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Topics - falcc

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DF Suggestions / Tags to deliniate creatures that don't need to eat
« on: November 01, 2022, 12:42:20 pm »
I love goblins, I'm always trying to lure them into my fort. I mod them to make them a bit friendlier but still alien, and bring adventure mode goblins into my military. I've noticed that, like the bugged undead and necromancers, friendly goblins are always longing for a good meal but have no code in place to satisfy their desires. You've mentioned in the past that just having intelligent NO_EAT tagged undead able to be satisfied by food and booze isn't how you'd envision them engaging with it if they could, so I'd like to propose a middle ground for reforming NO_EAT creatures:

A tag for eating only for pleasure, with the amount dependent on immoderation, could make for satisfied goblins and keep things from being totally without tension if there's an occupation of some kind. This could also serve to make more decadent necromancers stand out, and give hidden ones ways to smooze with other powerful individuals in their schemes.

A tag for eating without satisfaction for the ghosts of the starved and intelligent undead of various kinds so they can occasionally indulge in tragic behaviors like drink falling right through them or openly mourning their lost lives.

Necromancer creations could have a chance at either, or another variation of CURIOUSBEAST_EATER for consuming or otherwise fouling up crops during a siege.

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I've been enjoying a talk by David Graeber on the history of debt, and one of the main concepts is about how neighbors "owing" each other as a way to continue friendly relations predates currency and even barter. I'll post it here because it's all really interesting, and it might be something Threetoe would enjoy with his history background if he hasn't seen it already. https://www.youtube.com/watch?v=CZIINXhGDcs&feature=emb_logo

The big picture stuff is debt is way more common and interesting than coinage. Not that I don't love people shouting in marketplaces, but once religions and cultures are more varied there are so many more cool ways of organizing than metal that is used for an extremely niche application. I've seen a lot of topics on debt on the forum but most of them are about repaying of debts rather than how good and useful people constantly owing and forgiving each other is for making stories with the people living around you. For example, you can have the interesting parts of the economic arc without having to track coinage again.

People in the fort know who their friends are, and a great way to increase the meaning in that is to have them regularly giving each other gifts.  It's nice to get yourself a new bracelet but it's only new for so long for any given dwarf and then it becomes meaningless again. Having a way to gift someone with an "acquire something" desire a good mood is also one step towards a new friend. All those exchanged goods still have a tracked value, roughly like how trading works now but in exchanges over a period of time instead of barter. If someone takes far more often than they give it can be a source of drama and poor reputation, or fines imposed by the sheriff which can use the real value numbers. As people interact and exchange more it can create relationships that extend to creating inter-family marriages or other ways to become closer. Or, if the friends you're exchanging debts back and forth with are important people they can reward you with some kind of high rank or status that can.

Not only do none of these exchanges require a pouch of coins sitting around, but most of equivalent numbers them don't even need to sit in memory for long. At the end of every year the fort can simply look at all the favor owed from one dwarf to another and zero out where appropriate. People who owe a lot of debt will have it kept track of for the following year as greedy or criminal outliers that make it easy to see where Fun might arrive from. Otherwise people can keep their memories of good deals and reputations they've gained but not need to hold onto a lot of extra numbers if a fort is retired.

And, of course, all sorts of religious and cultural events, including peasant revolts, involve the complete forgiveness of debt. Generous people can forgive debts all the time and feel good about themselves for it (as they should) while the greedy should cling to their numbers much longer. Various punishments or arguments can end with forgiveness of debt or fines that replace personal debt with a general debt to the fort. A siege could leave on the condition that their debt to your fortress is erased. Why, a whole huge, and fun, part of the game can be clearing the memory of specifics and ironing them into a general reputation like it does for secret identities. Think of how fast things will run even with this little edition.

Of course that doesn't mean currency doesn't ever have a place. As in history, currencies work well for imposing taxation on conquered lands. They make a lot of sense on soldiers, criminals, and people that do business with either since they're unlikely to stick around for the system of debts to operate well. But once you have a strong enough reputation with a merchant you should be able to enter into a debt bargain with them as is appropriate for local friends. Take some fish now while you're hungry and come back with grain to share after the harvest is ready. Similarly bartenders will be generous with lines of credit for those that are well known, instead of just making everything free, creating for them an ongoing relationship with interesting people and making them centers for gossip. This way coins don't need to be in nearly as many places but actually serve better for inter-kingdom trade if a place has to pay tribute to the civ that mints those coins.

I hope you'll consider how debt and debt forgiveness could fit in with the increased role of religions and of course cultures as those updates approach. And perhaps, in some slight degree, even how they could serve as part of on-going villainy work.

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DF Modding / Adjusting animal people gaits
« on: September 21, 2020, 02:57:16 pm »
I was hoping they'd be defined right in their raws, but animal people's gaits are tied up in an entirely different folder and written in a way I don't understand. Can anyone offer advice on getting animal people's speeds on average close to a dwarf's? Having them lag behind everyone else is getting really tiring.

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DF Suggestions / Offloading animals to your hill sites
« on: July 22, 2019, 04:07:24 pm »
After dealing with a recent alpaca-splosion I got to wondering whether some of the weird creatures your dwarves catch and breed wouldn't be happier populating a grassier site nearby. It'd be nice to send war-trained dogs to bolster week hill sites or give them a percent of your egg layers to increase population growth. Even now, when cities aren't tracking food as thoroughly outside of world-gen, it'd be nice to have a canonical way to share my surplus sites I have partial control over.

5
DF Suggestions / Readers for the skill-less
« on: June 27, 2019, 10:52:57 am »
Reading is a big deal given that none of the cultures in the world have mastered a way to teach it to an adventurer after their initial embark.  Since a lot more people read now post-world generation, it'd be a nice use of those coins floating around (and their helpful symbol-conveyed information) to pay someone to read something for your adventurer. If villains are sending notes around, wouldn't it be wonderful if local scribes, scholars, or officials were shown something incriminating? Of course they can't lie about its contents right now, but that's still fun. They'd have all this leverage if they were criminal sorts, and some weird wilderness stranger sharing it with them. Someone that wandered in after robbing the old necromancer tower, perhaps, and just wants to find the right book.

6
DF Suggestions / Telling someone you helped - a little bit
« on: January 10, 2019, 09:37:51 pm »
It was an epic brawl: my legendary warrior against Ufsmat Wastegutter the Massive Controller. A battle worthy of legend all by itself, and it probably will be, but one of the more extreme moments will be lost. One of my NPCs faithfully charged into battle, lost an arm to a hydra bite, and still stabbed it in response. It probably didn't help, but getting an attack in against a legendary monster that goes on someone important's kill list ought to still qualify someone for bragging rights. Especially since it can be told "X attacked Y" followed by "Y attacked X" and the wound itself is tracked. People with wounds from important battles could get more play in taverns, and the player can try to work out whether the guy that got scratched up by a kobold is more or less capable than the one missing an arm from this hydra fight. Generally three-limbed fighters are missing out on some of their esteem and chances for further glory.

Briefly: getting a scar from an important battle ought to qualify as a story that can be told even if it only gets the person esteem because they're a good story teller. Once there's lying and more depth in the story telling mechanic people should also be able to argue over who *really* slew the dragon, and who was just kill stealing.

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DF Suggestions / Change the way deformity/disease work as spheres
« on: November 27, 2018, 03:53:32 pm »
Right now the deformity sphere only pairs with disease sphere directly, but indirectly tends to be paired next to murder or suicide a great deal. This is trope-y but also pretty unfortunate; especially given that Dwarf Fortress has such a robust medical industry already implemented and a stated commitment to avoiding player eugenics. Maimed dwarves and those made chronically, even terminally ill, by forgotten beast expulsions feature prominently in DF lore, which is something very few games are willing to portray at all. Making it a few logical steps from sick to evil is pretty far from where the game has gotten with its social model, so now that you're shaking it up I had a few suggestions.

1) Make beauty/deformity in myth translated differently based on the society talking about the myth. This one is pretty obvious, but should become even morseo as generated creatures come to resemble each other and resemble humanoids less and less.

2) Let myths generate with deformity/disease tied to other social expectations. Having body parts or affects from illnesses resembling a deity; or having a deity of sickness and sacrifice also being one of rebirth and knighthood make for more interesting and subversive stories.

3) Positive social roles in societies that have disease and deformity sphere values. Having only sick people be doctors is probably a losing bet, but only allowing doctors already affected by a plague, or immune because of having something else, to treat people that have that plague is good writing. People living within social layers of society they otherwise can't access, passing messages out, maybe becoming disaffected or banding together with ill refugees against old peers. People being given story teller/scholar status to accommodate for bodies that can't fill crafting or combat roles is another example. Players already do this instinctively, but it's also the myth about Cerridwen and Morfran.

4) More plant, rebirth, and animal associations for disease. Illness is often the product of robust life. Even forgotten beasts don't show up before there's a few warm dwarven bodies to feed on.

5) Witches. Witches. Witches.

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DF Suggestions / Short-term Adventure Mode Diplomacy
« on: May 19, 2018, 12:45:03 pm »
With the upcoming work on adventure mode, the emphasis on values changing, and the recent addition of hiding in hostile civilizations I think the game has everything it needs for diplomatic quests except the actual quest text. Adventurers can already go to leaders and convince them to be peaceful or like trade if they have high speaking skills, but there's not a good way to see the benefit without hopping back to fortress mode and maybe not being invaded as much. But with adventure mode parties, mounts, and adventure mode positions already under consideration, an adventure that just has a high speech skill ought to be able to serve a leader by convincing their rivals to be less aggressive.

Convincing someone of values that take pressure off another civ ought to be something like the first step of being a corrupt advisor in the spy system. Ending wars this way could also be a great way to earn a barony, since it's responsible to have vassals with high speech skills and your own values. This could also make great use of the single lie allowable in the game, by having someone that could never fight their way through a demon lord's army just convince the demon that peace is good. It's goofy but what an adventure it'd be. It can also translate seamlessly into assassinations. A ruler with more cuthroat values could just tell you to go change some minds or change who's in charge if it doesn't seem likely, and ones that don't value diplomacy at all could just not offer it... until you convince them of how diplomacy is the true value of kings. Haha.

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DF Suggestions / Two Words: Repeating Crossbow
« on: April 27, 2017, 12:36:21 pm »
They're definitely old enough, they fill a different niche than any of the current ranged weapons by trading wear and accuracy for speed.
https://en.wikipedia.org/wiki/Repeating_crossbow

I realize this gets close to gunpowder territory thematically, but now that weapon wear-and-tear is in these less-powerful machine gun type crossbows would be really cool. However you feel about it for a domestic dwarven weapon, you can't deny it would be excellent if a fight broke out in a human tavern and the bartender pulled a multi-shot crossbow and told everybody to get the hell out.

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DF Dwarf Mode Discussion / How can I encourage scribing?
« on: September 29, 2016, 11:46:51 am »
I've got some of my adventure mode characters in my fort for training and I realized I'd apparently neglected to raise reader high enough in character creation. Supposedly scribes will eventually gain reader but I can't get my adventurer to do it consistently even with her other tasks off, plenty of paper, and nowhere to do random activities like pray. She did some scribing at first but now she's just hanging out with No Job all the time. Any advice?

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I've loaded my save from 42.06 with the new update and built a cool wooden tower with a bunch of my zombie friends. However, even after copying the adventurer carpentry file into the save raws carpentry doesn't show up as an option when I hit x. New worlds work fine, I know it works.

Do I need to start a whole new world in order for my characters to be able to use carpentry since they're interactions not included with the current save's world? Can I just retire and unretire a character? What do I do?

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DF Suggestions / Teach a moral lesson
« on: October 16, 2015, 11:25:04 pm »
Now that values can shift in play and stories can be told, it would be nice for these components to be carried forward into the Justice Arc. There are a lot of crimes that groups should judge as places requiring moral reform rather than punishment. Basically one form of punishment entities can have is something that attempts to shift the values of the criminal away from the values that leads Dwarves to commit a particular crime. Priests could sermonize people, family members could chastise children, and repeated offenses could lead to things like shunning.

It just seems like a lot of groups would probably want to inflict in-group punishments that aren't imprisonment or beatings.

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DF Suggestions / Quests for people with specific knowledge
« on: August 31, 2015, 11:23:30 pm »
I think a great way to expand the use of knowledge even before it starts actually impacting fort functions would be quests connecting people looking for specific knowledge and people that know it. Examples of this are kings seeking philosophy advisers, village mayors seeking naturalists that can explain a problem with their cattle, tavern keepers and dukes seeking various qualities of entertainers, and the all important person seeking the secrets of life and death. These would effectively be paid positions that the adventurers can take on if they have the right kind of knowledge, giving them access to a living and maybe forming a student-teacher bond in adventure mode. Adventurers could also take on the task of finding a book with specific information or a person that knows the answer to a particular query, and get paid for their trouble. This might mean tracking down someone with obscure knowledge of an astronomical event, seeking out a legendary dancer to hire, or finding some way to bring a Necromancy tablet to some depraved noble.

This could evolve into kidnapping academics for your dark vampire lord, or influencing a civilization subtly as a king's adviser, but it'd also just be nice to have some things to do with the non-entertainment knowledge in adventure mode. Even if experiments aren't out of world-gen yet there'd still at least be people to track down.

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DF General Discussion / Do all members of defeated armies flee?
« on: July 21, 2015, 03:38:44 pm »
I've heard of people doing all kinds of horrible things to defeated goblin armies, but does any just let them go somewhere outside? What's their behavior like once they're released? Do they have an understanding that their force has fled, or is there some other governing ai from the time a hostile is released that just hones in on dwarf flesh? If they do become dwarf seeking missiles, can a subsequent battle send them running from a morale failure?

That is, of course, provided you can still find goblin armies in this version. Which is why I'm asking instead of checking.


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DF Suggestions / Perpetual hunger/thirst/sleep curses
« on: May 02, 2015, 11:06:20 am »
Insatiable hunger, unquenchable thirst, and eternal sleep would be great additions to the list of possible curses that can be laid on people, especially as myths come in and Night Trolls are just sitting there unexplained. Creatures being cursed by the gods for violating cannibalism tabboos could suddenly find themselves unable to sate their hunger without sentient flesh, eventually turning into creatures that might not starve to death from lack of food but (at least as NPCs) are compelled to go out hunting for Dwarf meat and preparing it in their little caves. Adventurers could disturb a mummy and find themselves at starving every day unless they eat entire elephants worth or food, and could only go back to zero hunger periodically by hunting down a particular food that is magically associated with their curse (like silver being harmful to were-critters, but it'd be some randomly chosen animal meat or plant that is the only thing that can temporarily/permanently remove an ETERNAL_HUNGER tag and return a creature to their regular dietary needs). Maybe this would force peasants off to be hermits somewhere since nobody wants to feed them all they need to eat, but cursed rulers should decimate their city/fortress food stores with little recourse. Intense thirst is already kind of in the game through vampires but instead of blood sating it, it could only be satisfied temporarily by drinking barrel after barrel of liquid, with some particular rare drink actually putting the curse in remission a while.

All kinds of stories are motivated by levels of extreme magical hunger and thirst. Once afterlife's are in this could be a punishment for greedy, gluttonous, or just vaguely evil people. In the mean time it can drive all kinds of stories. Maybe the curses would be untreatable, but could have semi-positive side-effects like not actually being able to die from starvation but still being massively fatigued by the hunger and having to kind of balance a playstyle in those new circumstances. Having an adventurer stuck at a river forever drinking all day would be pretty boring, so there'd have to be some kind of wiggle room on how starvation and dehydration set in under curse conditions.

Eternal sleep is a little more boring, but it's still a prominent story device. The curse could come with NO_AGING or other facets of immortality while its in effect, and might even be desirable for people to seek out if they're in a bad state or have some other reason to want to be asleep a long time. If someone is cursed with eternal sleep and they're really loved, but there's no ready cure, maybe their loved ones would also try to take on the curse and there would be whole sleeping kingdoms on occasion waiting for their favorite monarch to be awoken. It might also be nice to put an adventurer in stasis if there's a good way to wake them up later. There's another thread somewhere about megabeasts and the like hibernating, but maybe a destined hero could sync into that sleep cycle and come back awake just as the dragon that once destroyed their village re-emerges from a hundred year slumber.

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