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Messages - Iamblichus

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31
DF Dwarf Mode Discussion / Dwarven Propaganda
« on: December 08, 2015, 02:44:19 am »
It seems that in this new version there is the possibility to influence your dwarf's beliefs through reading.  From the devlog-

Dwarves read books in the library (they don't need to be scholars)
Values can be passed in writing and through adventure mode arguments

According to the wiki entry for philosophy http://dwarffortresswiki.org/index.php/DF2014:Topic#Philosophy-

Writers can push value "agendas" if they are skilled enough.  Description format: The [worthlessness | value | nature] of [belief] The specific view that a philosopher takes on, say, the nature of beauty or methods of education will depend on their individual/cultural values, where they apply, and a philosopher that encounters a philosophy book on beauty can then provide their own take (having acquired the innovation).

Looking at the wiki entry for beliefs http://dwarffortresswiki.org/index.php/DF2014:Personality_trait#Beliefs  there are a few that stand out as value agendas that would be good to promote like hard work, martial prowess and stoicism. 

It seems that the personal values of your philosophers and visiting philosophers could have a serious effect on your civilization.  You wouldn't want a philosopher who "finds the proposition that one should work hard in life utterly abhorrent" to write the book called The Worthlessness of Hard Work.  It might seriously effect productivity in your fort.

I'm going to try to do some Science on this in my new fort by  starting a number of my settlers with high Critical thinker skills.  Once I get my fort up and stable I may switch to adventurer mode and visit my fort to argue with my philosophers to see if I can introduce values that way.

A few questions I have-
Are all dwarfs capable of reading?
Is there a way to entice dwarfs to read in a library?
Is there a way to develop the Critical Thinking skill?
Is there a way to limit what books are in a library?





32
DF Suggestions / Re: Knowledge implementation
« on: December 08, 2015, 01:24:54 am »
It looks like engineering advancements could be required for building levers, gears, siege weapons, water wheels, draw bridges, screw pumps, etc. It would defiantly make playing in young worlds challenging.    I am surprised that there isn't a geology category. Natural sciences doesn't seem to include it.  But a Dwarf that was a geology expert might be able to determine hollow points in the veins of certain metals.

33
DF Suggestions / Re: Knowledge implementation
« on: December 08, 2015, 01:03:34 am »
I hope metal alloys will be tied to chemistry.  This would have a big effect on world gen.  We would have a copper age, bronze and steel age.  I'm not sure if weapons and armor factor in to how wars are calculated but if that is the case, or becomes the case, the first civ to get bronze production up and running would be able to conquer a large part of the map.

34
I have a 500 year old medium sized world that has a library in a Forest Retreat.  Humans conquered it around 100 and built a library.  It looks like there are both human and elven scholars working there.  Might be an interesting location to study the clash of cultures.  I don't know if giving you the seed would result in a forest retreat library because it looks like there is some randomness in world gen but I have a save of the region from before I started a game that I could upload somewhere.

35
DF Adventure Mode Discussion / Re: Anyone found a library?
« on: December 07, 2015, 03:36:45 pm »
I have a library in a forest retreat.  Humans conquered it in 104 and a few years later they built the library.  All three of my other libraries are in fortresses.  One of the fortresses was destroyed by a Titan. I'm going to have to check it out to see if there are any books still there.

37
DF Dwarf Mode Discussion / Re: Loving the new version
« on: December 07, 2015, 02:00:58 pm »
I was really really really hoping for more sieges.  Honestly, they are such a big part of the fun of this game - was the "path" system really necessary?   I dont need *that* much realism :/

I think it is necessary in the long term if we want our fortresses to interact with the outside world in a meaningful way.  They say that when DF is complete it will contain every type of game ever made.  I for one, can't wait to do an EU4 style world conquest in DF.  The path system paves the way for that and other options like expanded trade. 

38
DF Gameplay Questions / Re: Multiple Libraries
« on: December 07, 2015, 01:40:35 pm »
I have been thinking along the same lines.  Haven't had a chance to try it out yet but here is one approach that I am going to try.  Build up a library with originals and copies.  Undesignate the library.  Forbid the original books.  Have the copies moved in to a new library.  Designate the old library again and unforbid the original books.  Then figure out how to keep fortress scholars in the first library and visitors in the new library.  With the prevalence of book theft from visiting scholars we really need a way to protect original manuscripts.

In terms of segregating books by subjects I want to attempt to create a medical library where only scholars with medical skills would study.

39
Thanks for the suggestions.  I like this idea of collecting bodyguards by busting a groove 8)  How realistic do you thing it would be to collect a fighting dance troupe that could take out a tower?  Is there anyway to get in to a tower without fighting?  I thought I recall a thread mentioning that the undead wouldn't attack vampires or were-creatures? 

40
I have never played Adventure Mode before but I want to build a fortress that is the greatest cultural center in the world.  Of course I will need a library of the world's great books.  So once I get my fort up and running I want to retire it, create an adventurer, and begin touring (or robbing) the worlds libraries.  Once my collection is complete I'd like my traveling scholar/thief to join my fortress, with all of his books, after I unretire it.   I am hoping some of the AM veterans here can give me some advice.  The two big questions on my mind are, what type of character should I create and where do I find libraries?

Ideally I would like to avoid fighting as much as possible because it seems like it would be a steep learning curve.  Would it be possible for a non-violent scholar to travel the world collecting books?  Is there a way to get in to towers without fighting?  I have never created a character before and some tips on what attributes I should focus on would be much appreciated. 

 I know there are books in towers but I have no idea how to search for other libraries in this latest version.  I have poked around in the PerfectWorld legends viewer but I haven't been able to find any mention of libraries.  Any thoughts on how to find libraries?

Also, would it be possible to find the world's greatest poets and record their poems in a book?  If so how would I go about finding the best poets?

Thanks!

41
DF Suggestions / Gods and Temples
« on: November 21, 2015, 02:14:44 pm »
There was a common belief in western polytheistic religions that the tribal god lived in the temple that the tribe built for the god.  Biblical scholar Margret Baker's books The Great Angel and Temple Theology are good introductions to this belief system although they largely focuses on her theories about early Judaism.  I think that this could be a great religious mechanic for Dwarf Fortress.  Here is how I imagine it could work.

  • Temples would have to be built according to strict specifications in order to successfully attract the god
  • A high priest would have to be trained in order to attract a god
  • Once the god inhabited the temple certain benefits would result i.e. evil biomes would no longer reanimate
  • The god would place restrictions on fort activities similar to nobles
  • The god would demand regular sacrifices
  • The god would demand festivals to be held in his honor
  • Only the high priest would be allowed to enter the naus (living place of the god) of the temple; any other dwarf would die if they looked at the god
  • The god would abandon the temple if his requirements were not met or if his restrictions were violated to often
  • Abandonment of a temple by a god would result in fun for the fortress
I think this could be an interesting religious mechanic that would fit in well with current and planned (festivals) mechanics.  It could also be expanded upon if mechanics like religious factions were implemented.  Additionally it would open up some interesting possibilities in adventure mode.

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