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Messages - Jheral

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1
DF General Discussion / Re: Future of the Fortress
« on: May 03, 2014, 07:56:29 am »
Could be that they're roleplaying saving each other to pass the time...  ;)

2
DF Suggestions / Re: Drow
« on: March 20, 2014, 12:06:29 am »
Don't know that I'd neccessarily call Illithids or Beholders 'minor monsters' myself, but yeah, there is very little original stuff in any of the core DnD settings.

I don't know that we need more elf races though. Take too many steps in that direction and we'll end up like DnD, with an elf race for every occasion, which makes even less sense here since they don't even die because of old age. Goblins are kind of the "evil elves" of DF already, and they do have that subterranean flavour, so some kind of deep goblins might be a better pick imo (certainly better than encouraging the elf creep).

Or just make a completely new one. Like make Gremlins a civ or something, for instance. Although I guess that would be somewhat less threatening.  ;)

3
DF Suggestions / Re: Codes of Conduct
« on: March 08, 2014, 03:01:46 pm »
Of course, all of this kind of requires personal morality to be a thing, which it won't be for quite a while.

...literally next version.

Fair enough. I was under the impression that more meaningful personal ethics (that conflict with the civ's) were still a ways off.

4
DF Suggestions / Re: Codes of Conduct
« on: March 05, 2014, 02:21:24 am »
Codes of behaviour would definately be interesting, particularly if you could influence them among your dwarves. As an example, it would bring a whole new dimension to the notion of having a religiously motivated starting scenario, if you can dictate or influence their lifestyle and behaviour from a moral direction as well as a purely practical one. Even if you couldn't though, more important and flavourful roles and behaviours for characters in the world to strive for - or against - would definately be a good thing.

Of course, all of this kind of requires personal morality to be a thing, which it won't be for quite a while.

5
DF Suggestions / Re: A warrior - male profession
« on: March 04, 2014, 03:43:27 am »
...which is most certainly not a thing in DF, because there are no real visuals (first-party anyway). So that one pretty much is a moot point. Likewise, I would be highly surprised if the female warriors of the ancient world wore anything less than full body armour - anything less would be inviting disaster.

For my 2 cents, I'd agree with HugoLuman - there are real reasons that military roles were given to males in the real world, and regardless of whether the native game should have that kind of dimorphism or not, it would be a shame if we couldn't have caste dimorphism affect the roles of the various races.

Even aside from the gameplay aspects of it, I have always felt that in character-driven games, defined roles - along with prejudices, as well as the ability to choose whether to defy them or not - are important things that give you points of conflict with which to define your character. So from a roleplaying perspective (for those who are into that), there are many reasons to go down that route as well. If every culture that you encounter has the exact same attitudes, after all, the differences between them become more or less cosmetic, and not really all that interesting to explore.

6
DF Suggestions / Re: Linked rooms
« on: March 02, 2014, 12:12:46 am »
This would also be handy for assigning rooms to elected officials.  Even if the game can't automatically reassign those rooms, having a "Mayor's Quarters" set of linked rooms that could be quickly reassigned to the new mayor manually would be nice.
Better yet, assign rooms to "The Mayor" rather than to whoever currently happens to hold the office.
I believe that was the idea, yes; that the rooms would belong to the position, rather than the individual holding it.

Just generally being able to assign rooms to any group, beyond just families or roles, could be interesting once guilds, cults and such start affecting the fortress mode more (or even having them claim rooms on their own, barring entry to others and forcing you to work around them or throw them out). Another potential use would be embassies or enclaves; other civilizations being given a set of rooms for their own use. And once you've got that in, you can start getting turf wars between the different groups and all kinds of Fun.  ;)

7
DF General Discussion / Re: Future of the Fortress
« on: February 18, 2014, 02:41:21 pm »
The AI of DF puts to shame the "Radiant AI" of the Elder Scrolls games..

To be fair though, that doesn't take all that much. The Gothic series pretty much had the same as the Elder Scrolls, and that came out in 2001.

DF is pretty much in a league of its own - relatively few major game titles have really gone in for procedural generation and behaviour.

8
DF Suggestions / Re: Achievments/Goals
« on: January 11, 2014, 11:58:04 pm »
Isn't that what this thread is?

To add my two cents - I feel that achievements don't really work with the game type, and are immersion-breaking and strange in any case. They do not add anything to the game that the game could benefit from enough to make it worth adding them.

9
DF Suggestions / Re: Toad Prodding!!! DF suggestion
« on: November 13, 2013, 11:25:28 am »
If I remember correctly, he has stated on several occasions (he has certainly mentioned it during a DFTalk, although I cannot remember which one at the moment) that while DF is supposed to be a game that he and ThreeToe could play themselves, it's not there yet, and that he doesn't actually play it at length without going back into bugfixing or other development stuff. So I sort of doubt that this would happen anytime soon.

That said, it would definately be interesting to see how the two of them would play the game in its current state.

10
DF General Discussion / Re: Future of the Fortress
« on: October 25, 2013, 11:26:54 am »
We may even get some other kind of spirals, who knows.
Bring on the party spiral?

Will there be more social effects of having artifacts being successfully completed by a dwarf? For instance, they might become more prominent and well-liked members of society after having made one, or become feared and disliked after making one with a fell or macabre mood.

Might have been asked already, I suppose - apologies if so. I'm curious as to the answer either way though.

11
DF Suggestions / Re: strange mood behaviour
« on: October 25, 2013, 11:16:39 am »
Wouldn't dorfs report strange mood symptoms of fellow dwarf?

That's what I imagine happens when I get notified.
It would be a better way to get a notification, tbh. More vague and ambigous would be nice, as well, so it could potentially be confused with something else (vampirism or criminal activities, for instance).

"Urist McMoody has been acting strangely lately - they might be up to something" vs "Urist McMoody has withdrawn from society".


12
DF Suggestions / Re: Spiked Shields
« on: October 22, 2013, 03:30:18 am »
Supposedly there were some cultures who used them - the Scottish targe, for instance, sometimes had a spike fitted to the centre of the shield. For the most part, though, they seem to not have been a real thing. It's probably not all that practical to use a shield in formation if it has spikes, after all. And I imagine shields are too clumsy to use effectively as weapons.

13
DF Suggestions / Re: [DOMESTIC] Tag changes
« on: October 20, 2013, 09:28:48 am »
Unfortunately, this could result in some strange things like civ's having domestic animals that don't even live anywhere in their nearby area.
Could always add a biome qualifier. For example, [DOMESTIC:WOLF_ICE:TUNDRA:COMMON], where if your civ is present in the TUNDRA biome, it treats WOLF_ICE as COMMON. Otherwise it would ignore it.

14
DF Suggestions / Re: aging wine, cheese, etc.
« on: September 28, 2013, 05:08:07 am »
Fermentation in general would be cool, yeah. It would make the whole alcohol making process much more interesting, even if it ends up more time-consuming as a result.

It also brings up, aside from pickles and cheese, stuff like yogurt, salami, surströmming and other such things. It should definately be included at some point.

15
DF General Discussion / Re: Future of the Fortress
« on: September 27, 2013, 01:07:50 pm »
I looked around and didn't see anything about dwarves being able to weild foreign weapons in fort mode, so...

Will dwarves in fort mode be able to weild foreign weapons properly like say, whips or other weapons you can't normally make? I haven't attempted to make my dwarves equip foriegn weapons, but I've read about the bug on wiki.

Although I also read that you sort of can, but the one-handed vs two-handed doesn't work right?

They already can, as long as they're not too big for them - halberds, pikes and two-handed swords tend to be outside the size range for dwarves. In theory, some can do it anyway, because they're bigger, but if I remember correctly, in practice everyone uses the base stats for their race, rather than their individual stats. So you can't use most of them.

I do that regularly with a slightly modded vanilla (modded in the sense of "slightly tweaked stats"), so I know it has been working for me for ages at least. The problem is that you can't make them, which means no steel or cotton candy, and usually low quality.

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