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Messages - Iä! RIAKTOR!

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1
If the queen happens to cut herself on some cutlery or something accidentally and is bleeding, be sure to kiss the wound to make it all better.

-1 from me. I may be in the minority, but I'd rather not have vampire Misty.
-1 from me as well.
-1 from me as well
-1 from me as well.
This ISG is called The Littlest Cheesemaker, not The Littlest Vampire Cheesemaker.
Jokes aside, I feel that her becoming a vampire just wouldn't feel right storywise. It would be jumping the shark at this point.
+5 from me, she will have a lot of time for training her cheesemaker skill as vampire, also she will become Overseer
-6.  We don’t want her stuck in a room full of levers for all eternity.
+7, she can break doors in tantrum or just go out when will be her turn for become Overseer.
- (N+1) where N= the previous vote. MISTY IS A WHOLESOME TREASURE AND SHOULD NOT BE DAMAGED BY AN UNENDING THIRST FOR INNOCENT BLOOD, OR WORSE, BEING A DF OVERSEER.
+(v+1) where v is the number that the previous post subtracted

Her becoming a vampire will allow for cheese making practice, also she can subsist on the blood of the animals she milks for the cheese

while (Misty !== Vampire) {
  // disallow vampire
}

In the midwinter of 2021, Iä! RIAKTOR! changed Misty from a dwarf into a dwarf vampire.

2
DF Dwarf Mode Discussion / Re: Please Don't Bring Back Dwaren Economy
« on: January 31, 2021, 09:33:26 pm »
I feel like this would fit better in the suggestions subforum, or
Spoiler (click to show/hide)
I highly doubt the economy would be implemented in a similar fashion to was came before. It's complete absence results in many strange and highly unrealistic situations, however it's implementation would also (likely) result in many strange and highly unrealistic situations.

I kind of believe the economy isn't necessary if only the farming was balanced. The return of a starvation threat would be so very enjoyable, and bring more meaning to the incessant manufacturing of goods most players seem to engage in.
Dwarven economy is simpler to add. Just by code that used for bolts in quivers, but for coins in pouches.

3
DF Gameplay Questions / Re: Waiter, good creatures please!
« on: January 31, 2021, 05:22:37 pm »
Good: All creatures restricted to spawn in good biomes https://dwarffortresswiki.org/index.php/DF2014:Surroundings#Good

Evil: All creatures restricted to spawn in evil biomes https://dwarffortresswiki.org/index.php/DF2014:Surroundings#Evil, bogeyman, nightmares, blind cave ogres, goblins, trolls
Spoiler (click to show/hide)
and probably more. You can just check raw files for [EVIL] token.
Gorlaks are good too.

4
DF Gameplay Questions / Re: Is there a way to disable temples?
« on: January 31, 2021, 05:21:50 pm »
Just remove religion from the dwarf entity? ([RELIGION:PANTHEON] )
Don't think they generate praying needs if they don't worship anything.

But note that some will pick up religion from nearby humans and elves, so either deal with them, or remove religion from each of the entities.
Yes, plague of worshipping spread around worlds, so I almost can't find atheistic goblins when build goblin fortress.

5
DF Suggestions / Re: Necromancer Needs Rework (My Conception)
« on: January 31, 2021, 05:19:24 pm »
Maybe when all the world is consumed by necromancers, the world is magically reset, deleting all necromancers and their influence(sites, slabs, books with necromantic secrets, experiments, everything). The starting population of civilized creatures will be placed back into the capitals of their respective civs and the world starts anew. Probably implied to be Armok’s doing, though this is never explicitly mentioned(perhaps saying that a “divine force has wiped the world clean of all necromantic influence”).
This shall looks stupid.
Honestly, this may be a little off topic, but I feel like necromancers shouldn’t all just go out and build towers and stuff like that. Learning the secrets of life and death is just, that. You read a book and you get them. There theoretically shouldn’t be anything that changes a necromancer’s personality, but that is what we see right now, with them having personalities that just make them shitty people(like wanting to conquer the world). Perhaps some necromancers, when they turn, hide their identities and decide to live quietly in a town until they are found. After all, they have become immortals, what else could they want? I’m sure not everybody wants to rule the world. Right???
Why not? Ruling th world is very interesting goal, especially if you are immortal.
Optimally, the game should be able to adapt to whatever magic/technology/mechanics are made, and find its own ”balance” that way. This can be done by actors simulating a few strategies and using the one that works best. This mirrors the real world in that major advancements can be done, but eventually are counteracted. Sometimes, the best strategy may very well be to just adapt that advancement in return. Toady has talked about this (in one of the DF talks, I believe). Something like ”magic worlds are inherently imbalanced, but as long as both sides have the magic it should be fine”.

The problem with necromancers, is that using necromancy gives a clear military advantage, but both sides can’t have necromantic powers. The ”good guys” can’t get necromancy as that would turn it into a crapsack world nonetheless, which shouldn’t always happen, and current necromancers have no reasons to turn against each other, being seemingly driven only by a hatred for the living rather than having a wish for world domination. The living also can’t rise up once necromancers have won. The consequence of this is that all worlds with necromancers will sooner or later fall to the armies of undead, and then become stale, the only balance met is that of stagnation.

So how do you solve this?
You could nerf the necromancers, but then that only decreases the likelyhood that they will achieve world domination. It will still happen in older worlds, as they will have more chances during worldgen in those, just as the chance of getting a Nat 20 is higher the more times you roll a die, even if you switch from a D20 to a D100. Nerfing them too much also removes them as a threat for the player to deal with which would be a shame.
Alternatively, you could allow the world to return to ”normal” by having the necromancers and their underlings fight internally. Perhaps the necromancers really want world dominion? Then you could have late-game necromancer entities replacing the mortal ones. The undead lieutenants may also want some share of the power, or maybe the technically mortal experiment populations could rise up against their overlords, wanting to reestablish the old world. You could even go as far as having some natural counter against necromancers, like divine summoning of new populations of dead races to fight back, or anti-necromancers. But these counters must act after the necromancer apocalypse, and be able to arise spontaneously, otherwise the main problem of necromancer stagnation will not have been dealt with.
If necromancers existed in real world, they shall made the same results as in game. Maybe, with more diverse architecture.

6
Just read wiki about animalmen and then not spent skillpoints for 'useless'.

7
DF Suggestions / Re: Necromancer Needs Rework (My Conception)
« on: January 25, 2021, 09:01:07 am »
Sorry for curse word, but game really not need any balance at all.

That has nothing to do with what I wrote.

The game does need balance, and real life has balance, too.
Real life has no balance, so game no need it too.

8
DF Suggestions / Re: Rocket Batteries
« on: January 25, 2021, 08:57:31 am »
Also, gunpowder may be made y very different recipes. As example, gunpowder from aluminum dust mixed with minium (red lead).

9
DF Suggestions / Re: Necromancer Needs Rework (My Conception)
« on: January 25, 2021, 08:54:18 am »
No damned balance for this game! Real life has no balance, so why magic world can need it?

I'm just going to rehash my response to this nonsense argument that I used the last time you trotted it out:

Toady not need to do any balancing. Real world have no game balance at all.

While partly true, it's also kind of a false metaphor.  Real-world people react to the "imbalance" of their "game", and that tends to create a new equilibrium we would consider "balance".

To give a very generalized summary of military technology, the Middle Ages were "balanced" around castles and wearing heavy metal armor favoring the super-wealthy that could afford such things dramatically over masses of peasants, and then cannons "ruined the balance" of castles and metal armor, only to create a situation where you tended to have a "rock-paper-scissors" dynamic between musket infantry, cavalry, and cannon units where armor was useless for a few hundred years before that "balance" was ruined by technology like machine guns and tanks in World War One.

In fact, in one game I was playing recently, they included a real-life US Army TRADOC (Training and Doctrine Command) manual that they said inspired the balance of the game, and sure enough, on one of the first pages talking about how infantry should be expected to be carrying anti-tank weaponry, they straight-up include a rock-paper-scissors "balance" of modern military units diagram in a discussion of how there "is no 'ultimate' or invincible weapon. The modern battlefield is a contest of measures and countermeasures which, taken together, and on balance will determine the outcome of battle."

The problem is that, unlike real life, there is a limited capacity to adapt new measures in this game to changes to the meta.  That's why people complain about game balance in games, since you're not allowed to invent your way out of problems the way that real people do by the nature of the game's restrictions.
Sorry for curse word, but game really not need any balance at all.

10
DF Suggestions / Re: Other games for getting interesting ideas
« on: January 25, 2021, 08:53:17 am »
While there are certainly mechanics that other games use where I wish Toady would crib some notes, such as having a "keep ordering more of this type of object until you hit X units in storage" mechanic, just ripping off whole storytelling concepts from entirely different genres will only dilute the uniqueness of Dwarf Fortress's emergent storytelling capabilities.

Also, why would you think Toady wouldn't know about things like Half Life?  It's one of the most influential FPS games ever made.  You're not even trying to describe a way to use the idea, just saying "go look at Half Life".  What value could this possibly have?  (And then ending on a Rick Perry moment of not even remembering your last example is kind of perfect...)
Yes, mechanics. Very interesting mechanics, like fruits that can scream, liquid drinkable memories, candles made out of souls, radioctive mineral that grow like grass.

I don't know what games or other things are popular and what aren't. And also I remembered example game - Command and Conquer.

11
DF Suggestions / Re: Rocket Batteries
« on: January 25, 2021, 04:27:53 am »
I like your ideas, but Toady not want add gunpowder unto game. Correct me, if I'm wrong.

12
DF Suggestions / Re: Necromancer Needs Rework (My Conception)
« on: January 25, 2021, 04:25:50 am »
Personally my idea of balancing for necros would be to strip them of all intelligent undead warriors(except  luitenants, and intdead of necromancers from their group). I highly doubt any sapient creature when returned to life as an int-dead would want to side with a necromancer.

I feel like crowd killing siege engines like catapults, ballistae and possibly rudimentary rocket launchers with iron head missiles will make undead much easier opponents, especially when they are finally given wheels.
No damned balance for this game! Real life has no balance, so why magic world can need it?

13
Not sure if allowed to link to other sites but its the wiki so hopefully its okay.

You can find pages for full lists of entity, creature and profession/skill tokens: https://dwarffortresswiki.org/index.php/Category:DF2014:Tokens

Hope that in some way helps!
That https://dffd.bay12games.com/file.php?id=14543 files I mean.

14
DF Modding / Re: Creature an Entity creation RAWs blank sheets
« on: January 24, 2021, 10:40:13 am »
Good, but that was tacke much time for search, so I use my necromacer powers for simplify this process if I will need this files again.

15
DF Modding / Re: The Civilization Cookbook
« on: January 24, 2021, 10:15:04 am »
New version needs new science.

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