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Messages - MachinaMandala

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16

The rough concept behind this game is an RPG utilising the FATE rules. Each player takes the role of a "tribe" (although you're free to roleplay individual members of that tribe, especially as you advance), a group of individuals from a particular paleolithic group.

The "end goal" will be an early bronze age city state / empire. This is going to be a very rough and ready game (and mostly me running a basic concept) so don't expect too much. I do want some good English skills, though!

Spoiler: Basics of FATE (click to show/hide)

Spoiler: Creating a Race (click to show/hide)

Spoiler: Creating a Tribe (click to show/hide)

Spoiler: Example Tribe (click to show/hide)

Spoiler: Tribe Template (click to show/hide)

17
Whilst I'm all sure we're aware of Dwarf Fortress' negative representation of migrants (swarms of people with useless skills entering into your fortress, eating your food and demanding stuff whilst not providing anything in return), I think the relatively new residency stuff is much, much worse.

Since a lot of visitors cum residents tend to have fled an oppressive regime, it's not unfair to characterise them, in my opinion, as refugees. The problem is that, after they apply for residency, it takes two years to get them to do anything useful. Essentially, for two full years they just hang around your fortress eating food, drinking and using resources that could go to another, more productive and dwarven, member of society. This mirrors right-wing rhetoric that refugees are nothing more than burdens on a productive society.

In addition, certain civilisations can have different ideological viewpoints to dwarven civilisation. The main problem here is that you can have goblins who are hyper violent. This is actually what motivated my complaint as, today, I found a goblin citizen murdered (for no reason) a visitor. Again, this is mirroring right-wing rhetoric that migrants / refugees are violent murderers (and worse).

Also, citizens / residents side with their parent civilisation if they get invaded by you. This is unrealistic and a very negative idea that these people haven't integrated into dwarven society at all. Again, mirroring right-wing rhetoric.

Altogether, this paints a very negative picture of migrants and refugees. Whilst I have no doubt that Toady didn't intend for this to happen, I feel it's a problem in terms of representation of migrants and refugees in popular media.

In the interests of fixing this, I recommend:
  • Visitors automatically take on dwarven viewpoints and cultural opinions as soon as they apply for residency.
  • Residents do not side with their original civilisation.
  • Residents do not kill people randomly.
  • Residents can work as soon as they apply for residency.
  • Residents get an experience learning boost (the "Migrant Economic Effect") as soon as they apply.

18
I've been playing it and I was considering quitting, like you guys were.

Then I got into T2 (in a corvette) versus other players and it's a very different game. Really fast paced, shockingly.

19
Other Games / [PC / PS4] Dreadnought - Multiplayer Epic Spaceship Battles
« on: January 05, 2018, 04:47:32 am »
Link

Currently trying this out. It's, essentially, World of Tanks but with giant spaceships blasting each other. I've only played the tutorial so far.

If any of you get on, my username is MachinaMandala (maybe with //7652?) there.

Come join me!

20
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: December 29, 2017, 08:37:26 pm »
Is there a guide to sub-arguments for the new [ANIMAL] tag for entities?

21
DF General Discussion / Re: Unofficial Discord Server
« on: December 29, 2017, 04:40:28 am »
Bump! I'd love to see more people in here.

22
How about equipment and materials?

Definitely the case! Metals are going to be mostly renamed (Glorantha's metals aren't... Quite like our world's. They're the bones of various different kinds of gods who got killed in the long darkness) and equipment is going to be closer to antiquity.

Really? There aren't at least a few fantasy creatures and plants in this world to go with the giant scorpion monsters?

I just checked and proved myself a liar. Anaxariel's Roster has quite a lot of stuff to be added. The focus will still be on the civs, though.

23
Mod Releases / Re: The Living Wagon Mod [44.03]
« on: December 27, 2017, 08:32:45 am »
When they are multi-tile, can they breed?

24
Are you planning on adding some wild animals and plants from this universe as well? Or is this just going to be a civ mod?

The majority of Glorantha's plants and animals are similar to the real world, and a lot of Glorantha's uniqueness stems from how most of the actual fun is from interactions between cultures.

So there will be a lot of civs but as many plants and animals as I can manage.

25
Noooooo...

>.>

<.<

26
Sounds neat.

Will the core DF races be replaced?  Will dwarfs still be the main thing for fort mode?

I've never heard of the setting before, so I'm curious.  Also wondering how much of an overhaul you're planning.

Core DF races will be replaced.

Dwarves in Glorantha call themselves Mostali after their god Mostal (The World Engine). They were actually made of metal once but they've been corrupted (so they say) by the mundane world and have lost some of their Mostal-essence, so they're more misshapen clay creatures than the forged metal they were in the past.

Elves in Glorantha call themselves the Aldryami. They are more like vegetation or plant-life than they are humans, although they very commonly take a humanoid form. Their existence is based around protecting the forest they're from, as the death of the trees (presumably) leads to their death.

Goblins will be replaced by small sterile civs of babysnatching Chaotic monsters, who hopefully won't spread too much but will be an interesting "final" boss for adventurers.

There's also other civs that I will start to include, including trolls (they call themselves uz) and the various human peoples. The primary playable civs will be the mostali and the uz, as they both prefer to live underground.

27
DF Dwarf Mode Discussion / Re: Avast sent 44.03 .exe to their labs
« on: December 26, 2017, 05:49:29 am »
It scares me that people still use Avast.

28
Mod Releases / Re: Zelda Community Mod (Beta in the Wild?)
« on: December 26, 2017, 02:05:08 am »
Stability:
World Gen stability: Wanting. World gen usually crashes after 100 years or less. All attempts to work out why have met with failure. To work around this, I suggest always using easy-to-input fixed seeds to generate worlds. That way, you can easily generate the same world twice, stopping world gen a few years before the crash occurs. Any help fixing this would be greatly appreciated!

The problem will be either number of entity types, number of total possible civs or the number of max people within a town.

29
Version Changelog

30

What Is This?
This is a mod that is trying to implement the vastly under represented and under known setting of Glorantha. Glorantha was one of the first big fantasy settings and was, in the UK, probably the biggest competitor with anything Dungeons & Dragons related. Games Workshop got their big boost from selling Glorantha related products and then took a lot of the concepts from Glorantha and used them for Warhammer Fantasy.

This is just my attempt to implement a setting I love in Dwarf Fortress.

Why Should I Play It?
Glorantha is a setting of duck-warriors, dark trolls and Celtic barbarians facing off against an incursion by an Empire that they say is evil and plans for the end of that world but who claims that they are an inclusive and accepting people. It's a setting of blurred moral lines, where everyone is very much right and everyone is very much wrong. There are creatures who are the spawn of an almost literal Satan but some claim they only wound the world because they are wounded... And that they can be healed. Others claim that this is the way of evil, to lure you in with the ability to do good whilst spreading it's poison further.

Sounds Great! Where Can I Learn More?!
Send me a message and I'll happily direct you to groups where you can talk to people who call themselves Gloranthaphiles to introduce you to the world. :D

Alternatively, there's the free RuneQuest Quickstart and Adventure from Chaosium.

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