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 - CypherLH

Pages: [1]
1
Curses / Other games like LCS?
« on: July 18, 2014, 12:26:13 am »

So I just discovered LCS after being a Dwarf Fortress fan and sometime-player for years. Was up waaay too late last night delving into LCS.

I'm wondering if there are any other games out there that are anything like LCS? It seems like an untapped genre to me. (that is, text/ASCI based Strategy/RPG/whatever)

2
DF Adventure Mode Discussion / Inns/Taverns in Adventure mode....
« on: December 19, 2013, 06:24:44 pm »

So, the mention of player-run Inns/Taverns in the current dev log made me think about how cool it will be when that functionality is added and then enabled in Adventure mode, combined with site-claiming, so that we can play AS an innkeeper or tavern operator as a kind of mini-game....except in a fully dynamic simulated world with a dynamic economy and dynamic stuff going on all around. That thought just blew my mind.
  And this only promises to get more awesome as more player-run sites are added and as the world becomes increasingly complex and dynamic. (Army/politics arc, more site types, Hero and Criminal Arcs, etc.) Now add in the "making time pass" functionality and I look forward to playing through multiple generations of a family as they build a trading Empire and a chain of Taverns across the known lands, while hiring mercs to "take out" unfriendly local leaders or the heads of competing entities ;)

Ultimately Adventure Mode could far surpass Fortress Mode when you factor in all the potential for mini-game play, random SCIENCE, role playing, and the like.

Mind is boggled.

3
DF Gameplay Questions / Trading in Adventure mode...
« on: February 29, 2012, 03:51:00 pm »

Am I crazy or is trading in adventure mode in 0.34 kind of a pain right now? I don't seem to see values of things any more and the traders don't seem to haggle - they just give yes or no answers when I offer a deal. I can kind of determine value by offering a outlandishly low price and then slowly increasing until they agree to the trade...but this is time consuming. Am I doing something wrong, or is there some interface element I am not seeing? I seem to remember it working better in adventure mode in earlier versions of the game.
   Also, is the value of things now determined by the "Supply and demand" situation of a given area inside a generated world or is it still hard coded?(maybe this is being transitioned which is why trading is kinda broken right now?) I know Toady is working towards a more dynamic economy but I'm not sure if this extends beyond worldgen yet.


4
DF Gameplay Questions / Chasing creatures in Adventure Mode...
« on: February 28, 2012, 03:05:18 am »

So I'm a total noob and playing Adventure mode. Decided I had better try to improve my sword skills by murdering helpless small creatures outside of the hamlet I started in. But whenever I find some victims and try to move towards them the little bastards run away and I can never catch them. Been chasing weasels and vultures for an hour now and I have yet to catch a single one. The only combat I have seen at all is from quests.
   What am I missing here?



 
 

5
DF Gameplay Questions / Climate Change in Dwarf Fortress...
« on: May 17, 2011, 03:06:19 pm »

Does anyone know if biomes/climate can shift during worldgen or is it set in stone? I'm just curious because I generated a hot, arid, world and noticed a couple large towns that had very low populations, abandoned fortresses, and only a small number of planted fields. I was wondering if the climate might have actually shifted in those areas, becoming less fertile and leading to a population decline?  Or is it just all starvation caused by the current worldgen trade imbalances?


Side note : One of those towns I also ran into a "boiling rain" storm that melted my adventurer's hands and killed him ;) Fun!!!

 

6
DF General Discussion / Music to play by, Tron Legacy soundtrack!
« on: January 25, 2011, 06:48:27 pm »

Anyone else playing Dwarf Fortress with the Tron Legacy soundtrack blasting away? Its _perfect_ !!!




7
DF General Discussion / Dwarf Fortress 2021
« on: January 24, 2011, 08:07:25 pm »

I'm curious as to what people think about the long term future of Dwarf Fortress.

Firstly, do we have reason to expect that the game will still be active, updated, and supported out to the end of this decade? I'm not sure what, if anything, Toady has said about the very long-term future of the game.
Second, what do people think Dwarf Fortress will be like by then, assuming it continues to be updated that long?

My own hopes are that Toady keeps pushing ahead with the pure simulation, so that we're much closer to the complete 'Fantasy World Simulator' from the top on down. From living breathing civilizations down to individually tracked, and breeding, squirrels in the forest. I'd like to be able to embark each of the races and have separate modes, appropriate for each. Control a Dwarf Fortress or a Human Town/City or a Eleven TreeHome, etc. With appropriately different options for each. Plus a civilization or Empire mode where you can act as the leader of an entire civilization or Empire. Or a hybrid of the two : Start off as a Dwarf Fortress or a City or a TreeHome and then be able to expand your control out into the world and create your own Empire(sounds like Army ARC is already heading in that direction). I'd like adventure mode to be more playable and for the world to be so incredibly well simulated that it really feels like a living, breathing, real fantasy world. Lastly, a "god mode" where you can play as a deity within the game and have basically total control over anything you want : play as a distant and wrathful God....compete against other Gods for more worshipers....or manipulate ever single little detail in every corner of the world just to tinker with things.

Oh, lastly, sentient AI for every intelligent entity would be nice, hahaha ;) I don't ask for much! But seriously, it'd be cool if organized groups within the game world exhibited an "intelligence" at least approaching that of something like an ant colony, I.E. emergent collective intelligence with cascading levels of loyalty and chains of command, etc. I suppose you could argue that the game already approaches this, and will get closer once civilizations have more memory and politics, and things like Guilds are introduced, etc.)

Anyway, would love to hear other people's opinions on the very long term future. Part of what excites me about this Game/Simulation is more the potential of what it could be rather than the game as it currently us.

Pages: [1]