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Messages - GoblinCookie

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586
DF Suggestions / Corporate Personality/Values.
« on: August 05, 2018, 06:59:58 am »
It does not really do to simply model rebellions by dwarves according to whether they personally are happy, because that basically means we can do whatever we wish as long as we give them nice dining halls and plenty of booze, which is not how things realistically would work.  As a solution to this problem I propose that site governments be given a corporate personality.  This would mean that the fortress would have an 'alignment' in terms both personality and values, which contrasts with that of the individual dwarves. 

To begin with the values are set to that of our civilization and the personality is the mean personality of of it's dominant species (so humans are set to 50 at everything).  Various actions and abstract decisions made by the player in play would adjust the corporate personality/values of the government in a given direction.  If an individual dwarf personality and values deviate from that of the corporate personality, then that dwarf's loyalty to his government is undermined, causing him to become prone to rebellion. 

The rebellions themselves work in the powderkeg/spark fashion.  An individual dwarf decides to rebel and keeps this fact initially secret from the player.  Dwarves with subordinate positions not only can lead rebellions while retaining their position but they are far more likely to lead rebellions than the average dwarf is.  The ultimate leaders of the site cannot lead rebellions, but instead becoming sufficiently disloyal causes them to resign from the government.  Subordinate position holders that are particularly honest in their values will also resign the government in a similar fashion if they become sufficiently disloyal/are recruited into a rebellion.  It goes without saying that you cannot reappoint a resigned leader to his former position. 

Rebellions start with an individual, aside from being a subordinate position holder another factor that encourages rebellion leader is having lots of friends.  The rebel leader will recruit followers from the disloyal dwarves, whether they are happy or not in the course of normal conversation and socializing, which will be invisible to the site government.  Once the rebellion has sufficient numbers and strength it will make a bid for power, loyal dwarves will fight for the government, disloyal dwarves even if not already recruited into the rebellion will oppose the government and dwarves who have mediocre loyalty will sit it out. 

Squads will follow the lead of their commander, the difference between squad members and ordinary dwarves is that mediocre loyalty squad members follow whatever stance taken by their commander, while both loyal and disloyal squad members will follow the lead of their commander should he decide to stay neutral.  The outcome of a successful rebellion in a player's site depends upon the state of the site, in all instances a successful rebellion causes the site to become unplayable but how they behave depends upon how complete the site is.

If the site is considered incomplete for the current population, that is to say there is insufficient furniture, rooms, constructed space etc, then the rebel dwarves will abandon the site and build a new site nearby, this will be a hillocks if the fortress population is small; the original site becomes a ruin and new dwarves can be moved in by the player (but not by anyone else).  If the site is considered complete for the current population then they will continue to live there and can be visited in adventure mode; but the population will be capped at the total number of dwarves supported by the architectural layout when the player was overthrown. 

587
If you deliberately mistreat your own dwarves, they should rebel all by themselves. It makes sense, you know. There would be multiple factors other than "caged prisoners", but that's another question for another thread. This discussion is only tangentially related to the treatment of caged prisoners.

I would not call it tangentially related, the thread after-all is basically about dwarves rebelling against the site government by releasing it's prisoners.  In any case I do have a general idea for a thread that falls outside of the scope of releasing prisoners but basically addresses the fundamental behavior modelling problem we have with personality VS social-political stuff. 

This is the thread

588
DF Suggestions / Re: Playing as existing historical characters.
« on: August 05, 2018, 06:18:44 am »
What about placing a cost on any member of the royal family? Maybe half of the cost of playing the king.

Here is where the idea gets complicated.  Not only can you set up positions that are hereditary, you can also set up positions that are succeeded by other positions, potentially one's that exist at a site-level rather than at a government level. 

I don't see why there's any need to add some sort of metagame that can prevent you from playing as whoever you like. "The player" is not an in-universe entity, and doesn't owe allegiance to any of the people or nations in-game. If you want to go roleplay as the demon in charge of the goblin tower that's been raiding your fortress, well, go ahead?

The whole point of this idea is indeed that the player is not a major in-game entity.  Having the player's ability to play as whoever they like directly violates this, the determining factor of the plot is now simply whoever the player decides to take over today, not only is the player *in themselves* part of the plot, but they are the main determinant of it.  In any case, you can easily mod all positions to cost nothing at all, so effectively switching this off. 

I was thinking something similar, but instead of being tied to noble positions it is tied to how loyal another character is to you (where "loyalty" works in the sense of both subjects of a ruler and close friends or partners).  The system could use the currently unused "worship" variable when relating to mortal relationships.

In practice this would be similar to your suggestion, while also solving the issue of "pricing": it's not the rank that's important, but how the historical figure in question sees that rank.  If you're playing a newly ascended king, you can't switch to a member of a group who opposes your rule (depending on how strict you wany to be, maybe only those who actively support your rule would be playable) .  You need to put in some investment before you can take command of any random civ member.

Also, even without playing as a noble, this would allow you to switch to any of your long time adventuring partners, or anyone who respects you enough to follow your commands or fight for your cause.

Your idea and mine are quite complimentary.  But if your aim is simply to create chaos, then you hardly care if your character comes to a sticky end as a result, because you were only temporarily assuming their perspective anyway in order to likely get you out of the consequences of your main characters foolish decisions.

589
Mod Releases / Re: Forgotten Realms Direforged 2.6L
« on: August 04, 2018, 03:34:03 pm »
Helixs is now properly spelt Helixes.

590
Mod Releases / Re: Forgotten Realms Direforged 2.6K
« on: August 04, 2018, 11:16:39 am »
Just fixing a type by which engraving was being spelt engraveing.

591
Mod Releases / Re: Forgotten Realms Direforged 2.6J
« on: August 04, 2018, 10:51:57 am »
Readed was apparently a word in my mod's expanded dictionary.  Also Foul Blendecs were being instructed to use Negative words and at the same time prohibited.  I ran across a dark fortress called Bottle which alerted me to this problem, bottle is only a single word but all towns in the game should have a name consisting of two words strings. 

592
DF Suggestions / Re: Edit the sites in the raws
« on: August 04, 2018, 06:01:06 am »
Ultimately I think the plan is to have the sites themselves fully customizable, so the above concepts won't really exist at a hardcoded level.

593
Keep in mind DF dwarves have perfect darkvision. They don't need torches (or any source of light for that matter) to see in the dark.

You cannot see if there is no light, however good your vision.  Unless you are seeing in the infrared spectrum maybe. 

Well... if dwarves actually existed, then I would imagine they would have evolved to suit their environment.

The problem is that something would have to give. Dwarves were contrived by humans who still believed in magic and later by humans writing books about fantastical worlds where magic actually exists.

In order for Dwarves to exist IRL with all their well known physical attributes and without any weird additions, Dwarves would have to live closer to the surface. Their mountain halls would be more like elaborate hobbit holes. At best their cities would have to have a significant surface component.

Or Dwarves would have to be physically different with a wide array of cave animal adaptations.

Or their technology would need to be superior to ours such that they could solve all the problems associated with living so far underground. But if this was the case, then I posit that humans would either no longer exist or we would be forcibly working for the Dwarves. Or maybe there would just be zoos full of humans where dwarf children come to gawk and throw food into the cages.

Technology isn't a single thing.  Dwarves would likely invent technology that is specifically useful to the problems their underground lifestyle creates, that however does not mean they are inventing machine guns and conquering the world.

594
DF Suggestions / Re: Solving problems without killing
« on: August 04, 2018, 05:55:41 am »
With bandits and criminals, some may have just joined up out of fear of being on the receiving end of the banditry, others may have joined up because they were poor and had no other ways of sustaining them selves, others may have been looking to use the easy way to obtain wealth, and some may just enjoy being cruel. But the bandit leaders are the ones holding it together, if you would do this the easiest way with killing the least amount of people and solving the most amount of future problems, just killing the bandit boss would ideally be the solution. But i don't know if DF currently selects any random dude to be a bandit or the people with the right traits, same with the bandit boss and leaders in general.

Killing the leader in itself would likely achieve nothing more than to split the existing bandit gang into several bandit gangs, which would eventually merge together all over again. 

The better solution would be to then become the leader and then basically order the bandit group to either migrate into an underpopulated site as immigrants or set up their own site. 

595
DF Suggestions / Re: Dwarven Social Lives
« on: August 04, 2018, 05:51:08 am »
You guys reallya need to practice nonviolent conversation.
Also I would like to point out that if you tried to overthrow the governemnt you wouldn't get a second chance on account of human rights because as long as they keep your dignity in prison you can rot there for the rest of your life. Rights can be taken from you and it IS legitimized under the Human Rights...

That is indeed how things actually work.

But the whole idea of human rights was that they were rights you had on account of being human.

596
Then they have multiple reasons to rebel and attempt a revolution. Not everything should be in the player's control.

They are not going to do this all on their own I presume?

597
DF Suggestions / Re: Playing as existing historical characters.
« on: August 04, 2018, 05:44:47 am »
The major flaw is this: I did not consider the pricing of heirs to positions.

As my OP stands, at the moment a prince that stands to inherit the throne will likely cost nothing to play.  However if he arranges for his dad to have an 'accident' then the throne will be his, not only will the player now be able to cause problems for the civ they don't like but they also get 10000 extra points they did not have before since they rose to a higher position.  They can cause a ton of trouble for the civilization they rule and the play can simply retire as soon as their civilization takes revenge on them, meaning he can store those points indefinitely to create mayhem in future. 

598
Mod Releases / Re: Forgotten Realms Direforged 2.6I
« on: August 03, 2018, 02:46:46 pm »
I have fixed a basic problem with the grammer of my new dictionary where  [OF_NOUN_SING]  was being used instead of       [OF_NOUN_PLUR], resulting in silly grammer like the the House of Rabbit as oppossed to the House of Rabbits which is now how it will work.  Having fixed all the pressing concerns with the grammer, I can now strip the dictionary down into a vanilla form and release it as a separate mod.

599
DF Suggestions / Re: Playing as existing historical characters.
« on: August 03, 2018, 09:59:24 am »
Good idea. But can we add a switch in the settings to disable this if someone wants to bring ruin to the world without repercussions? Like, in the advanced worldgen settings. That way, everyone is satisfied, both those who want to mess around and those who want to play fairly. If you want a points system, just disable that setting.

Either way, GoblinCookie, I am soon going on a train, and the response to your counterargument (if any) will be likely written tomorrow.

We don't need the switch.  The fact it is all raws based, means you can just mod all entities positions point requirements to be 0.  That has the advantage that you cannot modify entity raws for actual entities, so you only get to cheat if that is what you deliberately set up to start with.

I guess that ends the argument before it started. It's planned, just pretty far away. There is no need to think that it shouldn't exist. A per-world setting, just what I wanted.

Let's see if any of you can spot the major flaw with my idea, before I edit it in a solution for it in tomorrow.   :)

There's loads on the subject throughout the dftalks, quoting the major bits in case it's helpful to anyone ^^

 :) :) You are being very helpful Manveru. 

600
DF General Discussion / Re: Why ther are no painters?
« on: August 03, 2018, 07:22:38 am »
Paint is very complicated.

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