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Messages - falcc

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31
DF General Discussion / Re: Future of the Fortress
« on: December 23, 2018, 12:51:00 pm »
1. Can you expand some more on how vermin-sized creatures/pets work as of now?  I know you can move cave spiders into a specific room in fort mode and they'll keep existing there and spinning webs. But does that already happen in adventure mode? Do they unload with the rest of the site, or can you catch cave spiders and start them spinning useless webs in your wooden tower already? Will it be different for the spiders you start adventure mode with if you get that sort of vermin pet? Your important trained spider. What about other sites like catacombs that keep track of the items you've left in them?

2. Is a vermin pet going to attack in any circumstance, on your shoulder or off, and does that mean assassins can now let a poisonous spider into a room if NPCs don't also have pets that can attack such a small creature? Can your pet-caused deaths be tracked to you as a crime, or through syndromes made by pets you own? If you dump a bunch of barrel penetrating vermin into a shop will it be recognized as the new industrial sabotage crime since those items are otherwise tracked for thefts kind of? If a cleaning ability is modded on to a vermin will it activate it, either on the ground or not? What about, say, raising the dead?


I hadn't thought of it until now but vermin are kind of overpowered in adventure mode even before this release if they're actually tracked. But I guess that's why turkeys and chickens are always around. They're very helpful always scratching in the mud. Saving lives. But if someone slipped the monastery cats some beer and they all passed out the Most Holy Sky is going to be getting replaced pretty regularly. Then Sherlock Holmes will show up and notice that the snake literally has your name on it, foiling your perfect plot.

3. Will you be able to milk a purring maggot? I guess there's more work involved in making it so you can actually get purring maggots in the first place, since they don't work right now. But if you got them, the milk is right there. Not to mention the other animals you can presumably milk.


3a. Will we be able to milk our cows?
Not as important as the purring maggot, because anybody could run off with that cow, but you're going to be protecting that maggot right on your person most of the time.

4. Since adventurers are getting some medical stuff, would starting with a pet cave spider instead of, say, a sword give them one-up on bandaging themselves? I'm going to need that if I'm scratched to hell from fighting while dizzy after catching all these cave spiders

5. To expand on an old question: since we already have the carpenter's workshop in adventure mode anyway could we start making cages and caging up animals we already own? Could we dedicate an area as a zoo in our sinister bandit fort, since all these nice adventurers will be dropping by to stop us now?

32
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.

33
DF General Discussion / Re: Future of the Fortress
« on: November 01, 2018, 04:38:15 pm »
As long as you are dragging it around, it won't be able to do anything.  If you leave it on its own by command, it'll likely still sit there.  The only hope would be to give it a general networking order, most likely, and then whatever skills it has in this area would come into play.  I'm pretty sure people won't notice it is under your control unless I specifically code that in, since the name-command system isn't entity/civ driven.  I suppose it should be controllable in party mode, though there are certain...  questions there that are unresolved, and won't be until we understand magic better, at which point it becomes a more clear-cut design issue concerning loyalty/harm-to-self/etc.  Hopefully it will hate you, heh.  Whether that means it will try to have you killed is up to post w.g. mechanics; if you let it get off the leash, it could very well plot to have you killed, just on the general revenge principle, but it would have to have a network first, which the player might be foolish enough to give it if it proves good at that task.  So, hmm, oddly optimistic here.

Ehehehe. Wonderful. Anybody forcing a grimy friend to follow their every command isn't being a good friend and deserves some comeuppance.

34
DF General Discussion / Re: Future of the Fortress
« on: October 10, 2018, 09:28:36 pm »
I made it through a vault and now I have a cute new friend made of filth and grime. What will "befriending" such a creature mean for its role as a villain? Will it still generate schemes for its home civ? Can it be made to very easily influence the civ it is/was running? Will people notice its run off with that supposed monster hunter from Far Away Civ and elevate a new ruler? Could it be switched to using the swapping between adventures interface upon it joining your party (since it is a pretty big investment to get)? If it's sent off screen can it do its own schemes? And please oh please can it try to have its controller assassinated?

I feel like once there's more sense of antagonism possible my friend wouldn't be so friendly in the arrangement we have now. I wouldn't in that position. It certainly seems to want to fight about the nuance of every value, so maybe it'll never really trust me enough to control it directly even if it's compelled to tag along to the extent it is now.

Also, I've gotta say, vaults are a pretty fun dungeon after all my time lost in sewers. Those levers have me so excited for the future.

35
DF General Discussion / Re: Future of the Fortress
« on: September 18, 2018, 08:52:22 am »
Completely unrelated to anything you're working on now, what are your ideal plans for carrying items? Will there ever be volume restrictions? Physical encumbrance from anything besides armor/pure weight? Will "strapped to your body" items require string, sinew, or leather straps at some point in order to actually strap them on? Will adventurer item hauling (which sort of buggily exists) ever be more of a dragging across the ground thing, or a shoving to the next tile thing? What are your pie in the sky kind of hopes for it and what do you think are the big hurdles?

There's so many variations on this in other games and I know you usually go for the most realistic possible thing in a lot of situations. On the other hand since anything put in would probably have to be dealt with by the system once off-site items were better tracked, a lot of the more complicated systems in other games seem like they might overburden some of yours.

Will we get to set our adventurer's sexuality before the big wait?

Even if you don't make it to forming those relationships in adventure mode, having a player made villain tossed into the world while you're playing somewhere else would still be a lot cooler if they could be in a position to marry a monarch when you retire them. Or if you could just be a cool bisexual rat woman dragon slayer. I mean, that's the dream isn't it?

36
DF General Discussion / Re: Future of the Fortress
« on: July 15, 2018, 06:04:39 pm »
Will your adventurer be able to talk about how much they love their pets? How much can you interact with a pet? Can I show off my cool pet to someone I think will like it, and will vermin haters be like "ack, gross! get that outta my face?" Can I give my vermin pet stuff to chew on, put it in barrels, or put it down? Will we be able to put animals in wooden cages on our property now? If you made an animal whose younger forms were shoulder pet sized but as an adult is bigger than you, which of those sizes is it going to think about in terms of its mechanics? Can you tag a pet for both vermin and mounts?

Unrelated, what about pits and dark fortresses make them unsleepable?


I've modded my goblins to be more sociable but their new taverns still don't sound very inviting since you have to stumble through the trenches drunk to sleep. Although that is a very Dwarf Fortress experience.

37
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.

38
DF General Discussion / Re: Future of the Fortress
« on: May 08, 2018, 03:03:04 pm »
When adventure pets goes in, will it including lifting animals? Will adventurers be able to be included in cattle raiding and the like by snatching stray chickens in villages? Will there be stocking fish in ponds since vermin fish are often sold as an item already?

Let's see how many steps removed we are from a carp moat in adventure mode.

39
DF General Discussion / Re: Future of the Fortress
« on: May 04, 2018, 07:28:33 pm »
Once temperatures are more meaningful and magic is in, will creatures otherwise unaffected by temperatures, out of sync with reality, beyond time, etc by impacted by temperatures below absolute zero? Just wondering since those temperatures are currently possible.

40
DF General Discussion / Re: Future of the Fortress
« on: January 01, 2018, 03:50:15 pm »
i don't know where it might be particularly found on the development plan or a appropriate place where it falls if Toady has even thought about it in-depth.

Dang. If only there were somewhere I could go to ask Toady about his future plans.

41
DF General Discussion / Re: Future of the Fortress
« on: December 29, 2017, 01:36:29 pm »
What is the near term fate of intelligent/can-learn animal prisoners? Any chance they'll ever get access to the petition screen to be released or apply for citizenship? It seems cruel that I can make a gremlin my mayor, I can tame a cave croc and breed it, but a learning-capable troll or rodent person blunders into a trap and it's gotta die.

42
DF General Discussion / Re: Future of the Fortress
« on: September 27, 2017, 10:05:09 am »
Since there's already people being identified by descriptions with the new made up identities do you plan to eventually have artifacts spotted somewhere described by appearance if someone doesn't really know about it? I know you've played Caves of Qud and their artifacts need to be identified, but that game obviously doesn't have all the same tracking code DF does

43
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.

44
DF General Discussion / Re: Future of the Fortress
« on: November 27, 2016, 12:33:23 am »
Will people seeking artifacts react different ways when they see an adventurer with said artifact based on their personality? Does respect for the law increase the chances someone will try to demand it over whether they'd barter for it? Are reactions usually positive or do some fellow questers see high reputation as an artifact finder as threatening?

45
DF Dwarf Mode Discussion / Re: How can I encourage scribing?
« on: September 29, 2016, 04:19:22 pm »
Forbid, unpause and unforbid all items in the library.

There is a bug that stops scribes from doing anything, sometimes the above solves it temporarily.

That worked! Thank you so much.

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