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Topics - falcc

Pages: 1 [2]
16
DF Suggestions / Killer animals get minor entities
« on: April 04, 2015, 08:33:14 pm »
It's weird in the game right now when an dingo manages to kill someone and then sits alone in a cave. It'd be nice if an animal that manages to kill someone had a pack or even attracted a group of packs if they've got a full name, title, etc. Obviously it'd be weird if this happened to a deer, but a wolf pack getting some kind of entity status could be fun. Even if they didn't track food to decide whether or not they need to raid villages they could be assigned some kind of simple goals, or even just be a grinder to run world gen adventurers through.

Rather than full ethics they'd just get a goal: hunt everyone that enters their forest/cave/habitat, attacks camps and villages and occasionally carry someone off, something simple without worrying about generating any culture or habits.. If even that is too intensive there should at least be a group with the named animal and their deaths should be tracked as an event worth some kind of festival.

17
DF Suggestions / Items should be able to hold souls
« on: March 03, 2015, 06:07:25 pm »
When artifacts and semi-artifacts are expanded upon in the near future they should be redone in such a way that they can potentially hold souls in the same way creatures do. This allows for things like artifacts that regenerate their wearer after death, intelligent and perhaps malicious magical items, and artifacts that draw their power from imprisoned demons, djinn, ghosts, gods, etc. This actual application wouldn't necessarily need to be added now, but just making it something that artifacts can do opens a lot of lore possibilities for them and acts as framework for massive expansion.

Ideally this should be expanded to whatever non-artifact items seem reasonable and to body parts whenever those items get redone. I'd love to see a necromancy curse that requires a small dismemberment to activate and keeps the creature's soul in the finger, toe, whatever, so they can't be destroyed until someone uncovers a book describing that body part's location and then burns it. This would allow some magical villains to be persistent threats throughout a world's history, regenerating periodically until some sacred item is smashed. At the same time it opens up the possibility of trapping some terrible villain in an object (which should realistically then be an artifact) and dropping it into the ocean or wearing it to channel their power.

18
DF Suggestions / Fun with Mythical Creatures
« on: March 01, 2015, 02:25:10 am »
The game should procedurally generate some mythical creatures every world, preferably assigning them to both particular civilizations as well as to particular regions. Once the game has the capability to procedurally generate creatures some, but not all, of them should actually be generated each game.

Even before they can be real, generated mythical beasts could be the basis for stories and traditions in a culture, with people in certain regions having generated stories about a local historical figure meeting one of the creatures. There could also be stories and traditions about how to protect yourself from one or another type of powerful mythical thing. Superstitious Dwarves should do things required by these stories, so you can get some insight into cultures and personalities. Adventurers should also be able to adopt superstitions, and either be seen as superstitious or just a rube if the local stories are thought of as more of a joke. Maybe superstitious people will appreciate each other a bit more, so if you show up to a house wearing the traditional peacock bone earring of evil critter repelling and the homeowner also has one on, they'll be more likely to let you stay the night.

Once there's a way to actually put the generated creatures in they should have actual warding methods corresponding to the stories. That way you might be the laughingstock of one village for doing the dance you were told would repel the local critter, but the next village over turns out to really have a nigh-unkillable beast that roams the forest at night and the talisman that repels it is taken very seriously. These shouldn't necessarily be dependent on whether the creature referenced actually exists in game necessarily. Sometimes a lot of fake stories should generate and people should just all be convinced from having a cousin's cousin that saw the thing in a fake story. Sometimes creatures should be very stealthy, reclusive, or not leave any evidence of their kills, so even though they exist nobody really believes it.

People could also spread fake creature stories around. Even if they do exist somewhere in the world they might not be near everywhere stories are told, and could be thought of differently all over. If there were a way to determine if a story is popular in a culture, or spreads to a degree, new false stories should be generated with historical figures in that entity/region/civ so Goblins aren't afraid of something they've only heard of attacking Dwarves.

19
DF Suggestions / Good and neutral ghosts
« on: February 26, 2015, 03:06:41 pm »
More possible ghosts!

It's fun with a capital F that there are ghosts that can rip your Dwarf's limbs off and scare them to death, but why not have some additional benefit to going all out in memorializing Dwarves? This could be expanded when funerals are in, but if a Dwarf is buried in an elaborate tomb or a very expensive/enjoyed coffin for their station they should be able to manifest in ways that aren't harmful to Dwarves from time to time.

Neutral effects could be things like artifact possessions, since that's why there's space for more active souls anyway, or maybe if a ghost has an descendant in the fort they show up and talk to them once and that Dwarf has a change of life goal, or attitude, just some kind of little thing. These shouldn't happen too often, even the artifact ones could overdo it since they don't give the Dwarf legendary skill when they're possessed. Maybe only one neutral ghost at a time, and they'll vanish if an angry ghost shows up and knocks them out or something. Just a neat little addition to religion and culture that famous historical figures have a chance to appear and instill wisdom.

Good ghosts on the other hand should be the result of Dwarven personality facets or a really fantastic burial, and when they appear they should do something beneficial for the fort. This still shouldn't be very often, or there should be a way to change the timer for ghost appearances in a world so some of them can be particularly ghostly. When a legendary craftsdwarf has a particularly moving funeral and is buried in her favorite material with pictures of her favorite animal on it in her favorite gem, she might periodically pop up rarely and inspire a Dwarf to a different kind of artifact mood, or maybe just go to a workshop that is in use and the next few things to be made are guaranteed masterpiece, or skill increase goes up. Still something kind of small so they aren't a whole new strange mood onto themselves. Ghostly animal trainers could slightly increase knowledge of a species (which I think used to be a bug along with ghost fishing, which might be a bit of a waste unless legendary ghost fisherdwarves result in bizarre otherwordly catches with a lot of value), ghostly miners could speed mining. Or any of them could appear and talk to their descendants, leading those Dwarves to have some kind of profound life realization and just doing those cool things on a story level, or learning more in a skill or something.

 Dead Dwarves that have been properly honored with good burials and religious rituals, or whatever they end up wanting when those arcs are done, should also help to defend the fort from sieges occasionally. Basically, building destroyers that destroy a coffin should face the wrath of the murderous ghost instead of your Dwarves, and invaders that defile a tomb should be targeted by the other forms of ghostly abuse your Dwarves normally get exclusively. We'll need improved sieges before this isn't just overkill, but it would be nice once we get some real threats if they decide to wreck a Dwarven crypt if maybe a ghost appears and defends the fort with some paralysis or a terrifying howl. Maybe they'll only go after the specific creature that destroyed their coffin, or maybe they'll cut down a bunch of gobs on the way to a troll, or maybe once they're out they stick around and wreck havoc for just some period of time, and when they come back again they'll just be generally murderous unless they've been reburied and something is done to un-defile a space. Cleaning it or doing a religious ritual to restore the ghost to its proper protector state. Dead military ghosts should deal with tomb invaders pretty intensely, but it'd be nice if after doing enough damage to a place particularly blasphemous vandals could rouse all the fort's dead citizens and they'd scare the whole army off.

Once laws are in, maybe civs will develop ethics based on survive bad experiences with ghosts. Goblins might not be respectful of tombs, but they'll be wary around them. Or they'll become superstitious about Dwarven tombs and maybe it impacts morale traveling through them. As long as there's a chance for Dwarves to defile tombs somehow I don't think it would be overpowering to rarely have ghosts appearing to attack a few members of a large siege force, or scaring a lot of them. Defiline which would need to be worked out but should be possible if they stab a goblin through into a coffin, or knock a coffin over once those kinds of things are in the game, or violate a religious principal maybe. Even as ghosts become more useful they should still have risks so coffins won't end up lining every fort entrance suddenly or have people melting all their best soldiers for eternal guardians.

Of course, there's not really a reason for a religious temple not to specifically create eternal guardians of its best paladins, if that's the religion. So ghostliness sliders that impact how often things like that raise up in game might still be nice.

20
DF Suggestions / Dwarves should demand things of their nobles
« on: February 20, 2015, 06:28:13 pm »
Dwarves should want stuff in a "Demands lite" kind of way and relate those desires to whatever noble they consider to be responsible for it. So if half of your Dwarves don't have bedrooms they complain to the Baron about their conditions, and then the Baron noble's personality gets weighed and either you get a demand on the noble screen that's like "the Baron demands you make X number of bedrooms" or you get a demand under sort of a "general people" category and it just says "X people have requested bedrooms." So if the noble actually cares and you don't make bedrooms the noble is mad, but the people that demand stuff will get mad at the noble either way if you don't deliver and form grudges that lead to whatever retribution can be programmed in, peasant uprisings kind of stuff, work shut-offs. Things that make it important to attend to large numbers of Dwarves being unhappy about things in your fortress but have a story element to them that makes noble personalities more interesting for the Dwarves themselves.

Dwarves also shouldn't be able to demand things as specifically as their nobles do, to keep this from becoming ridiculous. They'll want to have a place to sleep, food to eat, maybe sort of a generic better or more diverse foods or alcohol demand, clothes if there are none available, maybe some sort of general utility things like a well or supplies for the hospital. Once more economy stuff is in this could be kind of understood as "oh, that evil baron didn't call for more pants creation so it's impossible to buy pants" with the presumption Dwarves won't just start stealing supplies and making them (which could be cool to, other ways to lash out at nobles they feel spurned by) or possibly they burn crops if the only thing to eat in their burrow for a year is uncooked plump helmets and the Mayor refuses to acknowledge their demands for something with a quality modifier. Individual Dwarves already kind of have demands in that they will have bad moods from not having bedrooms or clothes or eating very plain meals all the time. This would just provide some kind of trackable alert when people don't have stuff without needing to check every individual Dwarf, and it would create much more diverse interactions with Nobles. There should also be sort of extenuating demands in situations like kidnappings where a Dwarf demands someone be sent out to this Kobold cave or that Night Troll cave to get back a missing loved one. Migrants could even come in with these, and maybe stomp off if their demand isn't met.

Nobles should also approach their end of this interaction differently depending on personality. There should be the possibility  nobles won't care for anyone but themselves and won't support a demand from common Dwarves, or they will only demand something if a legendary craftsdwarf supports it and they value craftsdwarfship, or only if a certain number of Dwarves demand something. Also there needs to be the chance you got stuck with a goodie-two-shoes that is willing to tantrum for any Dwarf without a bedroom if the need isn't met quickly. Those different interactions should also be responded to by Dwarves with good of bad mood associations. "X Noble got me a bedroom"/"X noble failed to get me a bedroom again this month" and create friendships that lead to nobler nobles being voted into office for positions that have voting. Nobles would also interact with each other in a way that seems logical for hierarchical structures (if they exist in the society) so whoever is at the top of the chain or whoever cared about it the least eventually gets the flack. Maybe Mayors get mad at Barons instead of just self-destructing when a demand isn't met, or the Captain of the Guard supports all the Dwarves that demand justice over a theft but you don't want your legendary armorer hammered for a drunken mistake so you pardon and the Captain of the Guard sides with the people against the King who she sees as ultimately responsible (even if your king is also throwing a tantrum because you didn't fulfill a demand he supported). There are all kinds of great dynamics this leads into, it's relatively easy to solve as long as the demands are generic enough. And if only one or two people are mad enough over something to plot a coup it's not going to guarantee fort meltdown (unless they're master swordsdwarves, but maybe that should be at least enough of a risk for even really corrupt authorities to support demands by military class Dwarves).

21
DF Suggestions / Animal Husbandry skill
« on: February 19, 2015, 01:11:30 am »
Condense Milker, Gelder, Sheerer, Animal Hauling, and the currently useless Animal Caretaker into a single skill and handle their particulars with knowledge checks.
 
While the diversity of skills makes sense, and no amount of milking will ever make gelding obvious, it's kind of unusual that a farming society wouldn't have more general knowledge of all of the animals they raised and used for industry. If a society has managed a domestic animal and industries resulting from its byproducts any Dwarf capable of working with that animal at all should have an understanding of how to milk, sheer, geld, collect its eggs, and care for it by the time they're adult farmers (potentially even butcher it, but needing to be familiar with an animal to do that could destroy the meat industry right now). A single Animal Husbandry skill could serve for the skill check, since none of the individual skills has quality modifiers anyway, and the particulars would be required in the same way knowledge of poems are. A society/Dwarf would need to know sheering in general, or have a way to learn it, but once they're familiar with the concept and the animal (this could go by how trained an animal is, or the civilization's familiarity with a species, or eventually an individual check if civs start springing up based on adventurers with a particular knowledge set) the whole interaction of moving it from a pasture, getting it into place to sheer, and sheering it should just be one skill. Unfamiliar animals should be harder to move or more likely to bolt instead of following, and should result in more failed milkings and sheerings until more familiarity is gained. This could translate to an increased rate of domestication if your Dwarves are raising a sustained population of something that you don't have a lot of opportunity to train.

Condensing the skills removes some clutter in the labor menu or its eventual successor, leads smoothly into more knowledge based checks for skills, and makes some Dwarves less worthless. With animal hauling attached to a skill, and having that shared with other essential farming skills, a whole group of peasants suddenly has a lot of new interactions available to them. Every time animals need to be led somewhere, whether they're pulled or herded it could require the Animal Husbandry skill, and subsequently lead to quicker milking, sheering, and gelding just from being more comfortable working with animals (or that particular species, in theory). Moving animals should already require skill checks, since it's not really obvious to someone that hasn't raised a particular animal how to get it to move when it's got several hundred pounds on them. This will make it more valuable to have a whole crowd trained in the skill, since you usually end up with a glut of these skills already, but could use numbers like that when you need to get your herd inside before a goblin raid.

Animal Husbandry could have negative quality results once those are implemented. Animals being guided could run loose, or ones being gelded or milked might attack. Once Dwarves attain a certain level of ability this should be more of a speed check, and assume a legendary Animal Handler or whatever is just going to know how to guide that sheep in any given instance, and at the animal's top speed perhaps.

All of the subsequent parts of the animal industries would remain on the same skills, because there can definitely be qualities to cheese and thread in ways that don't translate as well to gelding.

22
DF Suggestions / Nets and Animal Trapping
« on: February 02, 2015, 02:20:39 am »
I know Toady wants to find some way to nerf cage traps, and I think a good way to ease into that is to separate their two functions: capturing invaders and capturing local fauna. If individual Dwarves, or groups of Dwarves, could be sent out to capture local animals somehow in a similar way to hunters going out to kill animals, it could balance out the utility of capturing something without making war a riskless endeavor for your Dwarves.

Since at least some additional level of non-lethal fighting is supposedly coming in with taverns, extending that to being able to knock out animals can lead nicely into character carrying mechanics. Animal trappers could be equipped, and if you're not in a savage biome you could just outfit them in leather, and would need to have a net equipped to start sneaking and capturing targets in an assigned zone. Nets could be made from a couple pieces of rope and would be a non-lethal weapon. They'd be useful for thwacking small unarmored things, can be thrown, and have a chance to capture an animal, giving it some status similar to being unconscious on a cage trap. This should be harder for much larger creatures, sort of like having their skulls pummeled, but over time several nets should be able to "knock out" an ogre.

Creatures over a certain size can't be netted at all, so happy fun times and bronze collosi can still ruin your day without things having to be trap-avoid just to avoid being caged. Also, if you want to send out a squad of sneaky Dwarves to ambush the minotaur or try to ambush the goblin ambushers, you could still take a shot at it, it just wouldn't be the guaranteed capture with no Dwarf risk cage traps are.

Plus, finally more weapon material options.

23
DF Suggestions / Quality taverns attract local Night Trolls
« on: January 24, 2015, 04:28:33 pm »
Night creatures are obviously on the backburner right now, but the existing framework for megabeast invasions should be used to let better taverns more likely to attract local Night Trolls. It would be kind of a Beowulf thing, a tavern becomes well known enough to bring the ire of cave monsters. For a typical fort with a prepared military this will just be a little extra fun until abductions during play work. It wouldn't be quite like having to slay a dragon but it'll still test small armies or ones that aren't in all iron or steel. Or depending on how low the reputation needs to be set, or how many night trolls are present it can be a regular threat to keep things interesting.

For people building exclusively tavern forts, before or after the starting scenarios are in, this will offer occasional supernatural challenges that encourage hiring mercenaries, without making you deal with serious forgotten beast monsters all the time.

This could get expanded when night creatures are the focus again, but in the mean time they'd offer a smoother difficulty curve for locations that wouldn't realistically be seeing armies even if they were successful by tavern standards.

24
DF Suggestions / Angry children should be mischevious
« on: January 23, 2015, 11:07:45 pm »
Simple: Dwarven children should cause trouble if they aren't happy.

When Dwarven children are upset but not enough so to start punching things at random, they should go around pulling levers and starting odd hauling jobs of their own initiative. They can't pass locked doors, so there are still ways to prevent total fortress melt down, but there should be a risk that kids occasionally cause that sort of thing so they're attended to. When temples are more clearly defined really rowdy children should be at risk for defiling one of them and being cursed somehow. There should be a risk of children lashing out at nobility in some non-lethal way or hiding/forbidding random supplies with no announcement, but also the chance of a mist zombie or wereskunk to suddenly be standing inside all of your defenses by a busted altar.

Aside from the regular mood changes from being near nice things, making some toys for the fortress should have slightly increased priority. Children should also benefit from good moods listening to songs and stories from their elders, possibly encouraging players to leave a couple of Dwarves idle as they'll naturally entertain children with their conversations and stories.

This creates some opportunities for Dwarven culture to become more central to the game. Once families are defined maybe children whose parents work in a different burrow get bad moods from not seeing them often. At the same time they benefit from contact with their family and with storytellers that are theoretically teaching them the kind of Dwarven values that make one question whether pulling the lever in the adamantine mine is really the right thing to do. If apprenticeship and other labors for children get implemented they could enjoy working with a parent at a workshop and learning the trade, or might dislike it based on their personality so they don't end up doubling the available hauling labor for the fort without any drawbacks.

25
DF Suggestions / Rich people, rulers, nobles have libraries
« on: December 09, 2014, 02:10:04 pm »
Like the description says. There aught to be some way to designate chests or some kind of shelving item as a library room for nobles. Nobles might not necessarily need to be able to read, but books are essentially artifacts and people should be seeking them out for the status, or possibly magic they involve. Libraries should be designated from an item, and nobles should recognize a quality of their library. Unlike other rooms, library quality should be at least partially tied to book values, since they're the main component of a library and also probably the most expensive given how rare written materials are in DF. And you can assign books to a room with an appropriate container, sort of like hospitals, so different nobles can be given books on, let's say spheres they have preferences for.

So in Fortress mode nobles should sometimes demand books be acquired. Requests can be made of traders to bring books and the noble will have a longer period of waiting they'll find acceptable than for production orders since it's like acquiring an artifact and they should recognize an increased difficulty. But higher level nobles might make more demanding requests for more or more expensive books (and they should end up doing this for other artifacts once there are a lot in the world and dwarves can be sent out in raiding armies) which need to be traded for or stolen from necromancer towers or enemy civs if the ruler favors a sphere no one else in your civ is writing for. Adventurers would also get requests for books as fetch quests, so sometimes you're told to go to the necromancer's tower but not necessarily to rid the world of the necromancer. Or a necromancer might send you to steal a book from a ruler that took it from them in world gen if you're a night creature that they'd talk to. And thieves will be coming for your books in fortress mode, so it's just a big expansion to things going on in the world.

Further down the line when magic is implemented and/or into the economy when there are ranges of housing with different levels of wealth, other people should be pursuing books for magical reasons. Or depending on what gets developed first people should seek to have books because they reveal information about sites, treasure locations, maybe night creatures true names, something that would be valuable and lead to people seeking out specific texts. And those people's houses/keeps/towers/lairs can have recognizable library rooms in the same way inns will be recognizable as inns outside of fortress mode with their set ups. Necromancer towers can even have this so their books aren't strewn everywhere and adventurers need to make a serious assault up to near the top even if they aren't going for a slab, or so apprentice necromancers can build towers without slabs, because they all learned from books, but still have a clear target for a siege. 

So this is a framework suggestion potentially for a lot of things, and it can tie together early with inns since there'll be new building recognition stuff, and world gen artifacts, and especially if law ends up being written on slabs or in books which could lead to more book proliferation once customs are established.

26
DF Suggestions / Enhanced pet and mount abilities from animal training
« on: December 08, 2014, 02:23:32 am »
So I'm rewatching the entire LoTR trilogy, like you do, and I had a thought: cavalry charges historically don't work, but are really really cool looking, maybe a Legendary trained horse could do it. What if animal training skill offered additional benefits to animals your civilization has already fully domesticated, such as greatly improved animal performance? This would essentially offer additional ranks beyond fully domesticated to make it worthwhile to continue using the animal training skill even if you've killed or domesticated all the animals that appear on a given map. Training should increase the attributes and skills of animals  in some way so that novice animal trainers that can barely keep an animal tame also make subpar hunting and war dogs, and subpar mounts whenever they're working in game.

The power goals have stuff like tripping over stones and dogs that are specially bread to track and kill werewolves. Both of those sound like the kind of stuff that could be incorporated into animal training to some extent. Higher skills make more powerful war animals, sneakier hunters, and mounts that are more capable of keeping their footing with a rider or in battle. Animal training skill could determine whether a horse refuses to rides towards armed attackers and tosses its rider in difficult terrain, or whether horses are capable of amazingly charging down a horde of armed goblins and without tripping over them or being immediately stabbed to death.  Dogs trained by legendary trainers could have increased speed to keep pace with their dwarves, or do more damage. War animals should also become somewhat larger when trained and fed by skilled trainers, so several generations of dogs trained by a legendary trainer are of exceptional size and strength for their species and potentially becoming a distinct breed.

Eventually advancements in animal training should impact a civilization, so it's easier to generalize for world generation. Elves train mounts capable of fighting simultaneously with them, or Goblins become so good with giant bats they develop flying mounts (which they have now of course, but in theory dwarves would also be able to gradually have these kinds of things without anyone having them by default). This means somewhere along the line a civilization will develop horses that can shove over a bunch of armored fighters and overrun them without tripping, but with any less than legendary +10 horses they'll probably end up realistically skewered.

27
DF Suggestions / Communism
« on: November 15, 2014, 12:53:26 pm »
While laws and customs and property are getting worked out, I just want to throw in a suggestion for multiple possible systems of legal ownership. It makes sense that a race should potentially be communal, or communal within individual large entities, and similarly that some should be really reluctant to trade ever. Maybe not the existing races right now, but there could be some option in the raws for an economic emphasis.

Example: Elves in one world may value autonomy really strongly so they won't engage in trading, but offer something akin to tribute to other Elves when they have a surplus so their whole civilization is just existing on what it produces itself.

Or Goblins might be the exact opposite, with property being really contentious. So Goblins go out stealing from other people all the time, but if theft isn't frowned upon in the entity maybe the more cunning Goblins are eating out of other goblin's food stores, or warehouses in another goblin town kind of thing, and as long as they aren't caught in the act it's respected as their having earned that food.

Dwarves live kind of communal lives right now since the economy is out, but obviously still make exchanges with the mountainhomes. Autonomy you can kind of simulate if you live somewhere caravans will never be able to reach, but if you start to run out of food and you're some kind of frontier or religious settlement your homeland will never think "those Dwarves are doing something important, let's give them some free food when it gets hard" if they have a lot of extra production elsewhere. So you can't make the civilization value anything like that right now.

Sort of the logical extension is humans living in towns having to pay other humans for food even though they share an entity because of whatever. There ought to be different civilizations that have different values, guarantee food for their peasant class and all of the merchandise produced is just sold by the civilization instead of individuals and the numbers they get back in trade kind of get spread out evenly. Which is kind of how Dwarves basically live now without their being any kind of codified reason why these are distinct.

This would also let people play a race that is kind of opted out of the major economic overhauls, so when people love taverns and want to heavily tax hill Dwarves they can, but they could also make it so those people are considered to be guests of the civilization and so they owe them some amount of free rooms, or the hill Dwarves are thought of like family so they get free trade goods on occasion and the game reciprocates that when your main fortress runs low on stuff the hill Dwarves have.

28
DF Suggestions / Motivational Speeches
« on: November 15, 2014, 12:38:16 pm »
I was just reading through old Dwarf Talk transcripts (like ya do) and I had a suggestion for the adventuring party autonomy question that was being kicked around a while ago. It seems like if you're just coming to a town to rest or restock or what-have-you it shouldn't be a concern if your party wanders off or stays with you according to their personality, but there should be a system in place if you're going to that town for a reason and don't want people running off.

There should be an option to shout to everyone around you a motivational speech referencing a specific plan of action, and basically put your social skills and language skills up against the personalities of your companions that determine morale failures or abandonment. So you go into conversation, shout to everyone, and go "motivate the troops" or something, and then say "we're going to kill Urist VampireBoots" and then the party around you sort of weighs that against their allegiances and their personality. Or it could be "we're going to go drinking" or "we can start a village here" And then instead of making it really complicated maybe just have a list of a few things you could promise people in regards to that. So you say a thing and your continuing dialogue options are "promise people riches". "promise people power", "promise people freedom" or security, or honor, or revenge or things like that. And if somebody is allied to Urist VampireBoots but is really greedy maybe the promise of treasure wins them over, but if you're trying to get people to kill a bunch of monks that took a vow of poverty and you promise them treasure they become more skeptical and might leave, so you can't just do all the options in a row and win everyone over. Maybe you do a speech, and promise everyone treasure, and one of your party still doesn't care but you go in individually and say "We're going to kill Urist, and I promise you freedom" and maybe that resonates with a person if their town is run by Urist or something. 

And this would weigh against morale failures, so you finally get to the top of the necromancer tower or whatever and you've lost a couple of companions, everybody is weary and treasure doesn't sound that great weighed against lives. So you can motivate people only so far based on their personalities, and really skittish people won't stay in terrifying situations unless they're even more scared of you. Then you've got things like "we're going to kill Urist" and "I promise I'll punish you if you don't" or "We have an obligation to dead comrade #2, he was the bravest of all" kind of thing or even "returning alone is dangerous" so if only one person is threatening to flee they're considering if maybe it'd be safer staying with the other people with swords than risking a missed zombie or a guard patrol change on their way out. Or you just get to town and you're like "We're killing Urist for honor" and you just retreated from a battle somewhere else, the morale failure is just everyone abandons you to go to the tavern and you can't win that party back until they've drunk off the negative emotional cache from the last battle.

Of course, with the new personality rewrite this should be a lot easier. If you're getting some kind of recognizable negative emotions tromping through an evil swamp, you know you need to get your troops rallied at the end, but if it's just a trip across town from the tavern nobody has enough built-up negatives to have to worry about it unless the destination in town is really scary.

29
DF Suggestions / Companion weapon use and fighting levels
« on: September 13, 2014, 12:39:08 pm »
You should be able to specifically request a companion in Adventure Mode to use a weapon in their inventory other than the one they'd otherwise prefer. For example getting a swordsdwarf with a steel longsword to use a silver dagger to kill a werewolf, or back you up with archery as you fight creatures in the water instead of trying to path in. When companions have training weapons in hand their combat approach should be training, allowing you to hit them with training weapons and both of you to begin skill training. These could require various levels of trust, as convincing someone to attack an elephant with a carps corpse when they have a warhammer shouldn't be something everyone can do.

Additionally, there needs to be a 'C' combat setting option for the level of combat you want to engage in when move-attacking a creature. You should be able to set non-lethal and your adventurer will try to stick to punching limbs or bashing extremities. Setting it to training should make all attacks the light touches from Arena Mode, but should still be seen as escalating after the first few hits if the creature you're attacking isn't a companion. Wild animals would have no reason to respond to your pokes with gentle taps, and random civilians should be annoyed by getting slapped in the side by a sword, even if it's soft.

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