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Messages - saharo

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1
DF General Discussion / Re: Future of the Fortress
« on: February 19, 2024, 08:45:38 am »
Any plans to make water a continuous requirement for farming (and other crafts)?
Several DF crafts depend - in their real-life counterparts - on having water: farming, brewing, cooking, dyeing, smithing, breeding, and I'm sure I'm missing some.
While df-irrigation is used to create farmable soil, farmers don't water their plants.
I'm sure this topic has been raised a million times, so I expect one of you more informed veterans to help me out :D

2
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: January 19, 2023, 07:40:35 am »
Code: [Select]
💖💖💖💖💖💖💖💖
💖🦶🏻🦶🏽🦶🏿💖🐸1️⃣💖
💖💖💖💖💖💖💖💖

When thinking of the Adams brothers, think of the best intentions they might have toward the community and the long term maintainability of the game.
Now take a breather, and realize you're not even close to how good their intentions actually are 💖


3
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: January 10, 2023, 07:01:29 am »
All glory to the DF Starter Pack!!!! Can't wait to the new version 🙏
That's such an essential tool for me, and I think it's the same for a big chunk of the DF Classic Community.

4
I'm terrified that hospitals have a power requirement now, but it's probably just a typo.  ;D
I rather guess it’s a typo. Powder for casts, as in https://dwarffortresswiki.org/index.php/DF2014:Health_care#Casts

5
DF General Discussion / Re: Don't forget about the DF Map Archive!
« on: February 11, 2019, 04:16:20 am »
Sorry to up this old post but I have a few questions, and involving you who followed this thread works just perfect.
Is Markavian still active?
There are a couple of bugs that are not making the service more attractive than it is.
(I saw this user on reddit having trouble with the compressor: https://www.reddit.com/r/dwarffortress/comments/ao406m/first_stage_of_my_undersea_tavern_project/ )
The DF Maps Archive is just a great place to enjoy fortresses....well, the best we have so far. I admit that a webapp done with some new web technologies would be better but the Archive is a great resourse nontheless.


6
Of course such an adaptation would be awesome :D
If you're about emerging storytelling - and I suppose you are being both a Dwarf Fortress and classic pen&paper rpg fan/player - give a look to these two modern masterpieces:
Both give you awesome instruments to create a story that spawns from the elements in real time while you play, instead of creating a story for your players to explore. Not that the first thing is not doable with Pathfinder/D&D, but FATE and Dungeon World are two notable examples of pen&paper rpgs in the current indie scene that are specifically designed to create a story on the fly with the player.

Ok, my moment of advertisement is done :D Love your idea, no matter how you implement it :)
Be sure to live-stream the gaming session once you manage to put all the pieces together :D

7
DF Dwarf Mode Discussion / Re: Do necromancers HAVE to be bad guys?
« on: June 05, 2018, 02:58:41 am »
I go get some popcorns! Tell me how the picnic went :)

8
DF General Discussion / Re: Future of the Fortress
« on: June 04, 2018, 07:21:21 am »
I promise I'll shut my mouth about Ars Magica after this one

,d88b.d88b,
88888888888
`Y8888888Y'
`Y888Y'
`Y'


...

:-X

9
DF General Discussion / Re: Future of the Fortress
« on: May 09, 2018, 10:20:38 am »
Hello there. I'm kinda embarassed to ask the following, but I since the Myth&Magic announcement I have this obsession... so I'll spill it out out and clear, so that I stop thinking about it :)
Ars Magica is a pen&paper rpg many have heard of, Tarn brothers included I'm sure. I'm a big fan for so many reasons. One being that the system invites the players to engage together in creating a "Covenant": a settelment guided by wizards, typically estabilished in some magical place. It consists of defining how this settlement looks like and works. And the game itself revolves around the stories that spin from this place, how they fit into the world, deal with the supernatural and the mundane....it's REALLY dwarfmages fortress. And as I played Ars Magica, I always thought of how good it would translate into Dwarf Fortress, and how many concepts DF could get from it.

So, once and for all, I ask Toady One and Treetoe

Has Ars Magica ever sparked your interest? Did you read, or plan to read some material on the setting and the game mechanic?
I realize that Dwarf Fortress aims to implement a generator of systems more than a single one, but I'm still pointing as possible sources of inspiration to:
 - Ars Magica organic view of Magic, how mysterious it is, delicate, powerful, subtle...
 - How magic can be a part of Nature, not something created by a supernatural entity. Hard to grasp but a natural phenomenon like any other...like quantum mechanics
 - how an accademic Mage's life looks like, how magic research works, how a laboratory works
 - how a society of Mages may look like
 - how different magic traditions (and not only accademical ones) can coexist in the same world
 - how the magic, the fairies, the divine and other supernatural entities interact with each other and evolve, through the interaction of man and without
 - and for last what AM is most famous for - its spell system. Maybe the less interesting thing for DF but if you know about it, I'd like to know if it may inspire spells in DF
I don't number the points in the list, as this question is more of a blob. I promise I'll shut my mouth about Ars Magica after this one :-X and thank you very much as always for your care for us fan  :)


10
DF General Discussion / Re: Future of the Fortress
« on: April 26, 2018, 05:47:11 am »
Regarding the myth&magic, I have a couple of questions that are linked to a recent post of mine in the suggestions thread (http://www.bay12forums.com/smf/index.php?topic=170297.0).

1) With the Myth&Magic system, will we see magical auras? Like the Surrounding system, an area might also be associated with a Myth, and exhibit properties of that Myth. Let's say the Myth generation creates a connection between ice, lizardmen and silver (I will call these spheres), and an area highly aligned with this Myth would be colder, show often snow, ice formations, lizard-like creatures, abundant silver veins, silver colored trees, and in general entities associated with those spheres.
2) Again on this aura concept. Will we see the properties of an area modify the value of its surrounding? E.g. a fortress with a shrine to a God: will the influence of that God increase with the prayers? Will we see anything like of building a fortress in an evil biome and trying to create and expand an aura that opposes the evil biome and having the evil biome effects less strong closer to the church?
Always on this, let's say there's an area with a verdant pine forest and full of bears, and the Myth generation creates a connection between a lightning god, bears and pine trees. Given how the area "looks like" that Myth, will the association of this area with this Myth increase over time, and see the place get more lightning storm, flowers that give you a shock if you eat them, then magical creatures of lightning and so on?
3) I see dwarves being more and more creative, telling stories, playing make believe, now even writing fiction books. Will this be expanded to fairytales? And could very famous fairytales have a concrete effect on the world, and be part of some sort of Myth generation during game time? The idea being that fairies inhabit the world of imagination and a strong believe can summon the fairies to the real world. Sufficient people telling the story of the big bad wolf living in a certain cave, has the effect of actually bringing a big bad fairy wolf to that very cave.
4) More in general, will Myth creation stop at worldgen? Or will it also run during playing time and include player introduce elements?
5) How much can we expect in terms of procedurally generated magical content? Will it include normal and widespread creatures and plants? Will we have generate worlds with large forest of procedurally generated trees, animals, stone, metal etc...?


First time posting in Future of the Fortress, hope that's how you do it :)

11
DF Suggestions / Re: Suggestions Forum Organization
« on: April 25, 2018, 11:54:42 am »
Hello everybody.
Excuse me if I didn't read the whole 8 pages of this thread.
I'm starting to get a real interest for the suggestion thread, and I'd love to have a place that is some sort of overview of what's the status of the conversation in the community. I see that there has been a tentative to put this overview somewhere:
http://dwarffortresswiki.org/index.php/User:Granite26/Suggestions
but it's not updated since 2009 and the suggestion thread keeps popping the same questions over and over.
Is there any effort active to give life to that wiki page? I would definitely love it, and I would give my contribution as I slowly research the topic that interest me.

thanks everybody!

12
DF Suggestions / Re: Reverse Burrows
« on: April 25, 2018, 11:06:43 am »
we can set areas to Restricted and make dwarves avoid them, but...
nothing that follows "but" can be good :D

I wonder if Toady One really wants this. The unpredictability of dwarves is somehow part of the experience. It would be still cool to be able to easily define an area as dangerous/restricted, and have dwarves be conscious about the danger when heading there. Like having their Brave stat checked or something.

A little of topic: is there some talk about a "fill" mechanism to define areas? Say I want to define a volumetric area as Restricted (typical case, a cavern), or for a Burrow (typical case, a sequence of rooms/caves). It could be neat if one could select one tile, and assign the area to all tiles connected to it (like when defining a room and clicking +). If not, it's an idea for a new thread.

13
There are limitations in Dwarf Fortress that the regular storybook, game setting or video game world does not have to contend with.
Risk is fine as a concept, the problem with risk however is that the AI will likely struggle to determine whether or not to pursue a risky cause of action.
You have very good points. I don't try though to put myself in Toady One's shoes, maybe in this wild suggestion he and ThreeToe might find something they like.

And now the big one :)
The example you give about the ring works because the causation is that the magical ring spreads magic to other rings.  The point it becomes a problem is when the magical ring directly makes more magical rings.  To return to the example earlier, imagine if we have unicorns who are magic producers and we have fairies which are magic consumers.  If we take a unicorn out of it's magical environment then the unicorn spreads magic to it's new environment.  Fairies on the other hand will die if taken out of their magical environment, which means that you can wipe out all the fairies in an environment if you kill all the unicorns that live there.
Your assumption is that that an entity either spreads magic or lives out of it. Mine is that everything does both, to different degrees:
  • very sensitive magical creatures, would quickly become mundane (or die even if it's magic itself sustaining their life) outside an environment magical enough for them
  • sturdier magical creatures may be able to sustain their magical nature for longer and against harder odds. (see Game of Thrones dragons, growing smaller once put in chains)
  • magical objects might be particularly good at focusing magic in a particular way, so most magical items would not warp reality around them more than they are supposed to (a magical sword cuts better, a wand of fireball throws fireball and so on)
  • magical artifacts are another matter, holding such power that they always do more than intended (e.g. the One Ring)
And yes, you kill all the unicorn in a magical forest, you make a big damage in the magical ecosystem, maybe to the point that some of the other creatures/plants/etc... become mundane/die.
p.s. (if you ask me, I'd like all this to be procedural, and you maybe have a world where magical creature are really sturdy, and items really dangerous to handle, but I'll try to stick to one version for this time :) )

All these ideas come without considering the following:
Or as I often say, procedural generation of magical systems isn't magic.
You make a very strong and sensible point.
Could you point me to where such discussions are taking place? I would like to follow this topic, know what is the current vision of the Tarn brothers and the community and so on...
That's because I'd love to see if there's space for something more "magic" in the magical system, and to keep my suggestions to a useful dimension.
Thanks in advance for the references, and thanks for the nice exchange  :D

14
If magic causes unicorns then when we take unicorns out of their magical environment they will perish or stop being unicorns.  If unicorns cause magic then the unicorns will be fine if we take them out of their magical environment then they will spread that environment to wherever we put them.
I understand what you oppose of my idea, but I see this as the essential part, so I will try to give you a different vision to yours. Then you can really dislike it :D
My point regarding this (the feedback loop), is that I appreciate Magic being more complex and subtle and mysterious than anything else, i.e. not only a property of a place that changes what spawns in a certain area, or the special abilities of a certain creature. I like the idea that Magic is something delicate and pervasive and volatile and powerful and weird and incomprehensible. (As much as possible, I'd like Dwarf Fortress to embrace something that takes less inspiration from D&D/World of Warcraft and more from medieval textbooks, books of fairytales, and the shivers you get when you walk at night in a cemetery....here's my secret mission :D)
Therefore I like the idea that anything that can express Magic, is also a vehicle of Magic, not only a device to exploit some of its properties. I understand if you see it as highly impractical or hard to design or implement or whatever...but do you get my point?
Lava is cool, and dangerous, but if you know how to manipulate it, there's few to no risk, and no surprises especially. Magic, on the other end, should never be safe, or 100% predictable. The most powerful mages can deal with the most powerful Magic, but are not more safe from its danger than the inexperienced mage, but in a way it's totally the opposite as the danger is intrinsic to Magic, and more powerful spell mean...more FUN! If Magic is something you can manipulate and turn to your will, than it's not "magic" anymore, it's just another cool gadget, it's technology.
That magical artifact, the more powerful its magic, the more it should twist the reality around it. If a creature picks a powerful magical ring, and carries it around for a long time, he'll eventually acquire magical properties (does this ring a bell?). And all the same, a sword left in a pond in a very magical lake, might become magical.

Maybe this doesn't answer surgically to your point, but I think it does in a certain way. If it doesn't, I'll try to be more precise with our next exchange :)


15
DF Suggestions / Re: Its not a bug its a feature - Impossible mandates
« on: April 24, 2018, 03:31:30 pm »
Let me add another non-gameplay content :o
Stone bed is actually a thing in Korea if I remember right...let me google it a moment...
here it is :D
https://youtu.be/77wb67aOXOM

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