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Messages - RAKninja

Pages: [1] 2 3 ... 78
1
DF General Discussion / Re: Future of the Fortress
« on: December 31, 2012, 03:48:06 pm »
I imagine that the theory is that goblins will eventually need to eat, but Toady will first have to code it so that they can raid towns and villages for prisoners and use them as a food source.

Toady specifically stated more than once that they're not intended to ever need to eat.
one area i intend to diverge from vanilla.

perhaps, being magical minor demons, gobboos feed of of emotion?  it would explain much.

2
DF General Discussion / Re: Future of the Fortress
« on: December 29, 2012, 03:32:17 pm »

Quote from: CaptainArchmage
When you add multi-racial forts (it looked like a valid thing for forts in the upcoming version as of devblog on 12/3/2012), as some players play goblin fortresses, these will get immigrants from other races. Goblins don't need to eat, but the other races do, so if you had a multi-racial goblin fort would we be able to set up farms anyway?


Your civilization won't learn new techniques, so I imagine in your modded case you'll need to import food.
so far as i know, nothing prevents goblins from farming.  the only thing is you cannot embark with seeds, by default.

if memory serves, in the current version, abductees tend to starve unless they are made to be [NO_EAT].

i think the major hurdle is that goblins use evil plants (which do not show up ingame still, i believe) or lack tags to use "normal" plants.

as it stands, do hunting and ranching food animals actually provide food to a settlement in worldgen?

oh, as a final note, i recommend removing the no eat and no drink tags from goblins after worldgen, before play, when playing a goblin fort ;D

3
DF General Discussion / Re: Future of the Fortress
« on: November 15, 2012, 03:03:37 pm »
It seems sensible that goblins who have been very active snatchers/slave breeders who have large non-goblin populations do develop rather sizable slave farms to feed their masses.

Yeah, that was my thought on the matter, as well. It's not like the goblins have to start plowing the mud themselves. Slaves and all.

I think this is relevant:

Quote from: Helgoland
Can you say a bit more about what sort of flavour each of the races will have? E.g. humans being similar to ancient Greece or Rome or to medieval times or the Renaissance or whatever; I hope you know what I mean

I'm trying not to do it like that -- ideally humans will end up with enough parameters to end up like various different civilizations, and the other civilizations will probably become more alien to humans as humans take up more of the slack.

Since having farms worked by slaves was a common characteristic of historical human civilizations, I imagine it would still not seem "alien" enough to fit with Toady's ultimate vision for goblins.

then something game mechanic-wise needs to be done to address starving snatchees.  kobolds have shown that things that must steal food tend to starve.  that'll prolly change when the economy gets further developed and actually activated.

but on that note, after many, many worldgens, i find that goblins often get relegated to undesirable areas, far from other civs, which may or may not make stealing food that much more difficult.

this is, of course, assuming we are abstracting in the terrible things that happen when you have severe nutrient deficiencies for a long period of time.  after all, slaves with severe cases of, say, scurvy do not work very well.

4
DF General Discussion / Re: Future of the Fortress
« on: November 14, 2012, 02:19:57 pm »
Quote from: Tov01
Also, another goblin question I probably should have asked earlier.

Does it fit in your view of goblins for them to have farms to feed their livestock (once feed is implemented, of course), and perhaps their slaves (as in, feeding slaves the same gruel they feed their animals)?

Things currently go through a cycle over a year.  It doesn't track individual flowers turning into individual fruit, but since they occur in turn, the effect is the same.  I've put in a rough cycle for each of the trees, so you can end up with some spathe type critters and so on.

Nope, don't like farms.  I don't expect goblin animals to need feed in the end.  They can eat rats out in the swamp.  The kidnapees need to be fed.  I'm not sure they track that right now, since they are historical figures and we softened their need to feed after some problems elsewhere.  It might rely on butchered beakdogs or trade later.

if memory serves from my testing in goblin fortress, my kidnapped children from worldgen would starve to death on most sites unless i made humans [NO_EAT] or made goblins live in human style towns.

it seems sensable that goblins who have been very active snatchers/slave breeders who have large non-goblin populations do develop rather sizable slave farms to feed their masses.

5
DF Adventure Mode Discussion / Re: Goblin companions?
« on: May 09, 2012, 05:49:38 pm »
trancing is overrated.

goblins are usually quite hostile, and usually fight a LOT in worldgen.  assuming that living in a human town has not softened these gobbos much, they generally have higher combat skills and attributes.


perhaps it is just prejudice in my observations, but even in fortress mode, goblins seem to be slightly more effective than dwarves in combat.

6
once, journeying across the land, i found a basin with 4-6 waterfalls spilling into it from the north side.  when i arrived in this area, the basin was dry, and the waterfalls looked like they had just started flowing.

the basin (much larger than i could see) started filling extremely rapidly, and i barely escaped.

i wish i could find other such natural formations.

7
DF Adventure Mode Discussion / Re: NEW CHALLENGE: Impersonator
« on: May 09, 2012, 05:40:48 pm »
the only reason that this will not work is that by changing any parameters (such as worldgen length) you change the eventual history.

for reference, see the cacame thread, and the attempts to duplicate him.

8
DF Adventure Mode Discussion / Re: Can't find a troll... help?
« on: May 09, 2012, 05:38:45 pm »
First, post a thread. Preferably in Roblox or 4chan.

Second, wait.........
or get sucked into an immersive simulation game that causes the real destruction of your home planet.  the ultimate goal of this game is to create a new universe and inter it as its god.

the catch is that the trolls you want to find must have had an unsuccessful session before your own.

9
DF Adventure Mode Discussion / Re: Kobolds have civs now?
« on: May 09, 2012, 05:30:52 pm »
I was playing as a bowman, and somehow, a bunch if Kobolds killed me. That wasn't the wierd part, though. What was, was that they had Fortress Mode classes, like Furnace Operator, Cook, Surgeon, Bone Carver, and Clerk.

I thought Kobolds didn't have true civs ...?
why not?  they've had a civ entry forever, and "can learn" tags (that's what gives them professions)

odds are you have never really stumbled into a kobold site before, and have only encountered "military" kobs....  or at least this is what i get from your post.  if this is not the case, sorry for the assumption.

10
DF Dwarf Mode Discussion / Re: on worn clothing
« on: May 09, 2012, 04:21:35 pm »
Sell it.

XxclothingxX can usually be sold off without any issue. Merchants will even pay full price!

i am certain that increased wear results in reduced price.

11
You now realize that the dwarf's body is the axe and not the axe itself.
dwarven zen.

12
IT KEEPS HAPPENING. TEETH > AXE


i warned you about the axes bro.

i told you dawg.

13
DF Dwarf Mode Discussion / Re: Goblin dynasty
« on: April 28, 2012, 04:54:08 pm »
While obsessively genning worlds in the hopes of generating a royal vampire with a necromancer consort (which I had and lost one update ago) I created a world where both the king and the royal consort are goblins. They also have children (e.g.) heirs.  Will they act like normal royalty? Will they be hostile? Will they make more heirs, in a yet unseen display of goblin reproduction?  Obviously I must find out, but what are your thoughts forum? Killing them right away is not an option, nor is magma--killing goblins is routine, these are...special.
DFhack them to be able to have rooms assigned, if possible.

arm them.  goblins love to fight.

14
DF Modding / Re: Goblin Fortress
« on: April 28, 2012, 03:30:52 pm »
neat.

my own personal builds have been testing gobbos living in different sites.  caves resulted in stagnant and dead gobs.  towns (and the addition of religion) have made goblins a lot more interesting.  i still feel i need to tweak some things, as elves and humans often tag team the goblins.  the elves wouldent be so bad if they didnt bring like 500 giant war dingos or other nutty creatures.

or if the gobbos wouldent murder the clown bosses that win them wars.  it really burns me up to see a clown successfully defend against two attacks per year, for 50 years, only to get murdered by a gob that is killed the start of the next war.

15
quantum stockpile?

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