I can see badness happening to your dwarves in retribution. Like unicorns becoming your enemies if you hunt or joining you against sieges or something. Once farming becomes more difficult, good biomes could produce more food. Maybe good mists that turn the dwarves who get caught in it into pacifists?
So, what if good regions got their counterpart (yes has been suggested a few dozen times before), but instead of doing good, they follow the theme of being too good.
Blotches of light blue clouds rolling over your Dwarves, turning them into good aligned husks, or some particularly "good" counterpart. Then said good husks killing everything. Or maybe just converting your other Dwarves to the goodness!
Good biomes tend to have less aggressive and weaker creatures, except for the unicorn. Good regions also support the wild sun berry, which makes the best booze in the game. There are generally slight changes between Benign Good and Savage Good.
Good biomes tend to have less aggressive and weaker creatures, exception made for the pain-in-the-ass unicorn. Good regions also support the wild sun berry, which makes the best booze in the game. There are generally slight changes between Benign Good and Savage Good.
Good biomes tend to have less aggressive and weaker creatures. There are generally slight changes between Benign Good and Savage Good.
Actually TSTwizby good regions are supposed to run on concepts that we are supposed to attribute to being good. Creating an almost storybook appeal.
In all previous versions of Dwarf Fortress good regions were harder then ordinary regions (heck tougher then most evil regions). Not even that but they were even more annoying for dwarves to live in (fairies and pixies annoying you all the time)
Good regions should be as around as difficult to survive on as evil regions but for entirely different reasons.
I think dizzyelk has the right idea with the wildlife. Good regions don't have to be immediately fatal, but one misstep and the wildlife turns aggressive. Trample too much grass, kill a unicorn, etc.
So, what if good regions got their counterpart (yes has been suggested a few dozen times before), but instead of doing good, they follow the theme of being too good.
Blotches of light blue clouds rolling over your Dwarves, turning them into good aligned husks, or some particularly "good" counterpart. Then said good husks killing everything. Or maybe just converting your other Dwarves to the goodness!
They're good regions. Why should they do something bad to you?
Maybe it does something good, that would be unwanted? Like good rain that's so blissfully serene that it makes everything unconscious! Or maybe just happy ;PA rainbow mist turning your dwarves into militant vegetarian teetotalling cat lovers. Or makes them attached to random plants or wild animals("don't you dare cutting down that tree, Urist!").
Maybe it does something good, that would be unwanted? Like good rain that's so blissfully serene that it makes everything unconscious! Or maybe just happy ;PA rainbow mist turning your dwarves into militant vegetarian teetotalling cat lovers. Or makes them attached to random plants or wild animals("don't you dare cutting down that tree, Urist!").
I can see how that would make good biomes difficult.
Maybe it does something good, that would be unwanted? Like good rain that's so blissfully serene that it makes everything unconscious! Or maybe just happy ;PA rainbow mist turning your dwarves into militant vegetarian teetotalling cat lovers. Or makes them attached to random plants or wild animals("don't you dare cutting down that tree, Urist!").
I can see how that would make good biomes difficult.
ooh, I like that, everything in a good biome adopts dwarves the way cats do.
As it stands, good regions don't have anything going for them except good aligned creatures, and evil regions get all the fun >:3Good regions are working as intended for players seeking a more peaceful environment. If you want more danger then embark in more evil areas.
So, what if good regions got their counterpart (yes has been suggested a few dozen times before), but instead of doing good, they follow the theme of being too good.
As for the good being dangerous or not, the obvious solution is to have serene areas be relatively safe and only include the positive effects, and the joyous wilds be the more dangerous ones
Fairies have been quite nasty in fiction. Making you dance until death, pernament slumber, shrinking, making you turn into mice (make them poison dust).
Fairies have been quite nasty in fiction. Making you dance until death, pernament slumber, shrinking, making you turn into mice (make them poison dust).
Why are they even in good regions, then?
Fairies have been quite nasty in fiction. Making you dance until death, pernament slumber, shrinking, making you turn into mice (make them poison dust).
Why are they even in good regions, then?
I think it would be fair to move them to evil forests and have them play nasty pranks on the dwarves, yeah.
That isn't exactly how fairies work. They may be malicious but they don't dress in the cloth of evil.
I think it would be fair to move them to evil forests and have them play nasty pranks on the dwarves, yeah.
That isn't exactly how fairies work. They may be malicious but they don't dress in the cloth of evil.
Because of forum access errors, I was forced to rewrite a summary of my original attempt to post, last night, intending to post it later.Probably old stuff now...
I would argue that Good regions should be challenging perhaps not in the same way as Evil regions because arguably dwarves are evil. They're a race dominated by greed and substance abuse. They are also war-like and aggressive. Perhaps good weather should annoy dwarves in some way.
I would argue that Good regions should be challenging perhaps not in the same way as Evil regions because arguably dwarves are evil. They're a race dominated by greed and substance abuse. They are also war-like and aggressive. Perhaps good weather should annoy dwarves in some way.
"Urist McRumple is unhappy. He was caught in brilliant sunlight recently. He was annoyed by pixies sprinkling glitter in his hair."
"Urist McGoodyTwoShoes canceled dig: doesn't believe in materialism anymore."
In a twisted way it also makes sense for evil creatures opposed to the "good biome" to assault it if civilization covets the area. Enjoying your heaven-like jungle of joy? Evil has landed to make the day sour for you.
I have to agree. It's unfortunate they are called "good" and "evil" regions, though. Light is not Good (http://tvtropes.org/pmwiki/pmwiki.php/Main/LightIsNotGood) and all that.
I think this whole discussion is a bit moot, since it would be (in my opinion) more preferable for regions to have associations with spheres rather than "good" or "evil".That's planned iirc.
I too think that good areas should be a challenge, but a challenge that is not "I have to be powerful/violent enough" like evil regions, but "I have to be nice/even-handed/non-violent enough". As already has been said, they should revolt against dwarfish endeavors like reshaping the earth, cutting down and otherwise disturbing the biome, killing animals, over-grazing... they should impose rules on behavior, in effect. The mechanisms, I'm less sure about. Elves, well sure; angry unicorns - but how does good strike back without being evil-ish?
Yep isitanos. Races that are soo "good" that they see everyone else around them as soo flawed as to be evil happens.
The Formen in Dungeons and dragons for example are the ultimate expression of order and find everyone them to be so chaotic (even lawful characters) that they simply want to enslave everyone.
Celestial beings that are so perfect that even saints seem like horrid beings are also common in fiction.
A SUPER good land being soo good that the dwarves seem like a sinful afront to it that needs to be removed also makes sense.
Also, good is necessary linked to nature? A good region must be necessarily one full of elfish stuff?
But beings like that are pure evil. It's not seemingly good, it's GOOD. It's like saying that we should have basically 2 different kinds of evil, and call one good. One being goblins who delight in cruelty, and the other being Nazi's who intend well but have a warped sense of reality.If we only have the current style of "good" regions, of course it doesn't make sense. But if good regions were diversified into lawful/neutral/chaotic and good-turned-bad, it would be interesting.
Yep isitanos. Races that are soo "good" that they see everyone else around them as soo flawed as to be evil happens.
The Formen in Dungeons and dragons for example are the ultimate expression of order and find everyone them to be so chaotic (even lawful characters) that they simply want to enslave everyone.
Celestial beings that are so perfect that even saints seem like horrid beings are also common in fiction.
A SUPER good land being soo good that the dwarves seem like a sinful afront to it that needs to be removed also makes sense.
But beings like that are pure evil. It's not seemingly good, it's GOOD. It's like saying that we should have basically 2 different kinds of evil, and call one good. One being goblins who delight in cruelty, and the other being Nazi's who intend well but have a warped sense of reality.
You are thinking of the difference between Benevolence and Malevolence.
Good can be Malevolent and Evil can be Benovolent.
Also, good is necessary linked to nature? A good region must be necessarily one full of elfish stuff?This is a good point. It may be that only elves settle in good regions, but that does not mean that good regions should be an endorsement of elfish morality. Nor should they be someone else's image of virtue, since virtue is subjective. Good and Evil regions can't really be good or evil, because land doesn't have morality. So it really is a vague association with Light and Dark rather than morality that must define such regions.
Good can be Malevolent and Evil can be Benovolent.
So if we have beneficial good lands, we will need beneficial evil lands.
This is a good point. It may be that only elves settle in good regions, but that does not mean that good regions should be an endorsement of elfish morality. Nor should they be someone else's image of virtue, since virtue is subjective. Good and Evil regions can't really be good or evil, because land doesn't have morality. So it really is a vague association with Light and Dark rather than morality that must define such regions.
If you're into Pratchett at all, it might be worth considering the Vetinari effect. And, as a counterpoint, a number of those that have intend to overthrow Vetinari and institute their alternate regime.You are thinking of the difference between Benevolence and Malevolence.
Good can be Malevolent and Evil can be Benovolent.
This doesn't even make any sense.
I think what will happen is Toady will add more stuff to good regions, to make them something more unique. Then later he'll add a third sphere, and good and evil will no longer be a scale. It'll just be one of three spheres. And they probably won't be that diametrically opposed as good and evil, because whatever is added to make good regions good and fun, will be of a totally different sort than the evil regions.
I don't think good regions should be the same as their evil counterparts, as it would become "just another nightmarish region". I prefer them being different.
I don't think good regions should be the same as their evil counterparts, as it would become "just another nightmarish region". I prefer them being different.
This is my reasoning on it, there has to be a reason why all the races avoid evil and good reasons.
Human: "Ohh the land over here grows abundant fruit, has the best game, and heals our wounds... why don't we go there?"
Dwarf: "Didn't you read the sign? Players only"
Maybe the other races HAVE taken advantage of the bountiful resources of good areas, but have lived there a while and used them up, so the remaining "good" areas are those that no-one's settled yet.
Maybe the other races HAVE taken advantage of the bountiful resources of good areas, but have lived there a while and used them up, so the remaining "good" areas are those that no-one's settled yet.
That would make sense if the Legends supported it.
Well, it seems to me like the world exists for some time before history begins, because you get people that "have the appearance of one who is X years old," for those born before history.
Or more simply, it's a fantasy-themed game so don't think too hard about it.
After all, a Toad did it. ;)
Why should "good" forces convert your dwarves into murder machines? that... does not sound good at all.
If anything, I think good regions should be even less dangerous and more survivable then they are now... that way the game has a built in difficulty option of sorts. Embark on good regions as a newbie or when you just want to screw around, embark on evil when you want !!fun!!, and embark on normal for in-between.
I don't know, logically shouldn't this mean EVERYONE would want to destroy your fort for being the only fort allowed to exist on good lands?
Goblin, Elf, and Humans (and Dwarves) working together to take your land. With dieties hating you for defiling such pure lands, demons wanting to corrupt it, as well as your dwarves becoming ill from their own impure thoughts.
I don't know, logically shouldn't this mean EVERYONE would want to destroy your fort for being the only fort allowed to exist on good lands?
Goblin, Elf, and Humans (and Dwarves) working together to take your land. With dieties hating you for defiling such pure lands, demons wanting to corrupt it, as well as your dwarves becoming ill from their own impure thoughts.
Again, logically, why should good areas be murderously difficult? As for gods, well, the patron diety of this game is the god of blood. Evil regions are practically hallowed gods like that.
Especially since "Armok" doesn't exist.
Couple more ideas:
- in good areas the sun is extra bright, making the dwarves extra sick
i was gonna post something here, but then i realized it stupid arguing on these forums, everyone is dead set in their ideas with no willingness for change.
i was gonna post something here, but then i realized it stupid arguing on these forums, everyone is dead set in their ideas with no willingness for change.
Since when? I don't see many challenging core beliefs cropping up anywhere ;)
i was gonna post something here, but then i realized it stupid arguing on these forums, everyone is dead set in their ideas with no willingness for change.
Since when? I don't see many challenging core beliefs cropping up anywhere ;)
meh, just i have yet to see someone actually accept a different opinion on a matter yet ::)
anyways as a side note, read before posting people, i just read 7 pages of the same 10 ideas.
on the topic of good regions though, many widely stigmatized religions (i.e. paganism) are often outcasted by major religions due to believing that heaven is not truly 'good' and hell is not truly 'evil'.
many people are not taking savagery into account with their suggestions, benign evil regions aint that bad. savage good regions can be a living hell. though i believe someone made a suggestion about that reflecting in the features of good regions a few pages back.
because it doesnt fit with the 'better place to settle' mentality
but is more implying that 'good' refers to the quality of the area. Its kind of like a oasis in a desert, a jewel of the land, an area teaming with life beyond that of the lands around it.
It should be good to whoever is in the area, friend or foe, and perhaps work in ways you werent expecting that causes problems
Why would good lands be better to settle on? It is a land of "Good" not a land of benevolence.
Actually good lands are lands that for lack of a better word have a specific theme enforced on it. They arn't simply really great lands (which already exist as unsavage woodlands, with rivers, and mountains.)
I do really get why people keep saying land of benevolence, definition for benevolence: disposition to do good, land of disposition to be good? when did I say anything like that? And if evil lands have poisonous rain, toxic fog and undead, shouldnt good lands go for more of a polar opposite?
Not all civs should
Also the difference between Good and Benevolent as such is simple. A Crusader is "good", but is a malevolent force.
Also the difference between Good and Benevolent as such is simple. A Crusader is "good", but is a malevolent force.
The crusader thinks he's doing the right thing by liberating Jerusalem from the enemies of the Church. You think he's not. Why would you describe him as "good" at all? Because he thinks he is? (Doesn't everyone think that?) Isn't it more accurate to say "the crusader thinks he's good, but he's wrong"?
But this is all ignoring the fact that evil lands are genuine hell-holes of despair.
I have an idea on how to turn this thread around.
Let's spend several pages of thread length arguing about what "good" and "evil" regions should be like, despite operating on totally different, baseless definitions of the words that we're effectively pulling out of our respective asses. Let's argue about what those places should be even though we can't even agree on the terms involved, and stick to our own baseless personal definitions while pretending those definitions are universal and objective.
We haven't done that yet, have we?
As long as everyone can discuss their differing views without getting personal about it, progress is made and the best models (or at the very least some good suggestions) arise.
New ideas (even if they are conflicting ones) = Good
A Crusader is a icon of all that is good and holy in this world and will champion good across the land.
We have a lot of good ideas, IMO. But I think that if all, or even many were implemented, then things could get kinda crowded with features. Perhaps, in an effort to make individual [GOOD] regions more unique from one another, 2-4 features could be semi randomly chosen from a list? It would keep each biome unique without having too much feature bloat. Noone wants their dwarves to be getting drunk with satyrs, turned into trees, attacked by unicorns, getting their socks stolen by faries, and beign put to sleep by magical mists all at the same time, that would just be too chaotic. Good regions should have a few unique traits too set them apart from normal and evil biomes, but should try not to feel formulaic.
Thoughts?
Ohh no people have differing points that are generating a LOT of ideas of possible ways to do good lands and other sphere lands in the future? THE HORROR!
Though seriously G-Flex. Differing ideas are what we should be aiming for. Otherwise there would be no point in these suggestion threads.
The game is called Dwarf Fortress and involves us playing the "dwarves" for the worlds we're generating. The status of Good, Neutral and Evil are based on the dwarves we're playing where EVIL is naturally more painful, threatening and difficult as viewed by the entire "dwarven race" not the views of ogres, wolves, demons, etc., .
This is a completely backward way of viewing it. The game is moving toward being less dwarf-centric, not moreso. Things like "good" and "evil" in the game are explicitly not by dwarven standards, otherwise why aren't they using good-flavored animals more or have the [GOOD] tag?Good flavored animals exist in the good areas and evil flavored animals exist in the evil areas. The frequency is irrelevant.
The good/evil/benign/savage surroundings aren't based on dwarven standards, they're based on kind of vague objective cosmological forces. Good, evil, etc. impact all civilizations the same way in worldgen, in theory. An evil place is still an evil place if you're a goblin; you just happen to be evil as well."vague objective cosmological forces"?? I don't find any evidence of this being true beyond your own mind.
This is a completely backward way of viewing it. The game is moving toward being less dwarf-centric, not moreso. Things like "good" and "evil" in the game are explicitly not by dwarven standards, otherwise why aren't they using good-flavored animals more or have the [GOOD] tag?Good flavored animals exist in the good areas and evil flavored animals exist in the evil areas. The frequency is irrelevant.
"vague objective cosmological forces"?? I don't find any evidence of this being true beyond your own mind.
An evil place from a goblins view can be home and happiness and thus from its point of view it would be a "GOOD" environment.
Except it's not, because goblins are evil. They are explicitly and objectively defined by the game as "evil" along with evil regions, evil wood, and evil animals. Goblins are evil. Demons are evil. A bunch of other things are evil. They don't turn "good" when you become something else that is also evil. They aren't relative terms.They are evil as designed by the game per estimated views of the dwarven civilization.
I'm not sure what you mean by "frequency". I'm saying that "good" and "evil" in Dwarf Fortress aren't subjective things as measured by dwarven standards.I believe my theory is more logical and reasonable as compared to your theory of "vague objective cosmological forces"?? LOL
They are evil as designed by the game per estimated views of the dwarven civilization.
IF the game allowed us to play as goblins then the terms good, neutral and evil should be changed. Since we play as dwarves the current descriptions are fine and should not change... especially when there's OBVIOUSLY more important issues.
I'm not sure what you mean by "frequency". I'm saying that "good" and "evil" in Dwarf Fortress aren't subjective things as measured by dwarven standards.I believe my theory is more logical and reasonable as compared to your theory of "vague objective cosmological forces"?? LOL
This is a completely backward way of viewing it. The game is moving toward being less dwarf-centric, not moreso.
I really don't understand why you make the assumption that those terms have anything to do with dwarven society when they obviously have impacts on the world whether dwarves are alive in the world or not. I don't know why you're making the assumption that "good" and "evil" can't refer to objective concepts rather than some subjective cultural thing, especially when it's obvious they aren't subjective cultural things for the reason I mentioned, like the fact that they have ramifications on the gameworld that have nothing to do with any particular creature or civilization's ethics.The assumption is made because of the MANY other game references are dwarven references and not goblin references. If the dwarves did not exist in the world the dwarven fortress game could not be played by design. It's therefore safe to identify this dwarven race as the main design of the game and since the terms good, neutral and evil are subjective views it's safe to assume they are the subjective views of dwarves or the developer himself. Since it's more professional for a developer to remain subjective I lean towards the dwarves.
I don't know why it's not "logical" or "reasonable" to assume that "good" and "evil" are just qualities of the world, forces within the world, or aspects of things in the world, that exist independently of any civilization's ethical considerations. It's not like it hasn't been done before in plenty of existing fantasy, and any actual evidence in the game makes this assumption fairly reasonable.What one individual/creature might consider a good action another individual/creature might consider an evil action. If you were to awake tomorrow as a goblin in the dwarven fortress realm you wouldn't view yourself as evil. There is definite evil and good, however each side views what they're doing as justified and part of their lifestyle... so a goblin or monster views themself as good. So if we played a game as goblins then these should be changed, but since we play the game as only dwarves this should not change. What's more important it sounds like neither of us want this to be changed so discussing the topic is not helpful.
And I still have no idea what you meant by "frequency" or why.Frequency was in response to your comment "good flavored animals more".
-snip-
Good lands can still have their own sets of problems within the concept of good. In the same way unicorns used to be the king of beasts and pixies are the most annoying pests in the game.
Was it really necessary to point out Dwarfs in Dwarf Fortress?Yes, for added emphasis.
Now back to the suggestions for adding depth, reward or risk to good regions?Depth could include enchantments, creating powerful food, unique visitors
Personally I think the broad interpretations of good and evil in Dungeons and Dragons would fit this game well.
QuotePersonally I think the broad interpretations of good and evil in Dungeons and Dragons would fit this game well.
Though by all means let us not... actually use it since their alignment system since even within their own system they break it and have many exceptions, omissions, and holes within it. It is why even Wizards of the Coast ignore their own allignment system.
Also you are sort of incorrect about the "Good and evil" allignment. As you are mistaking will and intent. Good characters spite creatures all the time and kill them by the bucket loads. Many evil characters also are law abiding citizens who would never genuinly bring someone to harm (unless you read the allignment as it is in the guides... where the Evil allignments are broken and don't follow the rules of the game)
I think the game should overall stay the same in regards to good, neutral and evil because new players generally need an easy relaxed area such as the current good areas to learn the game. One of the main reasons new players give-up on dwarf fortress is because the game is so complex... we don't need to make good areas more demanding or difficult and scare off the struggling new players to even a greater extent. For this reason good areas need to remain easy and peaceful... the good, neutral and evil areas are essentially one of the main variables for determining the games difficulty levels.
I think the game should overall stay the same in regards to good, neutral and evil because new players generally need an easy relaxed area such as the current good areas to learn the game. One of the main reasons new players give-up on dwarf fortress is because the game is so complex... we don't need to make good areas more demanding or difficult and scare off the struggling new players to even a greater extent. For this reason good areas need to remain easy and peaceful... the good, neutral and evil areas are essentially one of the main variables for determining the games difficulty levels.
We already have "Easy mode" lands.
It REALLY cannot get any easier then a No savagry forest or grassland or mountain.
Any easier then that and you are babying the player and removing core elements from the game.
We already have "Easy mode" lands.
It REALLY cannot get any easier then a No savagry forest or grassland or mountain.
Any easier then that and you are babying the player and removing core elements from the game.
I still play with no aquifer.
We already have "Easy mode" lands.
It REALLY cannot get any easier then a No savagry forest or grassland or mountain.
Any easier then that and you are babying the player and removing core elements from the game.
We already have "Easy mode" lands.
It REALLY cannot get any easier then a No savagry forest or grassland or mountain.
Any easier then that and you are babying the player and removing core elements from the game.
What I'd suggest for making good "easy mode" would be to make those other areas harder, and leave good as-is.
We already have "Easy mode" lands.
It REALLY cannot get any easier then a No savagry forest or grassland or mountain.
Any easier then that and you are babying the player and removing core elements from the game.
What I'd suggest for making good "easy mode" would be to make those other areas harder, and leave good as-is.
Why would a peaceful forest be more difficult? It already has steriotypical fantasy wolves.
Like make the farming more realistic, so that food is more difficult to get, except in good areas where you can grow some things out of season or in the wrong type of soil. Not introducing more savage wildlife to non-savage areas.
Like make the farming more realistic, so that food is more difficult to get, except in good areas where you can grow some things out of season or in the wrong type of soil. Not introducing more savage wildlife to non-savage areas.
Like if you had to grow crops in specific seasons, and nothing would grow in winter, and then you'd have to irrigate all your farms again in the spring. Some sort of mechanic like that.
I like the idea of Angels instead of Demons in the underworld of Good aligned regions, with not much other than a name and description change.
This is why we can't have nice things in DF; someone in our lovely little community of sociopaths has to demand that they be turned into "nice" things what kill you eleven kinds of dead. :(
But more things that kill is far better than things that make the game easier, as fortress's do tend to get stale once you've built a few things here and there. Also if people dont like the added difficulty it can be modded out.I feel if people want added difficulty for good areas they should either move to more dangerous areas such as haunted OR they can use modding to make good areas more difficult thus removing the extra work required for Toady. Obviously if good areas were made more difficult a percentage of players would complain as what we're seeing in this thread and this game doesn't need drama on the forums.
Say a siege comes, and your military rushes out to fight, when suddenly a cloud rolls over, and both the siege and your military start laying around in the grass, forced into lackadaisical moods. When the effect wears off, any advantage you had by positioning or otherwise is gone, as your dwarves and the goblins rolled around in the grass, jumbling up into a random assortment of creatures, suddenly exploding into a pile of blood as the effects wear off.Or, say...
Need brain bleach, imagined a [SPHERE:UNTOWARD] region.I can one-up that:
Need brain bleach, imagined a [SPHERE:UNTOWARD] region.I can one-up that:
[SPHERE:LUST] with... zombies.
Anyway, had another idea for fairytale style regions: children never grow up.Worse: Dwarves age in reverse, which also includes becoming less skilled in the tasks they perform and more skilled in the tasks they don't; strange moods erase a skill entirely!
Anyway, had another idea for fairytale style regions: children never grow up.
If good regions were really so valuable then everyone else would embark there as well but currently races avoid good regions as well.
Good should be dangerous for the same reasons Evil regions are dangerous. They arn't made for you.
Powerful creatures empowered by the land's magics. Seedlings that fly in the air and play music that puts you to sleep. possible conversion or transformations of your dwarves into harmless creatures (Fluffy Wamblers).
Good regions need ponies.
Never going to happen but I would die laughing.
What if like unsmoothed stone would slowly grow back. I don't know if this IS a good idea but I think it'd be exploitable AND annoying.
Can a good area be immediately next to an evil area, or will there always be a neutral buffer zone?You can have good region and evil regions in adjacent biomes. I had a map like this recently.
Can a good area be immediately next to an evil area, or will there always be a neutral buffer zone?You can have good region and evil regions in adjacent biomes. I had a map like this recently.
I prize areas like this, playing them whenever possibleCan a good area be immediately next to an evil area, or will there always be a neutral buffer zone?You can have good region and evil regions in adjacent biomes. I had a map like this recently.
It may be observed that in this book as in The Hobbit the form dwarves is used, although the dictionaries tell us that the plural of dwarf is dwarfs. It should be dwarrows (or dwerrows), if singular and plural had each gone its own way down the years, as have man and men, or goose and geese. But we no longer speak of a dwarf as often as we do of a man, or even of a goose, and memories have not been fresh enough among Men to keep hold of a special plural for a race now abandoned to folk-tales, where at least a shadow of truth is preserved, or at last to nonsense stories in which they have become mere figures of fun. But in the Third Age something of their old character and power is still glimpsed, if already a little dimmed; these are the descendents of the Naugrim of the Elder Days, in whose hearts still burns ancient fire of Aule the Smith, and the embers smolder of their long grudge against the Elves; and in whose hands still lives the skill in work of stone that none have surpassed.
It is to mark this that I have ventured to use the form dwarves, and remove them perhaps, from the sillier tales of these latter days. Dwarrows would have been better; but I have used that form only in the name Dwarrowdelf, to represent the name of Moria in the Common Speech: Phurunargian. For that meant 'Dwarf-delving' and yet was already a word of antique form.
As it stands, good regions don't have anything going for them except good aligned creatures, and evil regions get all the fun >:3\
So, what if good regions got their counterpart (yes has been suggested a few dozen times before), but instead of doing good, they follow the theme of being too good.
Blotches of light blue clouds rolling over your Dwarves, turning them into good aligned husks, or some particularly "good" counterpart. Then said good husks killing everything. Or maybe just converting your other Dwarves to the goodness!
Maybe it does something good, that would be unwanted? Like good rain that's so blissfully serene that it makes everything unconscious! Or maybe just happy ;P
Or at the very least, working good aligned plants that move ;)
[...] Maybe it does something good, that would be unwanted? [...]Why should good do something bad to you?
[...]Good Little birds[...] make dwarves ... stop working.
dwarves catch [a creature] by any cost
Look at all my little mutant babies...
I'm gonna need a job.
The problem is that "extremely hospitable" sounds boring
My thoughts exactly. Calm and Wilderness environments are already quite hospitable to all but the greenest dwarf fortress player, and if all 3 of the good surroundings were made easier than Calm it would mean 5 of the 9 total types of surroundings are a cakewalk. This being dwarf fortress, something would still manage to go wrong, but I like the idea of a gorgeous, yet mysterious and incomprehensible alien landscape with its own challenges, so I suggested a non-linear difficulty curve with relation to savagery. I thought it was a good compromise.The problem is that "extremely hospitable" sounds boring
I wouldn't call that a problem really, it'd be good for new players getting started and for people wanting to construct their megaprojects in peace without having to alter the raws too much. And nothing would stop experienced players from continuing to pick the ones they find fun ^^
And that "looking into river turns you into a fish" =/= "good" in any way, shape, or form, like (say) healing mists or monthly ressurection would be.Eh, I think you're thinking of a different kind of good. If we can find a way to make it flavorful enough to be worth playing then I'm all for it, but what I had in mind was sort of a fairy-tale kind of biome, where unfortunate fates like being turned into a fish befall people regularly. There isn't really anything horrific about it, but it can be a little depressing and sometimes humorous in the way of Aesop's fables and some of the other tragic stories of ancient greece.
The problem is that "extremely hospitable" sounds boring
I wouldn't call that a problem really, it'd be good for new players getting started and for people wanting to construct their megaprojects in peace without having to alter the raws too much. And nothing would stop experienced players from continuing to pick the ones they find fun ^^
That's what neutral is for. Good should be more challenging than neutral
I don't see why we should expect Good regions to be harder than normal in and of themselves, however
Also remember. Good isn't always gooey. It is as much of the Shining knight destroying evil as it is the marshmellow. Heck I could imagine a Super Good land where the dwarves are considered to be absolute evil (and they are) and thus they need to be espunged. Good =/= Nice.
I actually do wonder why humans don't settle in good areas, but elves can live in good regions, and get good-aligned goods like sunberries to trade
There isn't a point trying to bring your vision of good into it, because Toady's version of "Good" is, explicitly, Candyland
"Good" regions are like normal regions but have bubble grass, feather trees, giggling fairies, fluffy wamblers, and maybe some unicorns or mermaids. They really are pretty pretty princess fairy tale for 4-year-old-girls type of "good" regions. You can't try to shoehorn some sort of righteous paladin smiting evil type of idea onto that, you have to work with the setting you have
Anyway, dwaves are not inherently evil
You can have some groundrules where if a lot of fairies get killed by environmental hazards (or your cats), then they might start hating your dwarves (or their cats) and get revenge
Unicorns and satyrs might get pissed at your clear-cutting ways in a manner more violent than elves typically do, and mermaids might be opposed to commercial whaling or ocean-dumping. Other than that, good creatures should generally be less hostile
are in the proper mode of "good" regions
Good regions being painfully good is a paradox, ether the region is good or it is not good at all.
It's amazing how hard it is for some people to grasp that "good" doesn't mean "out to torture and murder and destroy you, but does it with light instead of darkness."
It would be interesting to have something that knocks people unconscious, while giving them a happy thought. Something like clouds which, when inhaled, are so pleasurable that you pass out. This wouldn't be dangerous (most of the time) and could even be helpful in some cases.
It would also be nice to have more aligned creatures (for good, evil and savage regions).
Funny thing about Good regions being disaster areas because theyr'e so desirable, the other side of that argument is that Evil areas become the "Super Easy" areas you so despise, by the same logic. I get that you don't actually want Good areas, but let's not pretend it's anything other than what it is.
I get that you don't actually want Good areas
It's amazing how hard it is for some people to grasp that "good" doesn't mean "out to torture and murder and destroy you, but does it with light instead of darkness."
You just said it, nobody wants to go there. No enemies, no monsters, just a badland to be tamed and lived in peacefully, if anyone with a work ethic turns up.
Actually I'd prefer neither good nor evil lands... aligned lands is a stupid idea. But don't pretend you accept the idea of aligned lands including good and evil when what you actually want is a universal death world. All you do is give the impression that your idea of good and evil comes solely from JRPGs infested with evil light beings, sometimes called angels.
All you do is give the impression that your idea of good and evil comes solely from JRPGs infested with evil light beings, sometimes called angels
aligned lands is a stupid idea
This kind of thing is still around, but was more common 20-30 years ago
There's a fantasy trope that goes like this: there's a war between Good and Evil, but both sides are in the wrong, because they're extreme, and truth and justice are really about balance. Inevitably, Team Good is full of genocidal fanatics bent on world domination; the only real difference was that Team Evil openly admits to that, and decorates itself with blood and skulls, and maybe does overtly nasty things like human sacrifice or germ warfare or necromancy.
I'd like to note that I don't like the idea of good lands "striking back" at dwarves and more than I like the idea of them actively aiding the dwarves. If good lands treated any races differently, it'd be the goblins and ogres and stuff--creatures with the [EVIL] tag, you see?But the dwarves aren't good, they're closer to neutral. It'd better if the good lands only actively aided creatures with [GOOD] tags, if they treated races differently. Either they'd help everyone, regardless, or only their own. After all, a bunch of dwarves coming in and slaughtering the critters, chopping down the trees, and leaving dead bodies around isn't exactly good. The elves come far closer.
Dwarves most certainly aren't evil. You know what is? Attacking non-evil creatures. This means that, unless dwarves are classified as [EVIL], any biome that attacks them and not, say, elves deserves no higher title than "selfish."
Agreed, Neonivek. I still go with my old interpretation: Evil hurts everyone, Good helps everyone. The exception might be [EVIL] creatures; they might be immune/resistant to evil-region stuff and maybe might be struck with the bad side of the stick in good regions, but then again that might be too much of a pain to deal with.
Or the "All-Loving" interpretation. Same idea, expresses the lack of pro-dwarf-ism better.
You don't have to like the idea of aligned regions to understand that Good is not the same thing as a reskin of Evil with more white and gold colours.
Preferring aligned regions are removed altogether should not be conflated with tacit approval for goofy ideas like wandering murder clouds that kill dwarves with bliss in allegedly Good regions.
But that is not good at all, that is insidiousness. If it were truly good then there would be no drawbacks.Good regions being painfully good is a paradox, ether the region is good or it is not good at all.
That is because you are going too far into the word. Remember this land isn't "Good" in the sense that it tries to do good things in the same way "Evil" Lands arn't evil at all just openly hostile (It would be like saying a Desert or Volcano is evil)
The idea of "Painfully good" is basically taking a concept that we would call "good" and taking it to its logical extreme or taking something good and applying it all the time even when it is not needed.
I mean havn't you heard the saying "That was so sweet my dentist could feel it" (admittingly I edited that because I couldn't spell a specific word)?
Possibly the best example I can think of for this concept is "Candyland" you would say that Candyland would be a great example of one way a Good land could look right? Have you ever thought of how hard it would be to survive in Candyland? Everything is made of Candy which while tasty gives little-no nutrician... The Water is drenched in sugar as well. You can't grow crops because the dirt is chocolate. Fires are pointless because the trees are Gingerbread. Plus since the animals are essentially immortal here eating them must be a horrific experience and give you terrible indigestion.
This is entirely without going into ways that this place could actively hurt you. Afterall a very common trait with "Good" locations in settings is how addictive they are or how they force you to join them.
So there you go. Candyland a good land being a horrifying death trap without ever crossing out of being "Good". It is just incompatable.
This is ignoring that so far "Good" as far as DF is concerned is closer to Whimsy...
But that is not good at all, that is insidiousness. If it were truly good then there would be no drawbacks
there is no reason to alter the definition of good to fit your desire
If it were truly good then there would be no drawbacks
The region is good because of its high compatibility with the dwarfs. Dwarfs call them good for a reason
Of course when I say good I mean good as seen by dwarfs. A good region would have all the things that a dwarf would want to have at a site.
Besides there are plenty of good regions in the history of fantasies
But that is not good at all, that is insidiousness. If it were truly good then there would be no drawbacks.Good regions being painfully good is a paradox, ether the region is good or it is not good at all.
That is because you are going too far into the word. Remember this land isn't "Good" in the sense that it tries to do good things in the same way "Evil" Lands arn't evil at all just openly hostile (It would be like saying a Desert or Volcano is evil)
The idea of "Painfully good" is basically taking a concept that we would call "good" and taking it to its logical extreme or taking something good and applying it all the time even when it is not needed.
I mean havn't you heard the saying "That was so sweet my dentist could feel it" (admittingly I edited that because I couldn't spell a specific word)?
Possibly the best example I can think of for this concept is "Candyland" you would say that Candyland would be a great example of one way a Good land could look right? Have you ever thought of how hard it would be to survive in Candyland? Everything is made of Candy which while tasty gives little-no nutrician... The Water is drenched in sugar as well. You can't grow crops because the dirt is chocolate. Fires are pointless because the trees are Gingerbread. Plus since the animals are essentially immortal here eating them must be a horrific experience and give you terrible indigestion.
This is entirely without going into ways that this place could actively hurt you. Afterall a very common trait with "Good" locations in settings is how addictive they are or how they force you to join them.
So there you go. Candyland a good land being a horrifying death trap without ever crossing out of being "Good". It is just incompatable.
This is ignoring that so far "Good" as far as DF is concerned is closer to Whimsy...
Good is good, that is it. A good plan in not a plan destined for failure. A good church does not do questionable thing behind closed doors.
Having a good morning is enjoying a nice sunrise, a great meal, and friendly company. If you went to a good dinner, you would not have to look for tacks in you food.
If you rubbed a good magic lamp, the genie would be helpful and not trick you. I could go on and on but it will always be the same. Its not a trick question. Good is good.
Of course when I say good I mean good as seen by dwarfs. A good region would have all the things that a dwarf would want to have at a site.
The region is good because of its high compatibility with the dwarfs. Dwarfs call them good for a reason.
While I understand the 'too good to be true' line of thought, there is no need to make the regions needlessly obtuse.
If you want to introduce more region types into the game, more power to you. But there is no reason to alter the definition of good to fit your desire.
Besides there are plenty of good regions in the history of fantasies. Whether or not the regions stayed good is another question, but that is another kettle of fish entirely.
good is not good as seen by dwarves though, or dwarves would settle there during worldgen, they don't, they only settle in neutral regions.
Which is why dwarves without [NATURE_HIPPIE] are unlikely to settle on good regions. Unicorns will mess up your shit something fierce if provoked. And boy do dwarves ever provoke random wildlife...good is not good as seen by dwarves though, or dwarves would settle there during worldgen, they don't, they only settle in neutral regions.
Indeed, it's probably closest to good as seen by the elves, since they are the only ones settling there and the areas in general are sort of themed towards magical forests/etc with magical fantastical creatures, thus right up the elves alley.
Wouldn't a Dwarf's Candyland be smothered in Adamantine with Adamantine sprinkles, glazed in Adamantine, and with a chewy molten Adamantine core? How many players wouldn't go there, and how many civs would? Moreover, how many players would survive there?
And, in a Good Region™, measured against a measure that is not dwarf-based, there is an "Alcohol is baaad... M'Kay?" aura that could mean the area-wide neutralising of alcohol (for the common good!), making it actually hell for dwarves...!That is the Absolute! Most! UnDwarfish! Place! On Earth! That's easily worse than dwarven hell. Armok couldn't allow a place like this to even exist!
(No, sorry, just pondering. ;) )
Well, first off, the idea of rains that make people prey for unicorns is both ludicrous (unicorns are vegetarians), and against the idea of a benevolent land. Also, wouldn't YOU be unhappy about something that lead to you being eaten to death?
So...it mind-rapes you into not minding that you're being eaten, and mind-rapes some nearby herbivores into eating you? How is that in ANY way good?Well, first off, the idea of rains that make people prey for unicorns is both ludicrous (unicorns are vegetarians), and against the idea of a benevolent land. Also, wouldn't YOU be unhappy about something that lead to you being eaten to death?
I wouldn't care because I'd be under the affects of the rain.
Well, I doubt that there'd be that many aspects of good lands that are outright benevolant to dwarves if they decided to settle there. Sure if it's elves, who are inherently magical by themselves and live in harmony with the land, not damaging it or those that dwell there and know what to do and what to avoid. A dwarf on the other hand, barging in, striking the earth, tilling the soil and cutting down the ancient trees would most definitly be at odds with the local wildlife/inhabitants and would also most likely have !!FUN!! encounters with the various magical phenomenon that occurs there of which dwarvenkind has never seen or heard before ^^Again, that's less "good" than "self-protecting." Which is pretty much what evil lands do.
So...it mind-rapes you into not minding that you're being eaten, and mind-rapes some nearby herbivores into eating you? How is that in ANY way good?
...?QuoteSo...it mind-rapes you into not minding that you're being eaten, and mind-rapes some nearby herbivores into eating you? How is that in ANY way good?Carebears
I think people in this thread should focus less on what the definition of "Good" is, and more on what would be cool to have in the game. A rehash of evil regions, but candy flavoured would make a nice mod, but I think the game deserves more.Stuff like healing mists and ressurection, which help dwarves but also indiscriminately help their enemies. How's that for cool?
Evil regions are cool without good regions. What would make "Good" regions cool without evil regions?
First thought?QuoteSo...it mind-rapes you into not minding that you're being eaten, and mind-rapes some nearby herbivores into eating you? How is that in ANY way good?
Carebears
Well, I doubt that there'd be that many aspects of good lands that are outright benevolant to dwarves if they decided to settle there. Sure if it's elves, who are inherently magical by themselves and live in harmony with the land, not damaging it or those that dwell there and know what to do and what to avoid. A dwarf on the other hand, barging in, striking the earth, tilling the soil and cutting down the ancient trees would most definitly be at odds with the local wildlife/inhabitants and would also most likely have !!FUN!! encounters with the various magical phenomenon that occurs there of which dwarvenkind has never seen or heard before ^^
Stuff like healing mists and ressurection, which help dwarves but also indiscriminately help their enemies. How's that for cool?I'd probably go for healing rain. Mists are too rare to have much effect, if they only heal. But healing rains would mean outdoor hospitals.
I agree with HugoLuman. Good areas should be nice, not vengeful. If you're afraid of nice == easy, don't worry; they'd be nice to goblins, too.
I agree with HugoLuman. Good areas should be nice, not vengeful. If you're afraid of nice == easy, don't worry; they'd be nice to goblins, too.
Protecting is not being vengeful. Are we vengeful when we cut a tumor out of a patient? As stated before, there has to be a reason why only elves live there. Otherwise, everyone would want to live in the land of happiness and healing rains. Its not that I'm afraid of nice being easy, I'm afraid of nice being stupid and gamey. Not that there's anything wrong with healing rains and everything else. That should all go in, but there should be a cost associated with it, and that cost should be protecting the land. I feel that savagery should only alter how soon you hit the cut off of how much despoiling the land is willing to take, and maybe the response, where in benign lands you just get cut off from all the good effects. In mirthful you'll occasionally get a small amount of unicorns ambushing you in addition to losing the effects. And in Joyous Wilds you get a never-ending siege of unicorns and walking trees and what not, plus losing the effects.
I think healing rain that heals goblins is going to up the challenge level quite a bit
QuoteI think healing rain that heals goblins is going to up the challenge level quite a bit
Dwarf Fortress is sort of a game of killing blows. Goblins tend to be killed or crippled in single strikes.
I don't think this is relevant to the suggestion. If the complaint is that so-called "Easy" good regions are actually made hard to play, by such a change, then the true "Easy" embarks are actually in neutral regions with hard/harder embarks (or equally, although differently, hard ones) to be found in good ones and evil ones. It all comes out in the wash.
But although there has been some talk about Easy and Hard equating to region-alignment, given that an Evil embark is terribly easy to play if you do <foo> while being terribly hard to play if you do <bar>, I'm afraid I can only see this as a red-herring argument, or possibly a misguided one in the first-place.
I don't think this is relevant to the suggestion. If the complaint is that so-called "Easy" good regions are actually made hard to play, by such a change, then the true "Easy" embarks are actually in neutral regions with hard/harder embarks (or equally, although differently, hard ones) to be found in good ones and evil ones. It all comes out in the wash.
But although there has been some talk about Easy and Hard equating to region-alignment, given that an Evil embark is terribly easy to play if you do <foo> while being terribly hard to play if you do <bar>, I'm afraid I can only see this as a red-herring argument, or possibly a misguided one in the first-place.
the easy region is supposed to be the neutral ones.
Good should be challenging in a different way than evil, but still more challenging than neutral.
Protecting from what? Having holes dug in the ground? How is a land killing people trying to make a living in the only way they know how good, at all?I agree with HugoLuman. Good areas should be nice, not vengeful. If you're afraid of nice == easy, don't worry; they'd be nice to goblins, too.
Protecting is not being vengeful. Are we vengeful when we cut a tumor out of a patient? As stated before, there has to be a reason why only elves live there. Otherwise, everyone would want to live in the land of happiness and healing rains. Its not that I'm afraid of nice being easy, I'm afraid of nice being stupid and gamey. Not that there's anything wrong with healing rains and everything else. That should all go in, but there should be a cost associated with it, and that cost should be protecting the land. I feel that savagery should only alter how soon you hit the cut off of how much despoiling the land is willing to take, and maybe the response, where in benign lands you just get cut off from all the good effects. In mirthful you'll occasionally get a small amount of unicorns ambushing you in addition to losing the effects. And in Joyous Wilds you get a never-ending siege of unicorns and walking trees and what not, plus losing the effects.
-snip-I think that, ideally, each type of land should offer its own challenges. For instance, evil areas have you fighting the undead and such, but goblins really don't survive long enough in this area to be dangerous. Good areas are easy to live in, and might (for instance) give hungry dwarves fruit and heal them, but enemies are also going to get those benifets, and dwarves would be less motivated to work.
Once again, I have to ask, "why?"
I don't think Good should be more challenging than Neutral. I think it should just be more strange/interesting.
How is protecting yourself not good? It would only be mean if it was unwarranted. And dwarves do more than dig in the ground, 2 years after embarking my dwarves have clear cut the whole embark area and slaughtered every animal in the region. The ground and stream is awash with blood, the whole shape of the land has been changed as I decide this slope would make a great cliff for the entrance of my fortress. And stopping that is what I mean by protecting. We're unwanted invaders in the area. I'm sick of the argument that "good lands passively sit back and be destroyed while helping those that are ruining it." The whole point is that it is a great and fertile land, but it has protectors. And those protectors should be the unicorns and satyrs. It should have creatures that don't understand mortals and hurt them in tricks like fairies. Gnomes should just be curious and pull levers and drink your booze. If you play by their rules and only dig a hole in the ground, and don't cut down too many trees, and don't massively change the landscape, you should get rewards, but you shouldn't get the benefits if you're there to destroy the natural beauty of the place. Otherwise what are the purpose of the good biome creatures?Protecting from what? Having holes dug in the ground? How is a land killing people trying to make a living in the only way they know how good, at all?I agree with HugoLuman. Good areas should be nice, not vengeful. If you're afraid of nice == easy, don't worry; they'd be nice to goblins, too.
Protecting is not being vengeful. Are we vengeful when we cut a tumor out of a patient? As stated before, there has to be a reason why only elves live there. Otherwise, everyone would want to live in the land of happiness and healing rains. Its not that I'm afraid of nice being easy, I'm afraid of nice being stupid and gamey. Not that there's anything wrong with healing rains and everything else. That should all go in, but there should be a cost associated with it, and that cost should be protecting the land. I feel that savagery should only alter how soon you hit the cut off of how much despoiling the land is willing to take, and maybe the response, where in benign lands you just get cut off from all the good effects. In mirthful you'll occasionally get a small amount of unicorns ambushing you in addition to losing the effects. And in Joyous Wilds you get a never-ending siege of unicorns and walking trees and what not, plus losing the effects.
Seriously, I'm sick of the argument of "Good lands are obviously supposed to be a place where the land kills people who do stuff the land doesn't like!" That's not good. That's mean, at the very least.
I think healing rain that heals goblins is going to up the challenge level quite a bit. Animals that are being hunted getting healed does as well.And those healing rains should be there, although I don't see how it ups the challenge if your dwarves are being healed at the same rate at the same time.
Any kind of buff to everyone is still an advantage to the residents. That doesn't count as a new challenge; it makes things easier.This, and that's why, at the very least, you should be able to lose that buff. Although it would be better, if in the more savage areas, you also have to answer for your actions.
How is protecting yourself not good?
Once again, I have to ask, "why?"
I don't think Good should be more challenging than Neutral. I think it should just be more strange/interesting
I think that dwarves also regard the craft of constant alchoholism in much higher regards than anything else. This seems reflected in many of their works. Like engravings of engravings of cheese, or their diet of two meals and four drinks per season, or the fact that a newborn (dwarven) baby's first meal is probably alcohol. They need alchohol mentally.Sunberry's make the best alcohol so good regions would be the best lands for them.
Quote from the new updated dev page: "Scrap good/evil lands for lands with more variety"
I guess much of this thread was just nullified ^^
What does sphere land imply?
What does sphere land imply?
Sort of that instead of having generic Good/evil lands of different degrees, we'll have lands associated to the different deities and their spheres. For example lands of fertility, lands of murder, lands of wealth etc.
What does sphere land imply?
Sort of that instead of having generic Good/evil lands of different degrees, we'll have lands associated to the different deities and their spheres. For example lands of fertility, lands of murder, lands of wealth etc.
It would even be possible to include multiple ones. Like a land of Fire and Animals.
Maybe it would be an idea to make a new thread for sphere land suggestions (my search didn't show any existing) and list all the current deity spheres along with suggestions for which effects would be suitable for each of them? ^^I've been meaning to do that for a while.
Edit: As well as copying the relevant bits from here ofc.
*snip*
Maybe, or maybe just that those that attempt to occupy a place are given help or hindrance according to their ability to dominate the locale or tendency to be overcome by it. You're an agricultural-esque grouping, fertile lands are your bread-and-butter (in some respects, literally?) but surviving on a bleak, remote mountain-side is another issue. Someone else might relish hunting mountain-goats, but can't handle the verdant river-plains, with so much goddarn life! What are you supposed to do with seeds? It seems like everything grows but what you want to grow. And the stuff that moves... The bugs? They're huge and many! And will eat you alive! Trees and long grasses obscure your view of hostile carnivors and the undergrowth is full of plants with spikes and poisonous bits! Is that a tiger, in that dappled shadow, or just a dappled shadow? Ouch!! Did I mention the bugs?!? And have those shadows moved!?! Bugger this, give me my bow, I'm off back to the mountains!Ah, so pretty much the same thing I thought you meant, only with cause and effect reversed. I see now.
Nah, I get what you're saying! http://tvtropes.org/pmwiki/pmwiki.php/Main/ElementalRockPaperScissorsI'm going to have to invoice you for that time, you know.
Nah, I get what you're saying! http://tvtropes.org/pmwiki/pmwiki.php/Main/ElementalRockPaperScissorsI'm going to have to invoice you for that time, you know.
(It wasn't so many jumps to reading the notes about Wild Weasel (/SEAD) missions, actually, and I was dissapointed that the More Dakka page was one disallowed to have Real Life examples, but after a detour through The World Is Made Of Cardboard, and via a tenuous route revisiting the world of Firefly, I... erm... well, I must have done something else during all this time, but I honestly can't remember what. And that's while operating four separate computers on my desk here, only one of which was actually Troping...)
Nah, I get what you're saying! http://tvtropes.org/pmwiki/pmwiki.php/Main/ElementalRockPaperScissorsI'm going to have to invoice you for that time, you know.
(It wasn't so many jumps to reading the notes about Wild Weasel (/SEAD) missions, actually, and I was dissapointed that the More Dakka page was one disallowed to have Real Life examples, but after a detour through The World Is Made Of Cardboard, and via a tenuous route revisiting the world of Firefly, I... erm... well, I must have done something else during all this time, but I honestly can't remember what. And that's while operating four separate computers on my desk here, only one of which was actually Troping...)
I always imagine people cackling evilly and muttering "Now they're gonna lose their whole afternoon!" when linking to that site.
how about trees that when hacked at by a tree cutter, uproot and run away, or even defend themselves? would be funny and make the good aligned region less boring. maybe add a gnome race which worships trees, standing around them in prayer and killing anything which dares to chop down their beloved gods! maybe in good regions unicorns should attack you for butchering animals, as it goes against their moral code. maybe have more good aligned and brutal creatures spawn in to help the unicorns. tons of ideas!
So why must gnomes be shorter clones of elves? Seriously, we already have elves that worship trees and kill people who chop them.
Why must Good regions be lethal at all? The point of them is to be more hospitable, not to murder your dwarves or make them useless.
So why must gnomes be shorter clones of elves? Seriously, we already have elves that worship trees and kill people who chop them.
Why must Good regions be lethal at all? The point of them is to be more hospitable, not to murder your dwarves or make them useless.
So why must gnomes be shorter clones of elves? Seriously, we already have elves that worship trees and kill people who chop them.
Why must Good regions be lethal at all? The point of them is to be more hospitable, not to murder your dwarves or make them useless.
Well, the point most people are trying to get across is that dwarves generally aren't a good-aligned race but usually (lawful?) neutral, not taking the actions of the player into account, and as such would most likely be considered invaders in a good region. Besides, we also already have the Benign/Neutral/Savage distinctions on top of it to allow for further variation.
If one where to settle a good region and not cut down any trees, dig up the ground too much, hunt the wildlife etc, you'd probably be accepted and not set upon by its magical denizens. Generally though, most players playing normally would upset the magical forces present and should suffer as a result. In a benign good region (Serene) there shouldn't be that many dangers. But a savage good region (Joyous wilds) should have you beset by Ents, Unicorns, Satyrs etc if you disturb the peace, in my opinion :P
Then again, arguing over how to interpret the "good" part of good regions is kind of moot since they'll most likely be revamped into the sphere alignment regions before any major changes are done :>
Yeah, they're due to be replaced. However, good doesn't mean "unspoilt nature, defend rabidly", good means "benevolent, empathic, sympathetic, kind, etc."
Murdering someone for being "DnD neutral" and not "good" seems more evil to me. TBH, nature spirits that murder defiliers are usually grouped into some kind of DnD neutral. The whole "nature trying to kill you" seems like the point of Savage regions.
For good regions, I imagine them being more like "the giving tree," giving their resources to those who need them but wind up exploited and thus slowly disappear.
ninja'd
Simple: regions aligned with the thematic spheres: http://dwarffortresswiki.org/index.php/v0.31:Sphere
For example, a "nature" aligned region might be somewhat like what you suggest for good regions, a "food" aligned zone might make crops and livestock more bountiful (or have plants that make pies), a "love" aligned zone might make dwarves fall in love more often, etc.
I really don't understand. Good regions are supposed to be...Good. Easier. It doesn't make sense to make a good region more dangerous than a neutral region. Then it wouldn't be good.Because dwarves aren't good, they're neutral. Expect to be punished (e.g. turned into an ent or tree) for defiling sacred forests and stuff.
Instead of suggesting a revamp of the Good Regions and how they are easier...Try an Evil Region.
I could see this working with syndromes and the up and coming personality traits.
I imagine one of the new personality traits that a dwarf could have that could deviate from "dwarven society norms" is a kind of pacifism. They refuse to join a squad, they refuse to pick up a weapon and would rather run than fight. They also will never have a violent tantrum. You might get one or two stray individuals in your fort with this trait naturally, but it'll be easy enough to stick them with some civilian job where they won't be expected to fight.
Now imagine a cloud that induces this personality trait on anyone who it envelops. Imagine your well-trained military suddenly gets caught in it. While it wont' kill or send a single dwarf to the hospital, it has none the less rendered your military useless.
I really don't understand. Good regions are supposed to be...Good. Easier. It doesn't make sense to make a good region more dangerous than a neutral region. Then it wouldn't be good.
Instead of suggesting a revamp of the Good Regions and how they are easier...Try an Evil Region.
I admit I haven't read the entirety of the thread, but how about making Good regions problematic for psychological reasons?
What would a "good region" be (in general, not specifically DF)? Well, a region with strong influence of powers with Good alignment. So, how about simply making such regions cause the inhabitants to be less tolerant toward evil and violence, and having bad thoughts when such things occur?These effects would be fairly minor, so that the game doesn't differ too much from the norm, but still they'd accumulate over time. I envision a 10 year fortress to be more "converted" than a new one. This will cause fortresses to become progressively less violent over the years (with an appropriate cultural impact, when cultures are properly introduced) and therefore less efficient in certain areas, such as military. On the other hand, we can expect less tantrums, but it still should be more of an inconvenience than a boon.
- Hunting and killing animals may cause a minor bad thought, possibly greater for Good creatures like unicorns.
- Witnessing violence may cause more bad thoughts than normal.
- Killing invaders may cause bad thoughts too.
- The hammerer has insomnia, as his job is giving him a moral dilemma.
- Eating meat and wearing leather becomes uncomfortable to some citizens, as they are produced through suffering.
- And so on.
So in essence, your dwarfs turn into elves?
How about good mist that releases creatures from chains/cages?
How about good mist that releases creatures from chains/cages?
How about: Wildlife Siege (good regions only)
You find an ancient book amongst the belongings of a dead elf
~Ancient book - written in human~
At first our people were no different than humans, we took from the land to build temples honoring the gods and great walls for protection. Great tales were told of adventures to faraway lands, where sun berries grew, and feathers coated the earth, and all manner of food and tree were plentiful. The kings sent many an expedition to colonize these places, and here our people prospered, it seemed that all around, there was no end to the bounty of the land.
Then they came.
A tide of fur consumed our towns, our temples were destroyed, our walls could not keep out the winged assailants, our dogs turned on us, and the sewers ran red with blood. Though they did not speak any human tongue, their demands were clear, submit to the will of nature, or die.
For thousands of years, my people lived in fear, under the rule of the animal kings. No longer would we know the protections of four walls and a roof, or the warmth of a fireplace, for tree cutting was forbidden. No longer could we document our history, for writing with the ink of an octopus and the feather of a bird was punishable by death. Though many secretly held strong the beliefs of the old gods, we could no longer construct temples in their honor, instead, we were forced to create crude and simple temples, to honor the titans which ruled over us.
In the trees we now lived and depended, we grew short, thin, and agile to survive, our ears became more perceptive, and grew to points. Our language changed drastically, many of the hard consonants used by humans faded from use, as our people chose to speak softly and quietly to avoid being overheard by our rulers.
- Here the writing changes to elf -
As it no longer seemed apparent that elves and humans could be related, trade was allowed, but only under the watchful eye of our masters, do not be fooled, those "pack animals" may carry our goods, but their eyes watch our merchants and report to our masters, even in faraway lands, we can never be free.
How do I know all this you may ask, among the oldest of the human cities, I was sought out by a man who would not speak his name, and he gave me this book, I have hidden it among my possessions and write in it when the mules are grazing. He would only tell me that this was a documented history of my people, passed down and copied many times through many generations, and that all elves must read it and rise again to truly be free. Though this book has taught me much, our rulers have many spies among the elves, the druids are but puppets, I cannot trust it to anyone.
I am Ririli EarthOrders, elf merchant. Our caravan has visited many towns and mountain halls, and in each we have pleaded that the inhabitants to cease cutting down the forests which surround them, only to be scoffed at and ignored, little do they know, and I cannot tell them, for when I speak too loosely I can feel the breath of a Donkey at my back, ever-present, waiting for me to make one mistake.
It is in the mountainhomes where I see what you might call 'freedom', the dwarves submit to no gods, purge the members of their society which believe themselves as rulers, reap the lands with no concern for anything but the booze in their barrels and the steel in their forges. They seize our goods, and I sense the mules at my back, I can only utter the words "take what you want, there's nothing I can do", the feeling of submission is never far from the elven heart.
I cannot live like this any longer.
Upon reaching the nearest forest retreat, I will tell the elves of the 'atrocities' committed by the dwarves against nature, against our rulers. I myself will lead a war party against the dwarven halls, which I have seen first hand, the walls there are insurmountable, their defenses impenetrable, even the armies of the goblins would fail against the mechanations of the dwarves. My brethren do not know this, but I know one thing, I would rather die under bolt and hammer, than horn and hoof.
[/spoiler]Spoiler (click to show/hide)
[snip] sieged by [snip] Na'vi [snip]Brain Bleach. WHERE IS IT OH ARMOK THE HORROR!!!!!!!
[snip] sieged by [snip] Na'vi [snip]Brain Bleach. WHERE IS IT OH ARMOK THE HORROR!!!!!!!
Fractalman has canceled post: went insane.
Scrap good/evil lands for lands with more variety
Core94, RANDOMIZED REGIONS AND THEIR FLORA/FAUNA, (Future): The current good/evil regions should be scrapped and replaced by a system that aligns a region to varying degrees with a set of spheres. In this way you could end up with a desert where the stones sing or a forest where the trees bleed, with all sorts of randomly generated creatures and plants that are appropriate to the sphere settings. It's important that randomly generated objects be introduced to the player carefully during play rather than just being thrown one after another to allow for immersion, though there's also something to be said for cold dumping the player in a world with completely random settings, provided they can access enough information by looking/listening and having conversations, etc.
Threetoe: Okay, so the second question comes from King Mir: 'You've stated previously how the good and evil regions are ultimately going to be replaced by sphere-aligned regions. Recently you added a lot to the evil regions; how have these changes affected your future plans? Are you going to put as much work into every sphere? Will some spheres be much more distinct than others, or will you just stick with good and evil?'
Toady: We did add a lot of undead and blood rain and mists and things floating around in the evil regions because we were just on our continuing night creatures drive, to get through those. It hasn't really affected the long-term plans. We still plan to diversify what the regions look like. The spheres ... talking about them specifically, like sphere-regions, is ... when you say, 'Will some be more distinct than others?' there are spheres like 'trade', or something like that, where because that's such a civilized concept ... there are probably going to be some spheres that simply aren't appropriate for regions, and a sphere is really just an idea, or a concept, so if you want to make one region more musical, or fiery, or evil, or torture-based, or darker, these different concepts ... that's really what we're getting at, that we wanted to have a strong sense of flavoring to the regions that sets the atmosphere but doesn't just go along this linear scale of good or evil, that allows things to be more diverse. So in a sense just adding stuff to the regions moves us along the way there. We haven't really started that project yet, but I it's still something that I think we're planning to do.
Maybe there could be syndrome clouds that could completely brain wipe dwarves, so they lose their ability to speak and do pretty much everything. They would act similar to zombies, but instead of being UNDEAD and OPPOSED_TO_LIFE they would strip naked and live in the wilderness.
Given the choice between a neutral dwarf, a goblin that beheaded an entire family of humans, and another goblin that tortured a cat once, creatures behaving like this would ignore the dwarf(unless it does something foolish like attack the evil-hunters) and go after the family-slaying goblin first before focusing on the other one.
So basically slightly weaker husks in all but name?