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Messages - FantasticDorf

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646
Just a quick suggestion that I found regarding my modding experience and a few personal observations of how DF generates cavern systems that are already lined up to be worked upon.

Some of the lore i was tapping into while making the draft of my total/majority conversion mod defines many kinds of cave dwelling creature, but to have them all simultaneously inside the same super-network doesn't really work because they live in respective in the fantasy world setting in places like different continents entirely unless i purposefully evocate them entirely from the underground.

  • Its all a bit mix and match in trying to divide them up mostly between layers, but the underground is the most contentious offender for this especially with such a lot of big, deadly & threatening apex predators often being relegated to the third, so its strange to see a giant underground dinosaur underneath a glacier.
  • The other is that this is indeed possible to have biomes affect caverns, as already the sea-levels from frozen oceans can have large waxing effect unintentionally in killing cavern moss & mushroom trees when you embark into them. As above, as below.

Here's a few post-map rewrite examples i could pull up to try to get my point across of unique and mixed biome enviroments.

Quote
High Humidity Lush Jungle Limestone Caverns

A savage jungle underground might be quite similar to the novel cliche "Journey to the Centre of the Earth" with many great plant vines hanging from the ceiling, large insects comparable to variants of the generic GCS and the occasional large creature boding through.

  • Creatures from typical DF mushroom caverns might congregate here despite being widespread all over with a generalist underground tag such as Drunians seeking out varieties of fruit to compliment a diet of mushrooms, avoiding cavern biomes where neither are present.
  • The temperature is much hotter than the sublime subterrenean cold, with plants, grass and trees defined in the subterranean realm preferring this heat. Most aboveground jungle plants can have mixtures of above and below tokens and work fine here but not elsewhere underground.
  • Some habitation preferences for lizard & snakemen layer linked civilizations to settle may be suitable for them.
  • Alternative spheres to generic caverns similar to primordial titans, and forgotten beasts that are culminative of what those spheres represent in form.

No certainty that such a biome will exist except for the existance of a jungle or other suitable biome above it existing, and being the correct rock composition for a small way around the entire regional area distinct in the underground network. Being able to offload some varieties of creatures in these specialised biome climates would be a immense help to modding & indeed DF vanilla possibilities, which im sure advanced map conditions & third party applications can handle the rest for pre-configured arrangements.

647
DF Suggestions / Re: Landscaping Zone
« on: January 15, 2021, 05:58:24 pm »
Rolling through the site search engine, landscaping, gardens and anything regarding the ordered placement of saplings was the most popular singular suggestion of 2007 to 2011. And in all cases, i agree anyway since its immensely frustrating to have controlled lumber industries and non-gathering aesthetic additions still be inaccessible more than 10 years later.

Though i guess this suggestion kind of subverts the idea of adding plants to it rather than simply pulling up and discarding anything you find there, but thats what a freshly maintained lawn is for. Can you even aesthetically 'Smoothen' dense grass to make it fluffy soft and appealing to lie & sleep on?
  • Could your controls extend to supressing animals & citizens as to enforce "do not step on the grass" controls for trampling?
Though a dwarf gardener/landscaper may be a odd sort, i can definitely imagine them taking a obsessive attitude to their craft for perfectionism in trimming cave moss, grass, shrubs, mushrooms & plants tidily.

648
DF Suggestions / Re: 'Occupation' sites in location screen options
« on: January 15, 2021, 07:09:25 am »
The Roman colonization of other lands is also one I considered mentioning.  Romans, when they conquered a new land, often would enslave half the population of a city, sending them to the other provinces, then moving in people they displaced from other provinces.  That way, they figured, they were preventing popular uprisings of people of a single conquered culture because now the population was mixed with multiple other cultures, and they wouldn't be so able to easily unite with the other displaced peoples against their common Roman enemy.

It's also worth pointing out that by the time of the fall of Rome, almost 90% of the population of Rome was enslaved, which had an awful lot to do with its economic and military collapse.  (As most of the laborers and potential soldiers were slaves, so they had to hire "barbarian" tribes as mercenaries to be the Roman army for them, and were almost constantly facing slave revolts.)

Interesting point, but only that it actually puts up the point about what happens with the fate of races who are conquered by non-dwarven slaving entities such as humans; Having too many slaves distributed across their kingdoms secured from conquered settlements could actively worsen their site happyness and leave them more open to insurrections and a less enthusiastic defence unless its suitably balanced out.
  • Also leaning into the point that instead of persecuting troublemakers and letting them go, they may just decide to enslave a good majority instead when they integrate, counting it amongst their war-spoils.
  • Elves and other races that devour intelligent races may even attempt to eat them in a great feast of defeated foes
I dont expect goblins to spare any settlement of the dwarves (yours or anybody elses) the come across, i expect them to maim, slave, eat & raze everything in a trail-blaze, destroying as many settlements as they can like a force of destruction, with lots of small sites suddenly beginning to start vanishing with ruins in their wake with grandiose grisly monuments in their wake.

Suddenly being asked to simply leave and join a refugee group as a innocent doesn't seem so bad.


The problem then, however, is that you're just kind of porting that idea of people thinking Rome is a Great Empire into DF and applying it to dwarves regardless of whether it is actually true or not.

Shouldn't your civilization have a reputation?  Shouldn't there be something where there is a respect for your civilization that might be increased or decreased by certain actions the player takes, or milestones the civilization has achieved?

If you want to go with an idea that conquered peoples will want to join dwarven civilizations because they see it as a Great Empire, then the effectiveness of that should be attached to how many Great Works your civilization has built, for example.  Or the size of the army or kingdom.  Resounding military victories in the recent past should be temporary bonuses to the respect of the citizenry towards your empire.

Likewise, there should be tracked the number of atrocities you've committed, how badly you go against the cultural ethics of the conquered, and of course, how much proganda the enemy has dropped on their people motivate them against you.

This does tie into viable system in DF where a entire entity could have a reputation permetating from your site or ascended kingdom status to set you apart from other dwarven civilizations, to such a extent you may end up being disowned for being a trouble-maker or being sat down for diplomatic talks prohibiting you from doing activites (by getting caught) without consequences. Every rumor regarding world activities getting out damaging or possibly improving your reputation with acts of kindness (finishing a war with tributatary status, then releasing towns, dealing fairly with diplomats etc) more and more.
  • DF already has a entity strength gauging system, its reasonably invisible, but entities will not begin wars against entities like dwarves unless their convictions are very strong or they have superior forces/they are called in as allies. Extreme examples of this culminate in watching necromancers having wiped out normal civilizations declaring wars against the angelic residents of vaults.
Romanticising Rome is very easy as a archetype, as you've succinctly put out, i dont envisage in strict terms because im sure a player could modify something bigger or smaller to scale entirely individual to them in their own minds, but only by projected rate of expansion do i draw a comparison to what a successful DF player's personal empire could be. you could alternatively simply attribute some things like you've said to the Muslim Ottomans, who expertly capitalised and integrated many different cultural groups of people with tolerance, installing taxes upon them and employing them into their armies as lowerclass freemen (unlike the mamluks who used slaves) but were also known for their brutality in war, especially in coastal raids.

Rather than just punch an "integrate" button, it would likewise make more sense to try to sway the subjects of occupation to your side by promising them a better quality of life or other benefits.  Giving out free food and matching it with propagandistic entertainment (bread and circuses, if you will) to at least quell uprisings, if not overtly bring people into line.

Christianity, for its part, is filled with traditions that are really just Christianized pagan traditions.  The date of Jesus's birth was almost certainly during the Summer, but it's put in December because that made it overlap with a Roman pagan holiday.  Pork being suddenly declared to be "pure" and Christianity not having dietary restrictions like Judaism was mostly just to get Germanic peoples that loved their pork to join.  Halloween is basically made to take the place of pagan holidays related to Samhain.  Rather than just demanding that everyone bend to them, Christianity overtly warped itself to try to drag others into its cultural sway.

It would be more interesting to see some sort of option where you can issue edicts (if you have the king) that would try to change cultural norms or create holidays or traditions that appeal to other cultures to try to entice them into playing by your new version of a holiday that is syncretic in nature, even at the expense of unhappiness among your own culture for bending to foreigners.

Yes this may be true, but it could be the collated efforts of what 'integrate' is meant to represent, extended reach of diplomacy or/and reputation & problem solving on a local site level via 'investigate' to generate quests to kill bandit forts, stop plots of towards the assasination of local leaders and other nuisances -since a site that likes you shoudnt have to offer any resistance to its integration at all with no expulsions or pusnishments if there's no malign activities occuring and assuming citizens agree to be brought round to your way of thinking.



Broadly speaking, I find "just wait five years, then kick out anyone who isn't grateful" to be a really boring way to represent one of the most fascinating processes in history - the dissolution of one cultural identity into another, and the formation of a single, cohesive cultural or national identity.

Ill be perfectly honest; thats a valid opinion and it is a interesting process but most DF players i dont think have the patience to raise animals/children in the scope of 10 years or even indeed reach their forts demise within the first 5 years outright, and the 5 years is more for the claims-paperwork to be put together and a benchmark of commitment to protect and uphold the occupation so that its not a instantenous snowball either.

649
The bandit by provision doesn't really work. It culminates too many problems with them seemingly regenerating out of thin air without the player personally intevening to stop it from happening, like armies getting caught up slaughtering 5 people at bandit forts, inescapable patrols of bandit harrassers, and bandits vanishing the moment you recieve a quest to kill some of them because they're perpetually squashed by everyone else who should have dealt with them in the first place.
 
Its like someone in the site coming up to you-
Quote
its your birthday as one of the non-historical populations in the world, and now in your race's culture you are considered a adult and ask for a task. Maybe you will lead armies, quietly toll away at a craft, find love, start a family, maybe one of the lucky few who will define this brutal age...

"No, you are a bandit, please line up with the other volunteers so you can sing rowdy songs in taverns, bully adventurers and look menacing so we have someone to send quests towards"

Deflated, you arrive at your fort, and within a week are stabbed very forefully through the chest seven times by a screaming elf soldier with a wood sword who's only just managed to break your rib cage by shattering it with their blunt weapon. Only to respawn, and do the whole thing again, and again, aaand again. With the pillagings of your fort just crawling up a higher number in legends mode.

650
Mod Releases / Re: Domestication v0.1
« on: January 14, 2021, 06:37:04 pm »
I checked my game through gm-editor and there doesn't seem to be a CASTE_COMMON_DOMESTIC in the flags table for a creature but there is a HAS_ANY_COMMON_DOMESTIC value and changing it to fit this seemed to make the error not come up.

I'll keep using it to see if it works.

Nice findings, cool modification too for adding more pernamency to dwarven activities.

I do wonder if i could somehow combine this with a succubus-fort 'Corrupt' script's code to cross reference the current level of training that is expected before some creatures are mass enslaved, or else they turn out feral and poorly trained. Or possibly to just re-feralize at leisure to purge tamed pet intelligents of token & tame status to be availbile as normal fortress citizens.

651
DF Dwarf Mode Discussion / Re: Why Can't All My Dwarves Be Goblins
« on: January 14, 2021, 10:40:27 am »
Hmm really?

Does this suggest that dwarven philosophical fields are somewhat activity motivated? So a animal trainer would be free to ponder & train the upkeep of their animals while writing about them afterwards.

That does put medicine at a disadvantage though.

652
DF Suggestions / Re: 'Occupation' sites in location screen options
« on: January 14, 2021, 10:29:35 am »
Draws me onto my additional elaboration point about claims -which i did allude in my opening post as to being one of the key reasons to bother integrating in the first place to and that already exist in some capacity for DF regarding land.

Within your own fortress, land-holders recommended to your fort hold a personal claim they can exercise should anything happen and they are made to flee the fortress, allowing them to muster power in another site with intent to enforce the claim or reclaimation over any ruins or occupied site that your fortress has now become. This extends to include any dwarves who come under a windfall of a inheritance of a title from abroad, through close family and lines of inheritence finally having a purpose.

This opens a small subset of options you can follow based on the status of the claim, which after some negotiations via messenger, the site can become one of your direct holdings, cementing your claim in case of the residing noble at your sites sudden death passing the title, or splinter off into a vassal state (in which the noble will run back home to rule)

Of course when you obtain a monarch, you have the option to follow up your similar claims through them and this adds a layer above interacting with singular sites, as you control the entity of the entire kingdom at large -pressing any existing and newly forged land-holders into a vassal & trading relationship to replace the parent-civilizations place.

When you change fortress this is reset, because you will have become a new site government of no significance, and your old site as the unifier will preside over you as the new parent civ.

653
DF Suggestions / Re: 'Occupation' sites in location screen options
« on: January 14, 2021, 10:06:24 am »
I should also note that driving people off their native lands unless they agree to the eradication of their identity as a people is considered a form of genocide, so this is literally a genocide option.


Without trying to get ugly compared to real world parallels, what you're claiming puts a total eye shutter of cognitive dissonance that comes with the typical violence DF players inflict gruesome wounds on perfect strangers, wordlessly murder and rob with mechanial machine traps, ressurect them into necromantic thralls, run out indigenous populations of natives or what 'Raze' and 'Pillage' do in context isn't much the same that could push a particular creature's existance to the brink.

I suppose my idea was more centred around the idea of a romanticised form of Roman citizenship, its a priviledge offered to the few who wont refuse and honor to uphold it, as for persecutions using the model that religious persecutions happening all the time they're allowed to leave and i wouldnt expect any kind of violence unless they were [ABUSE_BODIES] or other vindictive sorts. Active intelligence surrounding the area will pick out plot members of interest who removing or placating them somehow allievates site loyalty problems, and in the coming upheaval of persecution they will fit their due punishment to whatever fits the bill of the crime, for dwarves version of absolute justice it may end up with a capital treason sentence or unless a insurrection ethic is put in, maybe something else like exile.

If its a forest retreat or dark pit, adding it to your holdings without just destroying it casting it aside is going to be a lot of different exercises in patience and properly militarily preparing the site ahead of time to contain unrest. Is more what i was trying to convey in my original statement.
Code: [Select]
* Dwarves do not tolerate the site nor like the conditions -10
* This is a aggressive occupation, we didnt start the war - 10
* Many of the remaining citizens disagree with Dwarven cultural views -10/15/20+
* The garrison is too small compared to possible insurrectionalists -10/15
* Local inssurection leaders are stoking plots or there are plots currently underway - 5/10/15+

And all this together makes mostly moving out towards normality post integration much easier as most non-villian networks (which some might be permeated by plots not actually being result to your actions, a necromancer might just be seeking to cause dissent to harvest bodies), and directs the player more towards conquering of their own default site type or amongst the civ's "likes" and "tolerates".

654
DF Suggestions / Re: Human Cities
« on: January 14, 2021, 06:46:37 am »
It'd be nice if everyone had a 'metropolis' style of extended site under the provision they can supply enough to it so that it makes sense, as many modern cities have only really been made possible though the extended negotiation of trade and development that certain actors for DF like merchant companies can achieve -by securing foreign goods without explicitly resorting to violence that a large empire or lots of hamlet & town founding would be able to do the same.

You can compare it to something like Beijing in the Middle Ages or London in the mid to late Victorian era both being the most populous and influencial cities of their time.

Then of course there's the fun in crippling this city and seeing it all fall apart as you pick away at its suppliers, the city starves and people flee, or is sieged outright and the dispora fills villages for many tiles around.

655
Tilesets and Graphics / Re: Humble Classic Tileset v 1.0
« on: January 13, 2021, 04:42:44 pm »
This tileset has been inactive for a very long while, but. It nicely compliments other alternative tile sets so i can appropriately theme my modifications overall feeling of aesthetic tone, thanks for digging it up -but 2015 was a very, very long time ago, with the OP ceasing up any kind of activity in the coming years.

Posting to watch i guess.

I wouldn't apply the init directly because the notice Toady has provided on all inits is good advice, more stuff was added in 47. after all that has changed the experience of loading in old modifcations. All you really need to do is move the assets, colors and type in the relevant fields to activate it on the init you already have.

656
Any idea on how to train it without losing half of my elite squad?

Hit easy targets such as hostile castles & forts inhabited by bandits with intent to pillage since they infinitely refill even after you may try to raze them a few times given the kinds of shenanigans that occur in legends mode (im applying this as non-anecdotal advice, i usually use small settlements instead), including a lot of sneaking missions where the stealth is vital with a chance of retrieving something valuable but fighting is not. Essentially getting the experience and a bit of free training/loot to all dwarves involved for no penalties.

For real though, the likelyhood is that you will lose your 'General' to a cushy-desk job when they've been sufficiently groomed for the task is a astoundingly high likelyhood regarding that military tactics tends to work on snowball momentum fighting small sites in a prelude to fighting big sites, simply because their manager stat will be so high, they'll end up being selected for forced overseer unless there is another dwarf held in reserve who is more suitable.

Also to note, the militia captain of the first dwarf squad to arrive at the site actually directs the fighting under leadership, and sending supplimentary squads behind them (like a untrained bunch of very noisy soldiers) will quickly escalate a covert raid into a pilllaging mission irregardless of how quiet the first squad was since every other dwarf militia captain that arrives applies their own skills, the rest of the squad doesnt mater so the most prominent members for raiding and considering sending backup should always be the captains (best ambushers, most leadership, best tactics, ideally best desired weapon & social skills).

657
DF Suggestions / 'Occupation' sites in location screen options
« on: January 13, 2021, 02:41:38 pm »
Much of the content from the (Army?) and villian arc was kind of skipped over in favor of the nessecary tooling for the steam release, so this suggestion is just supplimentary content that deals with the management of a particular site and also reworks a slight amount the way that the ease the apparent lack of objectiveness of amassing a large amount of conquered sites mainly for the merit & to pursue landholder populations by making it harder.

A initial change is that all of your conquered sites and sites can be interacted with from the 'L'ocations screen, and that the general measure of "site happiness" will influence how easy your occupation is accepted by the residents, in needing more stationed dwarves drawn into periodic battles, and to try and avoid internal traitors who will weaken your site defence if anybody comes to their rescue or outright join the side of the opposing force.

A opposite effect of a happy site ownership would be more supplimentary militia soldiers more than the actual manifest of soldiers & citizens you have sent appearing to help mount the defence, taking arms according to their most prominent skill. A occupation would also no longer contribute to offsite population before some relevant steps, since it is a provisionary government.

So i present the three i's and r's.
Quote
Investigate: A messenger will be dispatched to this site and return with details of interest, such as the presence of known people who have escaped the authorities, local rumors, and snippy exerpts on site mood & local problems.

Infiltrate: A spy will be sent out in the guise of a vistor (you can control the desired disguise and they'll dress appropriately to the desired archetype to decrease visibility, monster hunters, fake diplomats, drunks - dwarves enjoy drunk disguises, it only needs coin) to act on a mission that has been pre-arranged with the dungeon master plotting at their desk, once they've met the dungeon master in their office and collated their disguise they'll leave the map to orchestrate the mission.

Integrate: After all claimants have been destroyed (possibly the previous owners in entirety), or after a period of 5 years unchallenged occupation the claim has expired, everyone who accepts a dwarven hearth-citizenship in the city are allowed to stay, with those who disagree being persecuted and made to leave the settlement, de-toothing a large non-conformist cultural element and removing some negative sentiment the occupation itself may have caused.
  • Integration re-iterates the importance of citizenship and sails to a point where it no longer becomes a occupation but rather a naturalization, laying a claim on that site imparted to your site & the leading ruler position so that if its attacked in the future, you and your parent civ have a legitimate claim to follow it up as a just cause for war, and dont have to re-apply for occupation.

Quote
Return Site: If the previous owners still exist, sites can be returned for a boost to relationship standing down the occupying force and sending the overseer home. After peace has been established alternative in the due course of a war, the owners may make counter-demands to return the site peacefully through diplomatic talks.
  • If the previous owners do not exist, and you decide to release a site to a choice of relevant claimants on a list, a vassal will be spawned of that particular culture, if they own any more settlements who you are presently occupying, they will try and negotiate those from your control, and resettle ruined areas they had previously claimed.
Raze (& Abandon): Sometimes the occupied site for fear of insurrectionalist forces will simply be untenable or extremely uncomfortable to live in, in which case it is much more convenient to actually destroy the site and cut your losses. Following input criteria, the entire site will be put to the torch, gathering up remaining goods, animals in cages, artifacts and freeing prisoners like the result of a squad-raze, as the overseer and remaining dwarves return in a caravan to make a final offering at the trade-depot.

Recolonize: Integrated and claimed sites that have since been destroyed can be resettled, demanding at least 7 nominated dwarves who will take logs and adequate provisions to the nearest trade depot, construct a wagon then leave the site with a prompt whether you want to follow them.

These all together would help make a more inclusive remainder of arc and keep the pulse of the fortress and wannabe conquerors hands full and engaged with the activity occuring.

658
DF Gameplay Questions / Re: How Do Politics and Government Work?
« on: January 13, 2021, 01:36:30 pm »
The caravan baggage train is as good as ever a indication of the trust that the civ has in you, with good trading relationships and offering valuable items (artifacts notably have a lot of traction when offered or least a lot of value traded) the caravan trains will start to swell larger.

Just the same, civ trust is damaged by the caravans being misplaced or destroyed without applicable and believable cause like a invading army, especially when it comes to having a eyewitness escape that can testimony a caravan destruction to being more than a 'misunderstanding' of a hostile action, and in most other cases with neutral parties, the civ sending the caravan expects you to do your due work & protecting and sheltering the caravan/pack animals from weather and wild animals.

Goblins dont technically have any animals to pull their wagons, but once adequate pacified by demanding continous tribute from their remaining active sites they'll no longer be hostile potentially in theory opening up the window for further trade negotiations, but this compliance number-game often dries up as they'll terminate the arrangement after a period of time. For a breif period however, there will be peace, and a few offerings.

Quote
As far as I understand that just results in larger caravans for other civs (up to a limit that can be reached by just giving them big profits), and did contribute to getting saddled with a monarch before holdings were introduced: don't know if it still does factor in the monarch attraction process.

A set number of types of jobs (glassworking, gemcutting, metalworking) 200 dwarves & a substantial amount of exports will call any position labelled as [POSITION:MONARCH] to your fortress in the same process, even if they're a dark-fortress generated clown. They'll be accompanied by two expertly skilled weaponmasters, but other entities the monarch has a hand appointing will remain offsite.

659
DF Dwarf Mode Discussion / Re: Seige Machinery
« on: January 13, 2021, 08:27:17 am »
I use them all the time when i can get the nessecary materials, though mainly catapults are the most efficient form of siege engine if you have any kind of heavy unversitile stone (bauxite and rutile come to mind besides their color/arguable mug smacking misc weapon uses) and they've never actually seen any action for the purpose that my trap hall and soldier squads tend to be good enough, but they always stand ready.

Even so I have a lot of siege engineers hanging around and mingling in guilds especially for the purpose of offduty scholarly pursuits and that its cheaper than running the range to train them, so at a whim i can burrow them there in the enclosed fortification pillbox and have them in their staggered 3 catapult array ready to hail hell on the enemy along a intended path.

I can't remember at a time whether catapults fell out of fashion with DF players if they weren't very good, but since the new body damage changes, they should on paper mash up flimsy & armored opponents with sheer collision force like minecarts can do. Mainly because the undead never dodge through the initial outlay of weapon traps to sidestep so i can launch more heavy stones hopefully physically shifting some of the smaller undead diced up through the traps back.

660
Mod Releases / Re: [47.xx] Forthammer: Age of Dwarfmar
« on: January 13, 2021, 07:57:20 am »
Keep it up man, can’t wait for the Tomb Kings and Counts! :D
The current civ is pretty much the Counts, so you have that at already.

The 'Age of Sigmar' universe is set at a far future point post the end times of the Warhammer fantasy, known as 'The World Before the World' so not exactly really accurate to that statement at all. Besides, Nagash is a much more consistent prominent figure in this lore and the history of how the organized force of nighthaunts came to be compared to their last appearance in lore and neither of those factions really exist anymore regarding the enclosed end times spoiler.

I do like a lot of the updated generalized undead creatures in this modification (the silver weakness is a good touch) though such as the terrorgeist and its post-death explosion, but trying to adapt them to fit onto your earlier modification makes a point that its simply too hard to untangle either this new or old modification with much reliablity.

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