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Topics - Deno

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DF Suggestions / Military overhaul ideas thread
« on: January 25, 2024, 05:45:32 am »
In this post I would like to present my ideas for the upcomming military & siege stuff. And also hear your ideas. English is not my first language so sorry if anything is badly phrased.

I am assuming here that armies will be entities moving around on the map. Made up of military squads as the smallest unit. I think there should be a chain of command, using a modified version of the villains system and allowing enemy agents or assassins to interact with it. Maybe something like:

Squad leader < Officer(Commanding 5-10 squads, also a squad leader himself) < General (Commanding the entire army and has a personal squad he commands as his bodyguard unit) and maybe a sort of commander in chief, commanding all armies of the civilization. This could be the ruler by default, or a separate position. The commander in chief could be leading an army as a general personally or just stay in the capital, sending messengers with orders to his generals in the field.

Food, water and morale could be tracked, though it may be easier to do so in an abstract manner. Moving armies would need to have acces to water sources and get food from supply caravans of their civilisation, or forage for food.

Armies should be able to send out squads, diplomats and agents on missions. In adventure mode, the player could be hired for missions. Missions could include:

Squads: Scouting to find enemy settlements, agents, squads and armies. Foraging for food. Raiding less protected enemy settlements. Intercepting enemy scouts and raids. Skirmishing enemy armies. Attacking enemy supply caravans and foraging squads to starve them.

Diplomats: Negotiating the surrender of enemy settlements or making them pay one time tributes so you don't attack them (Like people in the middle ages paid vikings to leave their territory), sending information/orders back and forth between allied armies and settlements, convincing enemy armies to retreat/surrender/make peace.

Agents: Spying to get information on enemy armies, assassinating enemy position holders, using villain mechanics to turn enemy generals/officers, spreading rumors in enemy army to lower morale, sneaking in and destroying enemy supplies.

I also think it would be cool if armies could set up camps while not moving. Either while waiting for orders or during a siege. Using tents, digging trenches and setting up temporary wooden fortifications as roman armies used to do. Especially for sieges I think it would be cool if armies would set up a camp just outside of a settlement and attack in waves. I think the idea of longer lasting sieges was mentioned before and this would help. Both attackers and defenders could send out squads to raid eachother as well as agents and diplomats to do the things described above. Also defenders could try and send out messengers to call allied armies to lift the siege, as it often happened in real wars.

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DF Suggestions / Send out people to build colonies
« on: June 26, 2023, 03:23:59 pm »
I am playing fortress mode currently and there aren't any nearby settlements I can conquer as I choose a somewhat remote location. I know your civ can build holdings around you if the biome is right but it would be cool if I could send out people to build colonies in a location of my choosing. Especially considering that my fortress is getting a bit crowded.

Also, with the army stuff that is planned for the next bug update, it would be cool to add more interactions with your holdings as well as your parent civilisation. More political, economic, militaristic and intrigue interactions would help make the outside world feel more alive. Feel free to add your ideas if you have any.

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DF Suggestions / Adventure Mode: Resizing clothing and armor
« on: May 20, 2023, 06:28:03 am »
Finding clothing and armor is a big problem in adventure mode. Especially when you play animal people, which I like to do. I assume that future updates will introduce ways to craft or buy stuff but a quick solution for now would be to allow players to resize clothing and armor they find.

4
DF Adventure Mode Discussion / Movement speed and cavalry in combat?
« on: November 20, 2022, 10:07:24 am »
I think I remember reading somewhere that movement speed affects your attacks. Like running towards an enemy and then attacking while you run. How exactly does that work? Also, how do I use cavalry in combat? I made a character with a horse but I am not sure how to use that.

5
DF Suggestions / Adventure mode: Playable descendants
« on: October 09, 2022, 08:35:56 am »
Assuming that future versions of the game will allow you to have children in adventure mode, I would like to make a suggestion for making descendants of adventurers playable. Using the same system with which you select retired adventurers perhaps? This would give the player a lot of interesting options for adventure mode. For example, if you play a king in adventure mode and continue with his oldest child and heir when he dies. Or, with the myths and magic update, you cold follow a powerful bloodline of wizards. There are many things that could be done by making the descendants of your characters playable and it would make adventure mode more meaningful by allowing multigenerational stories to emerge.

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DF Suggestions / Territorial claims and casus belli
« on: June 26, 2022, 10:09:38 am »
Hello everyone,

I would like to make a suggestion regarding territorial claims and casus belli.

As I understand, claims on sites that used to belong to you are already a thing. I think it would be interesting to expand this to regions. Giving any nation or nation level entity as well as individual nobles a claim to any region that they have at least one site in. Of course such claims would need to be enforced. This could happen through diplomacy, trying to make other entities agree to not build sites in your region using the same mechanic with which elves ask you to not harm trees. Maybe you could even convince them to hand over existing sites, by negotiation, bribes, threats or blackmail. Or, if diplomacy fails, through war. Such wars would then be limited to destroying or conquering foreign sites in the region and/or pushing out foreign armies from your claimed region.

This brings to my next idea: Casus belli (Latin for “occasion for war”). As things are right now, I think that wars are often way too destructive. Nations often end up being wiped out after losing 1 or 2 wars, or they just lose so many people that they never recover. In order to limit this, and make wars more interesting, I want to suggest the implementation of a system of war goals. Basically, the attacking nation provides a justification or states a goal for their war. And that justification then dictates what the attacker is aiming for, what actions are taken during the war, and under which conditions peace can be negotiated. Using the example of a territorial claim, the fighting would be (mostly but not necessarily entirely) limited to the region in question, as I described above.

A wide variety of casus belli could be added for such a system. Claims to regions, sites, even artifacts. Personal grievances between rulers. Economic or trade conflicts. Religious wars to spread a religion or fight someone over religious grievances for persecution in the past. Raids for slaves and loot. Wars to vassalize a nation or make them pay tribute. There are many possibilities. Using the new intrigue system, it might even be possible to fabricate claims or make a target nation provoke you, so that you can “rightfully defend yourself”. Also attacking without a casus bello should be possible but have consequences for the ruler who gave the order. Both external as well as internal.

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DF Suggestions / Adventure mode Steam release
« on: June 14, 2022, 10:09:59 am »
Hello everyone,

As far as I understand, the current plan is to release DF without adventure mode at first, then release adventure mode at a later date before returning to work on the villains update. I want to suggest releasing adventure mode together with the villains update, as this will include a lot of content for adventure mode and considering that adventure mode isn't as fleshed out yet, I, as a fan of adventure mode think that it is important to make a good first impression on new players.

8
DF Suggestions / Ambition system
« on: April 17, 2022, 09:19:23 am »
I had an idea for an ambition system to replace the goals that characters can have in the current game. The idea is to separate mayor ambitions, which would be more long term goals and should be limited to one at a time, and minor ambitions, which would be easier and more short term goals that may or may not be related to the current mayor ambition. These could be limited to up to 3 at the same time, giving characters some variety in what they are currently working on in their lives.

Examples for mayor ambitions would be many of the current goals like immortality or mastering a skill.

Minor ambitions related to that could be stuff, for example, learning magic or becomming a disciple to a necromancer if you want immortality. Or if your mayor ambition is to master a skill, you could have a minor ambition for reaching a lower skill level first, finding a mentor, or accomplishing a great deed with that skill.

Minor ambitions could also be used to encourage social stuff, which is currently kind of underwhelming in both game modes. For example a dwarf could have the minor ambition to make a friend/rival, interact with friend/rival, duell a rival, make a lover, get married, have a son/daughter, have 3/5/10 children, stuff like that. I feel like currently in fort mode, marriage and making kids is not common enough, so your population ends up relying to much on migrants. Using minor ambitions could make dwarfs go out of their way to socialize, solving that and making you fort feel more alive.

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DF Suggestions / Military espionage
« on: April 21, 2021, 03:49:28 pm »
I don't exactly know what is planned for future army mechanics but I just watched a video about spies in the roman military and had an idea that could work for dwarf fortress and could relatively easily be done with already existing mechanics. The idea is to give armies the abillity to send out agents, similar to how squads can be send on missions. These agents could then perform a number of tasks, like locating enemy armies and estimating their size, gathering information about specific people like generals, assassinating generals, sabotaging armies to slow them down or destroy their supplies to make them starve.

10
DF Suggestions / Racial Communities
« on: April 09, 2020, 10:47:43 am »
So now that we have organized religions and guilds, I think it would be a cool idea to implement "racial communities" as a race specific counterpart. The idea is that both dwarfs and non-dwarven citizens could organize into race specific groups within a site, using some of the same mechanics as religions and guilds. Minority communities could make demands, for example humans could want buildings that are not underground or they could demand positions for members of their race. There could also be tensions between racial communities similar to religions. If a community is satisfied, they could attract more migrants of their race.

11
DF Suggestions / Improved charge attacks (adventure mode)
« on: October 04, 2019, 09:58:31 am »
So as far as I understand, currently charge attacks just make you slam into an enemy in addition to a normal attack. My suggestion is, to make the charge effect the attack, depending on your current speed. For example, while charging, the penetration value of your attack could be multiplied with your speed value. This would of course primarily benefit weapons with high penetration like spears or pikes and would also work great with mounts in the next update, making a cavalry charge adequately strong.

12
DF Suggestions / Some ideas for the villains update
« on: August 17, 2019, 08:06:26 am »
Hey guys,

I have only been part of the dwarf fortress community for a couple of mounths now, but after spending a lot of time reading the developer blogs, I had some ideas I wanted to share, regarding the upcomming villains update:

Necromancers:
-Necromancers could have the option to secretly turn position-holders into the new intelligent undead that were mentioned in the developer blogs. These undead could could act as secret agents for plots, until someone finds out what they are.

Vampire:
As the villains update seems to include a lot of new features for necromancers, I thought that we could also get some (simple) features for vampires, we could use some of the already existing mechanics for this.

-Some of the abilities that were mentioned for intelligent undead like raising a heavy fog or causing different effects
-Beeing able to transfom into a bat(using existing werebeast mechanics)
-Some sort of vampiric charm that can temporarily stun people or make them fight on your side. Could also be used to turn people into loyal agents for intrigue.
-Vampiric regeneration, beeing able to regenerate instantly, similar to how werebeasts regenerate when they transform. This could require drinking extra blood.

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