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Messages - Bjorn

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31
UPDATE: Through experimentation I have found that what stops replacement is the tag SUCCESSION. If you specify a SUCCESSION pattern (be it BY_POSITION or BY_HEIR succession patterns), you cannot replace the creature from the position. They will be succeeded by the creature that has the other position or by the heir, depending on the pattern. It's a pity, because I wanted to be able to replace even though they had a specific succession route, but I guess I'll have to compromise and remove the succession for the chief elder. The others I will keep succession, because that creates an impression that these positions are independent of the Chief Elder once they are appointed by him, which is actually the idea so I find that a nice way to show that through the mechanics.

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The wiki has a helpful page for this:
https://dwarffortresswiki.org/index.php/DF2014:Position_token#Why_won.27t_my_positions_appear.3F

APPOINTED_BY is unavailable on embark and requires at least one representative of the appointing position.  This can be a position on the site, or a civ-wide position.

Sadly, the wiki is a bit sparse on SUCCESSION:BY_POSITION in this regard.  Consider giving either position an ELECTED to fall back to.

Thanks, mate! I was afraid to make it elective and have elections be held yearly without me wanting them (I want it to be a stable position), but I'll do two experiments. I'll try putting [ELECTED] on the Chief Elder position and spend a year and see if he is reelected. If not, I'll keep it as is. If he is reelected, then I'll create a new position that'll have as sole function to select the chief elder (the chief elder is the link to all other positions because he selects the Shaman who selects the Warchief). I'm also going to decrease the number of acolytes and elders (will keep the larger numbers of Grand Elders and Grand Acolytes though because that's civ level stuff so it makes sense that it is more crowded).

Thanks again for the help!

33
DF Modding / Why can't I replace my custom made position holder?
« on: May 14, 2022, 09:33:33 pm »
Hey there, I am currently trying to mod a civ and I wanted to make positions that had specified forms of succession, yet also has the flexibility of being appointed. But I noticed that I can't really replace an appointee and the starter position I created (Chief Elder) also can't be replaced. Do you guys know why that is? I can replace EXPEDITION_LEADERs, but I can't really replace people from my positions.

The civ:
Spoiler (click to show/hide)

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DF Modding / Re: Succession by position with many occupants?
« on: May 14, 2022, 06:00:00 pm »
Just finished doing an experiment if anyone was curious and I noticed a peculiarity. In most cases this actually works. Almost every single grand elder was chosen from among the elders. There was one case in which this was not the case and the grand elder was randomly chosen. I still don't know why that happened but it was the only case I could find. So all-in-all, I think this method pretty much works so if anyone wants to create something like this, it'll work.

35
DF Modding / Succession by position with many occupants?
« on: May 14, 2022, 04:29:03 pm »
Hey guys,

I was wondering if you knew what happened if I had a position that had as succession type BY_POSITION but said position has NUMBER greater than 1.

Example:
In a civ I wanted to make a position called Elder. There would be 6 possible Elders in any given time. I would also have a position called Chief Elder. He would be something like the president of the Elders Council (pure RP). I wanted that when the Chief Elder died, he was substituted by one of the Elders. If I put a SUCCESSION:BY_POSITION:ELDER tag on him, will he be succeeded by a random Elder when he dies or will it just not work because there are more than one of them and the game would be confused?

36
DF Suggestions / Re: gender
« on: May 11, 2022, 01:22:41 pm »
I think he gave his reasoning well so I don't see what's not constructive of his post. He just has a different opinion than you regarding what you suggested. I agree with him.
I just felt like the way it was phrased was attempting to incite an argument about the real world, and I'm kind of burnt out on arguing that stuff, or arguing at all. I hope that's understandable :)

Definitely, I know the feeling. Things are getting very political nowadays and it's very tiresome. I try to take people in good faith but I know sometimes it isn't easy when we are invested in a subject. I think in DF we can agree to disagree without it being an issue.

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DF Suggestions / Re: gender
« on: May 10, 2022, 10:26:56 pm »
I think he gave his reasoning well so I don't see what's not constructive of his post. He just has a different opinion than you regarding what you suggested. I agree with him.
You might want to check the username and profile.

I was talking about magmacube.

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DF Suggestions / Re: gender
« on: May 10, 2022, 07:17:29 pm »
I think he gave his reasoning well so I don't see what's not constructive of his post. He just has a different opinion than you regarding what you suggested. I agree with him.

39
DF Suggestions / Re: Maps in legends mode
« on: May 10, 2022, 04:32:04 am »
Sorry, I thought we were supposed to give our support to ideas, didn't know we had to say anything more constructive than that. Next time I won't comment if I don't have anything to add. I said tools in the plural only in a generic way. The only one that came to mind was Legends Viewer.

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DF Suggestions / Re: Maps in legends mode
« on: May 09, 2022, 08:11:48 pm »
+1, there are already tools that do this, but it should be in vanilla.

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+1 This would increase immersion.

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Dude, this is such a good and elegant change. +1

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DF Suggestions / Court Intrigue
« on: May 09, 2022, 06:29:59 pm »
I'd love to see court intrigue in the game. Things like a dwarf trying to either become friends of or bribe the mayor to sack the current Broker so he can become the new broker
 Then you could decide to either manually force your pick back (which would upset the scheming dwarf) or let the court shenanigans just play out for fun. You could also have assassination attempts actually done to gain power. If a person is unsatisfied by how the fortress is running, they might plan a coup and, together with a group of dwarves, either expel or imprison or kill the current mayor and put one of their own in power. We see something similar in Legends mode for civs but I would love to see this level of intrigue in an actual fortress.

Other examples would be people corrupting the Captain of the Guard to forge evidence against someone for a crime they didnt commit and you only finding out either by knowing who actually did it or by having a mayor with the right stats actually seeing that the situation is iffy and it appearing in his bio that he is suspicious of the captain of the guard. Then you could replace him and have a new independent captain further investigate things and uncover the whole plot.

44
I love all your suggestions except for the civ name. Although I think it being tied to the original mountainhome is good, I also think it being its own think would be great too.

One thing I'd do is actually give civ nationals a name themselves. For example, a dwarven civ could call their dwarves "Brassbeards", a goblin civ could call their goblins "flesh-skinners", etc. Each race could also have a government type name (similar to how Dukes get Duchies for example in holdings). Dwarves could have it as Kingdom, Humans as Republics, Empires or Realms (or be procedurally generated per civ) etc. Then the name of the civ itself could be chosen randomly from certain patterns like the name of the people or the government type together with other elements like the name of the first Ruler or a metal or some other thing.

You could have then things like the Iron Kingdom or the Kingdom of the Brassbeards, or the Ņurian Realm (Law-Giver's name was Ņur. Game concatinates the string with "ian", "ic" or "ite" endings at random so you can get Ņurites, Ņurians or Ņurics)

45
DF Modding / Re: Gender-Specific names?
« on: May 09, 2022, 05:47:53 pm »
No.

That's a pity to hear. Thanks anyway for the information, mate! Hope Toady one day implements that (or makes it moddable), would help with immersion

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