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Topics - SirHoneyBadger

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1
DF Suggestions / Request for skill modding, please!
« on: January 30, 2017, 08:30:03 pm »
I'd like to request the ability to mod in new skills,
that could either be linked to weapons, or to specific tasks.

I'd be happy with just the ability to divide up the current skill categories into new weapon-skills,
linked to specific groups of weapons.
(I suspect that would likely be easier, and less prone-to-bugginess, and that's mainly what
I personally want to be able to add, for now anyway.)

but I think it would be FUN, and foster a lot of creativity, if there were also the ability to add new
skills, in general, if that wouldn't become a nightmare! 

If that's not doable, then I would at least like to request the following new weapon skill categories,
please,
for FUN and terror!

(Man = Dwarf, obviously!)

(Sword, separated into:)
Short Sword/Shortswordsman       
Arming Sword/Armingswordsman  <---one handed swords
Bastard Sword/Bastardswordsman   <---"hand and a half" swords
Two-Handed Sword/Greatswordsman
Saber/Saberman                                 <---slashing swords
Dueling Sword/Duelingman                <---rapiers, foils, katanas, etc.

Daggers/Daggerman                      <---the martial use of dagger weapons in duels, for thrusting and parrying, separated from knives (knife/knife user), which are balanced and weighted differently, and are more for slashing and general-purpose use. Compare a stilleto, a kris, or a main-gauche (daggers) to a Bowie knife, a folding knife, or a kukri (knives)

Staves/Staffman <---quarterstaff, as well as clubs, truncheons, batons, shillelaghs, and other club weapons, which are used differently from maces.

Glaives/Glaiveman <---Halberds, glaives, bardiches, etc. Separate from Pikes, Spears, and Staves

Flails/Flailman <---for flails and ball-and-chain weapons heavier than a whip or a scourge.

Fist/Fistman <---For "fist" weapons such as iron claws, brass knuckles, weaponized gauntlets, and the like.

Slings/Slingman <---For slingshot weapons


These last two might not strictly be necessary, but I think they would be appropriate,
and very nice to have. It's not just the size and weight of large weapons that makes a
difference. Two-handed weapons use different skills and techniques, and they have
different balances, and reaches, that add up to a much different set of skills, and
muscle-training, to use effectively in combat.

Choppers/Chopperman <---For heavy hacking/hewing/chopping weapons, rusty cleavers, etc. This is to allow the separation of massive, often two-handed axes (bipennis, Danish axe, doloire, tabar zin) from smaller and handier axes (hatchet, tomahawk, francisca, war axe), while also allowing the tracking of skill with the huge weapons used by giants and ogres.

Crushers/Crusherman <---For mauls and other massive clubs, hammers, maces, etc. Like Choppers, only blunt and bash-ey smash-ey.


I think that covers most-everything, sufficiently.

Thank you!

2
DF Community Games & Stories / Dwarf Fortress from an inner perspective.
« on: November 24, 2012, 09:38:30 pm »
This is just a general idea/challenge: I wonder if anyone would like to write some stories entirely from the personal viewpoint of you, yourself, if you were currently living in a Fortress.

Here are the rules: It's still you as you are right now, same personality, same likes and dislikes, same basic viewpoint, but "you" are now a dwarf, and have always been a dwarf, so it's not "human moves to the dwarf-mines day". You've got a beard you're really proud of (even if you're female, sorry!), you think that booze and swank dining rooms are right up there with gold on the big list of things that are better than sex, and you've got an unhealthy co-dependent relationship with your pick-axe.

Otherwise, it's all you.

The idea is to thing both "within the game" and "outside the box". What areas of life (besides poo, which we really don't want to hear about, sorry!) does the game currently cover, and what's happening behind the scenes? And how would a dwarf who was a whole lot like you, fit in to a Fortress?

What would you do if you lived underground, had access to arbitrarily limited technology and knowledge (you atleast start out at pre-1400AD, but I'll allow inventions and reasonably common chemical reactions discovered up to 1699AD, if written well. Anything past that time-frame flat out does not work, and will never work.), but had at your disposal endless imagination, creativity, and skill; in a world where gunpowder flat-out does not work (sorry!), but dragons do breathe fire, goblins know where you live, and both want to steal your precious, precious gold.

Also, there's magic in the world, obviously, and you might even tap into a tiny bit of it, yourself, but it would be a great challenge for any dwarf to become an effective wizard, if that's even possible. So, nothing there that couldn't currently occur in the game.

How would you live day-to-day? What are your forms of entertainment? Who are your friends, and why? What challenges and conflicts do you face, and can you overcome them?

Hopefully, this will be a good way to get our brains ticking.

If you want to write this in another thread, just point out where and I'll go look.

3
Other Games / Wasteland 2!
« on: April 15, 2012, 02:36:24 pm »
Great news for all you classic game afficionadoes and old fogies (like me) out there. Atleast, we can hope that it is!: Inxile has announced that they are remaking/making a direct sequel to, what was long considered by many to be the greatest computer role-playing game of all time---

Wasteland.

If you've never heard of Wasteland, it was the inspiration for the Fallout series, and one of the very first video games to attempt (and achieve) a mature plot, with a strong focus towards story, over graphics.

If you're interested, the Inxile company has a website up, with a blog about the sequel's progress.

And if you're just interested in the original game, I was able to find a free version online pretty easily. The graphics are primitive pixel-art, as you can expect, but the game itself is still a big and fascinating look at a post-apocalyptic sci-fi world.

4
I'm currently working on a comprehensive mod that will attempt to reimagine the way Dwarf Fortress handles accumulation of resources, production and processing of materials, and finally, a complete rewrite of the entire economic framework, from the absolute bottom-to-top. And, frankly, it's a vast and exceedingly complex proposition, so any help (which will require actual time and work towards a common goal) would be highly appreciated.

The overarching goal here is to create a stable and sensible framework which captures every current item and aspect of the game that involves dwarfs gathering items, creating objects, trade, and money, so that when modders set out to change the game, they don't necessarily run in to the problem of wanting to rewrite what's already been done.

Smaller goals will involve:
Rewriting material/object Values, so that, for instance, easily gathered gold, platinum, rubies, etc. don't far exceed the value of other goods, without a significant amount of work and processing, while relatively common goods, such as alchohol, timber, clay, etc. have a "place to go" in the economic framework. So that a dilligent player can make a choice between creating many different, but basic, goods, or can seek to specialize, with many steps of rarification, until something as seemingly simple as cloth, taken to it's highest artistic potential, will begin to outweigh in value, the shiny rocks one can pluck from a cliffside in one's first Fortress year.

Creating a very large amount of variety in goods-creation, and many "technological paths", increasing player choice, and replayability. No more of maxing out of everything in the second Fortress year!

Doing what can be done towards making every Fortress an individual, and seeking to give a wide base of players as many options as possible to make their Fortress a place they/we want to return to, again and again, while still wanting to go back and make more Fortresses, "as the mood strikes", by again allowing many more choices.

Making choices matter--with a sharp eye towards A: giving players many more long-term goals, and B: a hope that our work will actually remove the ability to accomplish everything that can possibly be done in the game, in a reasonable time, with a single Fortress.

This will be a war against the game ever becoming boring, to a willing, avid player.

Finally, seeking to create a stronger and more complex framework for weapons and armour, and their production, by adding many steps, and many choices, so that it still becomes relatively easy to create a small but functional, and reasonably (if archaically) equipped, defensive army, but becomes very challenging to transform that small force into a large one, and/or give them the very best possible equipment, while at the same time cementing dwarf arms and armour as, potentially, the absolute best that can be had, with a side effect of giving other civilizations more room for individuality, specialization, and worthiness in their own right.

I've already got some of the work done, myself, and I'm very confident about how things should be organized, and what needs attention, but I'm also a slow worker, and there's just so much to be done. Since I figure this has some potential to help a significant amount of players, and modders, I thought it would be reasonable to ask for help, and see if anyone has the time and drive, and can find it in themselves to share the same goals.

Feel free to reply here, or PM me, if you're interested, have some modding experience (particularly materials and reactions), and really have the time and energy for this project. As of now, I warn, much of the work needed will be "busywork", but work that does require some thoughtfulness and atleast a modicum of skill.

Thank you!

5
DF Modding / Complete Weapons Database
« on: April 07, 2011, 02:25:35 am »
Here is a (atleast more) complete list of weapons, dating from around the period of Alexander the Great, and in some cases earlier, until very roughly 1700.

The geographical range is from the Scandinavian, Norwegian, and Scottish "Viking" areas, south very slightly into the Islamic/Arabic coastal areas of northern Africa, and the Middle East, and east through India, and perhaps slightly beyond.

There are no gunpowder weapons, and few mechanical weapons, other than crossbows, and while not everything here was invented before 1400 AD, nothing is included which would be beyond the general tech levels of the game.


The list of weapons is very nearly complete (although there are a lot of materials-dependant weapons I plan on adding--bone spears, stone axes, shillelaghs, and etc. that I haven't finished, as of yet), and I've done a ton of research on these, but the balance and implementation is very far from done, and there are a few here that are listed incorrectly as the wrong weapons. I'll correct

Mainly, this is meant as a head start for anyone wishing to add more weapons to the game, by getting much of the grunge-work of doing so, over with, for most concievably appropriate weapons to be found in a "generic" Medieval Western--based fantasy. Eventually, I plan to add descriptions of each weapon, and to finish balancing everything out (which probably won't be done before Toady One is done with most or all of the combat system in the game), but for now I just wanted to get this posted, for anyone else out there who might find this to be useful.

Here is a reasonably complete list of forgeable, metal-based weapons, dating from around the period of Alexander the Great, and in some cases earlier, until very roughly 1700.

The geographical range is from the Scandinavian, Norwegian, and Scottish "Viking" areas, south very slightly into the Islamic/Arabic coastal areas of northern Africa, and the Middle East, and east through India, and perhaps slightly beyond.

There are no gunpowder weapons, and few mechanical weapons, other than crossbows, and while not everything here was invented before 1400 AD, nothing is included which would be beyond the general tech levels of the game.

This isn't meant to be so much a pure mod, as it is a resource to help give other efforts a head start. With a few exceptions, everything here is easily found in Wikipedia, and I also plan to add descriptions, and rebalance everything as the combat arc becomes more complete.

6
DF Suggestions / Megabeast Populating: More Tactical.
« on: September 29, 2010, 05:52:41 am »
This is a suggestion inspired by this question/answer session between ToadyOne and Neonivek:

Spoiler (click to show/hide)

Warning: Wall of Text.

In reply to this: In Worldgen, each Megabeast should be assigned a "lair", located in an environment/biome that suited it.

This Lair would be a very simple, 3x3x3 cavern area, programmed to form entirely inside of stone, atleast 3 Z levels below the surface in all places, and also programmed to have a single, accessible "cave" entrance, leading either to the surface, or to the nearest cavern, body of water, or other such open space.

A very small, very simple, but unclosed cave, in other words. 

This would be placed outside of normal worldbuilding, once the World had taken it's shape, but before Events occurred.

This would keep Megabeasts from listlessly wandering the countryside, without requiring heavy AI programming, and eliminate an immediate vulnerability to being "rushed". 

Megabeasts would exist in a hybernating state, until contacted (by physically coming within 1 Z level of their Lair, in any direction) by a being with the ability to learn skills (anything smarter than an animal).

This could happen in WorldGen (as simple as random number generation), in which case, that megabeast would have an impact on history, as normal.

Otherwise, the Megabeast would remain "hybernating" until the time of the game.

If any part of this cave "home" touched a pre-existing cavern, the Megabeast would instead be located, awake, on the nearest immediate floor of that cavern system. Being awake in the closed environment of a cavern should reduce or eliminate the same dangers that being awake on the surface might otherwise cause.

To ensure their survival, Megabeasts would not ever be required to eat or drink or breathe fresh air. All Megabeasts would be given the ability to swim, and all could survive indefinitely underwater, even if that wasn't their "natural environment".

Megabeasts who's homes happened to touch magma at any point, would instead appear awake, on the surface immediately above, at the closest magma free area available. This would allow a few Megabeasts to occasionally awaken during Worldgen, without sentient contact ("a volcano woke them up").

Hybernating megabeasts who's homes were flooded by magma during actual gameplay, would also reappear, unharmed and awake, at a nearby but random magma-free surface area. This would keep them from being exterminated by "flooding the world" with magma, or chance volcanoes, or other events, before giving them a chance to wreak havok.

Dragons, bronze colossi, and other Megabeasts with special relationships with fire, may very well be immune to magma, anyway, but could still be awoken in this manner.

Any damage done to a hybernating Megabeast would cause exactly the same thing to occur--It would reappear, awake and angry, but completely unharmed, on a random nearby surface area.

It would be therefore impossible, as a game mechanic, to kill a hybernating Megabeast, without first waking it up.

Contacting it, without causing it any damage, would cause the Megabeast to wake up, but not to randomly shift location. Sentient creatures brave enough to approach, would still be inclined to attack it, however, even if you really didn't want them to.

These means would help to eliminate the more obvious means of safely getting rid of sleeping megabeasts the player had managed to locate. 

Once two or more of the same Megabeast (regardless of sex) were "awake", at any point in the game, the awake ones could then breed as a normal breeding population, provided that active population included both males and females.

Hybernating Megabeasts would not count towards the breeding population.

The requirement of only active Megabeasts of that type in the world breeding, would go a long way towards keeping numbers down, while allowing a more natural life cycle to occur, and help to keep Megabeasts from all going extinct.

In addition, for every Megabeast killed during Worldgen, there would be a 5% chance that a hybernating Megabeast, of that type (if any still exist), would become a hybernating "Breeding Mother".

That megabeast would become a female, regardless of original sex, and immedately begin laying eggs/having hatchlings, etc., while still hybernating.

These eggs, or maybe hatchlings (depending on the species of Megabeast?), would also be "hybernating". The eggs/hatchlings would not begin aging, until/unless woken up by the same means as the Mother.

Breeding Mothers would awaken by exactly the same means as other hybernating Megabeasts. Hatchlings would only awaken if physically damaged, or by contact by a sentient being, or by magma.

Unlike all other Megabeasts, Breeding Mother Hatchlings (only) could be damaged/killed, or even possibly stolen (eggs), without waking the Mother, but this should carry with it an extreme risk of waking the whole "nursery", including the Mother, at the same time.

The appearance of Megabeast "Mothers" would be a special event that would have to occur during Worldgen, and would only be caused (and rarely so) by the death of another Megabeast. No new sleeping "Mothers" would be created after Worldgen was over.

That would give the rare possibility of stumbling upon a much larger problem than even the single Megabeast you were prepairing for, while allowing some Megabeast "eggs" to exist in the world.

Birthrate would remain low.

If a Bronze Colossus ever became a "Mother", it would instead cause additional hybernating Bronze Colossi to appear in the same Lair.

This would normally be 1 additional Colossus, but it could maybe become a mod tag for "Megabeast--does not breed", that allowed you to set random number parameters, allowing players to instead stumble upon a collection of several unliving Megabeasts, rather than a nest of living, breeding ones

In that way, there would always be the possibility of running across more Bronze Colossi, and similar Megabeasts, than the player could count on appearing in the game.

Megabeasts--any of the types we have now--would never appear in the Ocean (within any Ocean or similar biome), but may appear in small bodies of water/murky pools.

If ToadyOne wants to add ocean biome Megabeasts, these may have/requre different features. This Thread isn't about them, and doesn't deal with them, or attempt to figure out how they might work.

Megabeasts who appear in bodies of water, and who's Lairs would be completely submerged in water in all directions, would instead appear awake, on the floor of that body of water, at the time of gameplay. That would give you occasional "lake monsters", emerging to interact with the world, in a similar manner to those "awoken by volcanoes".

The ones appearing in lakes would only awaken/become active, at the time of the game, itself, unlike the ones who's lairs happened to touch magma.

They would hybernate throughout Worldgen/Events, as normal, unless awoken--which should be a fairly rare event, since they'd be hybernating on the bottom of a lake or murky pool.

That would help to increase the chances of having a handful of active Megabeasts, somewhere in the world, at the time of the start of the game.

Hybernating Megabeasts could still be worshipped, as normal, and this worship might give a clever player some clues to the Megabeast's whereabouts.

7
DF Modding / 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: April 09, 2010, 10:15:04 pm »
This is a thread to explore and develope modding--and modder skills--starting with the basics, under the new 0.31.+ version of DF.

Everyone is welcome to ask questions (please do!), and to contribue to the answers. I'm new to 0.31.+ just like everyone else, so I'll be learning along with you.

The primary idea here is to come up with a kind of beginner modder's workshop, as well as some kind of decipherable lessons on different facets of modding, that I/we can then present to the community at large, as a reference for anyone wanting to get into modding DF, and then moving into more advanced studies.

Secondarily, I/we'll be creating a reference databank for the modding tools themselves, with easy-to-follow instructions on how to use and modify each field and item in the RAWs.
Along with this, time and interest allowing, I/we'll be developing a basic and general, but more robust, mod, to go along with this workshop, the goal of which will be to expand creatures, reactions, and items, only so far as to give us a more complete, balanced, and well-rounded--but still very Vanilla-like, experience.

In other words: a heavily explained and documented, not-too-ambitious modding project, that should serve to introduce/familiarize basic concepts, while circumstantially filling in some gaps.

The focus will be on working with, and helping potential modders, learn the skills they need to be successful. The goal is to make modding DF as straightforward and easy to learn an experience as is possible.


PLEASE NOTE: You're welcome and encouraged to ask questions and have discussions, as long as you don't cause disruptions to the thread, or any added difficulty for anyone trying to learn. Harassment of any kind, trolling, etc. won't be tolerated in this thread. Please also keep Off-Topic conversations to a minimum level-there's plenty of other threads to go to for that.

(I'm also not promising I'll always have all the answers. While I am committing myself to you to do my best to track down whatever information is needed, and then to explain it in terms I can understand--which means terms an ungifted circus monkey should be able to follow--I'm hoping that whatever I don't know, which is and will likely remain a lot, that the community at large can help us to learn. I'm also not above PMing ToadyOne directly for anything we can't figure out on our own, but I consider that a last, desperate recourse.)

**I'll use and modify this space, to keep track of lesson plans, announcements, and just keeping track of where the workshop and mod are. Also, as long as there's room in the OP, I'll put atleast the titles of any reference materials that have been developed, here, and then the works themselves will either be SPOILERED, for ease of viewing, or I'll just list the titles, and where the materials can be found.**

For now, I'll be starting with a detailed exploration of the Creature Raws, since I figure these are something we can build on, and everyone use, right away in the Arena. In other words, hands-on and Fun!


Please feel free to PM me concerning this thread/modding in general--especially if you've got any questions that noone else has answered yet.

Again, I can't guarantee that I'll have answers, but I will try to find them. Please also keep in mind that I possibly might be more slow and/or less accurate, than other sources of information.

After all--I'm learning too!


8
DF Suggestions / "Edge of the Map" Concepts.
« on: March 26, 2010, 07:07:32 pm »
This is a suggestion about the nature of the world generated: There has been some talk about the world, what shape it is, astronomical data, etc. and that's all good and ultimately should prove to be of some importance and interest, but considering the nature of the game, namely a Fantasy, I believe there should be limits on how well the world, as an overall body, is ever defined to the Player, in the course of the game.

In other words, there should be an "edge" of the map, beyond which are lands, peoples, etc. that we simply will never know the whole story about. And the mystery of them may lead to additional interest and Fun.

This could be handled in a few different ways. For one, the lands "beyond the edge" may simply be functionally limitless, infinite as far as we're concerned. Considering the amount of space on the map we currently get, and the impact infinite space may have on the end-game (a reduce in the rate of megabeasts, etc. but never a total lack of anything, including challenges), that may be a really good thing. It might even help processors cope with long games, since instead of reiterating a constantly more complex world, most things out of range of your Fortress could simply be generated randomly/semi-randomly, without requiring the use of a truly "small world"--a thing that some of us just don't find to be satisfactory.

Another way (I'm calling it the "Moorcock Solution", since it's somewhat inspired by Michael Moorcock's Eternal Warrior series, although it's a general idea, and not something inherant to the series, or infringing on copyright to use) may be to suppose that the mapped, defined, "known world" is an outgrowth from raw chaos, and that, as more and more of the world comes to be charted, it simply expands.

This is undoubtedly a more complex solution, but quite possibly balanced by it's usefulness and interest-factor. In this model, a small iota of the World exists at the beginning of the game, with a vast realm of potentiality surrounding it. As the game continues, the World itself expands, forming "out of the chaos-stuff".

This, I believe, would be very helpful for the newcomer, since only a small area of the world is of any importance, at the start of the game. As the game grows older and bigger, more and more areas become defined, and the scope of the game grows appropriately more complex. The end-game isn't sacrificed, because (in the timeline of the game, anyway, neatly dovetailing with the "pre-1400's" technology present in the game), the "chaos-realm" can never completely be overcome, leading into an end-game where the "infinite world" idea is still retained, but allowing for a large, charted area, which would give Players the "best of both worlds", literally.

This again may save processing speed, since our computers would only need to manage a world, the size of which would grow slowly and probably steadily. When it seems that a limit has been reached on any given computer's abilities, an "offswitch" could simply be thrown, halting the generation of new lands. This could both be performed in the middle of a game by the player, and also set in the Predefines.

Now, by "generation of new lands", that isn't meant to mean unpopulated, undeveloped lands. These "new lands" would arrive fully fleshed out, with their own histories, populations, leaders and legends. In a large sense, it would be the computer generating the World, more and more of it, as you played. This could perhaps even be performed while the player slept, worked, what have you, and while the extant world was on Pause.

Again, this should help a lot with processing speed, since in the beginning of the game, only a very small "world" would have to be generated. At the same time, players wanting a very large world, would get their wish, in a timely fashion, when that greater amount of geography actually has some usefulness.

This would be a bit like the "fog of war" concept, but in my opinion a lot more interesting, since the map itself and what it contains would never be in a complete, fixed state, even through saved games and the like. With the randomness to be instigated into creatures, in the coming installment, what shows up on the map could prove to be surprising and exciting indeed.

This should do something towards adding to the interest and replayability of the game itself, since a given game, and the player's way of dealing with it, may grow and change through quite a few incarnations, based simply on the changing face of the surrounding world.

The "new lands" concept could even interact in a somewhat direct manner with the Player.

Playing style may affect it--a player that sends out a lot of expeditions, a lot of merchants, a lot of armies; may cause the world to "grow" at a faster rate. A Fortress that hasn't made any steel, or sand, or what have you, may cause the game to generate an area with the necessary ingredients for those items, perhaps in the hands of an enemy. The game, infact, may generate enemies, or allies, or neutral parties, depending on how you're playing the game, and how successfully.

Spheres (whatever they are) may, somehow, grow in influence based on player action/inaction, and cause the generation of related lands--or they may actually act to balance themselves out.

There could even be pre-generated areas that the computer could place, and which would then show up randomly on the map, as it's explored. These could be player-designed, safely, with the knowledge that you'd never quite know the time/place/circumstances of the placement.

These defined areas could be chosen from a large list, and added--or not added--to any number of maps, increasing replayability. There could maybe be a Community created/maintained database of predefined areas that the computer could choose from.


Finally, either way, the "edge of the map" itself could be very useful and interesting. You might send out explorers, adventurers, expeditions, even whole armies, into the Unknown, in the hope that they might return with all manner of fantastical items, trade alliances, captives, beasts, materials, stories, what have you.

Anything might be out there. After all--it's the edge of the map.

9
DF Suggestions / Stones As Weapons
« on: January 20, 2010, 05:24:17 am »
Quick suggestion: Allow those annoying stones we're constantly mining out, to be used as single-shot (very likely to break on impact, to the applause of many), extremely short range (1 square distance across, unlimited z levels down, additional z levels meaning  splattage), "thrown" (but more like dropped) weapons.

This would ofcourse require the nerfing of throwing in general. It might also be dangerous to the attacker (perhaps only if not wearing a helmet?), as well as the target, but what's an epidemic of skull fractures and brain trauma, compared to getting rid of masses of stones every seige?

This might be handled in a somewhat similar way to seige engines, except that the dwarf functions as the "engine", being assigned to the "drop rocks on hostiles" duty, and with the ammunition being the nearest rock pile.

This might also help allieve various seige improvement concerns, and nerf the difficulty of the early game slightly, since it would allow a player to quickly form an (atleast more) effective defensive force at the nearest elevated terrain, which players could in short time, and no doubt interestingly, improve.

Additionally, it would atleast make having tons of stones around that much more attractive, and hopefully pave the way for real "murderholes" and similar seige defensive tactics.

Balancing would be brought to the table by the fact that all these dwarf "engines" are still, well, dwarfs. Needy, greedy, attention-deficit, self-destructive, inaccurate and inconsistent weapons, in other words.

10
DF Suggestions / Military/Civilian Switch, and Children.
« on: January 07, 2010, 05:24:47 am »
If it were up to me, I'd give the ability to tag children (yes, children) as either military or civilian.

I know it's an extreme viewpoint, but this isn't something that anyone would force you to do. It would be a choice to make, with benefits, and sometimes strong temptations, but also with serious penalties.

Now that doesn't mean the children themselves would ever have to fight. Children would still do whatever they wanted. It simply means that you'd choose which broad area the child would be groomed for, once that child reaches adulthood.

I don't understand why Urist McSoldier should have an unhappy thought about mining for a living, or about being a soldier instead of a miner. Both are highly dangerous trades, and these are dwarfs, living on the frontier. If they aren't atleast willing to grit their teeth and occasionally fight for survival, they shouldn't have left the Mountainhome.

And they (the relatively rational ones, anyway, and primarily the ones that show up before you get a working economy) should have some sense of that.

What I *do* understand is that, from the point of the middle ages back, with Sparta being a well-known starting point, it was fairly typical for there to be a military elite that would be holistically trained in the deadly arts (including various social skills, making that portion of the game suddenly make a little bit of sense), basically from birth.

As uncomfortable as it may make some of us, it's what happened, and it makes sense in terms of the nature of the game. By "tagging" such children for the military (or "warrior caste", whatever you want to call it), you'd both benefit from their lifelong training, and be handicapped by the economic and social burdens that come with them.

In a sense, they'd all be Nobles. They'd have special needs and elite social status, as well as military status. You'd have to plan for that, and also plan for years of training (they might even take years longer simply to reach "adulthood" than your civilian children, representing more closely an active apprentice-program), along with all the maintenance such a warrior caste would require.

Switching those warrior caste dwarfs over to permanent civilian status, or possibly giving a civilian identical status and rights, depending on the particular societal structure in place, could (and should) cause immense social upheaval, starting with unhappy thoughts and quite possibly ending with rebellion, or even a military coup.

Think "The Last Samurai".

11
DF Suggestions / Ice Houses, Ice Caravans, and Ice Cubes.
« on: June 13, 2009, 02:42:10 am »
This is a suggestion that dwarfs be able to not only mine ice from glaciers, but cut it into blocks, and then ship it in specially designed wagons to other Fortresses.

On the recieving end, the ice could be stored in heavily insulated Ice houses. An Ice house would be a special structure. It would be useless when empty, but filled with ice, it would have a significantly lower temperature, and would remain cold. Ice inside could stay ice for up to a month at a time, before melting, requiring regular but inconstant stocking.

Ice houses could be used to preserve foods, and also to chill foods.

The ice itself could be chipped into ice cubes, or crushed, and then added to drinks, used in ice-packs during healthcare, or even used to freeze foods (icecream is an example) in combination with salt.

Dwarfs (and others) could use pieces of ice to keep themselves cool, either sucking on ice or pressing ice against their foreheads when too hot. This would help the situation when dwarfs are near magma, or so far underground that the temperature has significantly increased.

This would not only make the choice to build a Fortress on a glacier more understandable, it would also make the choice more profitable, since there would be a large demand for ice in hot climates.

Furs and sawdust could both be used for insulation, making both of those products more useful.

12
DF Suggestions / Mulled Cider
« on: June 11, 2009, 01:14:08 am »
Just a quick little suggestion that there be hot drinks in the game, like hot cider, tea, cocoa, coffee, milled wine, etc. Dwarfs could fill their mugs with them (whenever that happens), causing the mugs to go hot--at different rates, dependent on the material they were made out of--warming cold dwarfs' hands.

A dwarf on a break might get a hot drink just because her hands were cold. The drink itself would be secondary.

Dwarfs might have a favorite mug, not unlike a pet, but inanimate.

Some dwarfs might prefer the same beverage to be hot, while others like it cold (iced coffee), depending on their personality.

Hot dwarfs might press a cold beverage to their foreheads.

Wisps of steam might come off the hot mugs, while cold mugs might percipitate, moistening the hands holding them.

Dwarfs might become addicted to caffeinated products, needing them to get through their working day (I know I do!).

An overanxious dwarf could burn his mouth slightly, swallowing a hot drink, while a more patient one has learned to wait, and sip.

Cooking alchohol long enough and hot enough would render all the alchohol out of it.

Throwing a hot drink could cause mild burns.

A moody dwarf might throw a cold drink at a dwarf she dislikes, choosing not to harm physically, but causing humiliation in a more socially accepted way. Getting splashed by a cold drink could cause an unhappy thought.


I know it's not a huge suggestion, but I think everything here could eventually be done in DF (probably some of it is already planned), and it would be remarkable to see something this small, yet this complex, going on in the game.

13
DF Suggestions / "Failures" with steel items.
« on: June 02, 2009, 05:00:20 pm »
It might be a good thing if there were a way to simulate failures with steel items, that instead result in steel items or bars that aren't any better than iron.

One of the main reasons that Toady apparently doesn't like the idea of critical failures, from my understanding, is that materials get lost that we might not be able to replace or replicate.

This would split the steel we have in the game into two different kinds of metals: "fine steel"--identical in every way to the steel we have now, except for the name, and "slag steel"--identical in every way to iron, except in name only.

No, I'm not married to the names.

Under this suggestion, you wouldn't lose the basic material itself, and would still be able to do everything you could with the lesser steel (or "slag steel"), that you were planning on doing with "fine steel" (the steel that's already in the game), but you would lose the attributes of fine steel, and have to reprocess it, to get the better material.

It would make fine steel a lot more valuable, and rarer too, so that when you had a fine steel item, you'd really have something special.

Recycled fine steel could also be automatically recycled as slag steel, reducing further the quantity of fine steel available to you. The tradeoff is that you wouldn't lose any material (or very much at all), but you would lose the fine steel designation, itself.

Note: "lesser steel" and "slag steel" used to = "iron", so that's where some of the posts come from. I personally feel that calling a ferrous metal that's mechanically identical to iron, "iron", is a lot less confusing, but apparently, the inaccuracy of it all is unbearable to some.

14
DF Suggestions / More Complex Weapons.
« on: June 02, 2009, 02:48:52 am »
It's a very recogniseable theme in many heroic-style fantasies-bad ones in particular-to have elaborate, often oversized and unrealistically flanged/spiked/studded/bladed weapons, often with crazy-to-the-point-of-laughable modifications.

This isn't that.

But, it does give a nod to the historical idea that before industrialization, each weapon was forged individually, and often quite uniquely, incorporating both the abilities and style of the smith, and the desires of the customer-warrior.

This thread is kind of meant to go along with my 'New Weapons Based on Skill' thread, and is a suggestion that it be possible for our dwarfs to forge non-standardized "customized" weapons, that may have additional spikes or hooks, that are heavier or longer than average (in order to accommodate larger and stronger fighters), etc.

The way this could work is that you could order your dwarf to create a weapon of a given type (shortsword, spear, battleaxe, whatever), and then be able to customize it, which would require more time on the part of your smith, and maybe some extra resources, as well, but allowing you to "build" a personalized weapon, with additional or different features.

Some customizing examples include:
Adding different types of hilts to a sword, such as adding a basket hilt, a double-hilt, or a weaponized pommel (made heavier, or with a skull-cracking spike),
"Serrating" the blade of a sword or knife, to create more ragged, harder to heal wounds--makes sharpening the blade a lot more difficult, though,
Adding a hook, or a hammer, or even an additional blade, to the "back" of a battleaxe, to give it a double bit, or the ability to pierce armour,
"Bearding" the blade of a battleaxe, to give it a larger cutting surface,
Adding a spike or two to the center of a battleaxe blade, to give the blade better armour-piercing capabilities, and to create more vicious wounds,
Adding a spike to the butt of a spear, or reinforcing the spear's shaft, or adding some "horns" to the top of the shaft, to prevent impaled enemies from climbing up the shaft to attack you,
Adding the same to the blade of a 2-handed sword, for the same reason,
Adding a third blade to a spearhead, making it triangular in cross-section, and both reinforcing the head, and giving it better piercing ability, while reducing it's cutting power,
Adding barbs to the head or shaft of a spear, turning it into a harpoon,
Adding spikes or flanges or blades or studs to the head of a mace,
Making a mace heavier by giving it a core of lead,
"Weaponizing" the butt of a crossbow, with a metal cap,
Cutting 1-3 bloodgrooves into the blade of a sword or a knife, in order to reduce the weight,
Adding a parallel spike to the haft of a battleaxe, so that it has some stabbing ability (can be done in tandem with adding a spike, hammer, blade, etc. to the "back" of the axe),
Attaching flanges to either side of a spearhead, making it more like a trident or a ranseur/spetum/spontoon,
Filing "cletes" into the head of a warhammer (so that it looks like a meat-tenderizer), improving it's armour-destroying capability,
Giving a sword or axe an "ergonomic curve", so that it's better designed to follow, and work with, the shape of the wielder's arm (as in the yataghan, and certain battleaxes),
Reinforcing the shaft of an axe, or mace, with metal strips+studs, to help keep it from breaking,
Adding a rope or leather strap to the butt of a axe/mace/hammer, to wrap around the wielder's wrist, and keep the weapon from easily being disarmed,
Making the handle/haft/shaft of a weapon out of solid metal, making it much more difficult to break the weapon's handle, but increasing the overall weight,
Making the weapon longer or shorter, heavier or lighter, in order to "fit" it to the intended wielder, improving the balance, as well as speed (if lighter and shorter), or damage (if heavier and longer), but significantly increasing both the time and the cost.

Gems and other decorations could still be added, ofcourse, and customized weapons might have an improved value, based on the extra time, materials, and effort put into the item.

Certain improvements-like certain types of weapons-might require the improved skills of a more experienced and talented smith.

I think this would go along well with the new way that bodies will be put together (if bodies are going to be made out of many different, separate parts that still all manage to relate to each other, and form a system, why not apply the similar principles to the weapons that are designed to injure and kill those bodies?), in the coming update, and could perhaps better harness the more complex materials attributes and wound system we're getting.

15
DF Suggestions / New Weapons Based on Skill
« on: June 01, 2009, 05:26:00 am »
Here are a couple of suggestions about the possibility of certain "advanced" weapon types only being forgeable by smiths of correspondingly high skill.

To give you some suggestions: Any weaponsmith of any skill level could forge a basic knife, but in order to forge a switchblade, it makes sense that you'd need knowledge, or insight, into how a switchblade is put together, and thus more skill. You need more skill to create a Danish longaxe than you do a hatchet, and two-handed flamberges are just naturally more difficult to make than shortswords.

This could be applied to a very wide variety of weaponry in the game--where you'd start by having your soldiers outfitted with hatchets, slings, etc. but these would evolve over time into bec de corbins, rapiers, partisans, double-crossbows, etc., as they could be expected to evolve in real life.

Please note that this isn't a suggestion for "new technology", ala Civilizations etc., but rather an entirely skill-based exclusion system, so that as soon as you had a legendary weaponsmith, you could immediately make any weapon that was available.

Hopefully, this would make for both a more realistic forging system, while at the same time allowing for more exotic/interesting/powerful weapons in the game, without unbalancing the game at the same time.

It might also be a good excuse to greatly extend the timescale required to go from dabbling to legendary, since it would be a lot less fun to play around with such a system, if in two years you automatically got intimate knowledge of every weapon in the game, no matter how exotic and rare.

I'm not sure what Toady has in store for us, as far as "knowledge", but this seems like it might be a good case for having "mental" vs "physical" skills in the game, in that you might have a Legendary weaponsmith, with the knowledge of the design of literally hundreds of different weapons, but who has only a dabbling skill at the actual process of smithing, giving you the ability to equip your soldiers with a bunch of really cheap, poorly made meteor hammers and seige arbelasts. On the flipside of that, you might decide to set out with someone who really knows how to forge things, but who's never been out of the smithy, allowing you access to *iron club* after *iron club*. So it'd be a tradeoff.

Once your Weaponsmith (maybe change the name to Weaponmaster? and use the Weaponsmith skill to determine quality?) was able to make a weapon you particularly liked (spontoon, for example), you wouldn't be forced to wait until he/she knew how to make a Bohemian earspoon, you could just switch them to learning how to actually forge spontoons.

An alternate suggestion for this is to come up with a set of basic weapons (knife, hammer, club, pick, hatchet, spear, sling, what have you), and give each of them it's own subskill. As any given dwarf creates one of those items, they would advance in that weapon's "skill", and at some point, the skills would branch off: knowledge of knives turns into knowledge of daggers, hammers into maces, clubs into shortswords, etc., each again, with their own subskill. Allowing you to guide the "learning process" into the kinds of weapons you want, in a more natural way--giving you the opportunity to either specialize (getting the precise weapon you want, as soon as possible, and then switching to skill in forging very early, which translates to higher quality), or allowing your craftsdwarf to become a generalist, which would give you advantages in both trade (giving the customer what they want, and giving your nobles what they demand, more often), and allowing you to better adapt to circumstances (where's that brandistock when you really need one?)

Again, it's not modeling technological advancement, it's just an individual craftsdwarf learning more about the trade, and becoming more confident about what he/she can achieve, in a way that I think would be more realistic, fluid, and fun.

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