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Topics - Aquillion

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1
Other Games / Amazing Cultivation Simulator
« on: November 16, 2020, 02:27:19 pm »
For those who haven't heard about it, Amazing Cultivation Simulator is a Dwarf Fortress-like / Rimworld-like based on Chinese Cultivation novels (that is to say, Xianxia novels) - a genre where people try to cultivate their inner power using martial arts bullshit, pills and medicine, and daoist enlightenment in order to become immortal demigods.  For those unfamiliar with the genre, imagine a DF-alike where you run a Naruto village or something along those lines.

You run a sect that starts as just a few outer disciplines; ultimately your goal is to raise a bunch of immortal demigods.  The game has a huge amount of depth to it - you can send your cultivators off on adventures, or your sect can be attacked by massive multi-part screen-sized megabeasts that require a bunch of cultivators in formation to deal with.  (Formations are magical arrangements with various effects and powers, which you can customize to suit your needs.)  You can turn any object into a magical treasure, and your disciplines can learn a ton of magical techniques as part of the various paths they follow or by reading secret manuals.  The game also has a complete Feng Shui system, so in addition to a room's quality you have to consider the elemental auras of any objects you place in it and the requirements of whatever purpose you intend to put it to.  Basically if you want DF with a deep magic system, this game is worth looking at.

The official English release comes out shortly, but the translation is already available for people who own the game on Steam and want to test it by following the instructions here; it seems basically complete.

2
Now that we can send dwarves out to raid other sites, and now that trade routes are a world-gen thing, it makes sense to be able to send traders to other people.  I feel that this would be a good place to add player-made trade routes, outgoing caravans, and wagons.  Some thoughts on how it would work:

1.  To create a caravan (and for larger raids or even military campaigns), you would need to build wagons at an appropriate workshop.

2.  Player-owned wagons could be loaded and unloaded like a depot.

3.  Players could also order a player-owned wagon to be moved to a specific point on the map, which would allow them to be used for transporting goods internally (although that's not their main purpose.)

4.  Wagons can be assigned to outgoing expeditions.  In that case, everything in the wagon is available to the expedition.  Larger or longer expeditions could require food and might need wagons to supply it; raiders could bring back more if they have wagons to carry it.

5.  You could send wagons on 'trade' expeditions, or set up recurring ones.  In this case, you set what types of goods you want the wagon to buy (like a trade agreement), load it up, and send it off with some dwarves.  The dwarves sent with it would handle the trading (and the highest trading-relevant skills among them would obviously be important.)  Dwarves with particular likes or dislikes may end up buying stuff you didn't request, though SELF_CONTROL and DUTIFULNESS can reduce the risk of this.  Dwarves who are easily SWAYED_BY_EMOTIONS and with high WASTEFULNESS or IMMODERATION may end up buying more unnecessary stuff, too.

6.  Dwarves could be sent to trade without wagons, but wouldn't be able to carry as much.

7.  In addition to trading, this could also be used to offer tribute.

8.  Most importantly, the player should be able to establish long-term trade-routes.  First, you'd send a diplomat to whoever you want to trade with to agree to it; then, you'd assign a depot to that trade route, as well as some dwarves and wagons and a list of desired goods.  A depot assigned to a trade route will automatically send any items the player places in that depot outward along the trade route, and will automatically receive incoming caravans and trade with them according to its list of desired goods, without further player involvement.  This would allow players to set up ongoing trades that don't require constant attention or micromanagement, while letting the player create trade routes that could be meaningful to other game systems or if the fortress is retired.  Players could check in the depot to see items currently offered there by the other civilization if they want to manually force a specific trade, but otherwise it would all be handled by the trade route agreement.

3
DF Suggestions / Adventure mode character customization
« on: September 14, 2018, 09:21:33 pm »
Dwarf Fortress' Adventure mode doesn't tend to have as much staying power as its Dwarf Mode right now.  There's a lot of reasons for the difference, but I feel the big one is that there's not enough room to define your character, mechanically, in a unique way.  At the end of the day most characters play very similarly, with just a few differences based on your skill selections (and even those are often slight.)

Personality attributes and things of that nature don't significantly change how characters play, and even with a hypothetical "complete" implementation I don't think they'd offer what I'm thinking of - ultimately every Adventure Mode character shares roughly the same capabilities, so they play very similarly even if they have different goals.  Right now this is pretty inherent in the structure of Adventure Mode, so I'm not sure it's going to change much.

The Magic and Artifact arcs might change it a bit, yeah.  But I feel that for adventure mode to be fun long-term, there needs to be more attention specifically payed to giving characters ways to develop mechanically-distinct capabilities and playstyles, whether it's by making your followers and position in the world matter more, making weapon / equipment choices more interesting (rather than just the best you can get your hands on, which it usually comes down to now), having more options for skill development, adding talents and secrets and techniques characters can learn on top of their skills, and so on.

4
DF Suggestions / Riding skill
« on: July 29, 2018, 02:05:16 am »
This might be so obvious that it doesn't need to be said, but since player mounts are being worked on now, this seems like the time to discuss it...

The game ought to have a riding skill that improves your ability to command your mount.  With no or low skill, your attempts to convey your intention to your mount could sometimes fail, while high skill would make it more likely that your mount could overcome terror or other mental effects that could prevent them from obeying your commands.  Much like riding itself, this could eventually be reused when leading groups of people in combat (though keying off of Leader rather than Rider.)

The act of mounting or dismounting could also depend on your Rider skill - highly skilled people could do it faster, while unskilled people would sometimes fall.  And, likewise, your ability to remain mounted when you or your horse is struck could sometimes test your Riding skill.

5
From the most recent update:

Quote
Pillaging and razing are now options from the fort mode 'c' screen. You can bring back one piece of loot or one livestock critter per dwarf that returns from the raid (you can decide to turn either option off before they go.) Since we don't have actual production to replenish site stockpiles yet, we're handling it with a simple placeholder variable. The size of the raiding party vs. the current population of the site determines the depletion percentage, and the percentage repairs itself 1% per day if the site is inhabited. The percentage is the chance that an individual dwarf's loot action fails. So a ten dwarf attack on a small village can cause future pillaging to reduce returns or fail outright for months, while a 150 dwarf raid on a capital might cause a ~10% dip in returns for a few weeks. In the (distant) future, this can be replaced by numeric resource piles. Livestock, on the other hand, is actually taken from the site's animal population pools, regardless of the percentages.

On my first attack on a human village, the dwarves returned with a yak, a goose, and an alpaca, as well as a nicely decorated yak waterskin... and somebody's oaken crutch. When I sent a single dwarf to sneak into a goblin tower, she came back with a pair of silk goblin shoes. We might end up weighing them against picking up a bunch of junk after I try some larger raids, if the results are always that disappointing, he he he.

I suggest making it so both a dwarf's ability to find loot and what they choose to bring back depends on their skills and abilities.  Possibly, the player could also specify loot priorities (like they do for trade agreements) which dwarves will respect or ignore depending on their personalities and traits; if that's implemented, it would be considered as a modifier for "value".

Specifically:

Preferences make a dwarf prefer to loot items, materials, and animals they like, possibly to the extent of ignoring value (or requests, if that's implemented.)  The degree to which a dwarf's looting is governed by their preferences is determined by their other traits (like willpower and immoderation) as described below.

Observer and Intuition would help you find loot (increasing the pool of what the dwarf can choose from and decreasing the chance of finding nothing), and help find higher-value loot in general (under the assumption that higher-value loot tends to be better-hidden.)

Willpower helps a dwarf resist their preferences and choose higher-value loot even when their preferences would lead them towards low-value loot.

Analytical ability and Focus help with both.

Immoderation makes a dwarf more likely to choose loot based on their preferences, without considering its value.

Dutifulness and self-discipline make a dwarf more likely to consider value above their own preferences.

Additionally, immoderate dwarves or ones with high anger problems could do more damage to the site being looted, while compassionate and self-disciplined dwarves could do less.  Damage to the site could make it harder to loot it again later, among other things - ie. they're smashing and destroying stuff that they're not taking.  This could make diplomatic penalties for looting more severe - ie. sending a bunch of rowdy dwarves who kill half the cattle while stealing the other half is going to piss people off more.

6
DF Suggestions / Recreational combat training.
« on: December 16, 2016, 11:56:08 pm »
A lot of dwarves (and visitors) seem to have distractions from being unable to fight or practice military skills.  Currently, to serve this need, you have to put them in an actual military unit for a while, then take them out, every single time; this is a bother and doesn't really make much sense.

I suggest providing a way to set up "recreational" training zones where people with appropriate personalities and desires will go to train lightly in their free time.  This would not provide as much of a benefit as formal military training (since it's not as rigorous), but would serve as a way to satisfy this need.  Possibly this could be an activity zone, or possibly it could be a setting for barracks (and possibly archery ranges.)

7
DF Suggestions / Book and library ideas!
« on: March 23, 2015, 05:42:10 pm »
Since libraries are going in right now, and scholarship in general is being expanded, this seems like a good time to discuss ideas and wishlists for them!  Here's some of my thoughts for what I'd like to see from books and libraries in the near future (some of which may be a bit obvious, but I figure it can't hurt to write them down:

* Books for skills used in dwarf mode, which you could buy or bring with you or get in other ways.  Not every skill would be available for book-learning, of course, but many would.

* Dwarves reading these books to raise their skills.  Some dwarves might read them in their free time, but it'd also be nice to assign 'study' jobs at a library.  This would create jobs for dwarves who have a labor for a relevant skill and who could improve it in the library to go improve it there.

* The ability to order dwarves to write books on their skills, preserving knowledge.

* Dwarves reading other books for leisure.  Some leisure books could give minor amounts of skill in relevant topics; this would cause literary-minded dwarves to gradually gain skills relevant to their interests.

Note that this would automatically include some degree of connection to your civilization's "tech level", in that if your civilization has a lot of famous books on a particular skill, you'll be able to get them easily from your dwarven traders.  This would help connect Fortress mode to the rest of the world.

8
DF Suggestions / Temple ideas!
« on: January 29, 2015, 03:10:29 pm »
Since temples are apparently being added to Dwarf Mode, it seems like a good idea to post ideas for them.  Some of these might seem obvious, but it's still fun to write them down.

Dwarves will apparently visit temples or taverns based on their personality.  Temples, I assume, should require a priest or priests; the higher the priest's social skills, the more they can improve the mood of the dwarves who visit.

Dwarves are probably generally more likely to go to taverns than temples, but one idea that I think would be cool and realistic would be if dwarves facing extreme pressures or tragedy are more likely to go to temples (assuming their personalities or beliefs aren't totally opposed to it, of course) -- there are people in the real world who consider themselves technically religious but only get involved on major holidays or major life-events, after all.  More importantly, though, this would make temples valuable for the same reason they often were in real life -- dwarves facing extreme grief from a recent loss could go there to receive comfort from the priest, reducing the chance that they'll tantrum.  Eventually, perhaps, there could even be more formal funerals than we have now, where all the dead dwarf's loved ones attend and the priest (and maybe other people who knew the dwarf) gives an eulogy which can help manage mood -- of course, if someone does terribly on the eulogy it could make things worse.

Possibly priests could also have a skill for religious or supernatural knowledge, which gives them a chance to spot or harm vampires and a chance to successfully exorcise ghosts; this skill would also improve the quality of the temple as a sanctuary -- a priest who is highly skilled at rituals could keep the undead from entering, and civilian dwarves could automatically flee to there if they see undead.  Of course, this depends on exactly what powers religions have in Dwarf Fortress, but exorcisms, spotting vampires, and providing sanctuary against undead seem logical.  An extremely skilled priest might even provide temporary sanctuary against the dreaded clowns, although I doubt it would hold up for long.

9
I noticed that the new dev list has a lot of details about adventurer roles.

I think that the one thing that is most missing from adventurer mode at the moment, though, is any sense of long-term achievement -- I realized this specifically when reading the thief role, as it occurred to me that the game doesn't actually provide much to do with the money you earn by stealing things.  The biggest problem with DF's adventure mode at the moment is that it lacks an outer gameplay loop -- obviously given the game's complexity, its outer loop is going to be at least partially player-defined, but I think there needs to be some sense of overarching progress that you can devote yourself to.  Without that, I've found that I enjoy it at first but rapidly lose interest.

Eventually things like status in the world (with associated abilities to lead or command larger and larger people) could serve this purpose; there's already a bit of this in your reputation.

Once the world has more magic (especially in the form of artifact powers), acquiring that can also serve as an adventurer goal -- there's a bit of this already, again, in the form of necromancy and vampirism.  It doesn't even really have to be magic -- I think the idea here is more having hard-to-get things that extend the gameplay in some way, things that take a while and involve chaining together multiple subgoals on the player's part in order to achieve them.  (In this respect, once titles and positions are in, earning one of those also fits this category.)

Having more ways to spend money would help a lot, but this ultimately requires additional end-goals down the line in the form of the stuff you're spending money on -- titles and positions, property that grants new gameplay options, magical artifacts or ancient books of lore that give you new abilities, and so on.

Giving the player more ways to affect ongoing history (and making history deeper so players want to affect it) will also help a bit, but I suspect that you'd have to give some sort of direct obvious feedback for it to be meaningful to most players.

In Fortress mode, you're building something big and meaningful, and the more you expand it, the more options you have (as you gain more and more skilled dwarves.)  In Adventurer mode, this isn't so much the case...  adding Adventurer Skills will help a bit (in that simply improving your skills will be one possible goal, with more meaningful feedback than we get at the moment due to the options it opens up), but I think the game needs a deliberate effort to create incentives and long-term goals for adventure mod.  The roles look fun, but each role, I think, ought to have major goals and rewards of the types I described.

10
DF General Discussion / Most amusing bugs?
« on: August 08, 2014, 02:02:17 am »
I was browsing the bug tracker when I came across this:

Parents spam cancellation messages when Ghostly Babies.

I find the fact that parents freak out trying to reach the ghost of their baby to be amusing, at least.

Another fun one:  Merchants attacked but unharmed collapse and stop moving.

The merchants were attacked by a wereiguana and, despite nobody taking any damage, found it so traumatic that they collapsed into blubbering heaps forever.  The dwarves, understanding as always, immediately took their wagons apart to make cabinets and stole all their stuff.

This related bug suggests that the dwarves may not be deconstructing the wagons; the wagons themselves may be getting horrified and exploding.

Ambush by harmless noble when reclaiming ruin.  I picture a nobledwarf with a top-hat and monocle popping out from nowhere with an "A-HA!"  And then taking a sip of tea and doing nothing else.

Staying with the "evil noble" theme, Nobles go to live in goblin-controlled former capital, murder fellows - the goblins took over the dwarven capital, and as a result, new nobles apparently decide they are goblins, move to the goblin-occupied capital, and start murdering people.

What other entertaining or amusing bugs have people found on the bugtracker?

11
Now that the world is a lot more dynamic, it's a bit odd that players still get a Dwarf Caravan, a Human Caravan, and an Elf Caravan.

I think it would be more interesting if the caravans that arrived were based on nearby settlements (which could each have their own focuses) rather than the races.

More importantly, I think it'd be interesting if non-civilization individuals or groups could trade.  In particular, it'd be interesting if friendly necromancers would occasionally come to trade with you (using undead to haul their goods, of course, which could be crude things they had their undead fashion, or stuff they looted elsewhere.)  Eventually there could occasionally be friendly (or at least less omnicidal) night creatures and megabeasts that may occasionally want to trade.  Such creatures could make weird demands, and necromancers might even offer undead "pets."

Ultimately such things might demand tribute in the form of human (or dwarven, or captive goblin) sacrifices, too, or offer trades for corpses or body parts.

Naturally this might also have to tie into your civilization's values (not every civilization is going to be willing to trade with them, and it would be interesting if a player had to think about how their dwarves might react to offering tributes to a dragon, etc.)

12
Chaos Seed is a previously Japan-only SNES game where you play a cave hermit who has to heal the damaged earth by building a magic cave and summoning monsters to help you use it to gather energy.

The catch, of course, is that when a weird-looking cave hermit sets up a cave and fills it with monsters, the local government tends to react violently, so you also have to defend your cave from regular invasions from above (as well as monsters invading from below.)  The game is sort of a combination of an action-RPG with Dungeon Keeper themes; you choose what rooms you'll build and where, and set up patrol routes for your monsters so they can keep your cave running.

Anyway, you can get the translation here; it seemed like it might be of interest to some people here.

13
DF Suggestions / Angry mobs.
« on: November 20, 2013, 04:51:59 pm »
Although we have tantrum spirals and huge brawls, they tend to be disorganized affairs.  I think it'd be neat to have something slightly more formal:  When a lot of dwarves hate a particular person, one of them could try to start an angry mob.  It'd be a special event, announced in the logs as "An angry mob has formed, baying for TARGET's blood!"

(Angry mobs could form against non-dwarves, such as animals that have killed a lot of dwarves -- this could be beneficial to the player, but it would more frequently cause problems by resulting in enraged non-combat dwarves rushing into danger.)

Dwarves who particularly hate someone or something could spend time trying to turn other people against it, laying the groundwork for an eventual uprising.  Nobles and Hammerers who cause a lot of problems would be particularly frequent targets, since they offend a lot of people.  Being happy makes a dwarf less likely to participate in an angry mob, but a dwarf doesn't need to be nearly as upset as they do to tantrum, especially if they hate the target a lot.

Unlike a normal tantrum spiral, the angry mob would focus exclusively on its target -- in theory.  But in practice, if they're going after a dwarf, the guards will attack them (unless they hate the target too, or are frightened enough by the size of the mob to just stand back), so it can end up devolving into an angry brawl.

(Teaching angry dwarves to throw stones if they lack other combat abilities could tie in well with this.)

14
DF Suggestions / Work artifacts and legendary items into boasts.
« on: September 26, 2013, 05:16:49 pm »
When an enemy boasts in Adventurer mode, it'd be cool if they played up the importance of artifacts and other important objects, too.  For example, if they're wearing or wielding an artifact, they might say something like:

"Fool!  You dare to challenge Thorin, son of Glorin, wielder of Ixialdor, the Breeze of Sorrows?"

It could be 'bearer' for things that are just carried -- eg if someone is carrying something like the One Ring, that can be more important than their titles, etc.

Similarly, they could mention your artifacts, if you're wearing, wielding or carrying one:

"Even Yaganor, the Tomb of Silence will not avail you here!"  Or even "I will take Yaganor, the Tomb of Silence from your cold dead corpse!"

(If they created an artifact, they might boast about that, too, but I'm not sure if they do already or not.)

15
Currently, it's impossible to fast-travel over mountains, even though they can be traversed on foot.  This is to preserve the quest of climbing it on foot and reaching its peak.

But there's two problems:  First, there's no real incentive for climbing a mountain (does it increase fame when you report it, at least?)  And second, it's a pain in general to travel through mountain areas in the on-foot view, just because it takes so long for the player -- it's boring!  Boring shouldn't be a game mechanic.

So as a solution to both, how about letting players fast-travel over a mountain once anyone has reached its peak (and, effectively, 'mapped' it?)  This would be a world-wide achievement, which would let any later adventurers in that world fast-travel over the mountain, too.  That sort of worldwide reward seems like it would play well in Dwarf Fortress, since it would reward players for playing many adventurers in the same world.

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