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Messages - Sunday

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271
DF Suggestions / Re: Quality Booze
« on: September 30, 2009, 10:20:11 am »
This seems like a simple but immersive way of expanding booze & its quality.  I'm for it.  I particularly liked the "aged in tower cap wood for 3 years."  You could possibly have different modifiers depending on the type of wood, as well.

I don't have anything else to add right now.

272
DF Suggestions / Re: Making the game faster
« on: September 30, 2009, 10:12:44 am »
I must be the only person who didn't find the UI all that bad when I first started.

Also, I'm apparently the opposite of Kdansky, as I'm super-excited about all the stuff going in for this release, and I'm pretty sure it's going to drastically change the way the game is played.

 I mean, entirely new underground?  Check.  New body system, including crazy new wounds and very weird poisons?  Check.  Not to mention squads & health care.  I don't think saying that because Toady isn't working on specific priorities that you find important, that it isn't going to make the game more fun for a large proportion of the DF community.

273
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: September 18, 2009, 05:31:44 pm »
I don't know what all SirHoneyBadger's medical notes to Toady were, but it would be neat if there was the possibility of, say, bleeding being a counter-sepsis-treatment, with a low probability of success.  This would open up the possibility of a lowly-trained doctor misdiagnosing a venom/specialized infection/whatever and prescribing bleeding, only to make the condition worse. 

And. . .you know. . .explosions.

So psyched for this release.

274
DF Suggestions / Re: Aboveground Diversity
« on: September 15, 2009, 08:13:21 pm »
Megalodons might be implemented, and they probably ate whales.

Spoiler (click to show/hide)

275
DF Suggestions / Re: Adventurer sensitive Adventure Plots
« on: September 15, 2009, 08:10:36 pm »
Admittedly, Toady did (at one point) say that he wanted DF to be a sort of 'cheap fantasy story simulator.'  (his words were similar to that - I didn't insert the 'cheap,' before someone wants to flame me to death).

I, personally, would like adventure mode to be a more proactive (on the player's part), sandboxy sort of situation.  Leading a band of bandits the way Capntastic talked about would be awesome.  But that's pretty much personal preference.  Still, I'd like to see what the game's like before a protagonist spotlight gets placed on the adventurer.  It may very well be that people are able to make up pretty cool stories without events being forced to happen near the PC.

The reason (as I understood it, at least) that you don't get sieged at 7 dwarfs is because why would anyone spend all the time and resources needed to muster, feed, and transport an army hundreds of kilometers just to attack a few dwarfs grubbing in the soil for mushrooms?  From an in-game perspective, it doesn't make any sense.  It isn't just for game balance.  That's why there has to be a certain amount of resources before you get ambushed/robbed/sieged.  If, in the future when the army arc is implemented, your fortress is on the way from a goblin fortress to the city they want to sack, it would maybe make sense if they decided to do a little pillaging on the way.  And quite frankly, I think that'd be awesome.

276
DF Suggestions / Re: Adventurer sensitive Adventure Plots
« on: September 14, 2009, 05:44:13 pm »
I would also probably go against the idea of 'fudging' things.

Another possible way (connected in with the idea of reputation) would be to allow lies, as was suggested earlier by Vester.  That way you could say, "Oh, I'm a great healer of men" to solicit donations, only to be dragged before the town leader whose son is sick, and have to talk/fight/run your way out of it.  Perhaps by (say), telling him that while you aren't a great healer, you are a renowned cyclops-slayer (here's a head I have!), while actually lying about that as well.

However, I think the ideal should be to attempt more of a realistic world/mission/interesting event generation.  If that doesn't work out, then I could see moving more towards something similar to what you're suggesting.  Basically, though, it seems as though you're proposing a solution to a problem that doesn't exist yet.  We don't even have lots of missions to worry about, so why worry about having to choose between them?

277
DF Suggestions / Re: Highlight notable characters in Legends mode
« on: September 13, 2009, 08:48:40 am »
I completely agree with the sentiment.  The only problem is figuring out which figures to highlight - just an arbitrary "has killed 20 other historical figures?"  I mean, wouldn't you rather have the dwarf highlighted who had been kidnapped as a child, rescued by his civ, then died in battle after killing the goblin that originally kidnapped him?  But how would you tell a program to pick stuff like that out?

278
DF Suggestions / Re: Adventurer sensitive Adventure Plots
« on: September 11, 2009, 10:14:06 pm »
I get what you're saying, and I think it makes sense not just for gameplay purposes, but also immersion purposes.

I've you're Urist the FiveFold DragonSlayer, people are more likely to come (and from farther distances) to tell you about feats of combat that need doing.  They probably won't ask you to pick the plants needed to heal their grandmother.  Because you wouldn't be famous for that sort of stuff.  It would even tailor quests to your level.  If you're the greatest warrior in the world, people will come from all over the world to ask your help - and people with minor problems will be less likely to burden you with their minor problems.

279
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: September 10, 2009, 09:34:26 am »
The civil part being the whole failed-mandates punishment thing.  Though the punishments even on that scale seem more criminal than civil.
You're missing the whole feudal-nobility thing. They are/make the law. Those mandates are laws being broken. A noble was often called by the name of his territory- the ruler of a territory IS the territory, in a very literal sense. (See: Hobbes's Leviathan for a way of depicting.) This is the principle behind the 'royal we' thing- they are the land and the people and the law. So, by disobeying their mandate/law, you are not just disobeying a single person, you are disobeying the law, the land, and its people. this would, in that mindset, mean that it is a criminal offense, no?

I can see where you're coming from, but civil damages (especially torts) are kind of about people transgressing a kind of law - its just that it's more of a social law than a governmental one.  But you're still transgressing against the social well being of the people.  I'll be the first to admit that I don't totally understand where the separation is between certain civil and criminal actions.  Especially because some (battery, for example) can be both.  And technically, false imprisonment is an intentional civil tort, but it's closely related to things like kidnapping/abduction, where the crime is the taking away of the person, and the civil liability only comes from holding them without their consent.  But if someone tricks someone into a building and then locks the door, it doesn't count as kidnapping.  Just misrepresentation and false imprisonment.  Only talking about US rules here - it could be very different in other countries.

Of course, we haven't even started talking about theocracies and religious prohibitions.  I recently read a Terry Pratchett book (Monstrous Regiment) in which the god is constantly putting out ridiculous Abominations (from eating grains, to the color blue).  It would be interesting to have religious rules on their own (theocracy) and also in concert with secular/feudal rules.  In the latter case you would have at least some dwarfs trying to obey two sets of (possibly conflicting) rules.

280
DF Suggestions / Re: Climbing Skill
« on: September 10, 2009, 09:11:14 am »
I'd like to have goblins riding GCSs & getting over fort walls.

As I understand it, the major problem is that allowing climbing for some creatures but not others would require a major rewrite of the pathfinding system.

281
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: September 09, 2009, 03:16:42 pm »

Quote
-Restitution: Reimbersing the victim
-Retribution: Punishing the criminal
-Recuperation: Stopping the Criminal from commiting crimes
-Prevention: Stopping others from commiting crimes
Well, "Reimbursing the victim" obviously isn't going to happen, and isn't likely to be too useful from our point of view.  "Retribution" is similar - I don't really care if my legendary stonemason attacked someone, I still don't want the hammerer to smash his bones!  "Recuperation" is the only one that currently works, as being in jail helps boost moral (if you do it right) and they can't cause any damage in there.  "Prevention" is one that could be added in - perhaps a well oiled justice system would cause dwarves to think twice before throwing a tantrum?

See, your talk about 'retribution' starts to bring in economic considerations - your legendary stonemason is more valuable to you than random cheesemaker #23.  Should that matter in dwarven justice?  It starts to bring in class considerations.  Much of modern law is concerned similar issues.

I'd be totally down with a legendary stonemason getting away (literally) with murder - either because of his economic worth or his connections with the fortress leader - but then having vengeance meted out by family or friends of the deceased.  Or possibly a representative 'judge' noble from the mountainhomes coming to your fort if too many cases are being decided apart from traditional dwarven notions of justice, and your dwarves are complaining.

Also, dwarven justice seems to occupy a strange midpoint between civil and criminal law.  The civil part being the whole failed-mandates punishment thing.  Though the punishments even on that scale seem more criminal than civil.

But the civil-criminal split is relatively recent, in some ways.  Back in medieval times many 'civil' crimes (debt, certain batteries, lying about products, etc.) were punishable by jail time or public humiliation.  And some borderline civil/criminal cases (assault, battery) were merely punished by damages.  Frex, there's an assault case from the 1350s where the defendant was ordered to pay damages - no fines or jailtime sentenced.

All that said, I'd be totally down to start a thread on this in suggestions, though it might not technically belong there.

282
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: September 09, 2009, 11:15:55 am »
It would be good if a well functioning justice system acted as a deterrant, so the Hammerer's random bone smashing attacks wouldn't be for naught.

Not to sidetrack the discussion, but that's an interesting issue.  Unlike, say medicine, where there's a clearly defined goal (make the patient better!), there are a lot of different jurisprudential issues as to what the goal of a justice system is, and a lot of people disagree as to what the goal of the justice system should be.  One of them, yes, is a generally (though not always) economic concern about deterrence (in negligence cases, for example, putting liability for the damage on the person that can spend the least amount of money in the future to avoid said damage).  But there are also other economic concerns (redistribution of wealth, for example).  As more heady, philosophical moral issues about correcting 'moral imbalances' between two (or more) parties - the corrective justice approach is possibly the most common one.

Basically, I'd like it if Toady thought a bit about what the goals of dwarven justice should be, before moving forward with it.  Is it to deter crime, or to punish the criminal/defendant, or correct the wrong done to the victim/plaintiff, or just generally make dwarven society run smoothly?  For all we know, it could just be a system to keep the nobles in power - in which case, random, horrific attacks on dwarves that probably don't deserve it might serve a purpose (keeping them terrified and unorganized).

I'm not turning that green because it's a rhetorical question.  Sorry about the possible derailment. 

283
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: September 06, 2009, 08:27:44 pm »
Also Sandbox trees (http://en.wikipedia.org/wiki/Sandbox_tree) can throw their seeds 100 meters.  Also called the 'dynamite tree' because of the sound it makes.

284
DF General Discussion / Re: Skill levels from talislanta RPG?
« on: September 04, 2009, 03:07:38 pm »
I bought the big blue book 4-5 years ago.  Talislanta rocks.

I always wondered if it would be possible to port the Tal 4th ed. (I think the BBB is 4th, though I could be mistaken) magic system to DF - having 'schools' of magic and 'modes' of magic, with varying special effects (and by special effects I mean specialized - a fire damage side effect if you're using fire magic to move things, not just cool explosions and such) and randomized (at least in DF they'd probably be randomized) spell names.

It would be awesome if in 5 years or so you could gen a Tal-like world.  Randomized, odd races; multiple possible 'genres' (swashbuckling piracy, merchant trains, bandit bands, etc.), and all sorts of crazy monsters and different landscapes.

285
DF Suggestions / Re: Religious Archetypes
« on: July 13, 2009, 10:58:31 am »
A couple minor quibbles:  the word 'polyglot' means 'speaks more than one language' - I'm not sure it fits in with your description.  Maybe 'expansionary polytheism' or something.

Also, I'm not really sure that religion 'evolves' from local polytheism to monotheism.  I don't think that (say) Shinto or Hinduism are 'less evolved' than monotheism.

Plus, where does animism/shamanistic stuff fit in with your worldview?

Overall, though, I think it's a cool and interesting way of looking at implementing religion.   :)

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