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Messages - Felblood

Pages: [1] 2 3 ... 45
1
DF General Discussion / Re: Future of the Fortress
« on: July 08, 2019, 05:15:15 pm »
If you really want to explore the connections between the 3 modes in one world, you can generate one with hidden legends and try to reveal the legends. An adventurer can uncover some legends by chatting with people about people, artifacts and problems, but exploring a retired/dead player fortress and reading the engravings is generally faster.

This leads me to some new questions:

1.Is unlocking hidden legends still going to be one of the ways that you expect players to measure progression?

2. Is there ever going to be an option to hide only part of the legends?

Currently, I have to choose between knowing where every secret artifact was stashed, versus not even knowing if my native civ is at war with anyone.


I can see a number of ways to come at this, from hiding any secret legends and those over 100 years old, to just randomly hiding 50% of all legends data, so players have something to unlock, while still being able to somewhat get their bearings.

2
DF General Discussion / Re: Why are goblins immortal?
« on: April 07, 2018, 11:25:43 pm »
In the course of forging his servants, from the various races he had collected in the Pit of Angband, the First Dark Lord Morgoth infused them with a piece of his own will and essence. A circular thread, forged from his own corrupt, divine essence, which plays an infinite loop of his own burning hatred and cruelty inside them.

For this reason all of his children, not just the orcs and goblins who can claim elven heritage, but the rock trolls and fire dragons are all descended from the fallen Valar himself. Unless killed they do not die.

They are demigods.

It was this habit of weaving parts of himself into his many creations that ultimately left him frail enough to be defeated by mortal arms, even at great cost. His successors are generally mindful to improve on his methods, even as they use the tools he left behind.

Oh, you mean in DF?

Yeah, your answer makes sense.

3
It would be cool if the fortress recognized these types of things and provided an incentive to build them (outside of treasure tombs, which are already in, and would probably have their value system re-used for your hoards). That will probably be added in as fortress types and purposes are developed and fleshed out. You could consider a treasure hoard a special type of mega project.

In the mean time, you can do this yourself, like so:

Build a statue garden room, out of the most expensive statues you have available, and try to keep them up to date.

Designate the empty floor tiles as a storeroom for high-value trade-goods.

Notice that haulers taking goods the the depot now have to trip over partying nobles.

Now, it would be nice if coins could be piled loose on the floor, or even act as flows, but coinage stacking issue have been discussed at length in other threads.

4
DF Suggestions / Re: Three Suggestions (Military Formations, Disease, Bait)
« on: November 05, 2013, 10:42:26 am »
Toady stated on several occasions, in the devblog, that diseases would be implemented using the curse/syndrome structure, once he got around to it.

Formations are under the army arc already.

Vermin traps already do require bait, but I think he's planning to redesign the whole trap system, before he starts adding new features to it again.

So, yeah. All these have been suggested and accepted before. --which means they are good ideas, but it also means there isn't much else to say about them.

5
DF Suggestions / Re: Blood-line naming.
« on: April 14, 2012, 09:50:46 pm »
Also, breadman, since your idea seems to be distinct enough from the original idea in the thread that there is some confusion about what idea is getting talked about, there could be a good case for the idea just being different enough to warrant an entirely new thread, so that it's clear which idea everyone is reacting to.

Oh, please no. The war against unnecessary thread duplication is hard enough as it is.

It's threads like this that make me wish we had some real mods, with the time and discretion to nuke the stupid out of otherwise productive conversations.

That said, I have something productive to add:

Wouldn't it be nice if dwarven profession sirnames respected the alphabeta convention and didn't cause massive name homogenity?

That can happen.

When a dwarf hits legendary status, even in mining, replace one or both of the words of his name with one from a sphere, related to his profession and either keep the others or randomize them from the racial prefstrings.


For example: Urist Pikehammer hits legendary miner and becomes Urist Copperstone.


Rawing out the list of spheres for each profession would bework for Toady, but it's likely something we should have later anyway, for religious purposes. Once there's raw access, I'm sure plenty of volunteers would be happy to fill out the actual lists.

6
DF Suggestions / Re: broker shouldn't be a noble
« on: November 27, 2011, 03:38:38 pm »
That gives some interesting tradeoffs from a gameplay perspective.

The more officials you have the more offices you'll need and you'll have more dwarves who aren't doing other jobs. So you can opt to micro manage one guy for each post (like now) or just spam a bunch of them, but need to build an infrastructure to support that.

7
DF Suggestions / Re: broker shouldn't be a noble
« on: November 23, 2011, 05:54:15 pm »
It would be super nice if we could mark specific goods to be automatically delivered to the depot any time a caravan arrived, but that is, as someone mentioned, already in the voting list.

Is there any remaining point of contention here, other than some people having an issue, with player appointed city officials being listed under "nobles"?

Would it really be worthwhile to create a separate page that lists them as "clerks",  but is otherwise exactly the same as having all the fortress officials on the same page?

8
DF Suggestions / Re: Economy: Free will
« on: March 06, 2011, 10:03:06 pm »
Integrating guilds into the economy does seem like the way to go when it comes to giving dwarves more control over their destinies.

After all that's why guilds and unions form.

9
DF Suggestions / Re: Suggestion ; Starvation Behaviour
« on: March 06, 2011, 08:12:40 pm »
Anything that makes farmers stop walking away from the harvest to hunt roaches, such that the mushrooms wither on the ground, would be welcome.

Also, eating rotten/wilted crops should be an option.

10
DF Suggestions / Re: Improving Pathfinding. (Computer sciency)
« on: March 06, 2011, 08:00:31 pm »
Carping about highly idiosyncratic play-styles aside, room based nodes have a lot of advantages and very few drawbacks (such as requiring us to all own coprocessors that haven't been invented yet).

They provide easy hooks for workshop-to-room relationships that players can leverage intuitively. Currently, a workshop works best with a built in stockpile, and stairs to matching stockpiles above an below, but checking for items within the path node first would make for the same efficiency without the bizarre architecture. (If you don't currently build optimal workshops, that would make it easier to learn, if you ever wanted to.)

Treating hatches and floodgates as doors for purposes of recalculation would provide for three dimensional separations and a level of water system awareness.

I'm already placing locked doors over unused mine  shafts, to prevent them from bogging down pathing, this would allow me to leave those doors unlocked. (I don't remember my numbers, but I did test that this had an effect on complex exploratory tunnels near population centers.)

Even if the system only recognized player designated areas, like burrows, zones and rooms, the potential gains would be respectable. Even just cataloging "dead end" rooms, with only one exit, would be a considerable boon.

Crafty players already place doors over bedrooms (regardless of how many occupants they have) and workshops, so that moody dwarves, thieves, wild animals or riots can be contained by locking a couple of doors. Low framerates would serve as a reminder to do so.


That said, like so much else, it isn't perfect.

The largest drawback that I see is actually the four way intersection. Some forts place a door at the corner where four walls meet, connecting four nodes with a singe door. To compensate, the code simply needs to allow for this, for example, treating the door themselves as nodes.
Code: [Select]
...O...
...O...
...O...
OOO+OOO
...O...
...O...
...O...

Additionally, treating stairs as nodes has some merit, but many forts use large blocks of stairs, which would lead to tracking an awful lot of stairs and possible memory problems.

11
DF Announcements / Re: Dwarf Fortress 0.31.20 Released
« on: March 06, 2011, 07:07:42 pm »
To save time for other people popping in only to be confused by the download page, this:

Quote
    Not sure what's up on linux/osx yet.  Once that's handled I'll put the release back up.  If you want to avoid conversations on Windows, you can download it by changing the 19 to a 20 on the old version links.

Should probably be edited into something on the first page of this thread, or mentioned on Download itself.

I await eagerly.

12
DF Suggestions / Re: A new token for creating stronger creatures.
« on: January 04, 2011, 06:25:10 pm »
A thousand times yes!

We need monsters that steal socks.

13
DF Suggestions / Re: Streamlining and eliminating micromanagement
« on: January 04, 2011, 06:23:25 pm »
You're horrible, Wnderer - killing all those kittens. I just stuff them into a cage and sell them to the elfs.

Okay. Automate that. Create a Dog Catcher who's job is to round up stray animals and cage them. If you don't adopt, train or cage animals they go wild after a while and attack people. How's that for fun.
I will go ahead and say that is incorrect mister.

Care to explain why you don't like this idea?

I've got a pack of feral cats under my house, and let me tell you, I'm glad they aren't the sort of creatures you need a dungeon master to tame.

Viscous beasties, they are.

14
DF Suggestions / Re: Streamlining and eliminating micromanagement
« on: January 03, 2011, 03:29:24 pm »
I just love how people keep saying this game is for autists despite the fact I have a form of autism  :P

It's just so much easier to call people names, than to construct a reasoned argument.

It's song you've all heard before: Interface streamlining is not a priority right now. Those of you demanding "streamlined interface nao, or i wont donate!" Grow up. It's a good thing there are people willing to donate to the production of this game, giving you a free ride.

Those of you shouting them down with strawman arguments about games playing themselves. Grow up, too. The game is a long way from perfect, and the interface kind of sucks. Quick shortcuts to common actions can live in harmony with fine control, and I believe they will. Call me a mooney idealist.

Those of you putting in suggestions for ways to streamline the interface, kudos. This is good stuff, and we need more of it.

I'd like it if dwarves who had money and homes, but no furniture, would buy beds and chests that they needed. That way lazy players just have to ensure that enough beds were available, but picky players would have time to lay out all the rooms manually. The issues with property ownership need to be fixed first.

15
DF Suggestions / Re: UristMcJustice|\|00|3
« on: January 03, 2011, 03:09:14 pm »
I'm pretty sure this is just a symptom of the greater problems plaguing the job priority system.

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