Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Fieari

Pages: [1] 2 3 ... 74
1
I think a big part of the perception of DF as non-magical is that the moment by moment gameplay is obsessed with the physical, not the mystical.  The grit of combat, the distinction between so many kinds of stone, the simulation of eyelids, etc.   Then, when you do encounter magic, it interacts with all the physicality in a very real, consequentialistic manner, which makes it feel terrifying in the way D&D magic doesn't.

I don't think the myth and magic arc is going to change this in the slightest.  To the contrary, I think all the simulation interactions will make the realism feel even stronger.  This absolutely won't be a case where selecting "fight" does 21 HP damage, and selecting "fireball" does 35 HP damage while subtracting 5 MP, which makes magic feel boring.  That's just not how DF works.

2
DF General Discussion / Re: Was Boatmurdered a randomly generated name?
« on: January 09, 2023, 05:22:19 am »
In 2D dwarf fortress, you could not specify the name of your embark in any way, it was enforced to be random.  So yes, Boatmurdered was random.

3
DF General Discussion / Re: Dwarf Fortress Talk #24 Feedback
« on: July 25, 2020, 12:05:45 am »
Question for the next DF Talk: Does the myth generator have the ability, however rarely (or by choice), to generate the exact CURRENT mythic system?  That is, with demons sealed under the earth by adamantine, angels in vaults guarding the names of demons, necromancers gaining the secrets of life & death who want to hatch villainous plots to generate corpses to take over the world with undead, etc, etc, etc, etc...?

More to the heart of my question... are all these current vanilla elements available to the myth gen as things that could be implemented in a world partially, or altered, or completely?  All the myths spoken of so far have used other dimensions and whatnot, but vanilla elements put stuff in THIS world, so that'd require some work to get working, I'm sure.

4
Hey, I bought this game a few days ago.  The forums link it gave me in the purchasing email doesn't work, and the forums link on the website goes to the imperia5x forums... which won't let me post after I registered.  What's up with that?

Anyway...

I've watched the youtube video tutorials, and been reading the guides on the website, but still having trouble wrapping my head around what exactly to do.  I want to keep at it though, because the premise of this game is basically my dream game. Managing people is so much more interesting than micromanaging!

That said, the thing that's REALLY keeping me from grinding it out is the bugginess of the UI.  Going to the system view works about... half the time.  When it doesn't work, the planets are visible but clicking does nothing and the data windows simply don't load in.  When it does work, it often has elements outside the visible screen.  But then again, sometimes loading up a new screen will simply crash the game.

Is this just my PC, or is everyone else also dealing with these kinds of issues?

5
DF General Discussion / Re: Future of the Fortress
« on: March 05, 2018, 06:22:45 am »
How do you intend to make procedurally generated magic become "thematic"?  Most fantasy works organize their magic around one or more themes, each theme having all magic working similarly.  For example, some split magic into elements, or into schools.  Brandon Sanderson is famous for particularly intricate magic systems... such as all magic requiring the user to ingest and "burn" metal inside their stomachs to cast spells.  All fantasy magics that are more than fairytales have SOME organization to their magic.

I presume spheres would be involved.  Will the RAWs have to expand to have lists of ways the spheres can influence magic?  I know the myths will direct how magic works... but coherence is important!  If a fire spirit is the source of magic in the world, how will the game know to make fire always part of the cost, or the effect, of the magic?

6
DF General Discussion / Re: A look back - DF 0.21.93.19a, circa August 2006
« on: November 30, 2017, 06:39:18 pm »
HAHA! Memories...I still eye wells suspiciously.

Good call! It was such a fun feature. With creatures climbing now it should happen again, someday.

True!  I guess the only way would be if you could set a creature's RAWs so that it lives in the aquifer itself somehow... like a slime creature or a magic being that can actually move through the water-infused rock/soil.  It would spawn as if from the edge of the map, except at the edge of an aquifer.  Alas, the code doesn't support it at the moment.

7
Sorry to double post, but I've got another question.  Sometimes, in my Fishman Cities, I get a "world action" option.  But sometimes that option goes away, only to come back turns later.  What enables the world action (to sink ships, as far as I can tell)?

8
I have likewise been unable to make my pawn to go to war. In my last game I chose an island with five one-town countries as my starting spot, taking over one of the city-states. Made him the conquering type, but he never declared war on anyone and I never got a chance to tell him to do so either.

This one I can help you with!  It's a three step process to declare war, and you don't even need to be the boss to do it!  Although there's often little point in doing it unless you're the boss, because you want to spread your shadow from the top down.

Step 1: Call for a vote on "Military Posture".  Set it to "Preparation for offensive war".
Step 2: Call for a vote on "Offensive Focus".  Choose a target nation.
Step 3: Call for a vote on "Declare War".  Vote yes.

You must do all 3 to start a fight.  Your thralls will not do this on their own.  You need to do it manually.

9
I've managed to make people like my thrall, but it feels like I'm thrashing about, never quite knowing for certain if I'm doing it optimally or not.   The benefit of playing the positive politics game is that if you win, you get to take over a BIG empire, instead of just having a little one.  Once you're Duke (or even King!), then you can jump straight to enshadowing the world.

It's fun to do, but... frustrating not knowing the exact mechanics.

10
Well, according to his devlog, a new "Evil One" is being implemented for the next version, so there's a new character for you guys.  The new Evil One is a master of undead... he can't shadow, can't enthrall, and wins when all mortals are dead.  His key mechanic will be manipulating nations to war with each other, and then after the battles is over, raising the slain as an undead army to march across the land.  Sound pretty cool, actually.

Question for you guys though: When trying to get other nobles to like you, how does intensity of feeling work?  That is to say, do nobles respect people more passionate than them on a subject, or only when their passion is closely similar?  Or is it that friendships only form when passion is HIGH for both people?

11
Will the expanded language framework you mentioned in the 12/12 update finally include a mechanism for having words in a language for objects in the gameworld?  Like, having a dwarven word for "Elf" or "Elephant"?

I realize he said that this framework is not technically going into this next release, but it is something he's working on, so I'm interested.

12
DF General Discussion / Re: Future of the Fortress
« on: May 31, 2015, 10:04:26 am »
Toady, what are your personal feelings towards the "I Have No Mouth And I Must Scream" situation that currently exists with regards to adventure mode personality?  By which I mean, you are possessing an individual who has their own personality (even if we now get to choose what that may be) and can only watch as you use their body to do whatever, leaving them the freedom only to weep uncontrollably at the death and murder you cause.

Do you feel like this is a bug, to be removed in the future if possible, or is it a feature (that could maybe be communicated to the player better, like being able to talk to the person you are possessing)?

13
DF General Discussion / Re: Future of the Fortress
« on: April 20, 2015, 12:13:18 am »
With non-dwarf permanent residents, does that mean individuals will have their own civilization's moral code attached?  Or to put it in laymans terms, if you have an Elf resident, will they be dismayed by woodcutting?  Will moral codes be alterable in game, so that your Elf resident may become numb to tree death over time because of cultural immersion?

14
DF General Discussion / Re: Future of the Fortress
« on: March 23, 2015, 11:46:14 pm »
Will the new knowledge "tech forest" be accessible in the RAWs?

If I think up a new fantasy philosophy, can I have the philosophers in game discover it?  Or when the history department at my local IRL university thinks up a new historiography method, do we have to wait for it to be hard coded in or can we just add it to the RAWs ourselves?

For that matter, what about ideas that aren't just ambiguously correct, but are clearly wrong?  People wrote books and chased down clearly false ideas plenty of times in history. It's a part of science too, to propose an idea that might not work out.

Seeing a civilization that, for example, firmly believes in the physicality of darkness (and light being the lack of said darkness) would be fascinating.  Or seeing libraries devoted to a false idea that side tracked all their researchers into not being able to develop a particular technology would be amazing.

Two reasons a civilization might not have a technology-- either they aren't studying, or they're studying the wrong things.

15
DF General Discussion / Re: Future of the Fortress
« on: March 14, 2015, 08:51:01 am »
Will adventurers be able to compose songs, write music, and choreograph dances?  Form a traveling performing troupe of your own?

I'm thinking this could be something fun to dedicate an adventurer to, especially if you need to gather history to sing about from people across the lands.  Enough depth to the system, and there'd be some real challenge to it.

Pages: [1] 2 3 ... 74