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Topics - Lestrage

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Feel free to skip straight to Reply#4 if you want to...

I'm playing a game of adventure mode with character Erid Godenlocun. hopefully this adventurer won't get murdered in the first thing he steps outside. Not sure what's going to happen in the future myself. But I will do several plays at a time and write up what happens.

I've done some edits on the first two posts. Note to self - do editing before publishing next time. x_x

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Hey there.

I'm back from a long time of not playing the game. I see that the villains update has been released now ...

Started playing an adventurer mode game, was wondering what villains options of gameplay are there for adventurers.

Can villains be hunted down and caught? imprisoned? is there an investigation mechanic?
Can villain goons hunt down adventurer ? any such related quests?

 :)

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Hi playing DF adventure mode on Linux for first time, Im using LNP
one problem I found immediately was some of the text that comes up when looking is
coming up behind the information band at the bottom - "here we have a marble pillar" is almost completely
block by the band giving character name, region, speed etc. How to make this better?

Also Im not sure about the ingame graphic resolution. The world is rendered a bit too big. Can I change this?

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DF Suggestions / Inbuilt Diary (simple text edit and save)
« on: March 15, 2019, 04:41:43 am »
Suggesting to add a diary function to Fort mode and possibly Adventure mode. This could be a simple option to type in brief text at a automatically assigned current date (option to manually select).

User selects option to create a diary entry object, and you are given a field with  a few details (like date, region, fort / character, world name) already added quickly for you. You can select to save and it will add a text file (with the typed info) into to a folder. It would be good if the function can be selected quickly to make brief entries as events and thoughts happen.

I did not see any external utilities developed for this...but if inbuilt diary is impossible is it may be good to develop as a utility also (eg use with LNP)

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DF Suggestions / give each dorf a tiny squeaky voice!
« on: December 27, 2018, 06:44:53 am »
 :D So right now dorfs are silent to the player, so if would be nice if the vanilla game gave each dorf a limited set of short small sounds with which they can make themselves heard to the player. Maybe the sounds can be squeaky appropriately to the tiny dorf icons player sees.

the sounds made by a multitude of dorfs add up to a collective sound effect...

Throwing a party? the dorfs involved will make the happy sounds when player is focused onto location
Throwing tantrum? dorfs involved will make the angry sounds when player is focused

Running away from something or scared by something? scared sound effect.

depressed? sad sound effect.
contented? happy sound effect.

Fighting or involved in battle? battle/ fighting sound effect.


And so on...



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DF Suggestions / More annoying elves...
« on: December 18, 2018, 11:39:38 am »
So currently you would come into conflict with elves by cutting down too many trees in the area,
but why not develop on this :

Elves also warn and start wars if you hunt too many creatures of the area, or hunt creatures to extinction,
and also from over-fishing

Also,
If you dig out too many riches or minerals from the earth elves say you are robbing mother earth will use this as an excuse to get into conflict

Can they be any more annoying?
 :D

7
Legends mode has a rich variety of world information that the player of a fortress or adventure may not come to know. Even searching legends mode itself a person may not read a lot of interesting stuff due to the amount of info there is. Legends mode details all things significant or insignificant, So why not take interesting info from legends and make these available in gameplay which can enrich the context of the world played in. And if teh player is curious then can go to legends mode to find out more.

This might work if it is possible to make a pattern recognising program agent that mines on the legends information. I've read a very small amount of legends info on a dragon, so I'll talk using this example. This is just a vague suggestion to get across idea I wouldn't know how to implement.

The program is built to detect possible interesting narratives, patterns and story arcs. So it would find events that match resolutions or climaxes : eg a great battle / or slaying of a great beast may be a climax,  the dying of a hero or fall of a civilisation/fort may be a resolution. The program finds relevant details that fill between these, and exposition information that comes before as well as and relevant aftermath events and puts these all in order. It could also could check for patterns and mark sub-subjects that are linked with main subject: If an ongoing menace by megabeast is main subject, and it continually attacks a settlement, there could be expanding on the details of settlement.

I wonder if it is possible to program game so that events that occur fall into patterns of narratives and story arcs (changing probabilities)???



Suggesting applications :

+++ a "researcher" profession. As you play fort mode you will find artefacts : engravings, writings, objects, structures etc that have research value. You can designate these to be researched, and a dwarf with the skill will spend time at the artefact gathering information. Once job is completed you get a report of historical and background info. It could be that one of the dorfs does research, or it is actually manually done by player in fort or adventure mode.
Research may add important world related rumours to your map screen.  in fort mode you may be able to send dorf parties abroad on exploration and research expeditions.

+++ historian profession : Researchers or working with researchers These dorfs / npcs keep records of context / historical information, and can be consulted. They can publish more extensive historical book artefacts with interesting information. (profession possibly merge with researcher). Story and
historical books may have hight value or magical properties in world (after myth gen update).

+++ story tellers : These dorfs learn interesting narratives from available information, and can do story telling activities to crowds of people. People who hear stories gain further happy thoughts and are entertained. The probability that they may be taken by a strange mood and create a related artefact is increased. These is a chance that crafters who hear a story telling or read written work may create higher quality non-artefact items (possibly related).
Story tellings can happen once a season or year.

- I guess also newer story tellers may learn from preceding story tellers, so stories get handed down generations. Maybe the story may change/generalise/inflate over time possibly turning into myth and legend level stories.


Benefit?  :D

After uncovering legends info, these can be added to descriptions of locations. A location may receive visitors, pilgrims or adventurers if the fame of story reaches outer world. Info that reveals locations of lost artefacts may be found. Info that reveals hidden or lost secrets and powers of world may be found. Info that reveals/expands context important characters may be found (eg person X is descendant of hero Y). Possibly uncovering story may trigger further interesting chains and patterns of events to occur in fort or adventure.

These are a few ideas I could think of and the idea is legends mode can be the starting point to enrich context and narrative of both adventure and fort mode. I'm not sure how story miner can be implemented or on the effects of uncovering story.

8
DF Gameplay Questions / how to find food and water (mostly water)
« on: December 13, 2018, 11:29:41 am »
Hey, been playing DF for small while now from time to time.
The problem I mostly had with first embarks is that dorfs starve from lack of drink and food (quickest without drink) even before any kind of invasion or attack happens.

So Ive been sticking to locations with a stream and is fairly non-harsh. Did not realise until recently that need to make a well quickly before river freezes
over. In some locations the water is frozen most of time anyway. Right now Im a bit limited for locations to embark due to starvation challenge. How would you survive in a more sparse location like dessert?

My question (to check my understanding) is, how to find water in areas without a stream or river. Recently I managed to just get by by foraging plants and making alcohol non-stop. I know there is water in the deep caverns but if there is no stream and pools have run out, is the only option to dig down to caverns for water (this is dangerous for early few settlers). And can you certainly always rely to find water in one of the  a cavern levels.

Another question is about turning plants farmed and foraged into proper food (?or flour). I suspect right now my dorfs are just eating them raw. Im guessing
something like the quern is involved but Im a bit hazy on the whole farming plants, milling and getting ingredients for meals...

 ???

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DF General Discussion / anti-villains...heros? adventurers? other?
« on: December 08, 2018, 05:39:01 am »
 8) So if the game will be generating villains by procedural generated mechanics, I wonder if there is any requirement and viability for anti-villains.

If there are people who scheme and design bad things to happen, is there any space for people who ... scheme and do good things? or counter villains is some way? would they uncover plots?

Would opposite of villain be 'hero' or adventurer? or a character with lots of power but is good and is motivated to do good things? I guess I'm thinking of sort of character that keeps world from falling apart.


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DF Suggestions / Villainous dragons and beasts.
« on: December 07, 2018, 12:13:09 pm »
I wonder if there is a possibility for dragons and other mega beasts to be intelligent and have an alignment.
Reading legends I believe dragons are already antagonists with bases in lairs, so further villain capability should be suitable.

Other villains could be : giants, forgotten beasts, ?eventually(sea beasts and creatures), great collectives of lesser creatures (eg. imps?)
single or collectives of were-creatures? greater-spiders.

> Villainous activity could be capturing and kidnapping people and imprisonment in lair, possibly as ransom for treasure (or to eat)

> They may hypnotise and control creatures : to spy on settlements (maybe to later attack or take over)

> They may gather a willing (cult) or unwilling following of people, and possibly use these to attack, defend themselves or spy, or make themselves powerful

> They may menace and threaten a settlement or people in return for tribute, or they may bribe with treasure or a hypnotism for influence

> They may cause trouble for the sake of it, scheme out of nature or enjoyment

> they may hold grudges on a general population


The obvious dragon villains are talkien's Smaug, Fafnir from norse mythology and Beowulf dragon.
They seem have a thing for treasure and greed for wealth

So other villain beasts could be fixated on power and influence (tribute / following), or causing violence and damage, or hunger for food, 
or hunger for a following (belief / worship)
they could also be motivated by jealousy (of wealth/reputation), or out of alignment (eg enmity to followers of a deity)
They may just hate certain kinds of creatures eg. underground beast hating dwarfs from surface

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A bit of a radical idea but I'm thinking, what if you the player cannot control how the fort develops / what happens / what the dwarfs do fully, you have some effect on development of the fort but it also kind of develops on its own partly independently.

So in this case you or I the player is actually a dwarf from the first expedition. Expedition leader maybe. There is a sort of fog of war (like in the RTS games) so you only see within your line of sight (or information other dwarfs report to you). You have to give commands and plans to the dwarfs and they carry out tasks, you can visit sites and give direct commands or give dwarfs general instructions. (there could also be a progression from peasant up to king with more dorfs reporting to you)

but dorfs also may make (?minor/major?) independent decisions. The difference here is the full power you have over what happens in fort is replaced with less-absolute power. You do not at first glance have knowledge of everything going on in fort,  This could add to much confusion, tension and trouble at times of crises. (If there is an option enabled for switching characters at will you might switch to a military commander character in a siege)

and the dorfs may or may not do what you tell them. Here they may take part of the instruction from another authority (noble?) / or another collective. Eg. If a King or Queen resides in fort and you are not playing as this character, you may have less authority and say on what happens, I imagine there could be a mechanic where dorfs revolt or mutiny which could be much "fun".  :D

I don't think this system needs to be completely rigid (or you have the choice). Perhaps you can switch the character you see the fort through as you like (or in a more restricted way depending on options chosen). Possibly you could summon any dwarf you like to report, or you get a static view of fort periodically.

One problem I see is how good dorf AI has to be for independent work and plans. What do you think.

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DF Dwarf Mode Discussion / Villains in fort mode?
« on: November 30, 2018, 07:37:55 am »
Are villains mostly meant as an adventurer mode feature? Or will they affect gameplay of fortress mode somehow? If so what sort of real things can they actually do and how will they matter to running of the fort?

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DF Suggestions / Civilisation Missions at embark screens
« on: November 27, 2018, 12:14:38 pm »
So the idea is you can choose to be associated with a dwarf civilisation and the civ has a number of requirements. Specific embark locations are appropriate to these needs and for a given embark location you can take on challenge of missions that cater for these needs. As you are successful in meeting the requirements you also receive rewards and motive to continue maintaining the fortress and the fortress gets more glory.

Some needs of a civilisation could be :
   - defence against other Civs and their armies (or conquest of territory)
   - cultural needs : facilities such as library complexes, markets, great halls and taverns, or iconic edifices and structures
   - economy and generation of wealth
   - food and drink supply
   - health facilities
   - administration facilities and buildings
   - population housing
   - military housing and catering, or military training and supply
   - unique needs eg (dwarfs might have need for people that craft greater artefacts)
   - strong holds and vaults, great hoards
   - trade facilities
   - housing for iconic personalities and talents of civ

So given these unique needs of a civ, missions that may be available could be...

> border, far or extreme outpost : rewards for surviving far from home, in sparse or extreme territory in order for civ to profit (eg. in rare minerals) or to expand civ borders

> diplomatic outpost : cater for liasons and nobles from ally cultures or possible allies

> hoard or vault fortress : wealth of civ directed to fort for safe keeping : all greed of other civs, beasts and thieves also gets directed

> build and maintain defence citadels close to and in direction of enemy civ :
to withstand oncoming armies of another civ eg. from a goblin civ at war with (more pronounced armies would attack these fortresses)

> healthcare fortress : dorfs that are sickly or injured are transported here for healing, Success depends on success of healing masses of injured.
these missions available near to other cities and close to warring lines.

> military barracks camp fortress : success could be in catering and training army dorfs, and sending trained dorfs for service to the civ

> make irrigation structures and greatly cultivate farmland above ground and below, grow crops, export the surplus crops to feed the population of civilisaiton

> make housing and cater for population locally (excess population from other fortresses and cities are directed to the fortress), protect the population
? > house important nobles, facilitate meetings and make decisions on running of the civ

> make great market cities,  output a required level of profit for the civ yearly
> or cultural cities, which dorfs from the civ come to visit and meet each other in, success depending on attraction of dorfs

> make superstructures, facilities and buildings that are valued hightly by the civ and civ benefits from status and attraction to these

> uphold a specific industry eg. metal smithing, gemcrafting, stone crafting (liasons could bring jobs that need to be completed and products exported)

> CAPITAL : make the current greatest fort of the civ ever that will be ruled by the emperor. all kinds of criteria.

> unique missions : hold powerful artefact, befriend / tame / slay a mega mega beast, terrain specific missions



These are a few subjects that I thought might make possible mission criteria for the player to direct the development of their fort.

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DF General Discussion / Armok after procedural generated myth?
« on: November 25, 2018, 01:15:52 pm »
I'm just curious where 'Armok' will figure in procedural generated creation myths etc. Will the game mention the name and will that name be a constant in all generated worlds?

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DF Suggestions / Stock items designation
« on: November 15, 2018, 07:17:28 am »
A designation option, so when a rectangular area is defined, game signals dwarfs to pick up all items lying on floor within that designated area and immediately put them back in relevant available stockpiles.

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