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Messages - FantasticDorf

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271
DF General Discussion / Re: Future of the Fortress
« on: June 04, 2022, 03:12:30 pm »
- Making DF into a clone of the clones of DF doesn't seem to be a good way to stand out.

Without trying to derail or add to the bandwagon any further, game development history suggests there is a substantial risk of this happening for market appeal appropriate to the demographic (the subsequent downfall of kiddy platforming games, and then subsequent fall of COD popularity to the point other franchises try to rehash it in response to battle-arena), much the same way i woudn't relate to Slaves to Armok 1 the or the mutant miner demo super-primitive fortresmode to which even later on 2d forts seems relatively odd.

I'm totally on board with the UI changes Toady. I hope you don't sacrifice improvements or delay development even longer trying to make dual systems because a few people are scared of changes. If the mouse controls are good people will get over it quickly, and I trust Zach when he says things are getting easier.

Though another way of looking at it is, the true dawn of Slaves to Armok 3 as a sequel literally or spiritually is almost upon us, given we probably wont recognise the game after the map-rewrite and future arcs. I've made a thread specifically for talking about this avenue of thought.

272
DF Suggestions / Re: Dragons need to grow faster
« on: June 04, 2022, 07:03:30 am »
I think that powerful "ancient" dragons are such a major staple of fantasy that it would be kind of disappointing from a lore standpoint if a 1000 year old dragon wasn't substantially stronger than a 100 year old one.  Maybe if they had a bit of an early growth spurt to make them usable for breeders in a reasonable period, but still taking centuries to reach their actual full size.

Doesn't this all kind of link back to babystage/whelp arguements for things like bug larvae? It could be more applicable that the transition between stages of sizing up (and sizing down for elders if applied to people) has more fluidity with where to stop and start.

Dragon spends say, 10-15/20 years a fireless snaggletoothed whelp, then turns into a rhino/elephant/larger sized monster is still fair to the progress of a roc.

273
DF General Discussion / Re: Future of the Fortress
« on: June 04, 2022, 06:57:49 am »
Im not as perturbed by mouse support, or lack of keyboard support. Ill make my mind up on the systems closer to release on whether they suit me personally, but singularly a concern i will say is that consistent fotressmode game-speed might make mouse scrolling too slow to react to fast paced events such as asformentioned difficulty spikes from combat, werebeasts/(necromancer ghouls) etc without leaning on excessive amounts of pausing to take time to finely analyze what to do next.



More questions about the irritation mechanic: 1) Is it a behaviour attached to a token on a creature (such as all or some giant animals through CV's) or a always present enviromental hazard?

2) And does it apply to the naked wildnerness animalpeople as we know it already?
(though i would be suprised if animalpeople aboveground were united into their own civ-group alongside subterrenean people given the extreme variety, much least that'd mean a expansion of the entity file, or some hardcoded function)

I dont want to get the idea that a sudden stampede of irritated rhinos can be misinterpreted as a pseudo-siege, but there is getting a slight perceptive disparity over what 'irritation' means and its participants with your ostrich example of mundane animals as a overall mechanic. But maybe im just overthinking it.


274
Inefficient or inaccessible items to produce, leather is near the top of that list and i usually destroy the bins afterwards since its such a great material.

To produce the same amount of leather goods a year to fashionably clothe dwarves when pig-tail supplies are stretched, id have to slaughter many tens of valuable animals that grow slowish due to the 1 hide 1 animal clause. This is less of a problem with globular skin modding, but still it would be nicer if it made more sense.

275
DF General Discussion / Re: Future of the Fortress
« on: June 01, 2022, 01:40:03 pm »
Are animal man tribes going to attack in an ambusher style raids, and if so, what are their objectives? To steal items, kill dwarves, or annihilate our fort?

Question in a similar vein: 1) Will animal-tribe irritables defined by [LAYER_LINKED] have any soft supportive additions to make them more than a enviromental hazard (maybe even playable on the level of a normal civ)?

2)'ly is the irritation global amongst all underground dwellers, or will the player be taking the Ire of a particular group.


Currently [SUBTERREANEAN LINKED] has mixed pro's & cons, (free layer animals, nobody knows who you are, not even yourself since you're not a civ), I can imagine once the update comes in, modders might want to upgrade the tribe people to less primitive forms (and attempt to emulate them). Its definitely appealing, as the only otherwise thematic entrance of underground dwellers currently appears by a disaster, which is workable for modding means but not always optimal.

276
DF General Discussion / Re: Future of the Fortress
« on: June 01, 2022, 04:02:08 am »
What, exactly, is meant by “irritation” in the most recent devlog?  At first, I read it as “irrigation” but then I noticed it was actually “irritation” and now I’m confused…

i assume this is going to be some measure of how much you've changed the area by digging, chopping down trees, and / or killing wildlife.

Without trying to overhype it, making secondary forts beneath your first one probably will need to be a quieter affair.

277
DF General Discussion / Re: Future of the Fortress
« on: June 01, 2022, 03:45:32 am »
Is there a reason you are going back to giving us twice-a-week instead of once-every-two-weeks news on bay12games dev blog ?


It's been something like years, (maybe 2014 ?) last time you did this.
I personnally like this way, but i wondered if there was a specific reason for this sudden change ?

Steam release is a big event. Im sure they can answer this well enough themselves but there's a lot riding on this so the Tarn brothers are on their A-game to ensure it goes well. The funds crucially will be going towards Zach's surgery if i remember correctly of a melenoma on his nose and ensuring the game's future security.

278
DF Dwarf Mode Discussion / Re: meagre, modest, decent?
« on: June 01, 2022, 02:18:18 am »
Most people in this thread have sort of neglected to mention that there are two quality grading systems.

> Real (as in actual value)

> Perspective (what the dwarf thinks)

The quality of a room can be greatly exaggerated if the items inside or displayed within it correlate to things they like, mundanely this can include objects & material textures. If a dwarf has a great admiration for perfect gems & a common metal such as silver, a special piece of a silver perfect can be procured from the metal-forge to be put on display and it'll greatly improve the value even if the real value isn't a lot when you inspect the area in the 'Rooms' screen.

To further prove the point, since rooms can be shared by spouses, and assigned to other dwarves (via things like elected mayors needing a office with specific recommendations of windows) their shared opinions of the space can differ. Therefore i recommend making high quality shared family suites for couples with one furniture item beside the bed per dwarf, and small personalized bachelor pads that can be no smaller than 1x5 for one piece of furniture each (chest, cabinet, bed, door, display stand)

279
If goblins always make demands before attacking, doesn't that just give you a warning to turtle your civilians?

Atleast it properly correlates to what the intentions of the army might be. But yes, there's that risk run of giving players too much time which is completely within the sphere of success fatigue or 'gaming it'.

Id least like to see the enemy-messenger & fort interactivity be nuanced in a way that it gives slip how many may be waiting offscreen or in a siege-camp to attack you (this information is usually inaccessible) if the initial first wave sent to test your defences fails and they're kept back as a reinforcement of a threat to surrender the fort/do the parley.

280
DF Suggestions / Re: Dragons need to grow faster
« on: May 31, 2022, 08:41:19 am »
Perhaps megabeasts could have a growth modifier to how much they destroy, plunder and loot? A simple descriptor like "They are larger by at least 5 years their age" by calculating the distance between where they should be in growth versus where they eventually become, with a 1/4 extra wiggle room for enormously oversized & successful specimens.

It was mentioned that Smaug in 'The Hobbit' was much smaller when the initial attack on the mountain started, albiet it was a long time ago, but did grow fat eating the Dwarves of the mountain and Men of Dale to sit upon its hoard.

281
DF General Discussion / Re: Trained legions of undead?
« on: May 31, 2022, 08:35:26 am »
I think it'd probably have to go with a wider change about leaders with marshals and the like needing to properly train their w.g forces, much inline with a eventual army arc where you'd be drafting and presumably training soldiers offsite to a pooled army to send off. So what a necromancer trains is only to the level of what it kills, a lot of easily rolled over peasants isn't better for anything of a swarming mob, so a lot of the time the undead are ineffectual unless a person of talent/standing army dies on a battlefield or conflict with zombies or is turned by a necromancer plot with promises of power to be instrumental in raising their army to a wanted standard for their goals of conquest.

Bit like Sauruman in the twin towers raising Uruk Hai and mustering, they weren't ready to mobilize before the Ents destroyed the site but it was the training ground and focal point with the resources and people they were harvesting.

282
DF General Discussion / Re: Future of the Fortress
« on: May 31, 2022, 08:29:56 am »
Quick question about the recent devlog

Maybe its too soon to say with the changes to nobles but: Regarding there are 2 types of nobles, [ELECTED] and [LAND_HOLDER] (occasionally a modded instance will mix the two) do [RULES_FROM_LOCATION] & [ELECTED] individuals such as mayors still count towards the caravan changes if you wanted a 'Republic' kind of fortress playstyle or wanted to stall nobles from appearing through conversing with the outpost liason.

283
Its also in that 'people' lends them to a wider range of interpretation which can subvert what people expect.

Are the crocodile men as they are now? Or are they some sort of crouched-more animal than person monsters like semi-intelligent trolls / full-  tail-less humans with scaly skin and crocodile eyes amongst other minor features /or just some sort of idigenous group just associated to worshipping crocodiles so clothe like and rear as many of them as possible.

Its definitely a slider option in the definition of how 'people-like' the animal people are id like to see explored.

284
One really big problem with difficulty: migrants. You get so many of them and you get them so quickly. This has several effects.

In short, it has several bad effects. In my own games I always disable migration, but as default setting I'd say that migration and visitors should be tuned to about 10% of the current size of your fortress, at most. If you have only 7 dwarves in your fortress, getting zero to one migrant each year feels much more natural than getting five.

Yeah i agree with you on this one, migrants are the butt of jokes for years and vaguely we've had a very soft amount of migration control, but it feels like just grabbing buckets of water to save a sinking ship from the tide, or when things get really squeezed, there's no way to counteract a bad few years and wars making the migration situation suddenly drop from 100 to 0.

I've been playing a lot of Songs of Syx on the side, and i really like their mechanics on controlled immigration policy, since its more about management because of the tensions of x doesn't feel comfortable in this region so doesnt want to live outside the capital or animosity between populations. If DF half emulated it by allowing players to admit other races (and mass quantities of dwarves) who want to join from controlled locales by just setting a maximum/minimum number of allowed migrants and checklists it'd probably be more controllable.

In my mind, there's more of a built-in threat slider than a "clock" in the game in terms of how much wealth you generate over time, and how much you buy from caravans, because you have a degree of control over those things. If you're not ready for "big threat," you can take care not to generate too much wealth as you make your preparations for big threat, e.g. by using low-value materials or sticking to utilitarian items or the like, and also not to export too much valuable stuff. This lets you tell the game to some extent how much threat you think would be fun or exciting or whatnot at that time. To me this system is already really really elegant, one of my favorite in any game really [...]. It also feels sort of like cool RP to me to do—laying low and building in secret, or being brash and confident and showy, make lots of fancy art and having a rowdy tavern and so on.

Interesting. I never thought of DF in quite that way before.

How should this interact with embark location, if at all?

- Also as a add in, economic sites wrecking your fort's chances of survival, is definitely a location problem, i've speedrun earning a second level noble within the first year, because of goblins and elves speed-colonizing my region and adding nothing to my fortress, which is a bit of a slap in the chops as it makes you vunerable to mentioned existential threats through attached population.


285
DF General Discussion / Re: Future of the Fortress
« on: May 27, 2022, 06:48:09 pm »
[Snipped from above.]

There are modifications that set out to streamline things like this though, as with a bit of clever editing you can route the products of animals/people to a generic type (takes technical effort, commonly creature variations or CV's for short) and simplified wood/metals more broadly displayed without really affecting their impact aesthetically, like converting all appletree logs into "hardwood"

What are those modifications?  Also, surely there must be some stuff that they can't simplify because it's hardcoded, right?

Yeah there's stuff that regular modding and RAW token ingenuity has to methodically put together (which is the majority of accessibility to the mentioned systems), but advancements though DFhack are always slightly lifting the roof, such as the ability to tie up scripts to custom tokens rather than execute them seperately are making the modding scene faster in small increments, though its not a popular rollout yet.

Probably unreliably asking for specific sources is going to mean ill have to remember off the top of my head, there was 1 very good comprehensive material mod in the masterwork modification that simplified wood and a few other things (to make up for adding a lot of other stuff) and brolol's dog mod has the example im thinking of for animals, for a 'catch-all' animal being the source of a lot referenced products, (dog meat, dog hide, instead of beagle meat, poodle bones etc) while a script ensures it doesn't end up in the worldgen food-chain.

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