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Topics - praguepride

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1
DF Gameplay Questions / Horizontal or Vertical Fortress?
« on: March 19, 2010, 10:02:26 am »
So, my typical fort is a vertical fort built around central staircases.

Typically I have:

Z+1: Trade goods storage
Z: Entrance & Defences
Z-1: Barracks
Z-2: Workshops
Z-3: Farms & Food processing
Z-4: Kitchens & Stills & main food/booze storage
Z-5: Dining room & bedrooms
Z-6: Metal ore/bars storage
Z-7: Forges & Smithing
Z-8: Coin Vault
Z-9: Tombs
Z-10: Drainage


Now, there might be gaps between those levels, like I traditionally like to have the very bottom layer of the map be my drainage and the layer right above it be tombs, so there could be 20+ more layers in there, but the condensed view works. I like it because based on the z-level, I know exactly what to expect. Plus, I can rig up waterfalls at the top of the staircases that cascade down and EVERY dwarf sees it. If my map has chasm/bottomless pit I'll drain into that, otherwise I just mine out a huge section of floor and have floodgates set up so that I can dump specified amounts of water at a time that will evaporate before flooding.

Dwarves are quick to move from zone to zone. For example, getting from my mason workshop to food is only like 13 steps, while going from mason to furniture storage is 10, and mason to ore storage is 16....everything except for specific rooms are 20 steps away from anywhere else.

However, there are some known problems with that. Namely because of how "close" everything is, maisma that enters the central corridor goes EVERYWHERE. It's usually sealed off with lots of doors to prevent just that, but in the early game before I have all the doors set up one rotten plant causes all my workshops to breath fumes.

I was recently reading the "Pathing" on the wiki and it seems like material pathing works on a 3D cube, which would explain why it's so hard to get my dwarves to work with materials on their own section. My masons are always travelling up and down stairs despite their huge stone stockpile right in front of them. I usually have to lock them in their workshops so they stay in place...

Finally, defenses is a bit weak. IF something were to get into the central stair cases, there's no chokepoints, they could get anywhere. That's a pretty big IF because I only have a single entrance to the fort which is heavily defended with traps, moats, drawbridges, and I usually have a squad of troops stationed there at all times, as well as chained wardogs etc. etc.

But IF something gets in, it'd be impossible to isolate them. I'm thinking this would be a serious problem if I accidentally broke into HFS or in future versions where burrowing.

Anyway, do you typically build horizontally or vertically?

2
DF Suggestions / Beard = Sanity Level?
« on: March 16, 2010, 04:08:29 pm »
So it was talked about in  various places of having dwarves tug out their beards when they're upset. Perhaps this could be used as a subtle clue to warn a player how soon the dwarf will kill himself.

So as a dwarf's morale stays in the danger zone, he starts doing undwarfy things, like plucking his beard. If he's only been that way for a short while, his description text will just read "Has been tugging at his beard lately."

As morale stays in the red, the text will evolve into "Has pulled out clumps of beard lately." and going on to "Has ripped out huge patches recently." and eventually "has torn his beard apart" and that is your indicator that in about 5 seconds, that dwarf is going to go super saiyan on your fort!

3
Curses / Solitary Interrogations
« on: March 15, 2010, 02:50:57 pm »
You should check out the show Solitary. People are put into isolation and forced to abuse themselves for the promise of treats and prize money at the end.

Could be a useful source for LCS interrogation improvements. It's also an interesting quasi-look at stockholm syndrome. They end up wanting to "win" so bad even though "winning" involves even more pain and discomfort.

http://www.hulu.com/solitary

4
Curses / Housewives & Rolling Pins
« on: March 14, 2010, 07:55:58 pm »
New NPC type: Housewife. Would have cooking, tailoring, and club skills. Sleepers would effect family stuff (women's rights & child labor). In L & L+ society they'd be called "Working Mothers"

The rolling pin would be a club weapon that would provide bonuses to selling brownies (like guitars do for selling music).

The C+ version would be a PTA Chair, or something like that.

They'd be found in Apartments & public places.


Anyway, just a thought as I watched my wife viciously pound chicken flat with a rolling pin.

5
DF Suggestions / Bloat109, DRINK IMPROVEMENTS
« on: March 11, 2010, 11:24:42 am »
Basically with the naming of drinks.

The first step would be to include more varities of drink names. So beers instead of always being "dwarven beer" could be:

dwarven beer
dwarven ale
dwarven lager
dwarven stout


wines could be
dwarven wine
dwarven sangria
dwarven sparkling wine

whisky could be
dwarven whiskey
dwarven bourbon
dwarven scotch


rum could be
dwarven rum
dwarven spiced rum
dwarven dark rum

So first you'd reclassify the products of plants as a basic type: beer, wine, whisky, rum, custom

So Beers would be: Pig Tails, Cave Wheat, Longland Grass, Bloated Tubers.
Wine: Plump Helmets, Whip Vine, Fisher Berry, Wild Strawberry, Prickle Berry
Rum: Sweet Pod, Sunberry?
Whiskey: Muck Root, Sliver Barb, Rat Weed
Other: This would be just a custom name without variation. So potatoes might just be CUSTOM:Vodka, If you decide that Sunshine or River Spirits are their own item then you can include their custom names as well.

Then using logic akin to cooking, each production would randomly produce a name.

So instead of pig tail always producing ales and cave wheat always producing beers, you might produce a Pig Tail Lager or Cave Wheat Stout.



Second step: Custom Cocktails:

When an exceptional drink is produced, it will be given a custom name using a random name generator. It could use the existing random name generator but one might be special tuned for drinks if desired. Basically instead of just being an exceptional Cave Wheat Lager it would be The Lager of Blank (Champions, Blades, Bridges).

If a masterwork drink is produced, it will be given an even cooler name. So it would be The [Adjective] Lager of [Adjective] [Noun], The Brilliant Lager of Shining Champions.  (and of course it would be given a cool dwarfy name as well).

From that point on, any new exceptional or masterwork items have either a chance to repeat an existing name or add a new one to the list. So initially, the chances of a new name would be huge, but once you've gotten a dozen or so custom brews, the chances of a new brew being discovered would be slim to none. Quality wouldn't be tied to the name, so an exception drink name might be repeated with masterwork quality item (this would represent a particularly good batch) or on the flipside a masterwork name might end up used for only an exceptional level brew (it's not as good as the original, but it's still pretty good...).


 

6
DF Suggestions / PowerGoal49 & 50 - Sadistic Tag
« on: March 11, 2010, 10:55:31 am »
Add a [SADISTIC] tag to monsters that does certain "sadistic" things. Examples include

- toying around with injured dwarves. So imagine a dwarf is fighting a troll and the troll mauls the dwarf and the dwarf passes out. Instead of just going in and kill the dwarf, the troll might pause, waiting for the dwarf to recover before attacking again. The dwarf would probably again quickly pass out and this would repeat, effectively having the troll torture it's victims.

- playing with morbid objects. The creature will pick up bodies, chunks, bones and skulls and randomly throw them around. They might then go over, pick it up again and throw it around some more.

- use morbid objects as weapons. Imagine a creature that decapitates a dwarf, picks up the dwarves head and then throws it at another dwarf, stunning it long enough for it to rush in and decapitate. This would use logic simliar to throwing stuff in adventure mode, but obviously would neded to be nerfed heavily so that a dwarven chunk doesn't blast right through plate mail. This would also provide an opportunity for non-ranged combatants to gain temporary ranged weapons. Damage for chunks etc. should be minimal, but it should have a high chance of stunning (you'd be stunned if some creature just threw the head of your squad mate square in your face!).

- gather morbid objects. Basically a sadistic troll might go around and gather skulls and bones to "decorate" it's cave with.


Perhaps with the [SADISTIC] tag there should be a [MORBID] tag to indicate that an item is "unpleasant". How does HFS know to spawn chunks and blood and gore etc.?


Basically, the "toying" around stuff wouldn't really do anything for the creature (except train it's "thrwoing" skill...) but it would do this randomly instead of walking around or attacking nearby dwarves. Perhaps if it doesn't have a toy to play with and occupy it's attention, it has an increased likelihood of attacking your dwarves. Thus a "sacrifice" situation might happen where to keep the huge group of ogres away from your fledgling fort, one unlucky dwarf is chosen to be their "plaything" for awhile...

7
DF Suggestions / Core76, EMBARK SCENARIOS
« on: March 11, 2010, 10:43:00 am »
Just browsing through the lists and saw this. I think this could be an easy thing to code in, but the question is WHAT to code in. Here are three ideas:

1. Questions - similar to Liberal Crime Squad, the game will ask a set of quesetions about the journey and your responses will have a known impact. For example:

"Your crew is wandering through mountains when you are attacked by bandits. Do you..."

  • Kill the Bandits (every dwarf gains novice wrestling skill)
  • Flee (every dwarf gains +1 agility)
  • Bribe the Bandits (every dwarf gains novie social skills).

2. Known & Random Effects - again, questions would be asked but the outcome of the answers are variable within a known degree. Taking the same example quesetion about bandits attacking...

  • Kill the Bandits (random dwarves pick up injuries but also gain various military skills (armor use, shield use, wrestling, weapons etc.). Gain a random amount of iron gear off of the dead bandits.
  • Flee (lower chances of injuries then fighting, but a chance that some items fall off the wagon. Note this would only be stuff like food, extra ammo etc. and not equipment carried like axes & picks. Anvil can never be lost.
  • Bribe Bandits: 100% chance that X wealth worth of items are removed, but no injuries and dwarves gain a variable amount of social skills.


3. More Random & More Skill Based: Basically the game would generate random scenarios (probably not unique, but from a list of 100 scenarios, the game randomly picks 10). Then you get your set of options and based upon random chance and the dwarf skills involved, various outcomes could happen. Again, bandit attack.

  • Fight back! If you have a lot of military dwarves and/or weapons you can fight it out. Heck, the game might even simulate an actual combat. Your dwarves could win and secure extra XP and loot the bandits for various extra items. Your dwarves could be heavily beaten and thus lose a bunch of items and have severe injuries.
  • Flee: If you travel light (i.e. with low weight items and/or more pack animals) then a better chance of fleeing. You can flee successfully (no negatives), get caught (forced to fight, see above), or flee but lose some items in the process.
  • Bribe: If you have high negotiations and valuable items you can bribe the bandits easily. Otherwise, you'll lose some items AND be forced to flee or fight depending.

Now obviously, bandits attacking would be a bad thing so the results should be mostly negative. There would also be things like "you find a dead adventurer" and have the option of looting the body or burying it (looting gets you items but lowers morale, possibly even cursing the dwarves), or you could meet a stranger and have the chance of getting an 8th dwarf right off the bat, things like that.


8
General Discussion / Need Some Programming Help
« on: March 09, 2010, 11:18:48 pm »
I'm planning on running a game at GenCon in August and I could use somebody's help out there.

What I need is a simple program that can run off of a crappy XP laptop that does the following:

1: Display a text box that prompts for a password and does a simple mask that turns characters inputted into *'s

Note: There is no verification or character scrubbing or "correct" password.

2: No matter what is inputted into the text field, when the enter button is pressed, a countdown timer appears in big red letters, counting down from 10:00 minutes.

Note: Bonus points if after the first minute a warning siren starts up. It is critical that if an audio component is used that it doesn't start immediately, only after the first minute.

And that's it. When the countdown reaches 0 the program terminates and that's that.

If it helps, I could probably dig up a .wav file to play the warning siren. Hopefully it'd be something really easy for someone to do. Unfortunately my only programming experience is with web-based applications and I don't have internet access on this laptop.

If someone could help me out that would be awesome!

9
Curses / Lawyers
« on: March 08, 2010, 08:50:28 pm »
Help, I can't use any of my sleeper lawyers!?

10
Curses / Only gain skill when you fail?
« on: March 08, 2010, 05:07:38 pm »
Basically the current system has it where you gain skill points when you pass a skill check. You might also gain skill when you fail as well but I can't verify that 100%.

If you always gain skil when you succeed though, this system favors "obscenely statted" characters. So learning a skill like dodge or rifles is extremely difficult in the beginning of the game. YOu're missing your shots all the time and getting shot/stabbed/punched in return. You try to sneak around and everyone spots you. You try to talk to people and nobody will give you the time of day.

However, once you get those skills to the double digits, it becomes obscenely easy to level up. You hit all the time and you evade every attack against you. You can go buck naked through the White House and convince the CCS Leader that liberalism is the way of the future.

However, your stats continue to climb, usually even faster then original because you're passing skill checks left and right so without even trying your skills reach XX.99+ with nary a thought. So that means that the strong just get stronger. And the difficulty curve is only at the beginning of the game. Once you're uber-statted, you fly through the game no problem.

But what if this was flipped? They say you only get better by playing a smarter opponent. You learn from your mistakes. You've gotta crack a few eggs to make an omelette.

Now this would need to be refined, but the basic system would be that you gain XP when you fail. So when you get stabbed, your dudge goes up a little. When you miss, your pistols goes up a little. This has many benefits:

1) It's very easy to initially learn any skill. Because you suck at it, you'll fail all the time and quickly rack up tons of XP.

2) It increases the challenges of getting stats into the "obscene" level. When you dodge every shot, you stop gaining experience in it. When you hit every time you stop leveling up your pistols/rifles/martial arts. So you won't be able to farm out Crack Heads and Fast Food Workers for XP. You'll have to move on to harder and harder opponents. If you're not facing a challenge, you're not gaining XP. I think this is a bit more realistic because beating up retiree's shouldn't train you to super-human skills to take on an army of agents or soldiers with your fists.

3) Increases end game difficulty. Again, you have to always be facing a challenge to improve.

4) Rewards players for taking risks. Instead of sticking to the crack houses, you'll gain huge rewards by going to more dangerous places with harder locks, more observant conservatives, tougher opponents etc.

11
Curses / Heat (various questions)
« on: March 05, 2010, 07:24:09 pm »
I've got a quick question about heat. Is it linear or does it grow and fade away?

I.e. commit murder = +3 heat that never goes away unless you get acquitted/serve jail time?

So if I kill someone and disappear for 10 years, will I still have that kind of heat or will I be "neutral" again?

12
Curses / Balancing Recruitment
« on: March 03, 2010, 04:21:21 pm »
So, first off I understand why recruitment was nerfed and I completely support limiting how many people a person can talk to every day. Older versions, recruitment was broken as you'd be talking to hundreds of people a day it seemed like.Add to that being able to talk them out of $50 to $100 and there was no shortage of funds after going on a lengthy talking spree at the co-op or crack house.

HOWEVER the new system I think swings things past the point of "challenging but fun" and into the "frustrated, why the hell is it doing that!" sort of spectrum.
 
The way I understand it, new people have priority over older people, and if you miss a single meeting, they never come back again. I think that one or both of those issues needs to be addresse dto help make the game more balanced overall.

#1: Random meetings: What do you mean I don't get to decide who I get to talk to? It makes no sense why I'd rather talk to a homeless guy then my carefully nurtured Hangin' Judge who's just about ready to fight! Let me decide who I have time for.

Basically the game would list out all the people you have planned to talk to (adding jobs & status like determined or ready to fight would be bonus) and then you'd get X slots to use. X being random number + persuasion + juice (higher juice means less need for sleep.

#2: If the above can't be done, let it go in reverse order. So the people I've been talking to for days or weeks get higher priority then the newcomer I chatted up just to get them to look away as I stole their stuff.

#3: Forgiveness: Basically just because you blow off a meeting doesn't mean they're lost forever. Perhaps each level gives you one "freebie". So at "humoring" or "someplace else" if you blow them off they're gone. But at "curious or determined" you can miss a single meeting and they'll come back tomorrow. And at "ready to fight" you would get a couple chances to talk to them before they're gone forever.

13
DF Suggestions / Resting Animals & FPS Savers
« on: February 26, 2010, 10:16:41 am »
I just loaded up a new map and my FPS is being killed because of the huge open air, 30-something z-level chasm.

As I'm watching dozens of cave swallowmen slowly fly around, I can't help but wonder how much of a toll that's taking on my framerate. So my thought would be that flying animals (and animals in general) would have to rest, perhaps rest often.

So at some point the animal would land and go to sleep. If this is staggered hopefully it would result in some decent FPS gains as instead of 3 dozen flying creatures flapping around, perhaps only 2-dozen are active at any one time.


On a side note this would make flyers a little easier to combat as you could wait until they were resting before launching an attack.

Obviously, undead and legendary creatures would be immune to resting.

14
DF Suggestions / Make [TRAPAVOID] A Percentage
« on: March 23, 2009, 02:43:33 pm »
Right now you have two choices for allowing monsters to bypass traps: all or nothing.

Either they stumble into every single trap like a drunken sasquatch or they nimbley avoid stepping on a trap even when going down a 100 tile corrider filled to the brim with traps.

What about making it a percentage? Maybe give standard intelligent creatures a flat 50% chance of noticing and avoid the trap, while thieves can have higher %'s based on skill.

0% and 100% would work the same as the "all or nothing"

Then to compound things, maybe add a second tag [trAPDESTROYER] which allows them to destroy traps they bypass.

This keeps traps as a useful defense while increasing overall challenge and difficulty. Making goblins/orcs have [trAPAVOID] basically eliminates the traps from the game. Having traps eliminates orcs/goblins from the game.

15
Curses / Suggestion: Pregnancy?
« on: March 22, 2009, 09:35:48 am »
So, we have sex slaves. And soon genders will be added in. I'm not saying that this is an OMGMUSTHAVE! idea, but just bringing it up for discussion?

Should LCS members have babies?

Some initial thoughts would be that it would slowly decrease the stats for the pregnant LCS member (except maybe heart, which could be argued would raise up). Then you have a baby that just sits in equipment section as non-sellable for 6 years, and then turns into a child worker -> teenager -> political activist.

Nothing big or gamebreaking, but it would be another "investment" as maybe you can have them learning when LCS members are teaching, so you can train up the next generation of workers.

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