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Messages - kontako

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DF General Discussion / Re: Future of the Fortress
« on: March 30, 2024, 08:28:08 pm »
G'day Toady. Happy Easter, I hope all is well.
Would you please consider the following questions:

Is the current cordial treatment of intelligent-undead and experiments by the living-aligned and red-blooded as intended, or will they begin to be expelled by societies (with particular ethics) in the continuation of villains work?

Is there a difference in how demi-god characters will play / be treated if their patron is the target of a non-reformed or reformed religion? (i.e. with or without organised temples and priests)

Are there no item retrieval missions if a demi-god character is created at year 1 (due to no relics having been yet created in world-gen history), or might there be new collectables?

Thanks.

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DF General Discussion / Re: Future of the Fortress
« on: December 13, 2023, 10:33:44 pm »
G'day Toady, I hope all is well. I wish you a happy holiday season.

Will the attire represented in the portraits enable distinction of units based on things like the social standing, culture, etc?

Will weapons / shield also be shown in the portrait?


Do you think that generated mythologies would be as extensive as current world generation history? (i.e, spanning hundreds to thousands of events and characters)

Do ettins have two personalities / souls?

Thanks.

3
DF Suggestions / Re: Semi-megabeasts should be snatchers
« on: December 13, 2023, 05:37:04 pm »
I do like the abductions that the night creatures perform. I think it's quite a compelling concept for a narrative.
I'd argue that's a distinct idea from the suggestion, but I think think it could be expanded to the preexisting behaviour of the night creatures.
Actually, I think it could be expanded to any intelligent creature, beyond the semi-mega beasts and night creatures.
In essence, this was more of a 'more reasons for more actors to perform more abductions' suggestion, which indeed is quite general and doubtlessly will eventuate.
Despite that, I still think it's fun to suggest.

On that note, it would be interesting to see night creatures abduct for reasons other than producing a mate. They could definitely do with a few housekeepers to sweep up and keep the cauldron boiling. Maybe a few plump children caged up for supper.

I'm uncertain if necromancers currently abduct people. I vaguely recall something about experimentation and minions. Maybe that was corpses only. I don't know if that means they abduct a single person, experiment once, and then gain the ability to summon these minions, or if it's a 1:1 conversion. I'd hope it was the latter as it'd mean more interaction with the environment.

Of course, cultists, demons and vampires should perhaps abduct for sacrifice and torture and the like, but that seems far more sinister than the fairy tale-esque motives above. Especially as it doesn't leave much room for follow-up, such as a rescue, etc.

4
DF Suggestions / Semi-megabeasts should be snatchers
« on: December 07, 2023, 06:18:28 am »
Hi All,

I think semi-megabeasts should be snatchers.
It makes sense to me that a critter like a giant or ettin that grows envious of dwarven wealth would think something along the lines of:

"Grrr, I've gotta get me one of dem dwarves to make ME shiny artifacts".

I don't think it should replace their current behavior of arrive-n-smash the small'ns, especially in the case of those particularly disposed to this avenue of action.
I think that particularly keen and crafty beasts should create plots to lure out and grab dwarves, or send agents to sneak in and capture the dwarves.

I'd like to imagine sneaking back into the beasts abode to free our comrade, seeing them caged or chained in a workshop, surrounded by lumps of random materials.
It might even require the beast to embark on other plots to steal and gather resources to provide the dwarf in the event they do achieve their strange mood, perhaps producing particularly cursed items in an attempt to fell the beast that contains them.

Thanks for reading.

5
DF General Discussion / Re: Future of the Fortress
« on: September 10, 2023, 08:54:12 pm »
I realise this is a late submission, so I don't mind if a response is in next months batch.
I was inspecting the images on an artifact my dwarf had created and thought:

Will we see coherent multi-scene images across engravings or other depictions in the myth update, similar to how coherent, story like events will be used to construct a mythology?

I get that systems like this are planned to enter the game eventually. Really, I thought of asking the question as the myth system seemed like it could be multipurpose in that way, although admittedly, I understand very little about how any of these systems would work.
I imagine something like repeated use of particular icons, or after mentioning a list of various independent images a concluding statement that the scene depicts a particular site or event.

6
DF General Discussion / Re: Future of the Fortress
« on: August 31, 2023, 02:47:48 am »
I've set up a dog out the front of my fortress to keep out the pesky kobolds, although I wasn't sure if there was any benefit to choosing a dog above any other creature.

G'day Tarn. I vaguely seem to recall there being a 'smell' sense in adventure mode, and I was wondering if it applied in fortress mode.
Dogs are mentioned to have ...a keen sense of smell, but they look like they lack the SMELL_TRIGGER token. Is it important?
Are dogs in any way better at spotting sneaky intruders than any other animal? The wiki mentioned that hunting dogs have an improved observer skill, though it didn't seem to find it when I looked.


Thanks :)

7
DF General Discussion / Re: Future of the Fortress
« on: March 23, 2023, 04:56:01 am »
Only historical figures have information about their parents, and even in that case, this information may be missing because the parent(s) isn't itself a historical figure.

...

Ah, that's what I initially expected. Thanks for the clarification.
I was somewhat thrown off by these comments, taken from the transcript, referring to civilisations in world gen:

It's like 'pick a bunch of spots that are kind of good for say a goblin or a human and then pop twenty of them down and then just let them breed and build cities and spread at that point'.  ... the game avoids certain inbreeding; you should never have brothers with brothers - I'm sorry, that's not even going to lead to a long line - I meant brothers and sisters, and half-brothers and half-sisters. It should avoid those, it should avoid parents and children

I thought to myself "What? Does the game really simulate every generation! (In the way of creating a lineage of genes for every family, rather than say, names and personalities for every individual)"

However, a historical figure has to be generated with some genes, so I would assume some kind of algorithm is used to generate the genes based on some pool (which presumably would be the genes of those 20 individuals), rather than actually generating a family tree for however many generations have passed since the start of time. The difference would be that a first generation hist fig might somehow get genes from more than two of the founders (but was the civ really founded in year 1, or was it just recorded at that time?).

This is the part I'm interested in, really. At the risk of having asked too many questions:
What determines what genes an individual can have? Is there a single gene pool available for members of a civilisation, or many? Or are gene pools more granular and differ based on site/ other entities?


8
DF General Discussion / Re: Future of the Fortress
« on: March 22, 2023, 06:53:22 pm »
This may be an unnecessary throwback to a now defunct mechanic, and I may have misinterpreted what was said (as tends to happen), but I've been listening to old DF Talk recordings:
In DF Talk 4 you mention that when placing civilisations you begin with 20 individuals to ensure genetic diversity and also limit incestuous couplings.
Does this mean that the family trees of all (non-historical) individuals is tracked through world generation, and a family tree could theoretically be drawn between a descendant and two of the founding 20?

It was always an assumption of mine that population numbers and growth was simulated through some sort of equation.

9
DF General Discussion / Re: Future of the Fortress
« on: July 22, 2022, 04:06:50 am »
Previously when you had shown the hyperlinks, figures and entities were coloured according to their kind.
Does this colouring carry over to statue and engraving descriptions in fortress mode?

Do functional hyperlinks?

10
DF General Discussion / Re: Future of the Fortress
« on: July 19, 2022, 06:28:20 am »
Sorry if it's been asked elsewhere, I couldn't find anything after a brief search:

Has any function for right-clicking been implemented?

11
DF Suggestions / Re: Browsing history while it is being generated
« on: January 23, 2022, 05:15:14 am »
Great idea.

I do imagine some difficulty navigating through a list that's receiving tens to hundreds of updates a second though. But that may just a problem in my imagination.

Related to that same point, judging by the last sentence in the devlog, world generation might need to be paused to enable timely player interaction (in the mythy-much-later update).
That's probably remedied with a pause and play button, with pause on by default.

12
DF Suggestions / Announcement indentation
« on: January 23, 2022, 02:10:07 am »
G'day.

I feel a bit silly for making yet another nit-picking suggestion, but here goes:
For my own legibility, text belonging to the same announcement should be indented when sent to a new line. At least when tightly packed.

Taken from the most recent blog-post:
Spoiler: Current (click to show/hide)

Spoiler: Proposed (click to show/hide)

13
My initial reaction is that the coloured text would be harder to read when surrounded by a contrasting border, but I think it works quite well:

Spoiler: Example (click to show/hide)

14
DF Suggestions / Hyperlink suggestions
« on: January 14, 2022, 09:36:39 pm »
G'day,

Seeing the post on hyperlinks today I thought I'd weigh in my two cents, whatever it be worth:

I think it would be convenient if every reference to the same entity (etc) would glow / underline if any one reference were hovered over.
I think it would streamline comprehension if re-occurring entities could be visually distinguished like this, rather than double checking that the names are the same.

Other than this, I was wondering if references to entities on their own page should receive a unique colour to show we're already looking at it.

Thanks :)

15
DF General Discussion / Re: Future of the Fortress
« on: July 23, 2021, 08:51:56 am »
Answer you may be looking for is [LOCAL_POPS_PRODUCE_HEROES]

I think that may answer my second question.

...gremlins however as the only intentional "intelligent" pet...

At the time, I was satisfied with attempting to keep them on-site as a hostile force. Army was more a euphemism for attempting to weaponise them.

@kontako:
Your questions are inconsistent:

Other than the omission of 'semi', I don't particularly note an inconsistency

Funnily enough, i feel some of these questions might have been spurred by a recent kruggsmash video in modded settings and the renewed interest around this bug-report on what happens when babies drop not belonging to your fort.


It's the first I've seen either of these, there must be a real bad case of Baader-Meinhof syndrome going around because it seems as if the answer to that question is everywhere.
The attempt I mentioned was almost a year ago now, though I've been putting off asking about it as I thought it was a particularly strange question

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