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Messages - MalroktheIII

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DF General Discussion / Re: Future of the Fortress
« on: October 08, 2023, 04:45:39 pm »
I've asked other questions about how you plan to rework worldgen in the future, but I'm going to go again with that. Sorry if someone else asked any of these before.

So, we know that spheres will influence world gen significantly more by that point, but how will spheres like 'Revenge' or 'Rumors' or 'Lust' or 'Fame' work in that regard? They don't seem all that geography-y to me, at least without another sphere to ground it.

and, for that matter -

What of the combinations? Let us say I have a God of Fame, Rumors, Trees, and The Rain. Two of these (trees and the rain) seem to be the core of our theoretical godly biome, but how would the others effect it?

Similarly, currently, we get things like necromancers and demons corrupting the land using their spheres as the baseline, and I understand that with future worldgen (and magic), we will likely have various wizards and gods being able to do that with any sphere, but -

What if we had a area that was already tainted or blessed by someone else? How would a blessing and a curse placed upon a land interact? (or two blessings... or two curses?)

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DF General Discussion / Re: Future of the Fortress
« on: December 02, 2020, 04:51:13 pm »
1: With the magic arc, how disgustingly powerful do you expect super soldier programs to get? Are there going to be any restrictions or drawbacks that prevent or dissuade players from giving their dwarves most/every power/curse that is generated in their world? If so, have you thought of any yet?

2:Secondarily, in the magic arc, how much could dead dwarves effect fort mode? Right now we have ghosts, but how much bigger is it going to get on that front?

3:Thirdly in them magic arc, (Someone's probably asked this, but I'll ask anyway): what level of magic would you be able to pull off in fort mode without "special preparation" (eg: use of dump piles or pitting or something, as opposed to just setting a dwarf to a task)

4:I know that we'll probably eventually be able to play as other races, once you flesh them out enough, so, once you can, if you get conquered by an enemy force, would you have the option to play them controlling the fortress? (or alternatively, just as your conquered dwarves, but oppressed)

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DF General Discussion / Re: Future of the Fortress
« on: November 03, 2020, 02:47:47 am »
I am sure this is far too many questions. Feel free to ignore as many of them as you want. The examples I give are merely to illustrate my points, they are not direct suggestions.

1:With the siege rework, will necromancers (and similar night creatures) be affected, as far as tactics go?

2:Will the personality and/or emotional state, in addition of a commanding officer affect tactics (or even lead to mistakes on the sieging armies part)?

3:Will army morale or, possibly general army mood (eg: the general mood of the sieging army is vengeful, after you assassinated their commanding officer with a balista) be a thing? (Or if it is, will it be a more significant factor?

3b:If morale/mood is a thing, how deep would it go (whole army, squads, all of a certain race or religion in an army, etc)

4:Are/Will actual officers which can lead an army/part of an army be a thing?

5:Will importance be given to certain groups an an army, with certain groups being treated as expendable (eg: mindless undead, trolls, less skilled squads), with others being granted specialized tasks, like flanking while some of the expendable keeps the fort busy, or going in to take prisoners and loot (and then maybe running off) (Perhaps the officers backstory (race, personality, current civ, previous civs, religious affiliation, orders, likes/dislikes, current mood) might effect it

6:Will enemies attempt to take and hold (and maybe even fortify) sections of fort, if they feel that going further in (without time to dig) means death (eg: you have a trap hall between your forges and farms, and they only have the forges), perhaps using/looting the sections they took, only destroying it (after taking all the valuables they can steal) if they are about to be driven out.

7:I saw something about conquerors adding new (and possibly humiliating) things to the forts they take. What other things besides that would they add? What does it entail?

8: Will (especially if you abandon the fort during a siege) any prisoners/ slaves be taken from your populations.

9:Will there be any direct/special behaviors for certain armies eg: elves/goblins eating corpses, or necromancers taking time to raise the dead between attack waves, or humans making actual camps which they rest in between waves (like, actual constructions, as opposed to them sitting in a corner or something) or dwarves digging down and releasing the hfs?(joke, don’t make dwarves so that please)

10:Will invading enemies have new goals besides conquering the fortress (or, maybe having secondary goals to fall back on if they fail to conquer the fort)
Feel free to ignore the examples here, these would probably do better in suggestions.
Some examples would be stealing/recovering(if the fort stole it) an artifact, freeing prisoners (cage traps), secretly subverting defenses (secret tunnels), acting as a vanguard for a larger force (Lay enough infrastructure down and soften the fort enough do that the incoming force can crush it),Doing a certain amount of damage/killings/kidnappings (either as retribution, a culling, a demand for tribute, or, if used alternately, a draft/tithe), killing/kidnapping a king/militia captain/ other position holder, killing/kidnapping a non-position holder, a cleansing (killing vampires, werecreatures, and necromancers specifically), ethnic cleansing (kill elves only (like those tavern dancers)), looting as much as possible, taking slaves/prisoners, or a scouting mission (probe defenses).

10a:If you would add extra goals, would some of them be tied to the villain system (assuming you add the left out features at some point), eg: a spy telling the anti necromancer alliance that you specifically harbor necromancers(which might be false), causing for them to send a force to slay the existential threat, or a spy making a secret tunnel for the goblins, or a villain dwarf becoming king by convincing the goblin spy to send information such that the next siege is out to specifically kidnap/kill the king.

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DF General Discussion / Re: Future of the Fortress
« on: June 22, 2020, 12:08:26 am »
Time for my newest round of stupid, far off, likely already asked, questions for you!
1:When you change world gen for the myth arc, what specific geographic features are you hoping for (either in general, or in particular)
2: With said new world gen, do you have any thoughts on how will biomes work? If you are planning a change on that front, what?
3: How long until you have working evolution (joke question, but still)
Bonus question: 1&2, but with alternate planes.

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DF General Discussion / Re: Future of the Fortress
« on: April 10, 2020, 11:38:42 pm »
I don’t know how relevant these are to the army update (or how many times these have been asked), but:

1 Will we actually be able to domesticate animals on a civilization wide level?

2 If we can, will enemy exotic mounts and war animals be more common?

3 Will our dwarves be able to use mounts?

4 Going a bit further ahead, will magical procgen tamable animals and mounts exist with the magic update?

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DF General Discussion / Re: Future of the Fortress
« on: November 26, 2019, 07:31:34 pm »
I'm too lazy too check if these were asked before, so i'm just going to ask these.
1:If kidnapping is a possibility, will my fortress be able to kidnap enemy leaders (or just historical figures in general)?
2:Along the same lines, will captured enemies/caged sentients be able to get themselves free/take over the fortress from within by using my dwarves?
3:If vampires/necromancers generally become evil by default, will my vampire necromancer fortress end up spawning hundreds of new villains?

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