Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Felblood

Pages: [1]
1
DF Suggestions / Channeling Compromises (Read the OP!)
« on: May 07, 2010, 11:07:37 am »
This thread is about the recent changes to the channeling designation, but it isn't just another thread to argue about whose preferred method of digging contains a less realistic set of abstractions. There are already threads for that, and I'm sure your opinion will make a valuable addition to the ongoing debate, so take it over there if you want to argue one channel type over the other.

What we're going to try here is to develop an entirely new system, that while unable to completely satisfy everyone, is adequate to most purposes, and doesn't produce a huge amount of BAW. To keep the conversation constructive and coherent, I'm going to require all posts to include some sort of actual suggestion (either a refinement to a previous proposal, or an entirely new one). This does mean you'll actually need to read the thread before you post, but it will also shut out the whiners that do nothing but complain, even though they don't have a better alternative. Posting a refinement to one suggestion does not entitle you to gripe uselessly on a different one. Make the suggestion you like better, so it will win more support in the various argument threads and polls that will doubtless fill the coming months (let's all be realistic about this).

Some reading may be helpful, but probably isn't required for what we're doing. A better searcher could probably find some good threads that I missed, but that should get you started.

Basically, we want to create a system of downward digging (or digging in general) that has most of the functionality of both the systems we've seen in action, but lacks most of their drawbacks.

Here's my initial suggestion to get the ball rolling:

To encompass the full scope of playstyles and functions that digging downward touches, we're going to need additional types of designation.

Effectively, I want to split c(h)anneling into three distinct types of designation. One for di(g)ging rampy grooves and holes, and one for digging level floored c(h)annels (though said grooves will still be unsmoothed), and one for cutting an open-topped trench from the inside (I don't have a letter for this one yet).

Both of these first two designations would be dug out from above, in the adjacent tile(digging downwards diagonally), but channeling would take longer. The trench is basically like a ramp designated from below, instead of above; there's no difference between the hole produced, only the side it gets dug from. The dwarves actually need to play this distinction out, unlike ramps which dig from either side however you designate them, as breaching a flow from within a trench is a good way to drown a miner. Blood, you might as well make the ramp designations care too, just to be consistent.

Using either designation to cut out a ceiling should have the same effect, revealing the tile below, unchanged. Because both designations are cut diagonally, there's no risk of a dwarf sawing a circle around himself, like Sylvester or Yosemite Sam, with a single tile.

Using either designation on a ramp down tile should remove that ramp from above, and using them on a ramp up tile should clear the ramp before making the appropriate tile below. This is intended to make removing ramps easier and reduce micro, as the player's plans should flow seamlessly through the interface, until it reaches the actual dwarves, who screw it all up.

Neither designation should work on tiles with trees or buildings or what have you. In fact, trench diggers should check for trees, before digging out a tile, and cancel the designation, if it's going to get them killed.

Both tiles (empty squares and ramp squares) should be able to hold a full 7/7 units of fluid, for the sake of the programmer. If it really bothers you, just tell yourself that the rampy channels are deeper than the square ones, or chant "It's just an abstraction," under your breath.

Digging and Trenching and removing ramps combined almost (but not quite, but to issues with stairs and flows) completely encompass the functions of channeling. This is deliberate, so that players who refuse to use channeling (for being too easy) can still get their fort into the shape they are looking for. This was inspired by the military fans who refuse use traps.

In summary, this suggestion is geared towards fluidity and utility for players of all styles or degrees of skill, but does make some concessions to challenge seekers in the form of an optional challenge, for the hardcore crowd.

I'm sure here are a lot of other good ideas (many of which will have a smaller number of designations to learn), what do you guys recommend.

2
There are a lot of bugs on my watch list that are getting tagged as "Resolved" when the problem has not actually been addressed. The ticket is simply getting closed as a duplicate, and that is completely okay, but the tracker managers need to be marking these tickets as "closed" as the problem hasn't actually been "resolved".

This clues in the people watching the ticket that they need to open the ticket and see which ticket it was merged with, so they can update their watch lists.

With the way DF is made by a single dev, I don't see the acknowledged/assigned states being all distinct, but the need for distiction between an issue that has been "resolved" and one that has been "closed" for housekeeping seems pretty clear.

I searched around, and I didn't see anything on this, but it seems really obvious to me. That makes me think this is probably more subjective than it seems to me. Is there some reason for this that I've failed to see?

"Bugs" that are expected behavior, like contructed walls never melting, should probably also be "closed" rather than "resolved" as well, but that's considerably more subjective.

3
DF Suggestions / Materialism based happiness as a personality trait
« on: December 01, 2009, 09:32:59 am »
We've all seen it, or at least some guy complaining about it.

Urist McScrooge's entire family, and all his friends could die from Ebola, and he'll be just fine with it so long as he has an expensive home, a chest full of treasure and plenty of fine foods. In fact, he'll probably be ecstatic, on account of the awesome statue that he saw on the way home from his office.

This is particularly jarring if the dwarf in question is happy even though he is personally homeless and starving, but has been admiring public works art. It takes a lot of civic pride and art appreciation to be happy about the enormous amount of tax credits being wasted on statuary and engraved walls, when you're eating vermin and drinking muck.

I propose a "Materialism" trait be added to personality profiles. Highly materialistic characters should continue to be consoled by their wealth, just as now, but a dwarf who places less value on material wealth will be unable to console himself with nice things and need other forms of emotional support.

Of course, it's possible that levels of materialism that would be shockingly abnormal in humans, is normal for a dwarf. In that case it should be appended to the dwarven description like their alcohol dependency, so that everyone knows that dwarves are different from humans in this respect.

4
This is not the same thing as this, but they are somewhat related. This has more to do with how rebel groups rise up, prior to the actual outbreak of violence.

The goal is to make for more varied high level play, ad to expand the storytelling possibilities of Fortress Mode. I have tried to keep LCS jokes out of this suggestion, but considering the subject matter, some degree of unintentional humor is inevitable. Sorry.

The suggestion:

At some point in the life cycle of a fortress (probably after the baron takes control, but before the king arrives) a new position becomes available in the fortress: Rebel Leader.

I divide the life cycle of this position in to two phases, Demagogue and Rebel Leader.

Fed up with the decadent nobles and their idiotic demands for clear glass and adamantine chairs, the Demagogue drops out of the work force to stick it to the man, full-time. Effectively, he becomes a noble, only even more dangerous and useless.

He doesn't pull levers, and can't be drafted (perhaps he could be imprisoned for draft dodging if you try), but he doesn't make mandates either. What he does do is try to turn your upstanding citizens into Sympathizers and Organizers.

Sympathizers keep doing their jobs, just like before, but if the revolution starts, they are apt to join up with the rebels, or at least not oppose them. Draft dodging and other deviant behaviors could be a sign of rebel sympathy, but more often you'd just get soldiers who were liable to side with the rebels, when the revolution comes. Discontent dwarves are easy to sway with promises or change, while happy dwarves will lose interest in the rebellion over time. Dwarves with friends/enemies in power should also be influenced.

Organizers are Sympathizers who have taken their commitment to the next level, and dropped out of the workforce, to support the reforms. There should be a maximum number of slots for a rebel organization, to keep the entire fortress from joining up, before the revolution comes. The Fortress Guard is the model I'm thinking of, and having one Organizer for each guard slot seems about right.

Once the rebels start recruiting Organizers, the Demagogue becomes a real Rebel Leader, and a genuine threat to the nobles.

In fact, there's no reason the player couldn't guide his efforts as well.  Just because this actor has motives that oppose other dwarves, doesn't make him the enemy of the player. This gives us an in-story means of disposing of particularly troublesome nobles("I've got your adamantine items right here!").

While it's nice to let the player pick his own side in the civil war, the Rebel Leader needs to have at least as much jerk potential as the Baron. As such he should issue mandates, demand an office, and generally make the player hate him, too. The death of a rebel leader should upset rebels sympathizers, making it troublesome to kill them too often.

Rather than imprisoning offenders, those who oppose the revolution should be dealt with in a more crude fashion. Rebel Organizers, lacking a prison system, might beat workers who fail to fulfill the mandates of their Leader, becoming criminals themselves, in turn. For extra Fun, fulfilling rebel mandates could be a criminal act, though that becomes troublesome, if the products were something you were going to need anyway.

Rebellions should have some degree of variety, too. In some, the Leader might change from time to time, perhaps with an annual election, where only the rebels get to vote.

Eventually, the rebels may grow bold/foolish/numerous enough to attempt a takeover, of the fortress. The more unhappy the Leader becomes, the more likely he is to launch a reckless assault, meaning he's likely to do this at the worst possible time, no doubt thinking that he can take advantage of the chaos to make his move.

If the rebels are victorious, then the Leader and his Organizers install themselves as the new rulers of the city. How much really changes depends on how mutable the Entity Positions are in the civ definitions, at the time, but it is unlikely to be an improvement, especially if some of the organizers were also already nobles. If very little of the original nobility is alive/in power, then the mountain-homes might send invasions, or worse, very snippy diplomats.

If the Rebels are all captured or killed, then the surviving sympathizers go back to work and the captured Organizers are given a nice death sentence.

Either way, it's only a matter of time before another Demagogue arises, possibly a surviving, disenfranchised noble, or even one of the previous rebellion's organizers.

5
DF Suggestions / Ghosts, Adventurers, and the Adventurer Entity
« on: July 07, 2009, 08:53:06 am »
Disclaimer1: This isn't an idea for the next release, or even the one after that. It's an idea I had, and then searched for, and I thought I'd point it out while it was on my mind.

Disclaimer2: I searched for this, but it's possible that i didn't use the best search string.

Now that adventurers are getting their own entity, that bundles all their exploits and achievements in one place, it would be possible(ish) for retired adventurers to regale strangers with tales of their heroic actions (or a random list of facts about their travels, whatever).

This strikes me as useful early ghost behavior. At first, only player characters will drop ghosts, and they'd do it all the time. (Once you have the ghosts and their basic behaviors worked out properly, then you can let other people have them, and dial back the haunting rates of player characters.)

The ghost of an adventurer could talk about himself and his fellow party members. Not only would this be helpful in getting the actions of your dead PCs into the legends, the information the ghost provides could be useful in other ways.

If you come upon the ghost of Lurist McRanger, in the Cave of Puppies and he informs you that, in 206, his meat shields sidekicks, Paco and Sancho were both killed by Giant Cave Spiders, in the Cave of Puppies, then you know to go on prepared to find GCS.

6
DF Suggestions / [Index] - Useful Indexes
« on: February 16, 2009, 07:09:39 am »
At the time of this writing there are 270 pages of posts on this forum.
Many of the ideas being discussed here have been around, in one form or another, since before the days of the z axis.

In the belief that Archive Panic is one of the causes of redundant threads, I am attempting to launch a system of indexes, with the intention of helping people catch up on the state of discourse about a particular topic.

Here's how it works: If you consider yourself knowledgeable on a particular area of suggestion history (or you just feel like sacrificing hours of every day to help the forum run more smoothly), create an index of the most import threads on that topic, and summarize the current state of affairs, as well as the main problems and conflicts involved in the topic.

First stop resources: Things you should know how to use.
==============================
The Search Page - Your new best friend! You can use the checkboxes at the bottom to filter out the other DF forums, as needed. It's not perfect, but it helps keep the chaos at bay.

The Consolidated Dev Page - You can use your browser's search function to find out if an idea is already in the design docs. There's a lot of stuff here, but these are the most important docs at your disposal in this forum, becasue these are the ideas that Toady has already approved. There is, naturally, no reason to suggest anything on this list.

Eternal Suggestion Voting - Even if an idea is already accepted, you can still show your support, by voting for it, so Toady knows how many people actually desire what. Let your voice be heard!


================
Other Indexes:

Tormy's General Index of Suggestions --A wonderful resource, whether you're making a more specific index, or simply trying to find your way through the labyrinthine bowels of DF Suggestions.

Freaquently Posted Suggestions -Common suggestions that already have a lot of threads.

===============

Megathreads: They aren't a comprehensive list of every thread relating to a particular topic, but they do provide a valuable cross section of the topic. A well maintained starting post will usually contain most of the useful information in the entire thread, which is a lot.
====================================

Inventions

Underground Terrain Diversity

Siege Stuff - Has links to other good siege threads.

=====================================

I hope that any newbies, and maybe even a couple of more experienced suggesters, find this index thread useful.

Is there anything else that should be added to any of these lists?

7
DF Suggestions / [Index] - Frequently Posted Suggestions
« on: February 16, 2009, 06:38:29 am »
I'm attempting to make an index of the threads that are most frequently duplicated.

The ideas in question aren't bad, we just already have dozens of threads for discussing them, and your insight would be much more effective contributing to an existing thread.

It's possible that what you really need is Eternal Suggestion Voting. Vote for the ideas you want to see implemented soonest.

The Arcs and the Bloat, Req, Core and Powergoal numbers refer to entries in Toady's Dev Notes, which you should probably skim over anyway.

Most of these topics have a pretty rich history. You can take a crash course on the current state of discourse using these: handy, links

There are no spoilers in the spoiler tags, just lists of links and sub-topics.
================

==Systemic Changes

Multi-player - 2, 3. There will be no multiplayer, at least until the single player game is actually finished.

Global History Progression - (Retire Fortress, Advance History/World Gen)

Multithreading - Full support for multi-core processors and hyper threading would give many players a big boost in speed, but there are a lot of problems with implementing it.

Graphics Improvements - Everything from rendered polygons to isometric graphic sets. If you aren't aware, there are alternate tile sets and graphic sets, here.
Related to the Presentation Arc.

more underground terrain types

Open Sourcing Dwarf Fortress - DF will become Open Source when you pry the rights from Toady's cold dead hands, if then. Leave the man's baby alone.

==Trade and Economics

More Imports - (sand, water, rough gems and admantium)

==War and combat

Equipment control - (Sparring Weapons, Armor Upgrades)

Training Dummies

AI Changes

Siege Improvements -( Siege Camps, and Tunnelers)
Related to, pretty much, the entire Army Arc.

New Ranged Weapons - (See Also: Gunpowder & Explosives)

==Health Care

Child Care - ( Day Care, Orphan care and education)

Medicine -(less death from minor wounds, fewer carreer ending injuries, field dressing wounds, surgery, hygiene).  Reqs138, 203, 345 and 467, Bloats 99 and 127, and powergoal 29.

Wheel Chairs

==Around the Fortress

Cloth Constructions - Includes tents, lean-tos, awnings, tapestries, and curtains.

More complicated mining
Spoiler (click to show/hide)

Mine Cars -

Improved hauling - Stone management, traffic control, dumping procedures, The Burrows, etc. Transportation and Automation Arcs, list these.

More Fluid Types and Flows -(fountains of beer, rivers of blood, pools of molten steel.)

More Fire - and proper fire control/prevention. Related to Core14, Core55, Req96 and PowerGoal150.

More Door Types - ( Secret Doors, Clearance Based Doors)

Tighter Engraving Control - 2, 3, 4, 5. Bloat 260 covers this.


==Magic
Spoiler (click to show/hide)


==Science and Technology

Gunpower  & Chemestry- (explosives, flamethrowers, arquebus, musket, Flame Cannon)

Machinery & Industry -1, 2, 3, 4

Spoiler (click to show/hide)

==

========================================

8
DF Suggestions / FORUM- Moving The Burden of Knowledge
« on: February 13, 2009, 04:07:26 am »
I apologize if this has been suggested before. Please provide a link to the appropriate thread, if it has.

The first thread I read in this suggestions area inspired this idea, but it almost intimidated me into not sharing it.

It consisted of a pack of  wannabe mods, vigilante flaming a newbie into the ground, for posting a redundant thread. The OP swore to never return to this elitist forum, where fresh faces are clearly not welcome.

Here's another example, from tonight:
http://www.bay12games.com/forum/index.php?topic=30908.0

Redundant threads are a serious problem here. Vigilantism will not mitigate the problem in the slightest. Vigilante modding is an even more serious problem in it's own right.

Publicly crucifying the makers of redundant threads, as an example to others, is useless. They aren't going to read before they post anyway, or they would know to search, from the rules that they so often fail to read. You do scare off the newbie in question, as well as any other newbie, who has the sense to read a few threads, to feel out the culture of the forum, and the sense to not try to change it.

Instead, I suggest that, when correcting a person who has made a redundant thread, posters should be expected to politely provide a link to what they consider to be the best, still-viable discussion of the topic. Bonus points, if you point the newbie to the relevant item on the voting list, so that the vote can represent his desires as well as your own. Once this has been done, people should stop bumping the thread, particularly if all they intend to contribute is more derision and contempt.

This moves some of the burden of following the rules and keeping things orderly, onto those who already know the rules and conventions of the forum.

If a newbie's search would have turned up the relevant thread, it would surely be no real effort, for the veteran to provide him a useful link. Courtesy costs you even less time than that.

9
DF Dwarf Mode Discussion / Artifact Helmet Prevents Drowning??
« on: February 11, 2009, 11:00:57 pm »
My cousin was playing DF the other day and he ran into some carp.

They got six of his seven dwarves and the last one killed the fish.

Then he swam to shore and climbed out of the water.

This guy had no swim skills; shouldn't he be dead?

The only explanation we can come up with is the artifact helmet he was wearing (he made it himself while the fish were eating his brothers). Is it possible that some or all artifact helmets have an ability that prevents drowning?

Pages: [1]