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Topics - ShinyandKittens

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46
DF Suggestions / Dwarves should enjoy certain jobs
« on: April 16, 2018, 06:53:01 pm »
For example, a dwarf may like woodcarving or mining, but you decided to be a tyrannical monster and made him do the grueling task of medical work. This man could have followed his dreams but no, you just made him a pawn in your own grand scheme.

A dwarf may want to be a certain profession, for example a fisherman. If you made him a fisherdwarf, he or she would get happy thoughts and work faster. If you told him or her to do metalworking, they would receive minor unhappy thoughts and work slightly slower.

It would work like this:

The game would randomly select a few specific jobs from the same category (except miscellaneous) and they would enjoy doing those tasks. These tasks should have an attached list of tasks they would not want to preform, (for example a miner doing plant collection) and those would give unhappy thoughts. Everything else is treated neutrally

47
These are just examples, not well-imagined ideas:

(Pointers are in bold)

- Trading towns, where many caravans come to use your many trade depots, and can actually trade with each other. You can then send what wealth you are able to get yourself to wherever necessary (like another Fortress.) There should be fewer immigrants, but some people who visit (e.g not sent by their homeland) may want to stay and help.

- Vaults, where the king (or queen) puts their utmost trust in you (assuming you have proven yourself trustworthy) to keep their many valuables safe. There should be large rooms and very many stockpiles to keep the treasure. Thieves should come much more often, and Dragons should generally target these places as well.

- There has been mention of roadside inns, where travellers can eat and sleep, but there should be general information given to you by the leader in charge, such as who comes and for what reasons, and how satisfied your guests are.

- There can of course be normal fortresses too. I would be sad if there weren’t.

- Small places that produce many crafts to sell for profit, especially certain commodities like silk or weapons. If not already, other places should have their own stocks and deplete them as necessary, and creating new items calculated daily based on the amount of items used and the skill of the worker.

- Many more ideas, enough to make an unnecessarily long list.

- All of these places should have a reputation based on how well they preform their purposes, such as a silk farm exporting lots of high-quality silk or a roadside inn with fair cost has comfortable beds and good food.

48
Currently, there are no more plans for ocean travel other than a single note on the development page. Let’s expand some options:

Boats should be buildable in multiple sizes based off of pre-made templates, and these can be used for trade and travel alike.

You should be able to build docks in fort mode where boats could arrive from.

In adventure mode, you should be able to construct your own boats, which you could travel the seas with, using the Travel screen. If you reach the edge of the map, you should be forced to turn back.

You could be able to encounter friendly and non-friendly creatures along the way, and you can stop in the middle of the ocean if it is necessary to fight said creatures or repair your boat similarly to the Build screen.

Building boats in adventure mode (and fort mode, maybe) should be like making a real boat, and this would require wood and cloth, not to mention time and effort. The construction should generally be like drawing a boat shape (of course dwarf fortress style), and then placing a mast and staircases. There should be at most 2 floors.

When creatures attack your boat, they could come up onto the boat or try to break the lower layers of the boat, letting in water. If a decent amount of the lowest layer is filled with water, maybe 70-90%, your boat should sink and your boat should quickly fall apart and become logs, meaning you would have to swim back, which may be incredibly hard and deadly, considering how well DF people swim and that whatever sank your boat is still there.

If both floors, you could load supplies, like food and fresh water (in barrels), or even trade goods. Food and water should deplete while traveling, if you have companions on the boat, and this should also count yourself.

Trade ships in DF should be like Caravans, but would have more stuff like fish caught on the journey (which would depend on where they travelled), and generally stuff traded from other port cities.

These are all just ideas to consider, and not all of these ideas may make it into the game.


49
DF Suggestions / Some culinary tweaks
« on: February 13, 2018, 07:18:30 pm »
Just a random list of ideas:

- Edible items should have a tag called [FOOD], which can have stuff defined under it.

First, some cosmetic attributes to food to add depth

- There should be flavors, which Dwarves can have personal preferences about. For example: [FLAVOR:SALTY]. These flavors are combined in cooking and the quality is based on a defined set of good and bad combinations.
- There should be textures, which Dwarves wouldn’t have preferences about, but rather they may not like certain textures, like chewy or crunchy.
- Some foods should also be edible by certain pets, and sometimes pets can be fed these foods.

- Foods should have recipes, defined with [RECIPE] under [FOOD]

- Some selectors such as GRAIN, SUGAR, ADD-IN, etc.
- These selectors should also be defined under items, outside of [FOOD], using [FOOD_INGREDIENT]
- These would be put together like this: [RECIPE:GRAIN:2:SALT:1:ADD-IN:OPTIONAL] (optional would be added based on preference or request.
- Dwarves should have preference for certain types of foods, and request certain foods with recipes defined, possibly asking for certain main ingredients based on taste preference. (Main ingredients are the first ones in the recipe.)
- There should also be preference for fresh fruits and vegetables, and this could be weighted for elves.

- Chefs should be more advanced than just a profession
- Chefs can be assigned to certain people, and it could be a requirement for nobles (I don’t care how annoying that sounds)
- Chefs should cook upon request or payment (when economy is back) Some nobles should have priority.
- Kitchens should be activity zones and ovens should be buildable. Kitchens’ capacity depends on the chef assigned to it and how many ovens/ingredient containers are available. Higher capacity means more requests at once, possibly to the extent of multiple chefs being assigned at once.
- Possibly a placement for foods that are finished where they cannot rot
- Assigning waiting rooms, or setting taverns as waiting places. Waiting and claims on food are cancelled if a priority (eg. Military duty where invaders are involved)

50
DF Suggestions / The chat screen should be filtered and sorted by relevance
« on: February 13, 2018, 06:41:30 pm »
Right now it’s pretty much a list of everything that you can do. I think it should aim to be cleaner and easier to read, for example you only see “trade and settle debts” near a tavern or market, or you should see the options to ask about nearby locations instead of literally everywhere. At the bottom of the list, in a different color, there should be an option to see the rest (like “show more” or “all options”) in case you do want to see all of your options.

51
For example, if you generate a moderate-magic world, the generator should aim for more generic magic such as wands and amulets. Currently it sounds kinda chaotic and that fits more chaotic generator choices.

Also, magical abilities should also be based slightly off of spheres, for example stuff with the FIRE sphere should aim more towards heat and fire.

52
DF Suggestions / Magical artifacts should affect Dwarves in many ways.
« on: February 11, 2018, 10:22:19 pm »
For example:

If magical artifacts are in the form of an amulet, wand, staff, or similar item, the effect/magical fireball should depend on gemstones encrusted in it. For example, an amulet encrusted with artifact emerald, the wearer should spit greenish venom which causes necrosis on contact.

Gemstones’s (?) effects should be defined in a new Rawfile format, using [OBJECT:MAGIC]

Amulets should be centered around shooting objects yourself. For example, a ruby amulet should let the wearer use Dragonfire from their mouths.

Wands or staves (staffs?) should shoot projectiles themselves, upon being fired by the user. For example, a perfect clear diamond should shoot orbs of light that slowly desintegrate body parts that it lands on.

Ammunition should gain a similar effect. For example, an arrow with rock crystal should have greatly increased velocity.

All of these should use a skill (named “Wizard” or similar), and arrows should use both their respective skills and wizard combined.

I am aware that this is a pretty rough idea, so please tell me some of yours!

53
I have a list of my thoughts spilled directly from my brain about this

• On magical geology and ecology
- In normal to magical worlds, there should be some spots of bizarre and psychic terrain, where strange/warped versions of creatures should appear, like large and multicolored domestic animals, and strange liquids that can have similar temporary effects.
- In dark worlds, there should be desolate wastelands, where there is a dark fog and danger beyond evil biomes.
- In very normal / very magical realms, there should be value changes for items that are more magical/more mundane respectively.
- more terrain that would seem typical for each end of the spectrum (which is more like a map), like lava geysers, crystal-filled caverns, to overused and barren stretches of land where Dwarves have been or are residing.


• On magical biology
- There should be the tags [MAGICAL] [NORMAL] [LIGHT] and [DARK] to filter habitats to those respective locations.
- Creatures should migrate to certain locations if the magic/light was stolen from their home.
- Some evil monsters should seek light/magic and take it for their benefit/nourishment/schemes.
- Some strange but sentient things that wander around in magical areas.

54
DF Modding / Some questions about special attacks
« on: January 28, 2018, 10:16:43 pm »
1. What skill does the default “push” use
2. What skill do breath attacks use, of any?
3. Can I apply grasping ability  to anything, like a beak or a single-part body?
4. Is there a syndrome for irritation (eg to simulate itching slime)

Thanks!

55
DF Suggestions / Soap and cleaning and pets and stuff
« on: January 25, 2018, 08:05:54 pm »
I think there should be more options regarding cleaning.

For example, a designation to force-clean has been suggested before, but I think it should just be a toggled way to automatically clean walls.

I personally think there should be a workshop to clean animals, so you can clean your cat instead of it becoming a killer monster bent on eating your perfectly good marksdwarves.

Last, I think there should be a "bath zone", and dwarves should have unhappy thoughts for being dirty (and a new value for "cleanliness", which determines if they care) and being near filthy dwarves.

56
DF Suggestions / You should be able to toggle time in adventure mode.
« on: January 20, 2018, 10:20:42 pm »
For example, you press a button to “lock/unlock” time. In lock, it’s like normal adventure mode where every movement you make advances ticks, but “unlocked” mode makes time shift by anyway, more like Fort Mode Dwarfs, except you control the character.

There should also be an option to automatically toggle when you enter/exit combat, and it should “freeze” time for some announcements.

57
This basically acts like retiring the old fort and reclaiming a new one, but you must wait longer or shorter to update the world depending on how far apart each Fortress is from each other, and it becomes a menu option. Retiring should act as normal, and the new option should be called “travel to another settlement”.

Edit: Stuff like food being gone and animals released shouldn’t happen when you travel away.

58
DF Suggestions / More detail for emotions and facets
« on: November 28, 2017, 05:07:38 pm »
These are great for descriptions, and utterly hilarious sometimes, but there’s so many possibilities because Toady added so many of them.

Emotions should affect jobs

For starters, dwarves could be both satisfied and unsatisfied at work. This happens when a dwarf’s facets don’t match their job as well

- Dwarves who value wealth should be happier (more “satisfied at work”) when mining.
- Dwarves who value perfectionism, orderliness, and imagination should be much happier at work when making masterwork stuff, even more so with artwork (eg. Engravings)
- Dwarves who value stuff like freedom, order, harmony, law, independence, loyalty, etc. are much better and happier as monarchy nobles (mayor, king, etc.)
- Dwarves who believe in martial prowess and likes violence love hacking elves to pieces and level up faster.
- Dwarves who value commerce obviously should enjoy having it as a broker
- Dwarves who like orderliness, harmony, etc. would like to be a management noble more.
- Dwarves who like stuff like cunning and dislike stuff like law and loyalty are more likely to rummage through other people’s stuff and sneak out to become a thief or bandit. (BTW neither of these are features yet)
- Dwarves who value nature agree with elves more, and should be burned (partially implemented)
- Perfectionists would like being mechanics and be better at it.
- Dwarves who like leisure time hate doing long jobs and more jobs in a row and especially hate combat roles.

And that’s the tip of the iceberg evil glacier!

This should also affect their everyday lives

- Dwarves who love easier and romance more should be more likely to marry.
- Dwarves who are freindlier, are more humorous, polite, have decorum, etc. are better at making friends and are more likely to adopt a pet, in addition to forming less grudges.
- Adopting a pet should make Dwarves less stressful, lowering their prospensity by 10-20 points.
- Dwarves who value cheerfulness and merriment should spread happy thoughts. :)
- Wretched Dwarves who value the opposite should spread sadness. :(
- Dwarves who like vanity will try to get a matching set of clothes, and order them if nessecary (not a feature)
- Dwarves who are greedy take more belongings for themselves.
- Fearless Dwarves should defend more when not in military, and very fearful Dwarves should get spooked by some creatures randomly, more often hateable vermin, whether they hate them or not.

Any more ideas? Also if you hate it that’s fine too.

59
DF Suggestions / Change legendary +5 to “Uncanny”
« on: November 27, 2017, 07:31:16 pm »
That’s all!

I think that “Uncanny Miner” would sound cool and make sense, and “Uncanny Fish cleaner” would be amusing.

60
DF Suggestions / More food science!
« on: November 27, 2017, 07:25:45 pm »
There is a number of things that could be done to improve cooking.

First, there should be a system of “flavors” assigned to each food, and these are applied in certain ways:

There should be stuff like “Sweet, sour, savory, salty, bitter, dry, rich, spicy, pungent, juicy, fruity, starchy, you name it.”

You apply it with a tag called [FLAVOR]

For example, you put this into cow meat:
Code: [Select]
[SELECT_MATERIAL:<material that defines main meat product>]
    [FLAVOR:SAVORY]
    [FLAVOR:JUICY]

Another way can be [ADDS_FLAVOR], which adds this flavor when used

If Toady is to add a way to grind salt rock into salt then salt would have:
Code: [Select]
[ADDS_FLAVOR:SALTY]

Dwarves will prefer flavors rather than specific foods in most occasions, and they are more likely to prefer a food that has a flavor they prefer.

Next, there should be ingredient definitions

For example,

There could be an [INGREDIENT]  tag, and the arguments could be “meat, starch, sweetener, filler, liquid, salt, flavor, milk, spice,  etc.”

And dwarven wheat would have:
Code: [Select]
[INGREDIENT:STARCH]

There should be good and bad flavor combinations

For example:

- Sugary and salty goes well mixed with starchy
- Salty goes well on top of savory
- Bitter goes bad with pretty much anything
- Starchy goes well with dry
- Having multiple sugary items (3+) makes it too sweet
- Having spicy mixed with juicy or savory is good
Etc etc.

There should then be actual recipes

For example:
Code: [Select]
[RECIPE:BREAD]

[FOOD_NAME:bread:loaf:loaves] will translate to “loaf/loaves of (main ingredient) bread”

[SKILL_LEVEL:3] chef must be competent or better to make it more successful

[PREFERRED_FLAVOR:STARCHY:2:SAVORY:1] Better chefs will prefer these items

[INGREDIENTS:STARCH:2:SALT:1] this is the ingredients needed with the preferred aspect ratio

[OPTIONAL_INGREDIENTS:FLAVOR:2:SPICE:1] means they can add (with a lower chance) these ingredients, preferring flavoring ingredients over spices

[OUTPUT_RATIO:120] output of loaves is 120% of ingredients rounded up. Defaults to 100.

[VALUE:60] worth only 60% to make the price less rediculous

This means if they make some bread, and use 3 flour and 1 salt, and they add a jug of honey for flavor, they will make 6 loaves of +Dwarven flour honey bread+, which is loved all around by Dwarves who like sweet foods.

This can be used to make a variety of foods, even +salted spiced grilled steak+ or +sweet rock nut honey cake.


Pets should eat stuff too!

Cats shouldn’t litter the ground with lizard skeletons, they should kill them and eat them until they’re satisfied.

All tamed creatures should get hungry, and even untamed ones, but they would get hungry less and not flash the arrow.

There should be more creature-hunting tags, for example:

[HUNTS_SMALLER_CREATURES] for stuff like wolves and dogs, and they would kill smaller untamed creatures like rabbits and naked mole dogs.

[HUNTS_FISH] for creatures that hunt smaller aquatic creatures, not amphibious but aquatic.

[HUNTS_VERMIN_FOR_FOOD] should make stuff with this tag eat the vermin they encounter.

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