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Messages - Bjorn

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16
I like this idea. The professions of the parents should also have some influence in their tendencies. For example the son of a King (who would technically be a Prince) shouldn't be a fish cleaner unless he has either some very specific personality type that moves him to that line of work or was punished with said profession.

17
DF Suggestions / Re: On Building: An Architect Noble
« on: September 27, 2022, 05:19:28 pm »
There is something of a building planner used with the noob pack, but this would definitely be a GREAT vanilla feature I'd love to see. Because then it would only be accessible if you had the architect and you could create limitations on when you can get one (must have a mayor first, for example).

18
DF Suggestions / Re: Territorial claims and casus belli
« on: September 27, 2022, 08:37:20 am »
This is a great idea, especially the CKII and Vicky III references. I also think there should be the possibility of groups of settlements (ideally in the same region) to rebel against their parent civ and form their own state (under the same culture as their parent civ or a different one depending on the population) and even being able to take over the parent civ and either end that civ or assume its name and history as its own. To do so you could divide civil war into two phases. First being Civil War and the second being Secession War. In a Civil War, the one who wins becomes the leader but there is no break in continuity. The histories of both entities are merged in the end of the war and the entity that won becomes the new civ (or retains its contested position). But from the get go (or if a civil war takes too long) the entity could shift to a Secession war, and in such a war the goal then becomes to become an independent state separated from the original entity. If the rebel entity wins it becomes its own state. If it loses, it is destroyed. After a successful Secession War, the new entity should have a casus belli on the rest of their parent civ for a while, but if it actually manages to take over the entire civ it does not then become said civ but retains its separate identity, the parent civ then just dies off.

This is an interesting thing to do because it will make it so that after 1500 years of history, not all civs that are around are from year 1 (most of them actually probably won't be!), Making old civs actually something special, akin to China, Egypt or Iran.

Civil Wars could be caused by many different situations. It could happen because of a claiment (a prince claiming the throne), it could happen because of unfair taxes levied from a specific region or because of general or regional corruption causing life to be unbearable or giving a villain the opportunity to strike and take over in a coup, it could be because the king is horrible in general and a rando manages to get enough of a following to contest him, be him a noble or a commoner. Secession wars would usually either happen because a civil war was taking too long and the rebels decide to cut their loses or it could happen because of specific grievances of a specific region, either because of unfair taxes or because of unattended corruption in the area making either life unbearable to an honest population or become an opportunity for a villain to assert direct rule in the area he corrupted (here the villains update can be employed).

19
Hey there mate! (VABritto here, I had forgotten the password for my old account, Bjorn, and ended up using the VABritto account instead, but I'm the same person) I'm glad to see this mod is still running along nicely. I've been in a long hiatus from gaming in general ever since my son was born, but I intend to return to dwarf fortress soon-ish. I'm going to mod a human civ for personal fun (going to try my hand on hybrid governments), but I'm going to do it with your mod as a base because it's my favourite mod and I like playing with its features even though I want to put in more stuff lol

20
DF Modding / Re: Why can't I replace my custom made position holder?
« on: September 26, 2022, 08:15:09 pm »
It seems so, that is something worth making an experiment. If you find that to be the case, please share your findings with us!

21
DF Modding / Re: Republics and Theocracies?
« on: September 26, 2022, 08:04:54 pm »
You want to make a theocracy?

You're the first person who's ever told me they wanted to make a theocracy.

I find it fascinating to have a hybrid civ with different forms of hierarchy structures. In fact I think I'm going to make something of a constitutional monarchy setting next, with a Church Hierarchy, an elected parliament, a prime minister chosen from among the ministers of parliament and a king with nobles. Will be interesting to see how that interacts. Site level I'm not sure of yet though

22
As a plant effect for the sphere of poetry I'd make it that people who eat the plant become inspired. You could make it more inspired by the level of the magic, going from "is inspired" to "speaks only in verses". You could also add as an environmental factor that the water gives the same effects, which is a theme in mythology that I like a lot.

23
DF Suggestions / Re: Game performance and FPS death
« on: June 02, 2022, 07:32:56 am »
I second this. In the same vain, world gen is very very slow. I know it is actually simulating a lot of things, but I imagine it would be a lot faster if it was done through multithreading. I imagine it would be pretty hard given that many events are supposed to be sequential, but if Toady ever managed to crack how to do it, it would be a huge game changer for me (because I love to make gigantic old worlds).

24
DF Modding / Re: Republics and Theocracies?
« on: June 01, 2022, 09:53:41 pm »
After hours of debugging I found the error. It was something stupid (as these sorts of things usually are). I put two colons instead of one at the secretary of defense ([NAME::secretary of defense])

EDIT: Didn't solve the problem. But I at least know the problem is specifically somewhere in the Secretary of Defense. Oh well.

EDIT2: Now I think I found out the problem. There was no plural in the NAME tag.

25
Personally I think using "people" sounds better. Not because I care about the whole gender thing, but because when I read "Bat Men" I just think of Batman lol so Bat People sounds more like people who are part-bat for me than bat men (which sound like a super hero group :P) Although I would be perfectly fine with it staying as is, it's funny lol So either way I'm fine with whatever Toady decides.

26
DF Modding / Re: Republics and Theocracies?
« on: June 01, 2022, 07:40:03 pm »
For some reason Legends Viewer is now crashing whenever I try to look into human civs (the civs I changed to Republics with Theocratic elements to it). I basically made them Republics with a parallel hierarchy of priests that are just part of the civ. So both descriptions I used in the OP are for the same civ. Does anyone here have any idea what I'm doing wrong?

Here's the civ:
Spoiler (click to show/hide)

27
DF Modding / Re: Republics and Theocracies?
« on: June 01, 2022, 01:24:47 pm »
Most of this is possible, with a few caveats:

It is not possible for a unit in a non-SITE position to be raised to a SITE position, or vice-versa.

NUMBER:AS_NEEDED has some interesting rules to it but pretty much exclusive for military command chains.  When a site constructs an army (for either defense or to invade another site), it first determines how many soldiers will be recruited, and then constructs the army's hierarchy from the bottom-up, assigning as few leaders as it can get away with that are able to handle the amount of soldiers it wants to field.  AS_NEEDED for non-military positions will do nothing.

Sad that I can't use succession between site and non-site positions :/ But I know how I can circumvent that, per se. I'll make Bishops, Priests and Deacons with number:as_needed also at the Civ level and have them have the same succession structure then I'll make the cardinals have this civ level bishop as succession by position. lol Might get confusing when the patriarch moves to the fortress, but I can roleplay that these are bishops with titular dioceses that are part of the Patriarch's entourage.

My main doubt now is how number:as_needed will interact with succession:by_position.

28
DF Modding / Re: Gender-Specific names?
« on: June 01, 2022, 10:34:49 am »
Thank you guys for all the answers! Yeah, it isn't exactly what I wanted, but maybe one day Toady One will implement CASTE specific name lists. Although he definitely has a lot more important features to work on lol

29
DF Modding / Republics and Theocracies?
« on: June 01, 2022, 10:04:27 am »
Hey there guys, I wanted to ask you if some mod ideas I had in my head are possible.

On Republics
I wanted to make a Republican government in DF, with an elected President, elected senators, elected representatives, and Land_holders representing Presidents [Dukes] (who would govern subordinate republics), Governors (who would govern States) and a Judge (who would govern Counties), all of them also elective except for Judge which would be appointed by the President of the union.

Specific questions on Republics:
1) Can LAND_HOLDERS have succession by ELECTED?
2) Can positions have the same name (even if different tags)? (like the civ level President and the subordinate presidents [Dukes])?

On Theocracies
Here I wanted to make it a pretty top down system but that also had some bottom up effect. Basically you'd have a Patriarch that is ELECTED at first (in case there is no valid candidates) but has SUCCESSION by Position pointing to 7 Cardinals (so one would randomly be picked). Here's the kicker, I wanted to make that these cardinals had SUCCESSION by position pointing to a [SITE] level position called Bishop, to see if they might randomly pick a bishop from the site level to inherit the cardinalship. The site level Bishop would be picked by Appointed by position NUNCIO, being something like a legate that picks the bishop and would be equivalent to a permanent expedition leader position that exists soley to appoint the Bishop. The Bishop chooses priests number:as needed. The priests though would have succession by position: Deacon. The deacon would be chosen also by the Bishop number:as needed. I would like it if it was possible to make them all celibates by reason of their positions, but I doubt that is possible.

Specific questions for theocracies:
1) Can I make a Succession:by_position from the civ level pointing to a site level position?
2) Can I make position bearors celibates? (even a hacky solution is perfectly valid if it can be implemented)

30
DF Modding / Re: Gender-Specific names?
« on: May 31, 2022, 03:02:00 pm »
make it easier for me to immediately know who is male and who is female, which is nice and occasionally useful (e.g. to help match-making so as to form families)
This probably isn't the cleanest solution, but Dwarf Therapist would be helpful for this if you haven't already gotten it, I assume you already checked that out if you're delving into modding tho

I'm very amateur at modding so I don't know how Dwarf Therapist can be used to provide this feature. How does that work? I thought it was only used for general fortress management.

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