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Messages - falcc

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16
DF General Discussion / Re: Future of the Fortress
« on: March 31, 2020, 08:43:07 pm »
How much damage do you envision characters/players being able to inflict on themselves, either for post-steam adventure mode vampire spreading or during the magic release? Will we ever see suicide sphere demons instructing their supporters to die in order to re-raise them? How about self-flagellation or scarification for different religions?

17
DF General Discussion / Re: Future of the Fortress
« on: December 26, 2019, 11:31:35 pm »
Woops, thought of one more

6. To what extent does your shield protect your mount?

It'd be cool to ride at a fire breathing dragon, deflecting its fearsome breath, preparing to plunge a spear into its beastly heart. It'd be slightly less cool to then have all the fat boil off your horse.

18
DF General Discussion / Re: Future of the Fortress
« on: December 13, 2019, 10:37:27 am »
1) To what extent will your dwarves interact with prisoners as of this coming release? Will it be possible for the dwarf carrying water to prisoners to become friends with them, try to release them, petition for their release, or be blackmailed by them?

2) What kind of value changes result from thoughts related to imprisonment? Can someone released early or who sees their blackmailer jailed start to value the law and stop being villainous?

3) You mentioned that in world generation you've seen family members completely lose trust in their villainous kin. Are there any interactions family and friends can have with villainous people that sways them from committing further villainy once their current intrigues are thwarted?

4) Can you pull up a gremlin on charges for their lever crimes and send out a squad of dwarves to non-lethally nab the little buggers in the caverns locally? Can you integrate said little buggers from jail instead of cages if you're simultaneously training them?

5) How strong is the influence of law values on decision making when it comes to schemes? How strong is the influence of the trust value on letting somebody convince you that actually laws are arbitrary and worth breaking with schemes?

19
DF General Discussion / Re: Future of the Fortress
« on: November 02, 2019, 10:26:40 am »
Can a royal official that trusts you get you access to talk to the king, now that they can trust and be verbally sparred?

Is it possible, theoretically, to talk your way all the way up an organizational chart, befriending every member, so as to convince them all to leave you alone?

How much harder is it now to convince every ruler that peace is good?

Are people less likely to listen to value arguments of people they don't like? Can talking people around through the verbal "fights" make them more receptive to value changes as well?

20
DF General Discussion / Re: Future of the Fortress
« on: September 02, 2019, 11:42:30 am »
Woops I have another last minute question or two.

As of right now, rumors get cluttered up with "so and so was attacked by small animals" and the histories are full of "so and so attacked so and so, though the latter escaped unharmed." In the coming releases, will dishonest assassins be bribeable, and will they return with the rumor that they attacked their target, but they got away? I know lies would be extra code, but these rumors are already spreadable.

Also,

To what extent are the endless conversation topics about being attacked by animals that immediately run away used? Will telling these stories to the elves make them mad, under the hood somewhere? Do companions use these attacks to determine if you're taking them towards glory or death effectively enough? And are any filters planned before the big wait?

21
DF General Discussion / Re: Future of the Fortress
« on: August 01, 2019, 09:17:32 pm »
Thanks for the answers Toady. Thanks also for the amazing update. I figured we wouldn't see more night creatures until the end of the Big Wait, so this is super exciting.

1. Some demons know and intone the names of all things. Do they automatically know the names of all ghosts? Can they identify secret agents any better than average?

2. Is a dead adventurer raised as an intelligent undead after game over playable again? What if someone other than another of your adventurers is the one that raised them? Can they potentially be ghosts, and could you play them as ghosts?

3. What do ghosts do mechanically when it comes to moving from place to place? Are they flying? Do they pass through walls like a late game Larn character? Do the different kinds of ghosts that appear in fort mode now affect the abilities these new ghosts have? Does that mean some can pick up items, and how will their movement effect such a thing?

4. What do summoned beings know if they're intelligent? Are they blank arena mode style vessels? If you summon a mountable animal, can you ride it? If you summon a creature that knows and intones the names of all things can it banish ghosts?

5. With proc gen creatures finally roaming the world at smaller-than-titanic sizes, is there going to be any place in game to see the creature size number?
Even picking animal people adventurers is a challenge right now. If I'm a bluejay person coming across a bright green N, which started out as a kea, but is small overall I've already got a pretty difficult time making a threat assessment even before I even know if its size has changed in the transformation.

6. Most importantly, can you pet the large nightmarish beings, and once you get to having feelings about being pet, what are they gonna think about that?

22
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.

23
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.

24
DF General Discussion / Re: Future of the Fortress
« on: June 25, 2019, 11:43:17 am »
Sorry for the barrage, I just had a lot of pet thoughts recently.
1) Did villains end up with plots to steal pets?
2) Can you give animals to people in order to earn their favor?
3) If people see an animal they like is hanging out with you in adventure mode, will their improved mood make them any more amenable to talking with you or traveling with you?
4) Before the big wait, will people talk more about their favorite animals, colors, foods, and art styles?


Right now you can parse out if somebody likes a tone of music based on their responses, which is WILD, but it's hard to get much of a personality picture in adventure mode even with extended interactions since they don't need to eat or anything.

5) Can you ride a horse that isn't yours? If you jump on a horse that isn't yours, what does the horse think? What do people of the village it belongs to think about it? What about if you didn't tell it to leave but just sat there, just having landed on someone's horse? Is that like being seen in sneak mode?
6) If you start with a bunch of cows with your adventuring group, are they all pets, or can you just have a herd's worth of food to live off of through the barren winter months?
7) Where does it draw the pool of embarkable adventure mode animals from? Could that pool be expanded through the concentrated efforts of the player, either in adventure mode or through domesticating in fortresses?
8 ) Can adventurers enact the cattle raid style missions they can currently do if they retire in a fort?
9) What if, hypothetically, an adventurer leapt onto a dragon? What if it'd been tamed by a fortress, or was a dragon of a group not at war with the player's civilization? What if it *hadn't* been tamed by a fortress? What does the dragon think about all this and could it ever end well for the player with an extremely good animal handling roll and some foreplanning?

25
DF General Discussion / Re: Future of the Fortress
« on: May 10, 2019, 03:36:54 pm »
Most of the questions I had have been asked already so here's a random one totally unrelated to the current work.

There's a different tile for creatures that swim under the water, there's a sun direction, there is field of view, so: Is it possible, if only in a long-term development sense, to have reflections off of water and/or silvered mirrors?/color]

I was listening to something in the LudoNarraCon talks before yours and was reminded that photorealism can't handle reflections at all. But even when your graphics are a bit more sophisticated, will it ever be possible to 'l'ook at something reflective and have the game know what tiles should be visible in that thing from your own position? Or, could a reflective mirror assembled somewhere add to your adventurer's field of view tiles?I'm just super curious if your kind of graphics have this advantage over non-text games.

26
DF General Discussion / Re: Future of the Fortress
« on: April 25, 2019, 09:35:20 am »
1.What are the middle-term plans for parrying and shielding?
2.Is it possible to modify together an item that works both as a shield and as something equivalent to a crutch?
3. For adventurer medical improvements, how much will be hardcoded?


Specifically I'm thinking about the fact that some of these rock bracelets ought to be very heavy. And in theory a stone splint, something meant to keep you immobile or minimize movement when you heal, would be pretty cool as a variation on splints. But learning to move with something like that puts me in the mind of crutch-walking taking a lot of time to master. But since I'm not suggesting any of it, I'm curious how moddable something like that could be before the big wait. Either with planned additions or what's in the raws now.

4. Once adventurer medical improvements are in, can you get a reputation for treating people's injuries? Any possibility of being treated like a physician (since the skill exists in a scholarly way already) that is welcome in enemy lands because you're so well known for treating anyone you come across? How about treating someone unconscious from a kill on sight faction in order to build personal/entity trust?

5. Can you get hired to take care of these people being tortured in towers, giving you the chance to free them?

6. Will this mean caring for your pets injuries as well?

7. Could you treat the dead's wounds indefinitely to improve your skills provided you were the necromancer that summoned them? Just getting that out of the way now.

27
DF General Discussion / Re: Future of the Fortress
« on: February 21, 2019, 05:32:38 pm »
1)Will bandit groups (player or otherwise) be able to raid a shipment of embezzled goods from one site to another if they find out about the embezzlement, instead of either turning the villain in or blackmailing the person involved?

2)Can a group of bandits lie (since lying about identities is in) and say they're from a mercenary group in order to cause strife between two groups? 

3)How likely is it embezzled goods will be encounterable in sites where it's being delivered in play? 

4) Will players be able to show up to somebody's house with a horse strapped full of treasure like the Count of Monte Cristo and try to trade for their house before the big wait? If so will house owners take into account artifacts they don't know about in the cost? Will they take their furniture with them if you don't pay enough for it furnished or would that be too goofy?

5)Will villains stash their non-artifact abstract accounts in their houses in secret if their family doesn't know about how they got them?

6)Will villains that value family be more likely to tell someone they stole a cool artifact in their will? Will they be more likely to tell their family they have money or items without revealing its source if they don't trust them to bring them in on villainy?

7)Will more ostentatious villains dress their family and lackeys up fancier the way mercenary groups can equip others?

8)Will haunted furniture night creatures make it in before the big wait?

9) Will people on the street be talking about how "so and so really hit it off at the slots" even if we don't get gambling in play? Will people otherwise comment on unexpected windfalls, expansions being built on large buildings in town, or other signs of the ups and downs of local historical figure's fortunes?

28
DF General Discussion / Re: Future of the Fortress
« on: January 27, 2019, 11:44:38 am »
Some more late month questions.

I notice my starving adventurer dwarf is unwilling to eat live vermin but also won't lick them like she would with another unedible object. Is this because of a moral, an ethic, a bug, or a goofy joke? More importantly is there any intention of a dedicated Lick button as separate from the eat button so we can activate modded talismans or activate modded frogs? Are any advanced Inventory interactions planned for vermin since they can suddenly be a pet and at least picked up and put down? Are any more Shift+I button interactions planned before the big wait since so many fancy items are kicking around now?

Also I've been looking at vermin code a lot and it looks like a few kinds can attack (like bees) but most don't. Is there any reason mosquitos don't bite, even without the bloodsucker effect? Would it be traumatizing to dwarves to be bit by a vermin they don't like, or not any moreso than being around the vermin?

29
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.

30
DF General Discussion / Re: Future of the Fortress
« on: January 06, 2019, 11:09:47 pm »
With the coming releases will adventurers be able to enjoy sleeping in an inn bedroom, feel unhappy sleeping on the ground recently, and enjoy a bedroom like a personal palace when they've built their own site and stashed some treasure in their room? If adding actual focus consequences is out of the question is there something keeping adventurers from having the unpleasant sleeping on the ground memory now that such memories can carry over between fortress mode games?

Not sure if it's the sort of thing I should bug report because it seems more like a design that just predates adventurers being awake in fortress mode at all.


Once the villains are in, succession games can finally act out through play some of their terrible player grudge matches. What are your policies on using Dwarf Fortress as a platform for professional GMing? I am but a simple communist and don't know how all the property licensing of video games or table top games shakes out for people that do it for money. But I write a book for money. Can I make a personalized dwarf fortress succession game a tier on a patreon?


So here's my tragic backstory: for the past three and a half years I've been writing a [now Game of Thrones] sized novel that started out as Dwarf Fortress fanfiction. It started, appropriately enough, as a quick and dirty attempt writing my first full novel (post-college) and it went horribly out of proportion. Aside from a few Urists, which are all placement names, it wouldn't resemble the game right now at all, but you might get to something like it before I finish on my end at this rate.

I have some fans among my friends that I am finally getting into the game. But they'd have a much easier time if I could set up a world for them. That got me thinking: if somebody is supporting my patreon and I'm also GMing a game with DF as the platform, is this opening up some kind of weird bad legal situation for you? I'd hate for Disney to suddenly release a Dwarf Fortress movie and claim to own it because you didn't enforce one instance of profit-making. Such is the bizarre world of US copywrite law.

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