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Topics - MDFification

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1
DF Gameplay Questions / How to set up an isolationist fortress?
« on: November 27, 2017, 05:50:47 pm »
Thinking I'd like to get back into DF after about three years absence, so I might not remember this correctly, but my understanding of the population cap is that it stops children from reaching maturity once you have a certain number of adult dwarves on your site. I want to create an isolationist fortress - after my initial settlement, I want to receive no migrants, but I want the dwarves in the fort to reproduce and grow the population anyway. Is there any way to do this, or am I just nuts?

2
DF General Discussion / Bugs & 'Features' you miss
« on: February 19, 2016, 09:53:26 am »
Does anyone here want to tell stories about bugs and unintended features that they actually really enjoyed in previous versions of DF that have since been fixed?

I loved the bug that made towers get into disputes with villages, resulting in towers conquering villages, acquiring way too many corpses and resulting in an orgy of tower building. And not only because it meant that there were a *lot* of necromancers out there; it made the political geography of my worlds occasionally become amazing and provided me with more immersion than I've really gotten out of the game since.

This one time, the only area that discovered necromancy was this long, isolated peninsula jutting down from the top of the map. It was home to two human governments, who I imagined as loose alliances of bickering merchant princes due to both their names having something to do with trade. These states tended to have their major cities on the coast and build their tombs inland, which was a rural area chock full of farming villages. The two civs were roughly divided between the southwest and northeast, but in the inland their villages were chaotically dispersed, meaning that nobody had clear control over the region and that disputes were common.

When the necromancers came, the first necromancer-cult began to take over towns in the inland. When this prompted no response from the bickering lords, their conquests accelerated. Soon, they had a tower built. However, since they would constantly get into disputes with nearby towns, including towns they themselves had conquered, the situation rapidly escalated. Attacking their own occupation governments would cause groups of necromancers to schism, after which they'd go conquer their own towns from someone else. By the end of the century the entirety of the inland had been conquered by necromancers. Towers dotted the landscape, occasionally fighting rebellious underlings and stealing villages from one another, resulting in a series of small kingdoms with shifting borders and frequent internecine conflict. The population of the area had plummeted, unless you count the undead, while the vast numbers of dead law-givers who had found themselves in the wrong places in the wrong time meant that tomb complexes were unusually expansive.

You can imagine the desolation and the despair. To the last free humans, huddled in their tightly-packed coastal cities struggling to cope with the influx of refugees, their breadbasket was gone. Though it's not in the game yet, I imagine that to them it was a time of famine, plague and anarchy in the streets. Those unfortunate enough to have fallen under the necromancers gaze have all wound up toiling for their unfathomably dark designs or sacrificed in their seemingly pointless wars against one another, and not even death is an escape from this slavery. They cower in villages with far too many empty buildings, in the shadow of the towers and the tombs, under the watchful gaze of ambitious apprentice necromancers.

So naturally, I set out to liberate what I'd come to term the Dead Marches by building a band of warriors, slaughtering all the necromancers and taking over all the sites. Since DF handled loyalty funny though, before I conquered my fourth I was tracked down by an army of living humans from the surviving free cities and killed. I don't know the implications of that, though it's probably because somehow the administrators I'd killed were still civ members or the towns I'd declared sovereignty over were still somehow considered theirs even though they'd been taken over by necromancers. Anyway, I'll miss that bug. That was the coolest world I've genned by far.

Anyone else have experiences like this?

3
DF Suggestions / Better Water Tables / Plant Water Requirements
« on: September 09, 2015, 11:41:43 am »
I really should attend lecture right now but my brain is full of dwarf so we're posting this instead. Essentially, DF right now doesn't model how water interacts with porous materials very well. Making it so that water can move through tiles of porous materials (I've put water inside tiles it shouldn't be before with DFhack, so I can assure you the system can in fact handle this without crashing) could spell big changes for how you mine and plan your forts. It also very feasibly could allow the game to have plants require water to survive, so I've included that in here too.



Proposed Water Mechanics

Materials would have a new tag; [POROUS]. Water will gain the ability to spread into tiles made of of porous material adjacent to it horizontally or below it. These tiles can only hold 3 depth of water. Water can also spread horizontally/down onto a tile beneath a floor dusted with mud. However, it cannot spread down from there (only being able to spread horizontally) while within a non-porous tile.

If directly under an aboveground floor exposed to sunlight, the saturated water will evaporate as normal. They also fill up when it rains though.

The temperature in a tile affects the water saturated within it. If it's hot enough to turn it to steam, the steam is spawned in the first empty tile between the saturated water and the top of the map (moving straight up only). If it's cold enough to freeze, the water turns into frost (which must be cleared from the tile as it is mined, increasing dig time) until the tile becomes warm enough for it to melt back into 3/7 water. Floors above a tile that contains frost can't be mined.

Saturated water is always muddy. If it's adjacent to salty water, it's also salty.

New Construction Option + New Designation

Players can now designate ceilings to be built. This changes the material of the floor of the tile above the square designated. If built with non-porous materials, it stops saturated tiles from draining water onto the empty tile below. Constructed Walls cannot be built under constructed ceilings. This designation is necessary so that you can actually dig in porous layers saturated with water without drowning yourself.

Players can now designate irrigation to be dug. This causes a dwarf to irrigate the tile under the floor designated so it becomes super-porous (now capable of holding 6/7 depth of water instead of 3/7). The floor designated can also now be drank from like a water source. Buildings and constructions (except floors) can be built on top of irrigated tiles without affecting how they function.

New Zone: Irrigation

Dwarves with the new hauling job (Irrigating) will take buckets from your water source and empty them onto the tiles in this zone until they're all fully saturated.

Changes to Plants

All plants now can grow roots like trees do (can be defined in raws). Tiles with roots in them count as porous.

Plants (including trees) can reduce the depth of water in a tile their roots are in by 1 every so often. This can be changed in the raws as some plants are thirstier than others (i.e. Cactus probably shouldn't need to do this at all, but rice should be sucking in water near constantly). If a plant can do this but none of its roots have water, it dies after a certain amount of attempts to drink. This too is definable in the raws as some plants are more drought resistant than others.

Plants can now be designated as salt-water tolerant in the raws. Unless they are, they die if they drink salty water.



There are some pros and cons to implementing this idea.

First, the cons;
- Digging will become more difficult in saturated layers, as you'll have to slowly wall/roof your tunnels to stop them from flooding. You also will find it difficult to dig deeper into porous layers that are saturated with water unless you've dug and waterproofed the layer above, as the first square you dig will near instantly fill to 7/7.
- Farming just got more difficult since you can now run out of water underneath your plants. Bucket-brigading the Irrigation zones to stop this from happening can help but is labor intensive.
- It'll be even harder to settle dry areas or areas with salty aquifers/adjacent oceans.
- If you're trying to farm above an aquifer and there's nothing but porous tiles between you and that aquifer, all your water will drain into the aquifer and you'll be left with perfectly dry ground. 
- FPS will get worse.

The pros;
- All of the listed cons make the game more complex and realistic, even if they make it harder.
- It'll be harder for tiles above saturated layers to flood. Especially so on Aquifers.
- It'll be easier to get water; all you have to do is dig out cisterns under a porous layer and let them fill (It'll be muddy water though).
- Fixes the infinite power exploit in porous layers.



So... thoughts?

4
DF Suggestions / [Entity Rewrite] Better Social Organization
« on: August 29, 2015, 04:58:47 pm »
The idea I'm going to be putting forward in this thread is rather complicated, so please bear with me. Essentially, at present there are 4 tiers of societal organization planned for DF; Entities, Groups, Subgroups and Families. I think that for Toady to achieve everything he's setting out to (as defined in Threetoe's stories), a lot more social groups are going to be needed to be tracked than just four. Splitting up these tiers of social organization will make the game feel more varied and compelling. It'd likely be better to start tracking these groups in a rudimentary form (even if their specific mechanics are unfinished) before we progress into the Army Arc and its convoluted leader-based diplomacy.

The new tiers of social organization I propose are below.



Tier 1: International Groups

The groups in T1 incorporate a lot of information that used to be part of entities. It's split apart so that the groups it defines can be treated differently based on whether their group is favored by whoever runs the sites they inhabit. Individuals always belong to 1 of each category of Tier 1 groups, and Tier 1 groups are created at the start of worldgen. Tier 1 groups are:

Cultures: Groups which share art forms, languages, appearance styles (i.e. clothing, tattoos, etc) and value preferences (more or less so depending on personality). Critters will move from one culture to another by marrying into it, allowing for the culture of an area to change over time. Necessary so foreigners are treated as foreigners rather than just strangers.

Religions: Groups which share objects of worship and value preferences (more or less so depending on personality). Can be linked together (i.e. different sects of the same religion). Will come with their own taboos and traditions eventually. Individuals will flip to another religion practiced in their site if the values it prefers are more aligned with their personal values that their current religion. Necessary so that religions can spread between societies and make things less homogeneous.

Ethnicity: Groups who share physical similarities. They're necessary so that the player can observe population movement in a meaningful way if the people who moved/were subsumed into another culture have all already assimilated.

Tier 2: States

The groups in Tier 2 incorporate the rest of the information that used to be part of entities and determines the formation of governments within the game (so that multiple governments with the same culture can exist if things get more randomized). They've also been split into various types to allow more varied societies to form, and altered so that new governments can emerge or be destroyed during play. Each of the following categories of state determines what kind of sites they have and what kind of relationship they'll have with subordinate or neighboring groups. All civilized criters are a member of one Tier 2 group of any type. Tier 2 groups are:

Territorial States: States that own land and build permanent sites within it. Have provinces, which are groupings of sites in proximity subordinated to a sub-capital, that can try to break away and become independent.

City States: Superficially similar to territorial states, but actually quite different. They are lead by one of their subordinate groups exclusively (the inhabitants of their capital city) and treat other population centers they control as tributary colonies - and these frequently try to become independent city-states of their own. They are more likely to try to exact tribute form fellow city states than they are to conquer them.

Nomadic States: States that own land but have no permanent inhabited sites (except maybe religious sites). Their population instead moves around in camps on a randomly defined circuit. Much like city states they're ruled by a single group, and if leadership would pass from a member of that group to a member of another (most likely because that group has been depopulated) each subordinate group becomes and independent group upon succession.

Tier 3: Institutions

The groups in Tier 3 define associations of individuals across various sites of a Tier 2 Group. It's purpose is to allow groups to control or be present in multiple sites at once while maintaining a single hierarchy, and so that smaller groups can work together. Examples that I've thought of for Tier 3 groups are as follows, though more can probably be added. Note that not all Tier 3 Groups necessarily need to be present for a Tier 2 group to continue to function (they should be enabled or disabled in a tier 2 raw file). Individuals can be a part of multiple Tier 3 groups, but not of the same type.

Kinship Groups: Groups defined by relationship among members. Necessary to allow for tribes/clans larger than immediate families to have an effect on politics.

Local Religious Hierarchy: A group defined by shared religion. Necessary for defining the relationship between temporal and spiritual authorities.

Local Business Organizations: Groups defined by shared profits among members. Necessary for trade cartels, business ventures that create sites (such as a bunch of carpenters in a dozen sites founding the creation of a lumber camp).

Local Criminal Organizations: Groups defined by shared criminal intent. Necessary so criminals can have warring subgroups or be spread across multiple sites.

Provinces: Only found in Territorial States. A single group subordinates other appropriate groups whose sites are in its immediate proximity. Necessary for multiple tiers of land-owning nobility and so that larger areas than a single site can revolt at once.

Tier 4: International Organizations

The groups in Ti4 are T3 Groups that are not contained to a single T2 Group to operate. They include;

International Religious Hierarchy: I'm still unclear as to how these should form during play, but these are religious groups that replace the T3 LRH while acting across multiple T2 groups. Necessary so you can have the Pope, missionaries and meddling foreign clergy.

International Business Organizations: Associations of merchants across multiple T2 groups. Necessary so you can have trade routes and giant trading companies. Can be subordinate to T2 groups.

Rebel Groups: Associations of exiles from a specific T2 group living in other T2 groups who want to overthrow their original government and either take control or hand it off to someone else. Needed so Bay of Pigs type scenarios can happen.

International Criminal Association: Groups of criminals. Needed so that there can be a sinister international guild of assassins and whatnot.

Tier 5: Local Communities

Essentially Groups as currently in the game, but they can be part of T3 groups.

Tier 6: Local Subgroups

Subgroups as currently planned by Toady, with the exception that they can be part of a T3 or T4 group in addition to a T5 group.

Tier 7: Families

Families as planned by Toady, except that they can interact with T3 and T4 groups.

Tier 8: Imperial States

T8 Groups are essentially T2 Groups that have subordinated other T2 groups. I'm unsure at the moment as to when they should be allowed to form, but they're necessary so you can have a society with Nomands and City States at the same time, or so that you can have entire nations rebel against an evil empire ate once.

Tier 9: Alliances

T9 Groups are T8 Groups, except they're relationships between equals. Necessary so you can have the Last Alliance between Olm Men and Dwarves fight a legendary battle against Mankind.



Thoughts? Are there any other categories of group to track to could enable more stuff? Am I full of bunk for suggesting Toady break his nice little 4-tiered system into a convoluted 9 tier, 20+ unique group type system mess even if it would enable more varied societies and stories?

5
DF Suggestions / Civilization Boom/Bust Cycles
« on: June 05, 2015, 08:08:31 am »
Gather round ladies and gents, its anthropology time.

From the design docs;

Quote
•Non-town sites need to created and used for various purposes in world generation (prisons, tombs, temples, mines, castles, etc.)
•These places should often fall into disuse (or not be active entity pop locations, as with a tomb)
•Old abandoned structures can be partially buried in available soil layers
•Sites should contain any appropriate items to their (possibly former) purpose
•World gen should utilize defunct sites and get them new inhabitants

Sites falling into disuse provides us with a great opportunity to add flavour to the world. Archaeologists have long known that societies fail. This isn't simply because of some great, insurmountable obstacle (like the current monster invasion leaving a settlement a ruin) but rather an inevitable consequence of economics, specifically a consequence of the Law of Diminishing Marginal Returns. To briefly explain the rationale;

1. Organized societies maintain their level of organization because the populace has its expectations fulfilled.
2. The expectations of the populace seldom decreases, but often increases.
3. As a power structure increases intensity of programs to meet those expectations, efficiency of those programs decreases.

Essentially; states (synonymous with civilizations at the moment) continue to exist because they fulfil the needs of the populace. As the populace's needs almost always increase, this requires greater and greater intensification of efforts to meet those needs, which almost always decreases efficiency of those efforts despite providing a larger yield. This essentially means that societies, when isolated, have an expiration date as it become uneconomical for the organization of society to remain in its current form, leading to a collapse of the current system.

In DF terms, this could prove useful. I propose that we add a randomly-generated 'time limit' to civilizations; as this number counts down, their behaviour can change. Then it hits zero, that civilization will experience  'dark age' period and eventually return to the top of the counter, causing its behavior to revert. As I envision these behavioural changes;

Spoiler (click to show/hide)

This has numerous in-game benefits. Firstly, it provides some potential for exploration for adventurers. It provides more ruins to explore without clogging up the map, and these ruins will feel like they're not connected to present civilizations. In the ruins, you'll find engravings and statues using the symbolism of past times, and referring to places by archaic names; you'll find coins not circulated by any modern civilization and books lost to history. Secondly, it manages population in worldgen; instead of population almost always increasing (unless you have a lot of megabeasts) it will now cyclically rise and decline, with an upward trend remaining but being somewhat slower. Third, it'll provide us with a new source of wars and occupations; with the addition of counter-triggered 'plundering' phases, civilizations that aren't normally aggressive towards the player or their neighbours may become so.

Thoughts?

6
DF Suggestions / Ownership Reworking
« on: June 02, 2015, 10:47:26 am »
Seeing as the Tavern Update is approaching, I think it's a good idea to re-examine how ownership works in DF.

I was disappointed by the old economy, because it could have added so much more social complexity to the fort. The fortress ultimately owning everything but the shops (and then still possessing unlimited rights to bulldoze one) and being the employer of everyone in the fort made the economy feel less like a meaningful change to how you'd play and more like an arbitrary infliction of poverty on some of the forts dwarves.

What I'd like to see are as follows;

1. Every room (zones, workshops, farm plots, whatever) has an owner (by default, the fortress). In the future, this will allow us to sell or rent these rooms and their capacity to produce/provide services to the fortress dwarves or some internal entity like a guild. If, in the future, a room is owned by an NPC the player can't just order it deconstructed without buying it back.

2. Relationships between dwarves in some way represented in-game. Just track who is subordinated to who for now - later the economic relationships between these individuals can be defined. But right now, your Chief Medical Dwarf is just a guy who the voice of god has told to diagnose people. There is no in-game relationship between them and whoever appointed them, or their staff.

However the future economy works out, I think these two things are necessary prerequisites. If you want dwarves to be able to be land owners instead of just tenants, to employ one another or to have really any service economy instead of just a material economy, these frameworks will be crucial in enabling this.

7
DF Dwarf Mode Discussion / Embarking in a World Without Dorfs
« on: May 21, 2015, 05:32:27 pm »
At some point in the future, I'm going to try embarking in a world that never genned any dwarven civilizations. The goal is to build a dwarven society from the ground up; no skilled migrants, no dwarven caravan, only fortress-born dwarves and a rigid clan-based hierarchy.

I know that this is possible to generate, at least, but can't seem to find anywhere whether I can actually embark in it. Does anyone know if this is possible? If not, I'll just have to try to generate 1 dwarven civ and hope it dies - in previous versions this worked, but in the current version this seems to lead to 'ghost populations' not associated with any site that make the no-migrants (beyond the first year, which is hardcoded) thing impossible.

If I have to go back to .34 to make this work, I will, since the end goal is a fort I can tell stories about here, not to just revel in the new version. But I'd also like to do an above-ground fort, and the new version makes that significantly more challenging due to climbing enemies. IDK.

8
DF Suggestions / Redoing Skills
« on: May 21, 2015, 03:09:37 pm »
Brace yourself for a text wall.

---

Why do I want to redo skills?

Firstly, I feel like there hasn't been much meaningful change to how dwarven skill words since the first release other than adding new skills or tweaking how fast they accumulate experience. The rather gamey system of 'do task, receive XP, level up' that is the core of the system has persisted basically unchanged.

This system has its problems. Firstly, growth is exponential - since task completion speed increases with level, dwarves start to acquire levels faster over time rather than slower. Secondly, all dwarves have the exact same potential to learn any skill. Dwarves who have never seen a tree in their lives, taking no instruction from any skilled individual, can immediately pick up the task of cutting one down and get better at it with. Your fort need never want for personnel, because there's literally nothing stopping you from training a dwarf to perform the desired role. Some may think this a good thing, but to me this is unrealistic and makes the game easier as time goes on - and seeing as boredom is the second highest killer of forts (behind the FPS) for experienced players, the game definitely doesn't need anything making it easier as you go along. Thirdly, generic EXP points in a skill is very gamey. Urist McMason has done nothing but carve doors all his life, but suddenly you ask him for a millstone and he carves one of equivalent quality of the doors he's been producing, despite having never seen a millstone or attempted one before, simply because they share EXP.

---

So, seeing as I'm dissatisfied with the current system, here's a new system.

Dwarves ability to perform a job with speed and quality shall be determined by multiple stats instead of a single skill.

Firstly, dwarves will have talents. Talents will affect their speed and skill (item quality output for production jobs) at any job, though different jobs will be affected by different talents in different ways. Exemplar talents are dexterity (ability to do fine detail work) Aesthetic sense (ability to produce something others will consider beautiful) and learning (ability to learn new skills). Basically, all current physical stats and social skills fall into this category.

Talents will change over time and can change in different ways depending on the talent. For example, learning should be increased through education but should decline with age. This makes new 'training meta' possible.

Secondly, dwarves would have knowledge. Knowledge also affects how well a dwarf can perform a task, but it isn't inborn to them like talents are. Knowledge will be an exponential increase like the old xp system was, but ideally would be a much more gradual curve. Knowledge is not the same thing as experience, though, seeing as you'll need to train talents through repetitive tasks as well.  The key idea here is to make knowledge the most limiting factor early in your dwarf's 'career' and the least limiting factor later.

Finally, your dwarves will have theory. This is intended for skills that don't actually affect how your dwarf does their job, but determine which type of output that dwarf will produce. Right now this is basically limited to knowing a specific artistic style for dancers, musicians and poets. It could however be expanded to various philosophies, theocratic knowledge (can recount the legend of Urist McProphet's Martyrdom in Magma at the hands of Asog McGoblinNoble) or negotiation skills (knows noble etiquette of the Procedural Names civilization, can better negotiate with nobles of that civ. Alternatively, is fluent in the local dialect of The Region of ProceduralNames, and is thus more likely to befriend people from that region).

Or, as I dream of (but don't actually expect), we could make a system where simply knowing a lot about masonry in general doesn't mean you can immediately make a beautiful, artistic stone quern despite having never made or seen a quern before. If we were to do that, you'd need to be taught what a quern is before you can attempt it.

---

So what does this system actually mean?

Firstly, it's meant to limit your options. Not every dwarf will have equal potential for all possible professions. If learning ability also decreases over time, your ability to have a dwarf have multiple professions will also sharply decrease as they won't learn as efficiently once they're older. Finally, lack of knowledge and ability to acquire it will mean that some fields of work will be less efficient to train anyway, meaning each fort will acquire a specific character as it becomes overly dependant on trading or alternative industries until you get that knowledgeable migrant with high teaching ability. Even after that, you'll have a sort of 'tech tree' unless you get a migrant who's done a specific subset of that industry before (i.e. you'll be able to make swords very well with your legendary weaponsmith, but since he's never seen how an axe is produced he won't make very good ones until a metalsmith who has comes along and gives him a little lesson).

Secondly, it'll necessitate some form of education system, which all societies (trust me, I'm an anthropology student) possess in some manner; it's not just schools like we have in the west, but also apprenticeships, learning from elders, tutors etc. There's already been a lot of topics on this forum on establishing various forms of education systems, but all of these presume the current EXP system remains in place, so they're not really compatible with this idea. I'd love to go more into depth here, but it's probably best to just throw in a system where a dwarf will just ask any dwarf with a theory associated with the knowledge group they're learned in to give them the theory when that dwarf is otherwise idle, and that dwarf will automatically give it to them. This'd serve as a placeholder until a better system can be devised (although one could be implemented at the same time as the new skill system in a much bigger update). I'm mostly motivated to not envision a system here because this post is already super goddamn long, to be honest, but how skills work and an education system are impossible to separate; when it's made necessary to have an education system, it means the nature of the skill has changed, and an education system is designed around the nature of the skill.

Finally; this would make the game considerably harder. Your fort would still get easier as you build it, the game would get easier in general slower, and wouldn't even have a guaranteed rate of getting easier as you wouldn't always get that desired migrant at the right time. This would unfortunately make it harder for new players to learn the game, but it would mean that players who do won't just make their perfect fort by year 5 and then run out of things to do that aren't pointless megaconstruction; they'll have long term goals that will actually somewhat depend on the RNG to make possible to attempt.

I think these 3 effects are largely desirable. The game will enter that boring late game lack of challenge later, it'll necessitate a new layer of complexity in how you run your society as you'll need some form of education system, and each fort would gain a sense of unique character alongside acquired realism.
That being said, obviously the system I've proposed might function better if its altered in some way, which I'll leave to y'all to suggest and Toady to test if he thinks this is vaguely worth it.

9
DF Suggestions / Dwarven Socializing - tl;dr
« on: April 12, 2015, 11:23:34 pm »
Seeing as the tavern update is coming along swimmingly, I thought now was a good time to suggest new ways for dwarves to spend their time and new needs for them to fulfill. The purpose of the suggestions below is to make your settlement feel more alive and your dwarves more human-like (which may affect the forums general sociopathy negatively) without interfering with your ability to perform any specific action on demand.

Demonstrations

Individuals who are highly skilled in a specific labor and are idle without performing another activity (going to the tavern, attending a ceremony at the temple, seeking out their spouse/friends to talk) will claim a workshop and begin a demonstration of their craft. Other dwarves with the same labor enabled but are similarly truly idle (which will be the phrase I use to describe dwarves with no tasks, not just no player-designated tasks) can come watch and gain experience points, plus relieve some stress depending on how highly they value craftsmanship. If a task is ordered at the workshop (by the manager of the player) the Demonstration ends prematurely.
(Personality Traits that make dwarves more likely to hold demonstrations; +Skill, +Harmony, +Cooperation, +Artwork, +Tradition, -Competition, -Leisure Time)

Playing

Children will feel the need to engage in playing occasionally. A child, when enough feel this need, will organize a game (like with organizing demonstrations for the militia) at a random public area of the fortress (dining halls, statue gardens, etc). Children will come and 'play the game' (like watching the miltia demonstration) after equipping personally-owned toys. Games mostly serve as a way to ensure social relationships deepen, but also train social skills
(Personality Traits that encourage organizing playing; +Leisure Time, +Competition, + Merriment, + Friendship)

Competition

This is, by design, not something that's supposed to happen very frequently. It requires 2 dwarves in a grudge, in the same profession, at approximately the same skill level. When both are truly idle, they may begin a competition; each claims a worship and starts producing an artifact of the same type (though they were not guaranteed to be artifact-quality and fall on the regular scale of item quality). Other idle dwarves may gather around to watch. This produced 2 artifacts of the same type, and the artifact with the higher value causes its creator to 'win'. Winners loose stress, losers gain stress. Neither gain experience, but claim their artifact as a personal possession and will attempt to store it.
Personality Traits that encourage competition; -Self Control, + Competition)

Debating

Around the time of year the mayor gets elected, things get interesting. Some truly idle dwarves feel the need to start debates in the dining hall, and other truly idle dwarves with the right personality traits feel the need to join in. The game shouldn't take track of sides as that's unnecessary complication, but under the right circumstances (grudges, high stress, or just two very violence prone dwarves arguing) debates can cause non-lethal fist fights to break out in your dining hall. Gives the doctors some practice diagnosing and your justice system a reason to exist outside of tantrum spirals. Not possible to do in a civ without an elected position.

Victory Celebration

When a siege ends, for about a day any truly idle dwarves harass your militia, bringing them food, booze and music. This can either annoy the militia or relieve stress depending on personality types.

10
DF Suggestions / Food Preservation
« on: January 18, 2015, 08:33:27 pm »
So I've seen quite a few threads proposing ways to make feeding a large fort more challenging. Most of these consist of making farming harder, more complicated or just increasing the rate dwarves eat. However, I think there's a way to increase the challenge of sustaining a fort without making the learning curve harder for new players; food preservation!

The idea behind this is that in DF, once food has been gathered (and sometimes cooked) it functionally never rots in the stockpile. This isn't to say it never rots, just that it rots so slowly that while you're playing the game it never actually is noticeable. Also, prepared meals stay fresh forever, mysteriously.
I propose raising the rate the food rots in a stockpile. Food, including prepared meals, should only last around 1.5 seasons (to allow for mods where there's a winter season without crops) before it starts to rot and is reclassified refuse. It should also rot faster on warmer maps. To get around this, players can craft a preservative; salt (Inspired by this thread). Salt can be ground at a mill or quern from rock salt, imported in bags from caravans, or gathered from the sea using a tool in a new gathering zone. Jobs are automatically queued up in the kitchen to salt edible, non-prepared meal items. Salted foods will rot slower, and meals that contain them will also rot proportionately slower (plus have higher value - however, this actually makes sense; a caravan would pay more for food that would stay edible on their journey). Food bought from caravans should be pre-salted.
Secondly, vermin should become more of an actual threat to your fortress. It's calculated that today, about 1/10th of human produce is consumed by mice or other animals before it reaches our plates. This was probably worse in ancient times, before pesticides and systematic rat poisoning. Essentially, the game should keep track of how many edible items there are on the map (it already does this so that you can have stocks). As your stocks get fuller, the rate vermin naturally migrate onto the map should increase proportionately to model them breeding more rapidly thanks to greater available food. This causes players to have to redesign their forts; food and seed stockpiles now need to be surrounded by animal traps if you want to remain efficient, and a sizable cat population is much more important than it currently is.

Now, this makes things considerably harder, but only adds challenge as your fort grows larger; early-game forts should be fine by virtue of not attracting large swarms of vermin. It also adds a new, optional industry (salt), adds incentive to trade, and allows for players to combat the added difficulty through design strategies. Based on this, I think it's a reasonable addition to the game; it adds difficulty and complexity, but makes the learning curve less comparatively steep (the game gets harder as you go on as opposed to easier) and is something players will quickly learn to adapt to.

11
DF Suggestions / Restrict Reactions to Creatures
« on: January 14, 2015, 08:46:44 pm »
This isn't something that's valuable at the moment, because it needs a lot more features to be implemented first, but I think it should be eventually possible to restrict certain reactions so that they can only be performed by one creature.
This would make things more interesting once multi-race entities are properly implemented; players can be incentivized to have small numbers of other races in their forts to enable them to use race-specific interactions. For example, someone playing a human fort (when possible) could build a 'dwarven quarter' to house dwarf migrants (should they be lucky enough to get them), gaining the player the ability to forge steel.

12
DF Dwarf Mode Discussion / No Monarch - Has this happened to you?
« on: January 07, 2015, 02:33:13 pm »
So, I've got a fort on it's 11th year (the FPS, it buuuuurns). I've been trying to get a baron for the past 5 years, without success.

I noticed when I looked at the civ screen around year 2 that we didn't seem to have anyone filling the position of monarch. The title was just absent. Since then, the title has neither been filled nor shown up. I'm starting to think that I don't have a monarch.

Bug?

13
Creative Projects / Advice - Procedural Solar Systems
« on: December 13, 2014, 03:30:56 pm »
Basically I've wanted to create a program that procedurally generates solar systems. To briefly summarize, I want to make something that;

-Tracks all bodies >X square kilometers in size (I haven't decided what would be reasonable yet)
-Has plausible, stable orbits (stops genning when the system is locked into a stable patter for x% of bodies, deletes all bodies that will subsuquently be ejected or collide)
-Has accurate chemistry (tracks the chemical composition of all bodies and generates a likely geology based on it + factors like mass, gravity and temperature).

It's a huge project, and this is in no way helped by the fact that I know literally nothing about anything relevant to it (No astronomy, chemistry, programming of high-level math in my background).
So, what do you think I can do to start making progress towards making this something that's actually feasible to attempt? I'm hoping to take an astronomy course next year, but chemistry's still out and I have no programming knowledge... do you think I should try to recruit other people to assist?

14
DF Suggestions / Random Injury
« on: December 02, 2014, 07:19:45 pm »
So I'm finally going to suggest the game arbitrarily inflict serious wounds and even death on your dwarves unavoidably while you play.
No, seriously.

Accidents happen IRL. How many significant historical figures have died in trivial fashions? You can trip and be unfortunate enough to break a bone or even your skull from a standing position.
Essentially I suggest that occasionally (weighted towards happening around once/twice a year) a dwarf will "trip" and receive a random injury. The vast majority are just shallow cuts/bruises, but rarely a bone will be broken, or even a skull.

The benefit of this to the player is that it gives a constant source of practice for the player's doctors. It also provides a good reason to train up multiple personnel instead of over-relying on a few specialists as a dwarf can rarely die of random mishap. Plus, it's a morale challenge: Dwarves won't be happy about being injured, and the rare (should happen only around once every few years for a large fort) death can strain morale as well.

15
DF Modding / Buffing Elves: Your thoughts?
« on: November 26, 2014, 01:19:04 am »
I'd like to make elves actually something to be feared in DF without turning them into humans that mysterious hate it when you cut down trees. Any suggestions as to how to achieve this? I'm really not an experienced modder (I've mostly done pretty tame stuff, like optimizing or creating new civs without anything innovative like syndromes or interactions) and haven't actively modded for over a year, so some comments as to what's feasible (or if anyone wants to get in here and start making the mod themselves  ;D) would be appreciated.

Firstly, we need a harder, heavier wood. These woods exist IRL and have seen military use in non-metalworking societies. If we can ensure that all elven weapons and armor is made of this wood, we can boost effectiveness.
Secondly, Elves can be buffed based on innate skills without going against the current fluff. Based on the Elven lifestyle (they live in trees after all) I think that Elves should be naturally strong climbers, which I believe will make them more likely to path into the fort via climbing. This lifestyle also prompts natural athleticism, so I think that elves should have an innately high dodge skill and (if possible) high strength for their size in addition to a naturally high movement speed outside of combat (they run fast to make them more effective at harassing you). Similarly, they should have innate skill with kicking (strong legs, since you're always climbing) and biting (... I just want fearsome cannibal elves  :-\), especially provided that those attacks are rather rare anyway. Elves have good eyesight from their hunter-gatherer foraging lifestyle, so why not give them innate skill with ranged weapons?
Another suggestion (provided by Snail555) is an interaction elves can do that buffs nearby quadruped creatures, giving them an extreme boost to discipline (they'll never, ever run from a fight when an elf's around) and modest boosts to strength/speed to symbolize their increased motivation. This interaction will not be visible to the player, and works well with the Elves status as friends to all of nature. It's a neat vector to improve elf fighting capability since thematically and in worldgen war animals make up a singificant part of the elf military forces.

What I'm thinking of doing right now giving them new equipment that can, while maintaining the primitive theme DF elves seem to have right now, actually be effective against the dwarven military. Why not make weapons that are actually effective for them? It also would help to give them an extremely diverse armory, so the player would be continuously challenged by changing 'elven tactics'.

Conceptual Equipment is:
    Weapons
    • Macana: Essentially a wooden/obsidian/flint sword. Needs edited materials to give it more weight as historical examples often cored/tipped these club-liked weapons with heavy stone. Can hit effectively as a blunt weapon to break bones, and can cut like a chainsaw (with varying degrees of effectiveness depending on material) against unarmored targets, causing extreme pain and bleeding.
    • Bolas: Essentially, some rocks attached by strong fibers. Doesn't sound like much, but when it was invented its primary purpose was to function as a short-ranged projectile that would snap the limbs of horses. It's equally good at snapping an unarmored man's spine, or bowling an armored one clean over and giving him serious internal bleeding..
    • Spear-throwers: These weapons are short-ranged but deliver large, heavy piercing projectiles at frightful velocities. These have been around longer than civilization. Although they're not actually like this, the weapon itself should be a viable stabbing weapon made of hardwood/flint/obsidian/jade? to represent a warrior not emptying his entire stock of spears and leaving himself defenseless.
    • Slings: They throw small rocks at high velocities. It's effectively a ranged delivery system for pulping mechanics; the stones are very heavy and can break bones and cause serious internal damage. This weapon was popular all over the world, and coexisted alongside the bow until late Classical Antiquity in civilized Eurasia. This is actually a weapon thats surprisingly effective against armor, which the elves desperately need. Incan slings were reportedly capable of killing a horse in a single blow or snapping a sword in half!

    Munitions
    • Barbed/Glass Arrows: These cause extreme pain in their targets, effectively knocking them out of the fight from shock. However, they're not effective at piercing armor due to their low weight and hardness.
    • Poisoned arrows: I'm not entirely sure if this is possible to do. These arrows are slightly more effective at piercing armor due to being made purely of hardwood materials/being stone-tipped. Their potency however comes from them being tipped with a variety of toxins. To keep the player on their toes, these can range from annoying (cause dizziness, vomiting or annoying blisters/boils/rashes, and potentially communicable to other dwarves via contact if we assume that the 'toxin' is actually a viral infection due to the elves smearing feces or decaying organic matter on the arrow) to debilitating (cause extreme pain, extreme drowsiness, temporary loss of vision or even temporarily make the creature [CRAZED] if that won't cause tantrum spirals) to fatal (the dwarf sickens and, as a long/medium term effect, dies from whatever unpleasant method we dream up). OP, you say? Well, hopefully this makes up for dwarven legendaries being nigh-unkillable in melee.
    • Stones/Bullets: Sling munition. To be made of the heaviest stone available if possible. Also if possible (I have no idea how one would implement it) a variant could start fires, as slings were frequently used for this purpose by the Romans and the Inca.

    Other
    • Unique Shields: Unique wooden shields (the heavier kind of wood) with improvements on contact area for the shield bash attack.
    • Hardwood Armors: Basically wooden armor, but alongside improved material qualities to make it more resistant to metal weaponry (try cutting a tree against the grain, it's tough) it should have proportionally higher weight to make sure elves move slower as the armor must be thicker than metal armor to be effective.
    • Hide Armors: Some hides can be surprisingly tough; basically its leather armor (apparently scavenged since elves don't hunt, but seeing as they eat the carcasses they kill I doubt they're unwilling to be pragmatic about using animal products they find that aren't something else's food). Since these are lightweight, the lesser protection is compensated for by giving the elves significantly higher movement speed; perfect for ambushers.
    • Skull Helmets/Tribal Masks: These have no justification since they don't make elves tougher, but they're thematic and cool as heck. If only I could figure out how to decorate elven armor with carvings and feathers...


    So anyway, thoughts? Anything I've posted here that isn't actually possible through modding without DFhack plugins I have no idea how to program? Anyone interested enough to attempt this? Anything I've missed?

    EDIT: Removed clubs, added another potential anti-armor projectile to even the odds. [/list]

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