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Messages - JezaGaia

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16
DF Suggestions / Re: Dwarven Social Lives
« on: June 16, 2018, 08:09:34 am »
JezaGaia, I'd ask Starver about precise defining features of asociability, but I consider myself unsociable because I don't really care about social interaction, I can take it or leave it really, whereas the term antisocial sounds like a strong aversion to it.

English not being my first or even second language that's way too in depth for me.

What I can say is that ingame some dwarves don't like to have friends but are not private meaning I suppose they don't mind crowds and interacting with a lot of people but they want them to remain simple acquaintances, have an emotional separation from them, not get invested in the relationship if you will.
And I would suppose those people might like to interact from time to time but on their terms and on a superficial manner only.
If someone was to try and crowd them get too close emotionally they wouldn't like that and that would bother them.


I'd say a constant mood debuff for antisocial folk just having friends is a bit harsh, but they could get thoughts like "Urist felt annoyed after being pestered by others" from having lots of unwanted conversations in a short span of time (e.g. an acquaintance tries to befriend them), and "Urist felt satisfied after some peace and quiet" if they've spent a long time without any conversations. Sounds weird that they're getting lonely while they have non-sociable, private personalities, but it's possible that they still value family and friends highly, every dwarven civ I've seen favours those values, personal values rarely stray too far from the civ's norm, and if you check in adventure mode character creation you'll see those values actually have associated needs.

I was referencing to having some sort of annoyance, the strength of it I leave to Toady to decide he knows how to balance his game I know too little to have an opinion on that :)

Positive thoughts from personalised rooms for more private residents sounds like a good idea, though it'd probably take some work to balance, since communal dining room value usually shoots up to legendary levels fairly quick due to all the tables and chairs, possibly making bad thoughts from communal dining/good thoughts from private dining irrelevant.

Well I don't know about that I have a legendary dining room and still have a dwarf that is private doesn't care for luxury doesn't handle stress well and a tendency towards getting depressed. He has only neutral thoughts about the legendary dinning room but a lot of negative thoughts about being forced to eat on a crowded table and is getting a very high stress level.
So I would think that it's not as simple as legendary > privacy.
Also while it still might be relevant in a young fort, once you have the means to make some gold tables and legendary engrave the walls/floors well I would suppose it's not too hard to have those small rooms luxurious enough to also get good thoughts.

I'd also call a personal/private temple a shrine rather than a chapel, but that's probably just personal preference.

As before English is not my first language, so as for the name I have no preference :)


The military dwarf issue might be mitigated by an increased interaction radius, unless nobody engages in social interaction during jobs, and if that's the case that kinda has to change otherwise the 'chatting with friends without interrupting jobs' thing doesn't work.

Agreed, my impression at the moment is that they don't engage in social interaction during jobs, because as I said the radius should not matter in such a small room. Many share the same square and still I don't see any interactions but I could be mistaken.

17
Agreed, but then when you see that 10 as population for a goblin pit it should add that it's an approximation  so you know to try and gather more intel.

After all at the beginning of your fort your civ has already been active and might already have that information so you need a way to know what is know fact from information your civ already gathered, what is information you got from rumors and how credible that rumor is and what is just approximation/estimations.

18
DF Suggestions / New interactions on diplomacy screen
« on: June 15, 2018, 06:30:29 pm »
Some things I wish we had and couldn't find any suggestion or prevision on are :

-Being able to broker peace with a civ we're at war with.
Obviously only possible once you've become the capital and have a king/queen.
Would send out the outpost liaison with an escort. As for the chances of the peace happening it would depend on how the war goes on a military level plus the skill of your liaison. Add to that some options like offerings (release prisoners, tribute and so on) or demands (same).
The size of the escort you're sending could also count maybe , as an intimidation factor ?

-Being able to make peaceful contact with a civ.
At the moment the only options I have with any "no contact" civilization is to raid, at best I can do it discretely and not start a war but that won't create a diplomatic relationship either.
I don't know if that should require a certain government level or not, after all maybe your outpost was  specifically requested to be created for that purpose so even at the expedition leader you should have the option ? But maybe you don't represent your civilization well enough until you have a dignitary of high enough level to impress ? Maybe you can do it at any level but then you can only talk to a group of the same level ?
So if you have just an expedition leader you could send an envoy to small hamlets and such without any government on site only etc ?

-Being able to send a diplomat (outpost liaison if you're the capital otherwise another title should be created probably) and collect news from the civilizations you have contacts with and of course are at peace with.
Would Send out that diplomat with a small escort and in the details you could specify if it's just ask for any news, ask news on a specific topic like say detail on the goblin civ you plan to raid, maybe they know detailed numbers or some information that could help you have an advantage or maybe you want to ask about artifacts they know of but it could be as detailed as asking about a specific artifact you know exists but don't know where it is.

-Being able to send out a spy that will pretend being someone else and infiltrate a civ you're at war with to gather intel.Here is a good use for the liar skill

-Being able to broker trade exchanges with other civilizations.

1-Say you're trading with human civ A at the moment but make contact with CIV B that is bigger and/or has some goods you need, you could send a  guild representative with a small escort to broker an agreement with that civilization. Either you stop trading with A to trade with B instead or you can have A and B trade with you at the same time ? Would have to be balanced and might depend on the fort wealth ?
But it could also be used in other circumstances.
2-You're now the capital and want to request certain items from other cities in your own civilization to be sent in the next caravan. A price could be determined in advance.
3-You made a trade agreement with the elves or humans and asked for say tons of wood because you had none in your map or didn't want to anger the elves (you fool !) but circumstances have changed, you've broken into a cavern and have a source of wood or you came to your senses and killed all the elves so you can cut down your trees in peace so wood is not needed anymore.
Or you just have a mood that requires something or need now tons of later for some new project.
So you need to modify the existing agreement. Of course it requires your representative arriving say 1 month or more before the caravan leaves and you need to promise a compensation and/or promise to buy a certain amount agreed in advance but the change can be made.
4-You angered the elves you're trading with by trying to sell them some food in a wood barrel and they don't want to trade anymore, unfortunately you just learned they have some giant grizzly bears that would be hugely useful in your army as war animals and only they can provide them, you could send a guild representative with an apology and a promise for a tree cutting agreement and/or some offerings (would require some sort of animals to carry it and if dealing with humans you could even use a wagon).
But if this is too complicated the offering would be something they would pick up themselves next time they come to trade with you.

-Being able to send a scholar/crafstdwarf/singer/poet to be an apprentice in another civ (I know it's been requested) but also send a scribe make copies of some books to add to your library. Might require them to bring some copies of your own books in exchange (haven't seen that one).
It might require also a diplomat to be sent beforehand to broker the agreement before sending the apprentice and might require some offering to be made, copy of books being just an example.

19
DF Suggestions / Re: Soap and cleaning and pets and stuff
« on: June 15, 2018, 04:42:48 pm »
I would add the ability to designate a room as a bath, this could be done from the zone i if you want to use a cistern/river etc or from a room designate from a well. It would require chests with buckets, cloth and soap.
Private or shy dwarves would have bad thoughts if there are no private stalls in the zone/room for them to bath away from prying eyes (so walls and a door).


20
DF Suggestions / Re: improved writing and bookmaking
« on: June 15, 2018, 04:31:57 pm »
The feature that I most wish existed is the ability to commission a book on a certain topic.
It could be done by a noble but there also should be an option for the player to do so.

And also an option to ask the scribes to copy a book immediately, for example I have one of the monster slayers residing in my fort that has a book, I don't want to steal it but I would like to ahve copies of it for my library.
She has been in the fort for 8 years and I have 6 scribes and sadly none has ever made a copy of said book :(

21
DF Suggestions / Training ground for Non Squad members
« on: June 15, 2018, 04:24:19 pm »
I've tried to read as many pages of this forum to see if this was already suggested and didn't fund anything.
Forgive me if I missed it and this is redundant.

It would be very helpful if we could designate one or more public training rooms.
They would work like the tavern/temples, meaning that we could designate them as all welcome or just for residents

In addition it would be useful to have an option to allow non military dwarves  to lead demonstrations in the military training grounds. Again with a all welcome or residents only choice.

Why would we need them :

1- There are always some dwarves that have martial abilities or like martial skills but that we don't want in our squads. They may not handle stress well, run in fear when faced with real danger, be a female family oriented that will have children often, weak dwarves that are not fit to take part in combat, be very good at a useful skill and too precious to risk losing and also more useful crafting than training and fighting.
But they'll still have negative moods from being unable to practice a martial art for too long and also they could be very useful to draft in a "last chance of survival" squad in a hurry if need be so having a way for them to at least prevent skill rust would be great.
So we would want them to have a way to train, as long as they don't use it too often that it prevents them from doing their real jobs.
And just having an option to allow the normal barracks to be used by other dwarves than the squads is not sufficient because we might not want them hogging the archery range or also the location could be dangerous and they could be stuck there in case of invasion unable to into their burrows. So separate areas would be best.
Also we wouldn't want them using real weapons and we wouldn't want to assign them armor individually so there could be chests there with a certain amount of practice weapons/bolts and armor, like there are mugs and instruments in the tavern for example.

2-Visititors with high martial skills could give demonstrations, useful for military dwarves and those martial inclined dwarves mentioned before. Could work a bit like the scholars that come visit and discuss topics we our own in the library.This could be done in either the public training room or the military barracks if we enable to option there. If done in the public training room military dwarves should prioritize participating in the demonstration over training in their own barracks.

3-Monster slayers residing in our fortress are often weak, they also die very easily specially after a couple of years because their skills have rusted. Happens all the time but it's even more true if you seal the caverns for a time until you're ready with enough military/traps and when you re-open them the monster slayers have "rusted" and cannot handle even the weakest of monsters.
If they could train it could help prevent that, plus they could help train your residents either in the military barracks or public ones.

4-Mercenaries that you get before you're ready to create a squad would have somewhere to train and keep sharp in the meantime.

22
Will check the youtube video, but I'm glad he considers it at all.
I would love this feature and not just for retired adventurers.
 
I'm playing a fortress that began at year 5, trying to create a huge library and I would love to be able to retire after 20 or 25 years once everything is running smoothly and then generate a couple hundreds years of worldgen and see what impact my fortress had on the work around.

Heck you could even do that with the world as it was before you embarked using a backup save of the world then and compare both.


And of course you could then embark in another site using the same civ but 200 years after the first embark and see descendants of your old dwarves migrate to your new fort.

That would be epic !

23
I couldn't agree more, it's a pain having to :
Save
Backup the save
Relaunch the game
Retire the fort
Export legends
Switch back to the backup save
Relaunch the game

Every time I plan on going on a raid.

Well to be fair there is DFhack openlegends but still I shouldn't need to check for precise information outside of the game when I have a screen that should provide it already :p

24
DF Suggestions / Re: Family Units and Lineage-Based Last Names
« on: June 15, 2018, 03:37:08 pm »
I've mostly read all pages but I'll admit it was not in much detail so forgive me if I state something already said.

I came to this thread because being able to know how my dwarves are related is important to me but I also would be very interested in being able to know of their family line without having to spend hours in legends and having family based last names is how we do it in real life so it seemed logical to use the same in DF.

However from what I read I understand hos it wouldn't work very well having too many duplicates for one and also too few last names from the worldgen and as such very few generations removed we would have only a couple last names remaining defeating the purpose of having them inn the first place.

So I would like to add my vote to these two ideas I picked in the previous pages : 

1-Having a clerck that keeps track of lineage and being able to check it on a specific screen in fortress mode. If it was also added to legends it would be great of course but the point is being able to see it by staying in fortress mode.
Ideally you would have a way to know if a dwarf in said lineage is alive or dead or undead (if it's known) but also his or her actual location (if ti's known).

2- Having some kind of lastname convention found that prevents having only very few of them still alive after a couple of generations.
Being part Latin American and part Spanish my vote goes to Double-barrelled surnames like described below

At worldgen each dwarf gets Firstname Lastname at random just like it's already done.
Say Urist1 A and Urist2 B marry , they become Urist1 A and Urist2 B of A (short for spouse of A). When they have kids they'll be LittleUrist A B
If you go 1 more generation LittleUrist A B marries OtherUrist C D and they become LittleUrist  A B and OtherUrist C of A and their kids will be AnotherUrist A C and so on and so forth.


Whose last name is predominant in real life is of course the father's but in DF it could be  chosen on the following criteria in order :

-One is noble and not the other, noble takes precedence.
-Both are nobles then the highest rank is chosen
-Same rank (nobles or not) then the highest family prestige (will elaborate further down)
-Same rank (nobles or not) and same prestige  : does one care about lineage more than the other. OF course that implies a new trait for dwarves regarding lineage.
-Lastly if no factor can be determined, at random.


Prestige : it could be a weight attached to every lastname that would be increased or decreased every time something significant happens to someone wearing it.

Adding points in increasing order when :

Creating mastercrafts
Being grandmaster in a skill
Being a Noble the higher the rank the more points
Writing a book
Creating an artifact (books excluded)
Defeating ennemies , a tiny bonus for killing a giant bat , bigger if said bat has a name and then in order named ennemies during raids/sieges, megabeasts (the more famous the more points), forgotten beasts (the more famous the more points), demons
Any other idea welcome

Removing points in increasing order when

punished in the justice system for minor crimes (brawls, vandalims etc), the bigger the crime/punishment the more points removed
Killing a pet
Killing a civilian
Killing a noble to usurp a lawfully given title
Being cursed
Becoming a necromancer
Any other idea welcome

Based on prestige only in my naming convention examples A would have more prestige than B at the time of the marriage and same with C having more than D. It may happen than by the time AB and CD marry B or D have become way more prestigious that wouldn't be taken into consideration as it's only A and C that will be passed on to the progeny as such it's the "primary" lastname that should get the prestige increase or decrease as it's the one that will be propagated.

So say AB does something grand  A will get a bonus but if BA is the one doing the deed it's B that is impacted.


Hope this was not too convoluted and that I manged to explain it clearly. It's not always easy as English is not my first language (or even the second :p  )

25
DF Suggestions / Re: Dwarven Social Lives
« on: June 15, 2018, 02:18:26 pm »
I completely agree with the recap I would love all those changes.
I would add some things regarding antisocial/asocial whatever non social you want to call it dwarves :p

First the dwarves that state they don't want friends/families shouldn't suffer from being away from such it's illogical but at the moment it's how it works. They don't make friends, they don't marry but they still have mood drops feeling lonely being away from family/friends for too long. They should only need to have a way to socialize but on a superficial level with acquitances.
Making friends or having a romantic relationship should give them a negative mood. If they socialized too much with someone and said someone decided they were friends/lovers and began to treat them as such by wanting to hang out and so on that should be an annoyance for them.
But on the other hand they should have a positive mood boost from having no friends and only acquaintances as long as they can socialize with them from time to time.

If a dwarf is private he should try to find isolated rooms, for example preferring an isolated bedroom rather than one in the middle of a row, trying to find isolated tables/chairs and so on.
That would encourage the building of single tables/chairs in small rooms attached to the main tavern, social dwarves would go for the communal table except if they're on a date or there is no room anywhere else to sit but the private/antisocial ones would prefer the isolated ones except again if they have no choice.
Same with living quarters design, it would encourage to try and have some rooms that are a bit distant from the others (say 3 or 4 paces from another room or main corridor)
And this could lead also to the need of some private chapels because the crowded temples would feel to crowded for some. But then those should have special mechanics, be a meeting zone attached to a specific temple so they can be used to pray him/her but have a flag that set them as private but not private to a specific dwarf just when they're in use by someone they're forbidden to any other except when invited.
But of course they could be also be affected to a specific dwarf like tombs and so on are and nobles might have need of their own private chapel ....


If a dwarf is private but not antisocial he should like to share said private rooms (dining/chapels and any other that could be invented) as described on the previous suggestions just not limited to romance.
If a dwarf is both private and antisocial he would definitively go for isolated and alone.

Something else that's bothering me are the military dwarves.
Even though they practice in very close range from one another in my actual fort (20 dwarves in a  4x4 room) they don't socialize with each other while doing so. That's ok for the ones being private/asocial but even social dwarves that are friends have the lonely being away from friends mood even tough they spend most of their time training near each other.
It might have to do with not sparring with each other anymore though on the other hand even just training, they could still chat a bit or if not  when they arrive/leave they could stand there a bit and chat. So training near each other should be considered some form of socialization by the game, maybe with a lower rate then proper social interaction in the tavern for example.

I don't have the same issue with praying not feeling social needs because it seems to be a very personal thing, they meditate or pray there is no priest and no service where they could share with the rest of the congregation so it's normal that it doesn't feel socialization needs.
 Although sometimes you see them playing/dancing in groups and that should count. But I haven't been able to determine if it does or not at the moment so it could be that it's already working.

26
Utilities and 3rd Party Applications / Re: Putnam's DFHack scripts
« on: June 14, 2018, 11:36:23 am »
Thank you very much I'll try that and if it fails I'll go to DFHack thread.

27
Utilities and 3rd Party Applications / How to get a civ id ?
« on: June 14, 2018, 07:32:23 am »
So I'm trying to get a diplomat from the human civilization I'm trading with so I can have news because since I became the capital I only have traders and no more trade agreements or news.

I used the command force diplomat PLAINS and got a human diplomat but not from the civ I wanted but another one.
I see in the force description that I can specify a number as ID so I suppose that every civ has a numerical ID I could use to trigger a specific diplomat ?
Am I wrong ?
And if I'm right how can I find that number ?

Thanks :)

28
DF Announcements / Re: Dwarf Fortress 0.44.10 Released
« on: May 30, 2018, 04:34:59 am »
My biggest problem with the new memories is that I have no practical way to manage my dwarves to prevent the squeamish ones to see bodies.

I have 200+ dwarves, I have to go to each of them and check his thoughts to see if they were traumatized by seeing a corpse, if so they have to be removed from hauling refuse because I have no way to tell them to only haul non scary refuse like wool for example and even then if they go to the butcher workshop to get that wool they might see an animal body and freak oh or go dispose of some vermin remains and go to my secluded walled off refuse pile where the bodies are.
I also obviously have to remove them from the cleaning crew, because they could be sent cleaning blood and some body parts could still be there.
Oh and don't forget push/pulling vehicles because you never know what will be in them.
Oh and of course remove him from butchering/tanning too.

Then once I've done that with the 200+ dwarves once I have to do it again every season or so because sometimes one dwarf was not showing anything just by pure luck (hand't had contact with those bodies yet) but it changed since.

Then comes an invasion and I fight it off, ok so make sure to forbid all dead items because those squeamish dwarves are still on the list of item haulers and could have a fright, wait for weeks that all the bodies have been buried/disposed off in my enclosed garbage pile and then painstakingly unforbid everything. But , wait that dwarf still got a fright going to the river to fish/get back some of our ammunition that were from before the siege or get some item I hadn't seen that was from before the siege....

So having some dwarves in your fort that aren't fit to stand the stress of dead bodies, that's ok, if I have a practical way to manage it.

First part of the equation being having a specific "flag" in the dwarves personality that would let me know that one cannot see bodies, but this one will get used to it in time if there is no other stress in his life and this one doesn't care. Also if a migrant comes with a butcher job active, he cannot be squeamish, wouldn't make sense.Same with any in the medical profession or with high fighting skills.

Second would be a way to prevent them from going near those bodies, maybe a "job" that if activated would prevent the dwarf to do anything related to death ? Like hauling items would be on but they wouldn't haul items from dead bodies, would only haul "refuse" like wool etc from stockpiles that have no body parts allowed, avoid the butcher workshop and  that sort of thing ?

Another idea would be to have a non military way to train discipline and/or some psychologists on hand to deal with the traumatized dwarves. There's a consoler skill that could be useful, right ?
Having them getting stressed/horrified is ok if I have a way to prevent it (most of the time) and undo the damage when it still happens.


29
DF Community Games & Stories / Short fun fact
« on: May 28, 2018, 05:38:44 pm »
So Today I had the visit of a forgotten beast in my lowest cavern layer. I have a magma trap set up but unfortunately because of a mistake of my part it's not easily accessible to them so it takes a bit of time for the lure of the wooden door and the sacrificial pig to attract the problematic guests into it.

I keep an eye on the battle messages to see if the beast has attacked my pig, normally I have doors in between and the breaking of those is my alarm system to know when the beast is heading towards the trap but in the hustle and bustle  of the daily life it has happened that I miss the message.

I check the hundredth message of what I think will be the beast eating stuff downstairs,  crundles mainly at the moment and am very surprised to see on the main list : "the crundle Mamgoztan is fighting"
Well I think he managed to kill someone before coming to visit, wow what an achievement for a crundle, I'm curious to know how it happened.
Sad that his life will end now after he managed to get himself a name and all.

I was already planning to export legends and try to find out when checking the detail of the fight with the forgotten beast and saw something I never thought I would :
 "The crundle punches the forgotten beast in the lower body with her left hand but the attack glances away
The crundle scratches the forgotten beast in the head and the injured part is torn apart"

I'm still trying to pick my jaw from the ground, that beast had been destroying crundles and reachers and other stuff down there for more than a week ingame time, it was a webbing his prey left and right and tearing them apart in a couple of hits without taking any damage and this little crundle managed to take it down in one scratch without getting hurt whatsoever in the process....

Now I wish it were possible to train crundles for war, forget dogs or even grizzly bears !


30
So I tried making different worlds and it was not consistent, sometimes I had shirt mails sometimes not, never had leather armor and I also noticed I was missing tunics even in clothing.

I tried your advice adn changed COMMON by FORCED, did it for everything (armor/helms/legs etc) and it seems to be working perfectly thank you SO much !

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