Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Silverionmox

Pages: 1 ... 143 144 [145] 146 147 ... 155
2161
DF Suggestions / Re: Creating a magic system?
« on: September 10, 2008, 03:55:34 am »
Well... it could run on Low AND High magic...

Everyone gets low magic if they are lucky

And Wizards, gods, and Ultimate Creatures/items get high magic

It's not the difference in power, it's the difference in frequency. Magic isn't extraordinary and amazing anymore if every stable boy does it - it becomes just a part of physics then.
An additional problem with common magic is the effect on the economy: that's going to be quite different from a medieval economy if teleportation, haste or create <whatever> are commonly practised magical procedures.

2162
DF Suggestions / Re: Init option: [TOAD_RATING]
« on: September 09, 2008, 06:56:55 pm »
I think the irritation is caused because :

- "No gore" is subjective and arbitrary. Like a religious person asking to put an option in the init to disallow all gods except theirs, or a vegetarian to disallow butchering, etc.

- It's limiting gameplay, instead of enhancing it. The other non-technical init options are to conserve FPS (weather, temp), or to opt out of experimental features (economy, artifacts).

- Adding an init option adds more work for the programmer to every future release.. not bad an sich, but it worsens the previous two points.

As long as it's about making a mod, by all means do it! All arguments vanish then. But burdening the vanilla game with it would be a bad precedent.

2163
DF Suggestions / Re: Advanced Children Behavior?
« on: September 09, 2008, 06:33:12 pm »
If a classification is useful:

Infanticidal
Abandoning   
Ambivalent
Intrusive
Socializing
Helping

http://www.geocities.com/kidhistory/modesw.htm

2164
DF Suggestions / Re: Init option: [TOAD_RATING]
« on: September 09, 2008, 05:04:21 pm »
Ravensgrace,

I think that dwarf fortress could be a great game for children, if they get past the interface hurdle, because they'll find it easier to fill in the ASCII with imagination. This game is also great to train them in handling emergent complexity.

However, I absolutely can't think of anything that could shock or otherwise harm children. If anything, a more realistic but not visually explicit description of the results of violence ought to be a very good method to let them learn about consequences, like the death of a pet is a good way to learn mourning. I think that dwarves falling asleep instead of having mangled limbs from cave-ins caused by the player would be a worse way to learn responsibility.

Anyway, I think you know that implementing something that takes away game features instead of adding them, and with such a pervasive workload, and that is based on arbitrary sensibilities, will be very low on the to do-list.

2165
DF Suggestions / Re: More realistic nobles & noble dynamics
« on: September 05, 2008, 04:56:37 pm »
Combining some ideas: Nobles currently have rising demands according to their status. Let there be a chance for them to ask for something anytime their (or their house's) status warrants extra wealth, step-by-step. They could for example start with asking a chest, then a finely decorated chest, then a masterpiece chest, then a masterpiece silver chest, etc. Not in any particular order, but a random, more expensive type within the range of values appropriate for their status.

This would require the dwarves to remember and retain their demands. If their status drops, however, those trinkets remain in their possession. The corollary is that they won't ask for more stuff until their (or their house's) status rises above their former greatness (though occasionally they might relinquish the ownership of an item and demand a replacement of similar value). As a result the shifting balance of power doesn't simply require rearrangement of the furniture, but an ongoing expansion of resource extraction and industry, serving as an in-game need for expansion, more colonies, deeper mines, etc... stories of greed and industriousness, indeed! Strike the earth!

2166
DF Suggestions / Re: Clean yourself up!
« on: September 05, 2008, 10:25:34 am »
Make cats lick dwarves clean!

2167
DF Suggestions / Re: Liquid stockpile (Resivour pits)
« on: September 05, 2008, 10:24:38 am »
Vermin. Otherwise, it would be a popular place to commit suicide.

2168
DF Suggestions / Re: Stats
« on: September 04, 2008, 01:33:33 pm »
Sure, it's far from the final word, but at least he has done the grunt work of compiling lots of stat sets. I like WW's system too.

Additionally, DF being a computer game means that it more and non-integer computations are possible. That will have its repercussions. Nevertheless, the attributes must be presented to the player as meaningful concepts.

2169
DF Suggestions / Stats
« on: September 04, 2008, 12:37:53 pm »
Just bringing this article under attention:

Character attributes in role-playing games
http://hiddenway.tripod.com/articles/attrib.html

It will be very useful when reconsidering the attribute system. For the reluctant readers: there is a list of common attributes at the bottom of the article.

2170
DF Suggestions / Re: Daggers
« on: September 04, 2008, 06:39:53 am »
Alternatively, let all professions carry a relevant tool. Hammers for the smiths and the masons, axes for the butchers, etc.

2171
DF Suggestions / Re: More realistic nobles & noble dynamics
« on: September 04, 2008, 05:32:44 am »
* It would be interesting if the user could highlight a noble and hit (o) to (o)verthrow them. Of course, if this occured unsuccessfully, the player might face the hammerer's wrath.
I'm all for immersive gameplay, but this goes a bit too far. ;)

Seriously, it would be a good thing if nobles were a bit more effective in enforcing their demands. Seizing goods is good - you can always make new stuff. Giving the only armorer in the fortress -effectively- a death sentence because the noble really wants gauntlets, is counterproductive. Dragging him to the forge with a guard on both sides until it's finished, is better. The best would be if the armorer in question actually cared whether the noble demanded something (for fear of fines/eviction/demotion/..), and actually hurried up production because of it. Right now punishments for unmet demands are just random violence.

Which brings me to an important point: nobles don't terrorize their subjects without consequences. They fulfill functions: they are placeholders for the king and as such they organize and lead the defense, exert justice and protect the wellfare of the land and the economy. The populace in turn serves in the military, abide by the law and pays taxes. If the noble doesn't fulfill his part of the deal, they don't. And it's always possible to appeal to higher authority, in this case the king, to remove the offending noble. Nobles that act like a blood-sucking parasite exist, but they are rare, and don't last long.


2172
DF Suggestions / Re: Brooks defy common logic.
« on: September 03, 2008, 07:46:30 am »
third thought: Hey! What about making ramps/slopes like this! That is since a ramp/slope is actually half full of material, it should be considered full of water when it has 4/7... So you don't a new tile after all. To make a brook, just make a line of slopes... and add the logic that slopes/ramp can have 4/7 max of water only + they are not drowning you dwarfes if the the tile above is open and waterless.
This is a good idea: it would solve the need to make brooks passable, so the brook ceiling/floor/tile is no longer necessary. At the same time FPS rationing would still be possible by considering ramps full at 4/7.

The problem could be water creation/absorption. Creation is ok I think, excessive pumping should lead to brooks drying up. Water absorption will be a problem; that could be solved by labeling the tile "brook" and let it do the absorption thing. That would also help the game to keep recognizing brook tiles that are pumped dry, but which will be refilled (for sleeping dwarves, etc.).

And a typical brook should be no wider than 1 tile, of course. That's already 2/3 less water to hog calculations.

Do brooks dry up in summer in dry climates, by the way?

2173
DF Suggestions / Re: Additional Mechanics/Traps Wishlist
« on: September 03, 2008, 06:15:29 am »
Sliding walls and secret doors would fit on the list too. Isn't boiling oil already mentioned?

It would also be great to be able to combine a pressure plate and a trap/trapdoor on the same square, or to have a weapon spring out of an adjacent wall.

2174
DF Suggestions / Re: Skills menu
« on: September 03, 2008, 06:00:48 am »
I think it would be even more useful to have a roster with the dwarves on the left (short name), and a skill list on top. Like this:

Code: [Select]
          m  s
       c  i  m
       o  n  i
       o  e  t
       k  r  h  ...
Urist  X
Cog          X
Obok      X
Ral    X  X
Zon          X
...

The X's could be replaced by numbers to indicate the skill level, and color-coded to indicate whether the job is active/inactive. Ideally, the active/inactive status of the jobs could be changed from this screen too.

2175
DF Suggestions / Re: Dwarven Coal Power Engines
« on: September 02, 2008, 01:46:17 pm »
Introducing moving engines in the game will have unforeseen consequences. Look at what happened with the industrial revolution. If implemented at all, steam power should require a steel-plated engine chamber hollowed out in granite or something like that, so they could exist as a local oddity in fortresses with too much coal (ha!).

Pages: 1 ... 143 144 [145] 146 147 ... 155