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Messages - Kogan Loloklam

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Today, I saw my favorite video game developer advocate for donations to a charity that funnels money to an organization literally named "violence."

I dispise any place that has a second class citizenship system, but as the man of peace, Nelson Mandela, taught us... You cannot find peace through violence.


I'm angry, disappointed, and disgusted by that unnamed video game developer, whom is directly helping the purchase of more weapons of war. The fact someone is wearing body armor does not make shooting at them okay. Even if they're bad people.

This made me sad.

2
Thank you, I appreciate your answers. My question was satisfactorily answered.

3
Not sure which sort of equality you're offput by, exactly.
Trying to be polite to avoid the fire.
Me and him had an email exchange once consisting of a single back and fourth that took me from being an ardent fan to never reading his comics again. I am looking to see if he changed his general attitude.

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Is Thunt still aggressive in pushing his views on equality? And have they changed since 2013?

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DF General Discussion / Re: Future of the Fortress
« on: July 02, 2015, 07:04:58 am »

Quote from: Kogan Loloklam
Will forgotten beasts be able to infect syndromes like they can that are already linked? Paticularly Alcohol?
I'm not talking about alcohol breath. I'm talking about contact poisoning or other contamination issue that increases the alcohol consumption flag. Or other already present syndromes.

I haven't generated any of them like that.  A creature in your raws could use the alcohol syndrome though.  I might be misunderstanding though.
I'm pretty sure procedural FBs pull from all available syndromes.  So what I am asking is basically would a giant butterfly FB be able to infect the drunk syndrome into it's victim from it's poisonous powder in a manner that plays nice with current drunk syndrome, making an alcohol based drunk even drunker on FB butterfly dust.
But also anything with exposure flags. Will procedural based syndrome effects be able to tick a common flag. Like drunkenness. Taking them from buzzed to alcohol poisoned even though there was no alcohol.

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DF General Discussion / Re: Future of the Fortress
« on: June 16, 2015, 07:42:48 am »
Will forgotten beasts be able to infect syndromes like they can that are already linked? Paticularly Alcohol?
I'm not talking about alcohol breath. I'm talking about contact poisoning or other contamination issue that increases the alcohol consumption flag. Or other already present syndromes.

7
DF General Discussion / Re: Future of the Fortress
« on: May 17, 2015, 11:49:42 am »
So the question is, will things that are forbidden to dwarves due to their ethics be allowed by immigrants, like an elf butcher or cook making sentient creature products? Or did I misunderstand again?

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DF General Discussion / Re: Future of the Fortress
« on: May 12, 2015, 11:42:39 am »
actually I really hope giving tasks to Adventures is low hanging fruit. not just having them kill people, but sending them out to rescue kidnapped children and recover stolen artifacts.

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DF General Discussion / Re: Future of the Fortress
« on: May 12, 2015, 08:02:08 am »
will you be able to use a kind of kill orders thing to make use of monster hunters to clean out pesky troublemaking critters?

It's rare, but I can think of a few times I wished to have a paticular monster eliminated. Mayors and such ask all the time, it'd be nice if we could specify a will of the fortress quest.

If so...
In the next release or two can we set adventurers out after offsite creatures that annoyed us? And will we be able to track rumors we heard about it via a quest management screen or something?"
I'm actually kind of geeking out about that last one. The fortress of Nimemonol is locked down tight. The last assault of Tomusil the Deprivation of Cavities was a high cost. Then the Caravan arrives, telling a rumor that the Human adventurer you asked to slay the foul beast, Pundik Paddlebrook, succeeded.  You celebrate. The gate are opened. A festival begins! Children laugh and play in the streets! The inn breaks out the good wine! You are elated! ... And then the beast returns. The adventure you asked to take care of the dragon lied. The dragon ravages your marketplace. Dwarves die in droves.
The survivors pickup the pieces. The beast demanded a high price. Every Granite 5 you have to send a cow and 4000 gold coins. A goblin adventurer comes by your decimated populace. He asks if you have any tasks. A new quest tab is added to your quest screen. "Slay Pundik Paddlebrook. Given to Streras Gobsnot on 8 Slate, year 126."

I know that most the items in scenario are some ways off, but I think it's coming. I'm just interested in our interaction with adventurers right now in the current release plans. Or in the next release plans.

Darnit. Okay. One more... (which was anseered by MrWiggles below)
Wine quality and aging and options to "break out the good wine" for a festival in the near future?

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DF General Discussion / Re: What's your favorite PowerGoal?
« on: March 28, 2015, 06:54:47 am »
I just want to see all of  world gen to happen during play, and then I want to charm my way into the royal line and build a dynasty that lasts for 10,000 years.
You know, nothing too fancy
8)
So I'm really anticipating Core 59, 60, 63, 77, and a bunch of other stuff, some that isn't even on the list.

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Even a simple yes speaks volumes. Most will add a few extra lines explaining it. You will get your answer from it though.

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DF General Discussion / Re: Future of the Fortress
« on: March 22, 2015, 07:48:07 am »
That specific song form should have chants, yes. Also, those chords will never sound melancholic, unless you use notes outside them, or use extremely carefully considered expression. A vocalist would certainly make that easier.

What I am suggesting, is that simple one voice songs can be generated within the meters and scales generated by DF. That's what I did. I didn't put in chants, because that would be difficult to generate. The song that I made only has things that I thought would be easy to program.

The idea is that such a song is more like a jam session by the musicians in the game.  You would hear it when within a certain distance of musicians that are playing, and the song would be appropriate to the song form that the musician plays.

Toady, would you consider making key parts of the randomly generated musical forms stored in such a way that they could be reasonably easily accessed by external programs that convert them into audible music?
I get that those notes are probably difficult to play melancholic. I'm not a musician and don't know what all the descriptions mean, nor do I know what a rofela is. I do know that upbeat music played on an indian flute can sound pretty melancholic to me. It would be cool to have a musical change as you approach musicians. Not sure what he plans now for adventures approaching it. Maybe something like "You hear music and/or singing to the northeast or something. Playing a different speical tract of music at the same time would definitely improve atmosphere. I wonder if he is planning that?

As for the xml dump, specify how you would find it useful. Like MrWiggles says, right now you are likely to get it in the same format as exists currently.

(Edit: question in blue was answered by Simrobert2001. Thanks Simrobert2001.)
Toady, will you be making a different soundtrack that plays according to events in game to improve situational awareness? Like a 'combat to the death' tract, a 'I hear music' tract, a 'I'm quick traveling' tract, exc...
And...
How do you plan to display adventures approaching music?

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DF General Discussion / Re: Future of the Fortress
« on: March 21, 2015, 08:48:44 pm »
I already brought this up in the suggestions, but how do you feel about the game producing actual music following the rules you generate? As in, simple one voice folk songs that you hear when you walk by a musician who's playing. I made a song following one of your formats by just picking random notes and rests within the chords generated for a form.

https://soundcloud.com/nethodsod/the-grasping-oaks

It should be quite easy to program, since all I did was follow the two meters exactly, and then pick a random sequence from the chords for the melody. It alternates between the two chords, and has a brief segment where I randomly picked any notes from the whole scale. That happens between 1:45 and 2:30.



This song should be accompanied by a chant. Given the name, I suspect it should be an elvish chant of an unspecified but specific poetic form. It's a primary melody done passionate and loudly. Also the chordal guidelines were 'melancholic and soft' for the instrument. 

Generated music suffers from the interpretation problem.  Toady couldn't make something that could do this justice,  although we can take the data and demonstrate the richness it represents. That is what really makes this game great. I look forward to hearing what you output on the next release, but don't expect this in the game because it isn't practical.  Unless you really want to argue my opinion of the tone being not soft or melancholic is an error on my part and most of the world would disagree? I guess he could eliminate the descriptions and make it an entire generated sound file, but then he'll have to make that poetry generator he always threatens about in the form he threatens, and a text to speech synthesizer,  and other stuff that is inconsistent with an ascii game he made.

No, what you ask for is and always will be in the realm of user created content. Inspired by DF, but made by us. Please though, make more, inspired by the legends of worlds you play in.

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DF General Discussion / Re: Future of the Fortress
« on: March 20, 2015, 07:49:43 pm »
Will the next release allow religion to inflitrate a civ like poetry?
(referring to the study of poetic elf forms that returned to his civ. Human Seeker of truth finds religion in dwarvish god of hate, and starts a temple in his civ.)

Will 'schools' of (dance/poetry/song/exc.) Attempt to supress divergent styles?
Will religions have style flavors, and if so, can they be declared heretical?
Will religions try to destroy each other and purge megabeast cults and other non-civ religions?
Will favoritism lead to teachers spreading knowledge of rare forms only to their "best student"?
If the previous is true, could that lead to murder?
Mostly I am curious about the kinds of murderous motivations these new changes might add.

Edit: aaaaand updated devlog expanding this train of thought...
Will religions sometimes consider certain knowledge heretical and hold book and/or people burning to supress it?
And if so...
Will religious hit squads(or other 'suppression of knowledge' crews) show up to kidnap tavern patrons or even your own dwarves? And can you choose between giving up or hiding Uristileo possibly risking an inquisition attack and Civil War in your fort?

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