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Topics - Blastbeard

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1
DF Suggestions / Religious Consolidation
« on: February 18, 2020, 02:50:25 pm »
The number of religions that form during world gen can get out of hand as history progresses.

Spoiler: Large-ish Image (click to show/hide)

That's six different religions dedicated to the same god, out of a possible thirty-one objects of worship, in a hamlet with less than a hundred people. I haven't bothered to do the math, but at a glance it just doesn't look right to me. This is not an isolated incident, neither in the world I used as an example, which is 256 years old, or my experiences as a whole, with worlds which are generally 500 years old.

Having so many identical groups seems redundant. It would be one thing if these were isolated sects unique for every site, but right now you can get any number of different religions to the same god spread unevenly across a civilization, and the only thing distinguishing them is their name. Sometimes, they don't even have that much going for them.

Spoiler: Sloppily Cropped Image (click to show/hide)

I think there needs to be a way to cull the number of religions down to something more manageable, or at least keep it low enough that the chances two religions share the same name are slim to none.

One way would be to consolidate redundant religions as time goes on. If two religious orders worshipping the same figure occupy the same site, sooner or later their members are going to mingle. If this happens, the two religions may officialy merge to form a new faith. This could snowball until you have a single religion for a given deity encompassing an entire site or possibly the whole civilization. New religions dedicated to that deity may periodically branch off or form independently, and they may or may not merge into the larger faith as time passes.

Another method would be to give people the ability to abandon religions and convert to new ones, either worshipping a deity or religion observed by at least one other person in their site, or simply going faithless with a chance to adopt a new religion at a later date. They could choose to do this for a number of reasons, such as being convinced or forced to convert by someone else, through a bad experience such as a deity curse, or simply because they lose interest in the religion. The number of living members a religion has should play a factor, with larger religions being more appealing than smaller ones that worship the same deity. Personal relationships should matter too, with people being more likely to convert to their spouse's religion, or remaining with their current one solely because their parents were members.

Both methods would lead to a pattern of larger religions eating up smaller ones as time goes on. This would keep the number of religions down to something more sane, but it would also make it harder for new religions to form. This may not appeal to everyone, but personally I would prefer something like this over having to sift through three or more pages of religions just to find one that doesn't worship a god of lies when I intend to play as an honest do-gooder, or just worship a deity directlty.

2
DF Suggestions / Companions on Leave: Dispersing the Party
« on: July 18, 2019, 08:19:56 pm »

While in a friendly or neutral settlement, the player should be able to allow companions to disperse and interact with the site and its inhabitants. This would give companions the chance to fulfill needs, obtain equipment, and play a bigger role in the world, rather than serving solely as ablative meat for the player.

Dispersing the party temporarily disbands it, its members agreeing to return to the current location and continue travelling together at a set time in the future. From the player's perspective, this then cuts to a screen like the one used for waiting and sleeping, with the adventurer either waiting at the rendezvous point or wandering off to interact with the site like their companions.
In the latter case, the player should be able to choose beforehand what the adventurer does in this time period. This would allow them to perform actions that aren't currently available in adventurer mode by handling them off-screen, such as receiving medical attention or satisfying otherwise unfulfillable needs, such as making romance.

After dispersing, companions should be free to do as they please, acting independently in accordance to their needs and preferences. For instance, companions with a desperate urge to get drunk should be more likely to prioritize a visit to the nearest tavern, but if the site lacks such a location, they should attend to other matters.
One such matter would be to visit the local shops in order to replenish ammunition and replace damaged or destroyed equipment. Apart from a few obvious restrictions, chiefly "do not trade away artifacts" and "do not replace equipped weapons and armor with inferior metals", this should be a hands-off process, with the only influence the player exerts being to provide their companions money or items to trade with beforehand. The end result of a shopping trip should reflect both the companion's tastes and the site's available wares, but as a rule the companion should come out of it better off than when they went in.
Regardless of what they actually do during this time period,the party should also be socializing with the local population, both to satisfy that need and to gather and spread rumors as they go about their business.

All of this should be affected by how much time the companions have to act on their own. Too little time should limit what can be done, whereas too much time leaves the player waiting for a timer to count down. Going back to the tavern example, if the party has dispersed for a very short period of time, a companion may simply go over, have a drink, and come right back. However, if the site's nearest tavern is too far away to get to and back from in the given span of time, they may opt to do something they can actually get done and be back from in time for the rendezvous. On the other hand, giving the companion too much time may lead to them spending the night at their chosen watering hole, provided it has a free bed.

Whatever happens, once time is up, the party regroups and the player recieves a summary of the each companion's experiences while they were away, similar to mission reports in fortress mode. This should include information such as what they did, any items they acquired or traded away, new rumors, and any combat they witnessed or were involved in. Once that's done, gameplay resumes as normal and the player is free to continue.

3
DF Suggestions / Sized Doors, or 'Open the gate a little!'
« on: September 30, 2018, 04:31:21 pm »
The suggested feature works like this: When you place a door, you have the option to specify a certain size threshhold, much like a pressure plate. Any creature above the set size that tries to pass through the door has to go prone and crawl through. That's all there is to it.

Implementing This could help create defensive choke points and possibly regulate civilian traffic. To that end, maybe make it so the sized door is treated like a solid wall as far as dodging is concerned, in order to to prevent oversized combatants from dodging into a prone position and putting themselves at a disadvantage. Nothing about the sized door itself should stop enemies from pathing around the door if possible, and likewise nothing should stop a building destroyer from just smashing the thing. It shouldn't be an impassible defense in and of itself, it should only be an inconvenience that can be used to your advantage in the right circumstances.

This idea is mainly inspired by Kobold Hall, an old D&D adventure featuring a clever band of the eponymous skulkers as the antagonists. The defenses they set against adventuring parties are designed to put anything larger than a kobold at a disadvantage. In particular the entrance into the dungeon allows kobolds to pass freely but forces anything bigger to expose itself to attack.

4
DF Suggestions / Verbose position holders
« on: January 03, 2016, 05:46:59 pm »
When asked about their profession, a noble usually just states their title and their former labor profession. When pressed further, you might learn when the position holder took up the title, or how long they worked their labor profession beforehand, but that's about it. That isn't enough information to properly define a character on its own, and unless you go dig the noble up in legends mode, that's all you get.

It would help if position holders stated their responsibilities when asked about their profession. A sheriff or guard captain should make a point of letting everyone know they enforce the law, and a monarch isn't going to let an opportunity to remind people that they lead an entire civilization slip by. It would also make sense for them to talk about important events they took part in. Beast hunters already do that with the wild animals they kill, I imagine certain nobles would have something similar to say about their job. A general would brag about how how many kills they made in battle, a hammerer would mention a notable execution they performed, that sort of thing.
If they can tell you what they're supposed to do and what they've dealt with pertaining to their position, you've got a far better picture of who you're talking to than just knowing they are lord and were a fishery working for twenty two years of their life.

This would really shine with generated positions that sport less than straightforward titles. I would appreciate the fact that Olith von Importantguy is First Seasons a little more if he told me what a First Seasons does. I'd appreciate him even more if he told me he once did something cool, such as personally slaying a hundred enemies while he led an attack on a dark fortress.
But because a I have no immediate way of knowing how important a First Seasons is, and he has no way of telling me what he's done as First Seasons, he's just another flashing U to me, when for all I know he could actually be the most interesting person in the world.

5
DF Suggestions / Position holder child names
« on: February 26, 2015, 11:32:37 am »
Not too long ago I rescued a certain child from a dark fortress. It was business as usual until I returned him to his mother. The mother in question happened to be the queen of a dwarven nation, something the child failed to mention.
I had no way of knowing this child was royalty when I found him, but as he was reunited with the queen it occurred to me that if I had met him as a free dwarf I still wouldn't have known he was royalty. It's not the first time I've come across this little omission of information, either. When visiting the town's keep and the odd mead hall, I'll often find a seemingly-out-of-place child among a room full of colorfully titled humans. Only after an extensive interrogation will I find out just who the child is related to, when this should have been common knowledge to begin with.
In real life, a king's son is a big deal and as such is called a prince. In Dwarf Fortress, he's just another kid who's dad happens to be the ruler of the nation. That isn't fitting of nobility at all, they would want everyone to know just whose child that is.

Since nobles are succeeded by their children, shouldn't they be regarded as important? The noble's spouse receives a title, so why not give one to the kid who's going to replace them too? Something as simple " [POSITION_NAME]'s son/daughter" would make identification easier and prevent a bit of confusion.

6
DF Adventure Mode Discussion / Dual Wielding, Yay or Nay?
« on: August 16, 2014, 07:57:55 pm »
The new combat system allows for multiple attacks on multiple targets at the same time, so there's an actual reason to carry more than one weapon at a time. But before I go full Musashi with a pair of scimitars, I must ask, 'is this viable?'

Let's look at it from a practical standpoint, using an adventurer that wields two weapons without using tricks to get a shield in as well. As an example, let's use a dwarf wielding a steel battle axe and steel war hammer, and let's call him Urist McMountainking.

So Urist Mcmountainking starts out with an axe in one hand and a hammer in the other. What's the difference between him and any other adventurer who starts out with a shield instead of a second weapon? For one, he has nothing to block incoming attacks with. He may still be able to parry attacks, but projectiles and dragonfire will ruin his day. Unless he gets good at dodging or finds effective armor, Urist McMountainking is going to accumulate injuries much faster than a dwarf using the traditional sword and board.
However, he has that second weapon to attack with. Urist McMountainking can strike two separate targets at the same time, or a single opponent with two weapons, in a single turn. He can potentially dish out more damage in a shorter amount of time than someone with just one weapon could, inflicting wounds more frequently and in general just killing faster.

In summary, dual wielding reduces the fighter's defensive ability and results in a greater chance and frequency of injury, but also increases the frequency and number of times and targets upon which a fighter can attack. In layman's terms, you take more damage and give out more.
So, what I'm asking is, it that worth it?

7
DF General Discussion / Your problem animal
« on: July 12, 2014, 01:47:14 pm »
We've all got one. Adventure mode of Fortress mode, that one animal is always giving you problems. Unnatural or rare creatures like megabeasts and bogeymen don't count, it's their job to make life harder for you and having one type that's better at it than the rest isn't anything special. We're talking about a normal animal that always comes along to try and ruin your day no matter what mode you're playing.

For me, it's alligators. They're not the most dangerous animal out there, but they're not exactly pushovers either. Biting attacks bypassed armor up until this latest release, and 'gators are damn good at biting. Even now that they can't bite your head off through a helmet, they're a menace to individuals who don't have armor, such as fisherdwarves and newer adventurers. They're prevalent too, You can run into them at just about any river deep enough one has to swim through. The fact that they can lay up to thirty eggs at a time doesn't hurt them either.
I've never had too much trouble from them, but then again I've never not had trouble with them either. Every time I run into alligators, in a fortress or out adventuring, they try and cause me problems.

So how about you?

8
DF General Discussion / What's to be expected for release day?
« on: July 04, 2014, 03:36:19 am »
I didn't even know this game existed when DF2012 was released, so I have no idea what fresh hell to expect. Exactly what went down on release day last time, and what should I expect this round? Joke responses are welcome here, I need something to pass the time.

9
DF Suggestions / The problem with kill bragging
« on: June 29, 2014, 12:59:49 am »
We've all been there. You take your BAMF vampire/necromancer/husk/all of the above out for a spin in adventure mode, and you come across a particularly gnarly historical figure with a great many kills to his/her/its name, eager to reduce you to nothing more than another name on a list I'm about to go off on. You're quite gangster yourself, and honor dictates that only one bad dude can survive the ordeal, resulting in a battle the world will remember for all time.
As you do battle against this worthy foe, he/she/it makes certain to remind you of all those who came before you and fell like so much wheat before the harvest.
Over, and over, and over, and over, and over, and over again.
It gets repetitive, it gets old, it gets boring. What should be a clash between living legends becomes a crawling ordeal repeatedly interrupted by a long list of people who lost the not-dying contest, which you have no choice but to sit through before getting back to the action. It would be like if a boss battle of any other game was interrupted by a cutscene every time you landed a hit.

Anyone who's played adventure mode long enough has dealt with it at some point. Some opponents are better about it than others, almost never mentioning their kills, while some will rattle off their list every single turn, dragging out the ordeal for much longer than it needs to go on. It can wear on the nerves after awhile and subtract form the experience, but I will admit, it is a very strong motivator to kill the offending creature.

So how best to deal with this issue? You could include the option to remove kill bragging entirely. More options is good options, but there are better and more subtle ways of handling this.
I do think creatures that cannot speak should not have any ability to brag about their kills. If the creature cannot speak, it has no way of conveying that it has killed other creatures, and whoever it would convey this message to should have no knowledge of the creature's history unless learned from elsewhere, such as hearsay from the inhabitants of a nearby settlement.

As for historical figures who can speak and tell you all about who they've killed, I suggest a much more fluid way of getting the bragging out of the way. Instead of having them list every single historical figure they've killed all at once, it would be better if they did one at a time in a way someone would actually say such a thing.
For instance, at the beginning of a fight they could say something like "Say hello to Deadguy Firstexample when I send you to the underworld!", or " I didn't beat Wimpy Weaksauce to death with his own foot to lose to the likes of you!" The latter could tie in with how injuries sustained during duels are tracked, with the braggart stating how he injured a previous opponent in some way.
As the fight goes on, the way bragging is conveyed should change to reflect the pace of the battle.
"You remind me of Mook Monkeybreath. I hated that guy."
"Come on now, Diesinonehit Letdown put up a better fight than you!"
"I haven't had a fight this good since Opponent Worthyfights!"
The way the opponent brags about past victories doesn't necessarily have to reflect how much of a fight you're putting up, or how much of a fight the previous opponent put up. The point is the braggart should brag in small increments, and more importantly putting at least a little variety into how they get the message out.
If they have to tell you about every single one of their kills, it should be at an appropriate time, namely when it appears as if the fight is about to end. If you're getting the upper hand and it looks like they're about to die, they might want to take the time to tell you their life's story. If you want to do away with the current method of kill bragging entirely, you could have them just give a quick summary such as, "I am Enpeecy Killquest! I have killed many foes, and you will not be the end of me!"

I just think it's a royal pain to have to wade through conversation window after conversation window just because a certain successful historical figure can't shut up about who they've beaten. Something should be done and this is all I've got to contribute to see that end met.

I'm just sayin'.

10
DF Dwarf Mode Discussion / The Necropult
« on: June 13, 2014, 11:31:42 pm »
I was enjoying an exceptional chicken soup when an idea hit me. Catapult+Corpses+Necromancer=?????
Basically, you have a catapult launching corpses, and a necromancer that cannot see these corpses at the catapult, but can still view and reanimate them in flight. Reanimated corpses land at or around the target area, delivering a threat for the enemy to face. Has this ever been done before?

I prefer ballistae over catapults, and don't have much experience with them, but I do know you can set catapults to accept all kinds of things with DFhack trickery. What I don't know is if catapult projectiles exist in flight or just appear where they're going to land. Like I said, I shunned the stone-throwers the multiple-goblin-skewering might of the ballista.

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DF Modding / Adventurer Transfers: Possibility or Pipe Dream?
« on: May 25, 2014, 01:40:59 pm »
There are two types of adventurer, those who die and those who live. Nothing more needs to be said of those who die, but those who live can grow to a point where the only things capable of killing them have long since died by their hand. It seems a waste to just leave such effective killing machines to rot and move on to another world.

I want to take an adventurer from one world and put him in another. Not a new adventurer with the same name, that same adventurer, with or without the equipment.
Is it possible to transfer adventurer data from one file to another? Is it possible to do this now without tools, or would a special script or plugin need to be created?
I play Cataclysm on the side, and it's possible to do just this in that game by copying and pasting the character's file into the new world folder. But could it be that easy? Is the adventurer contained in a file somewhere? Could that file be duplicated and placed elsewhere without issue?
In Cataclysm, transferred characters can retain any item that isn't a procedurally generated artifact, but they appear in a random and potentially very dangerous location with no knowledge of the local area or its inhabitants, much like an outsider in DF. Would that even be possible in DF? what would stop the transferred adventurer from appearing inside a mountain or the lowermost depths of the caverns? What about the art engraved on their equipment? Would there be a problem with faction data, how would the world treat the newcomer?

I don't know if this is possible, but I want it to be. I'd like to continue an adventurer's career in a new world, and I'm willing to put up with any inconveniences that result from it. Can it be done?

12
DF Gameplay Questions / Embark lied to me.
« on: May 25, 2014, 01:22:13 pm »
Embarked at what I thought was a small 1-world-tile mountain next to a lake and river. No mountain, just a flat area of rock with no grass. Could it have eroded or was there never a mountain to begin with? What else has the world map lied to me about?

13
DF Suggestions / Expedition Mode
« on: May 10, 2014, 04:27:13 pm »
I've had this idea rolling around in my head for awhile. Expedition Mode would not be about an adventurer on a quest for fame, glory, and phat lewts, nor about a group of rugged pioneers trying to carve a home out of some hole in the ground.

Expedition mode would be about of group of dwarves/player race traveling the world to do... something. Like fortress mode, that would be entirely up to you. You control a group in a similar manner to Fortress Mode, but you are not bound to or responsible for the management of a single site, and can freely travel the world as in Adventure Mode. You are in control of the group as opposed to the individual, and the loss of any one member of your expedition is not the end of the game.

As for what you're after, that's for you to decide. Maybe you're a posse of vigilantes out to kill all the enemies of your nation, or maybe you're trying to capture and tame an exotic animal for use by your civilization, or perhaps you delve down to map the caverns of the world. Whatever it is, you're doing something, and you're paying for it with the nation's tax money. As such, you need to justify the continuation of the expedition in any way you can. You do this through a points system. Every action your expedition performs is measured in the wealth it costs or awards your civilization.
 If you wipe out a bandit group, you are awarded points equal to the damage they caused, with a bonus for any loot you acquire. If you burn down down the forest retreat of an elven civilization that killed tens of thousands of people in a tree jihad, you receive points equal to how much everyone hated those elves for killing everyone as well as a bonus for whatever loot you haul away.
 If one of your members is killed and their equipment is lost, you lose points equal to their life, accomplishments, and the equipment lost. If you replace that lost member with a civilian recruit from some hamlet somewhere, you gain points equal to that person's life, skill, and equipment.
The points accumulated would not be some arbitrary number to brag about on the forums, the expedition would receive assistance and notoriety equivalent to its score. A high-scoring expedition will receive more support form their benefactor civilization, in the form of better equipment, skilled recruits, and more frequent resupplies. An expedition that isn't doing so well will recieve less support and may be forced to end if the loss outweighs the gain too heavily.

A higher score also results in heavier resistance and reaction from the outside world. A popular expedition will receive support form other civilizations that are sympathetic to you and are benefiting form your work, and hostile civilizations are more likely to go out of their way to attack and pester you in a manner similar to fort mode sieges.

I really don't know what else to say about this. It's been an idea and only that for awhile now. I have no idea how to flesh it out further.

14
DF Suggestions / Tag Suggestion Dump
« on: May 10, 2014, 03:50:47 pm »
Time's a commodity I don't have much of these days. I can't share ideas or modded creations that often, and I'm out of the loop if something big comes around. Because of that, I'm sorry if any of these have been covered already, but I just don't have the time to browse through last month of the suggestion board's history and find out.

These are all tags that do things that are to my knowledge currently impossible to do as of DF2012.
All tag names are subject to change at the dev team's discretion if implemented.

Creature Tags:
Spoiler (click to show/hide)

Entity tags:
Spoiler (click to show/hide)

Syndrome tags:
Spoiler (click to show/hide)

This is all I've got for now. I can't think of much more to say.

15
DF Modding / The Meat Wagon
« on: May 10, 2014, 12:51:44 pm »
My friend doesn't play Dwarf Fortress, and doesn't quite get how it works, but he managed to come up with something horrifying and perfectly dwarfy nonetheless. I promised him I would share this abomination, so here it is.
Gentlemen, behold.
Spoiler (click to show/hide)
The only downside to this thing is that it requires custom body parts to work, supplied here. Simply copy and paste into body_default.txt for results.
Spoiler (click to show/hide)
Enjoy your nightmare fuel.

Edit: Thanks, Putnam.

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