debt on the forum but most of them are about repaying of debts rather than how good and useful people constantly owing and forgiving each other is for making stories with the people living around you. For example, you can have the interesting parts of the economic arc without having to track coinage again.

People in the fort know who their friends are, and a great way to increase the meaning in that is to have them regularly giving each other gifts.  It's nice to get yourself a new bracelet but it's only new for so long for any given dwarf and then it becomes meaningless again. Having a way to gift someone with an "acquire something" desire a good mood is also one step towards a new friend. All those exchanged goods still have a tracked value, roughly like how trading works now but in exchanges over a period of time instead of barter. If someone takes far more often than they give it can be a source of drama and poor reputation, or fines imposed by the sheriff which can use the real value numbers. As people interact and exchange more it can create relationships that extend to creating inter-family marriages or other ways to become closer. Or, if the friends you're exchanging debts back and forth with are important people they can reward you with some kind of high rank or status that can.

Not only do none of these exchanges require a pouch of coins sitting around, but most of equivalent numbers them don't even need to sit in memory for long. At the end of every year the fort can simply look at all the favor owed from one dwarf to another and zero out where appropriate. People who owe a lot of debt will have it kept track of for the following year as greedy or criminal outliers that make it easy to see where Fun might arrive from. Otherwise people can keep their memories of good deals and reputations they've gained but not need to hold onto a lot of extra numbers if a fort is retired.

And, of course, all sorts of religious and cultural events, including peasant revolts, involve the complete forgiveness of debt. Generous people can forgive debts all the time and feel good about themselves for it (as they should) while the greedy should cling to their numbers much longer. Various punishments or arguments can end with forgiveness of debt or fines that replace personal debt with a general debt to the fort. A siege could leave on the condition that their debt to your fortress is erased. Why, a whole huge, and fun, part of the game can be clearing the memory of specifics and ironing them into a general reputation like it does for secret identities. Think of how fast things will run even with this little edition.

Of course that doesn't mean currency doesn't ever have a place. As in history, currencies work well for imposing taxation on conquered lands. They make a lot of sense on soldiers, criminals, and people that do business with either since they're unlikely to stick around for the system of debts to operate well. But once you have a strong enough reputation with a merchant you should be able to enter into a debt bargain with them as is appropriate for local friends. Take some fish now while you're hungry and come back with grain to share after the harvest is ready. Similarly bartenders will be generous with lines of credit for those that are well known, instead of just making everything free, creating for them an ongoing relationship with interesting people and making them centers for gossip. This way coins don't need to be in nearly as many places but actually serve better for inter-kingdom trade if a place has to pay tribute to the civ that mints those coins.

I hope you'll consider how debt and debt forgiveness could fit in with the increased role of religions and of course cultures as those updates approach. And perhaps, in some slight degree, even how they could serve as part of on-going villainy work.

12
DF General Discussion / Re: Future of the Fortress
« on: October 15, 2020, 10:39:21 pm »
1) Relating to a question in the recent DF talk but maybe less severe: Will there be any way to let Goblins or other non-undead non-drinkers enjoy some food and booze just to sate their intemperance while they live at the fort?

2) If you make enough sweet, sweet, steam money will you keep the graphics artists working on to expand the graphics that make it into the steam release? For example making more complicated animal people images, more available parts for generated creatures, or making cool effects for magic?

3) You talked about improving military commands in the near future, as well as enemy armies doing things like building humiliating statues at your fort. Do you have any plans for armies to show up only planning to capture the single well-armed squad you send out to face them? How about having night trolls showing up to fulfill their kidnapping desires?

13
DF General Discussion / Re: Future of the Fortress
« on: September 21, 2020, 03:38:23 pm »
Thanks everyone for helping with my last question.

Toady, do you have any loose plans for what the new adventure mode UI is going to be like, prior to the post-steam rewrites? For example:

1) Are you getting rid of the letter-based inventory?
2) Will interact with items, inventory, wear, drink/eat, etc stay in different menus or will there be all kinds of since-invented clicking interactions? If the latter what do you think you'll do with all those spare keyboard keys? 
3) Will there still be roughly the same number of button presses for directed combat since the easy mode of just arrow buttoning towards an enemy is already implemented?
4) Will there be any changes to conversation filtering?
5) Any chance of a little speech bubble next to a sprite when a creature is talking?


Thanks for the answers as always. I'm SO excited to get this game on a whole new platform.

14
DF Modding / Adjusting animal people gaits
« on: September 21, 2020, 02:57:16 pm »
I was hoping they'd be defined right in their raws, but animal people's gaits are tied up in an entirely different folder and written in a way I don't understand. Can anyone offer advice on getting animal people's speeds on average close to a dwarf's? Having them lag behind everyone else is getting really tiring.

15
DF General Discussion / Re: Future of the Fortress
« on: September 15, 2020, 10:29:49 pm »
Someone other than Toady probably already knows this one.

If you only travel by night, sneak well, swim through sewers to avoid leaving tracks, and stay out of sight the entire time can you keep the artifacts you steal from generating rumors of their actual location indefinitely? If you manage to keep the rumors down this way could you still return the item for positive reputation or does there need to be intervening rumors about it being taken?

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