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Topics - Granite26

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61
DF Suggestions / New Poll :: Suggestion Types
« on: September 08, 2008, 01:27:04 pm »
I'm activating the poll, the following catagories seem to have popular acceptance if not acclaim.

Problem Fix : Some features are either broken or problematic.  A few examples are (Sparring, Rent, Impossible Noble Demands).  Play might be more fun if the common complaints were resolved.
Feature Improvement : Farming, Underground Features, and mechanical traps exist, but some people want these features to be more fleshed out.
New Features : The army arc is a good example of a host of new toys and interactions with the game.  As it stands, the current guilds suggestion would also be a new set of features
Raw Controls : There's a lot of things that happen just because and there's people that want control over everything, from rock uses to halfbreed creatures.
Interface Improvements : More mouse control, third party interface support, help files, prettier graphics.  Anything that has more to do with aesthetics than actual play.

62
DF Suggestions / World gen stop parameters
« on: September 06, 2008, 09:03:01 am »
One of the frequent complaints about new world gen is that the gobbos are at peace, too many races have died out, or the elves have eaten everybody.

At the end of the day though, world gen is playing through history.  Once Megabeast survival is up (whether through intended means or people modding them), there's really no reason to stop at 1050 rather than 936 or 512.

Why not expand the world gen parameters to allow players to define an interesting point in history, and have it look for it?

I.E.  Start looking 50 -> Finish Looking 1050 OR 20% Megabeasts left or Any civ at 1 site remaining.
Stop on: Goblins at war with dwarves (at least one instance)
AND elves at war with humans
AND elves not at war with dwarves
AND humans not at war with dwarves.

Basically use it to look for an interesting point in history.

This idea shamelessly stolen from the below quote

63
DF Suggestions / Kingdom Mode
« on: September 06, 2008, 08:50:59 am »
Ok, there's a lot of overland stuff going on.  Armies flying back and forth, caravans starting to travel.  These are dangerous times.

I'm wondering if it wouldn't help development at this point to add in a fourth mode of play where the player gets to take over a civ and send the armies around. 

I don't mean this as a full fledged game with actual play-balance and challenge.  I just think that since all this is coming to the late game, it might be beneficial to development to add a mode to let players test this functionality independantly.  It would certainly help if you kept the armies arc player controllable the whole time.

Honestly, where I see this game going eventually is the player switching between all three modes in a single world.  Starting out in fortress mode building a new dwarven capitol.  You get the count, but the countryside is to dangerous.  You retire the fort as a small city, and take control of one of the guards, who wanders out into the woods to clear it of the semi-megas.  You take the fort back up, and build it up until you get the king.  At this point you switch over to a hero, exploring the land and filling out your legends.  As part of this, you find that the other dwarf civilization has nearly been wiped out by the invading goblins.  You retire your hero in the other dwarf city and go into kingdom mode, where you send troops across the land to rescue the dwarves.  As reward for that, the other city tells you of a gold mine that they had to abbandon when the goblins came.  So, taking back up your hero, you march in and kill most of the goblins.  You then reclaim the site, sending in 30 experiences fighters and miners.

Anyway, I think it would be a good idea to implement the kingdom mode as separate from the fortress mode rather than a separate screen the king gives you access to.

64
DF Modding / Box Mod
« on: September 04, 2008, 02:46:23 pm »
Is it possible for more than one thing to have the same (creature type) name, or will that break the system?

65
DF General Discussion / Player Type Poll 2.0
« on: September 04, 2008, 09:44:12 am »
So Sim City had the runaway vote in the Deathworks' last poll.  I figured a more detailed exploration of the simulation concept might be in order.

Majesty:  You are playing to conquer the site.  You tend to pick dangerous places to settle, and the major challenge is getting your settlement started.

Settlers:  Production and trade are your bread and butter.  Your objective is to set up as efficient of a supply chain as possible, and your mountains are riddled with exploratory tunnels.  You truly are trying to wring every last dwarfbuck from these hills.

The Sims:  Pick this catagory if you know who your dwarves are married to or if you pay attention to the civilians likes and dislikes.  This if for the players who know all their dwarves by name and make sure that each one has a suitable home.

Sim City:  Massive social projects are the key here.  Towers to the sky, complicated lava flows, outside castles complete with inner keep.  If you've ever used the word aesthetic to describe your design decisions, this is your category.

Thanks for playing, and an extra thanks to Deathworks for the great idea.  Hope you don't mind me stealing it!

66
DF Dwarf Mode Discussion / Cats
« on: September 02, 2008, 12:13:00 pm »
So there's lots of talk about cats overbreeding.  I'd like to posit the opinion that the cat issues are very similar to the elf issues in world gen.  As in, they don't get killed to way every other breeding pet does.

Dogs die all the time doing real work.  The other animals are all killed for food. 

People have this silly notion that cats aren't food, and yet they don't do anything dangerous the same way dogs do. 

Add that to fact that they have the most effective self defense mechanism (choosing an owner), and you've got pure evil.

Any other reasons cats are a problem?

67
DF Dwarf Mode Discussion / Great start location
« on: September 01, 2008, 10:45:55 am »
It's got sand, magma, aquifer, plenty of flux and iron.  There's a huge amount of copper, some platinum, and aluminum, and more than a few gold veins.  It's in an evil biome, but has access to all the civs.

Created in DF v0.28.181.39f.

[WORLD_GEN]
   [TITLE:MEDIUM]
   [SEED:513992419]
   [HISTORY_SEED:1903140095]
   [NAME_SEED:568780382]

I'm still running vanilla 39f with the default world gen, but you should be able to upgrade if you want to. (after world gen)

Spoiler (click to show/hide)


I'm not sure how to pull the coords of the site I used.  This might help:
Churchsabres-15-region1-233-2115.bmp

I used site-finder to get it.



68
DF Suggestions / Job Priorities Discussion
« on: August 29, 2008, 02:37:33 pm »
So far, here's what's come up:

The major 'problem' is that dwarves don't always do things in the order we want them to.  While this is usually possible to micromanage, it takes away some of the fun of playing large fortresses. These fall into two catagories.  Dwarf priorities and Task priorities.

Issues:

    Dwarf priorities
        Skilled Dwarves will perform low skill tasks(hauling) rather than their assigned tasks.  When these tasks are removed, they grow bored or are idle. (As there aren't enough skilled tasks to keep them occupied)
        Fish, meat, skins, fat all spoil.  There is no way to make sure that these jobs get accomplished in a timely manner if the dwarf(s) with these jobs are also performing other labours.
        Rare and unusual jobs (like architecture) don't get enough use to keep them busy.  It's usually going to be a side job.  There's no way to keep these dwarfs occupied without massive micromanagement.
        Eating.  Military dwarves will decide if they are hungry or not when put on duty.  If they are, they'll eat before heading out.  That's backwards.  On-Call dwarves should eat when nothing else is up, but be willing to go hungry when the emergency fires are lit.

    Task priorities
        Certain order important tasks are done in the wrong order (usually mechanics).  Sometimes you want to build the windmills and mechanisms before you build the axels.  Also useful for build from the inside out type tasks. (No walling yourself in)
        No way to specify 'deep' exploratory mining versus the rooms you need now.
        Pull that lever NOW.  Sometimes there are fort emergencies.  At the extreme level, this includes the desire to have a civilian run across 1/7 magma while be chased by a werewolf  in order to pull the fortress lockdown before he's gibbed.  At a more sane level, just being able to say 'grab the closest dwarf and assign them this job' would solve a lot of heartache.
        Naturally low priority tasks may stagnate
        Cooking.  There's food ready to be cooked, but the cook is resting, partying, hauling rocks, or hunting for vermin.
        Miners will occationally grab jobs across the map from them rather than two squares from them.  Conversly, a miner will decide to work right next to the other miners, claiming an important square for the duration of his trip across the map.

There are a number of suggested fixes discussed below.
        List all open jobs in the jobs screen in order of priority, and allow users to find and change individual jobs
        Skilled versus unskilled.  Dwarves do skilled tasks first, then unskilled.
        Allow user to set priorities, either by number, or high/mid/low for a dwarf
        Allow user to set priorities, either by number, or high/mid/low for a specific job
        Allow user to set priorities, either by number, or high/mid/low for a job types.
                    Profiles could be saved by Dwarf Job Profile
        'Do Now' Toggle (on job screen) that grabs the nearest available (reassignable) dwarf and makes them do it.
        Refactor code to make the behaviors 'correct' without giving player controls (I.E. hardcode solutions to the big problems)
        Allow dwarves to 'steal' jobs from others when they are literally right there.  (Mining right next to it).  This is especially useful if one is traveling, and the other is using the high priority 'grab contiguous square' command.
        Economic Simulation:  Dwarves are already encouraged to do some jobs over others by the differing pay rates.  Allow dwarves to be responsive to this

This has been discussed as far back as 2006, but seems to require a major rewrite for the way tasks are assigned to dwarves.  That means a lot of work with 'only' the benefits listed above.


At least partially justified by: New Round of Top  Suggestions Polls.

69
DF Suggestions / Fully Fleshed Stats Discussion
« on: August 28, 2008, 11:04:58 am »
Stat suggestions so far:

Physical Stats:
        No changes have been suggested.
        Strength
        Agility
        Stamina

Mental Stats:
        Intelligence
        Wisdom
        Perception
        Memory
        Creativity
        Logic
        Analysis
        Detail/Focus
        Wit(s)
        Intuition
        Sanity/Stability/Mental Fortitude
       
Social Stats
        Manipulation
        Appearance (Listed due to the general contempt expressed)
        Leadership
        Charisma

Magic Stats (These could use better names)
        Magic Power/Magic Endurance/Magical Dexterity
        Use Mental (or social) stats
        Chi/Attunement
        Control/Alter/Sense

Magic Systems (not part of the core, but they're intrinsic to magic stats)
        Memorization System (Classic D&D)
        Mana Point System (Classic Console RPG)
        Fatigue System (Roll versus endurance per spell, take damage for failure)
        Component/Ritual system (Cost of spells is time and components.  Magic is slow, not combat useful)

'Personality' Stats   Some stats (food preferences) are set at birth and only exposed through the thoughts screen.
        Appearance (Including body types and body type preference)
        Personality Quirks (Same as body types)
        Mental Fortitude (Hardening goes up, Sanity goes down, but there's an innate resistance to change)
       

*    I'm not endorsing any of these up here, this is just what has been brought up. 
**  Please note that nobody is suggesting all of these at once.  Consensus thus far seems to be a Trio of Trinary stats (3 physical, 3 mental, 3 social) with no extra magical stats
*** Personality Stats were added because some of the discussions lean towards them or associate with them


Code: [Select]
Original post follows:

Right now we have 3 stats, Str, Con, and Agi.  They are all physical attributes.

It's pretty much a given that there'll be more in the future.  Anybody have any ideas for what should be added?

I've mentioned before that I like the White Wolf system, with it's three stats for Mental, Physical and Social attributes.

Also, there could be magic stats.  Magical Power(Damage Modifier), Magical Understanding(Number of Spells?), Magical Stamina (Analgous to Mana).  Sure dwarves would have crap for these stats (Am I the only one that would like to see different starting levels compared to the rais you're playing?  (I.E. Goblins start as 'Weak' when viewed from a Dwarf, but 'Strong' but viewed from a Kobold.)

Anyway, I'm curious what ya'll think?

70
DF Suggestions / Additional Mechanics/Traps Wishlist
« on: August 26, 2008, 12:53:04 pm »
In the spirit of all the other managed lists out there, I wanted to create a list of mechanical items that are wanted.  I'm going to try just listing names, hopefully they will be self explanatory.  Please contribute ideas for new items, new ways to use the existing items, and previous threads.  Thanks.



Class A:  New Systems
                 Steam
                                  Steam Appreciation
                 Other Gasses (Steam, Dust, Miasma, Mist, Smoke and DragonFlame exist now.)
                                  Toxic
                                  Flameable
                                  Explosive (Coal Dust and Flour)
                                  Water Vapor
                 Electricity
                 Conservation of Energy (No perpetual motion machines)
                 Gravity damage (ability to drop things on people for damage)
                 Moving Objects and Inertia (Giant Rolling Boulder)
                 Moving and Rotating Walls (Build your own draw bridges + atom + wall smashers with more 'realistic' damages.)
                                  Possibility of moving entire fortress segments (This is crazy)
                                  Devices to transform rotational energy into linear, and vice versa.
                 Tech Tree
                                  Allow dwarves to build anvils without an anvil, picks without first mining.
                                  Assign Techs by Civ, Research new ones over time.
                 Fluid Dynamics
                                  More Flows (Booze and Blood are the most popular, but also acids, bases, etc)
                                                   Define all liquids in the raws, including water and lava
                                                   Ability to define new liquid reactions(magma+water=obsidian style)
                                  Smoother transition from puddle/bucket to a flow
                                  Pressurization and Temperature
                                                   Ability to pressurize objects to change temperature.
                                                   Objects under pressure explode
                                                   Screwpump should not zero out pressure.
                                  Conservation of Mass
                                                   Floodgates should displace, not destroy.
                 Fire
                                  Lighting stuff on fire
                 Optics
                                  Archemides mirror
                                  Mirrors in general
                                  Parabolic Mirrors
                 Construction
                                  Concrete: Period, but of questionable utility
                                          Reinforced Concrete: This is arguably non-period
                 Vehicles (planned, I know)
                                  Raw defined traits for :
                                         Speed, Carrying capacity, Size
                                         Crew,
                                         Movement type (flying, floating, swimming, crawling, climbing, same as critters)
                                         Attacks, Defense, Construction Raws, etc
                 Signal Propagation Delay (Natural delay between i.e. lever and bridge opening)
                 


Class B:  Power Providers
                 Steam Turbine
                 Kinetic Battery (Hanging Stone, Springs, Tension Coils)
                 Chemical Battery
                 Capstan (Animal or Dwarf Power)
                 Furnace/Incinerator
                 Combustion/Piston Engine



Class C:  Power Transfers
                 Pipes (For liquids and gasses)
                 Waterproof Axle Section (Gaskets or any other method to have power transfer through an impassible wall)
                 Belts (Use cloth or leather or rope instead of logs for axels.)



Class D:  Power Users
                 Heavy Doors (require power to move)
                 Clocks
                 Bells
                 Rock Grinders
                 Workshops (Increased efficiency?)
                         Include extra components (I.E. Serrated Saws for Carpentry)
                 Fans
                 Scissors Lifts (Really Mechanical Lifts of any sort)
                 Power Drills (Hydraulic, multisquare, digging straight down)
                 Dwarf Trainers (Sparring Partners or exercise machines)
                 



Class E: Flow Controllers
                 Vertical Pump
                 Spiggot
                 Pressure Equalizer (needed if Screw Pump is 'corrected')
                 Internal (pipe) Pump
                 Misters (Water Pressure = Mist)
                 Dams and other depth controls.
                 Tripwires
                 Cycling/Alternating device (on/off/on/off/on/off without dwarf intervention)
                 Fuses (Low power, turns on a stored potential device, AKA Mech. Switches)
                 Delay Boxes
                 Temperature Sensor (Unclear if there are good period methods of making this work)




Class F: Existing Constructions Improvements
                 Pressure Plates
                                  Make them not traps
                                  Make them weight sensitive (rather than creature size)
                                  Allow in the same square as other devices
                                          Inc. hatches for pit traps
                                  Compare to other pressure plates (triggers if greater)
                                  Trinary state (Heavy, Light, in-range)
                                  Extract state from plate (multiple attached devices trigger at different weights.)
                                  Adjust settings after placement
                                  Plates larger than a single tile
                                  Plates with grates (vertical grates too) 
                 Weapon Traps
                                  Make them take up space (Put them in walls, floor, ceilings)
                                  Make them require power
                                  Give Ranged Weapon Traps range
                                  Allow some traps to hit more than one square (Large Serrated disk)
                                  Reduce maximum weapons in one trap (to 3)
                                  Limit weapons to single type (bashing/thrusting)
                                          Require extra mechanism per type
                 Stone Traps
                                  Make them require ceiling
                                  Big stone trap (blocks path)
                 Drawbridge
                                  Make non-instantaneous
                 Mechanisms
                                  Make out of Metal (including axels)
                                  Make ONLY out of Metal
                                  Ability to decouple mechanisms without losing their support.
                                  Grease could be used to improve efficiency (power costs)
                                  Power consumption set in raws (for Axels also)
                                  Power consumption varies by quality (1/X the normal modifier)
                                  Mechancs Templates
                 Levers
                                  Ability to close a door and open a window with one switch
                                  Ability to link levers to levers (master switch controls multiple levers)
                 Traps
                                  Separate Trigger from Trap in most/some cases
                                  Separate Power from Trap in most/some cases
                 Siege Engines
                                  Link to Pressure Plate
                                  Apply power to speed loading(Cocking)
                                  Catapult other objects (barrels of oil
                 General Devices
                                  Able to decouple Levers and Plates from devices.
                                  Able to show linkages
                                  Control from device.  (AKA lower the drawbridge from the drawbridge)
                                  Off/Disabled state for Pressure plates and traps
                                  More complicated signals (On, Off, Heavy, In, Light, etc)
                                  Controllable Time Delays (wait 100 ticks before firing, also, must be on for 100 ticks straight before firing, pendulum for regular timing)
                                  Controlled states (On, Off, Toggle, rather than just ON one way and OFF the other)
                                  Buidling Damage States (Cut the counterweight, door shuts without access to lever type stuff)

Class G:  Other Stuff
                 Small Traps
                 Mine Carts & Conveyor Belts
                 Clocks
                 Alarms & Bells
                         Alarms/levers could be tied to automatic alert level changes.
                 Logical Operators (AND Gates, etc)
                 Ability to hide floodgates/doors
                 Small Mechanisms (Bloat 41, Could be used for Clocks, etc)
                 Sound Pipes (tin can telephone, still lacking a game purpose)



Class H:  Previous Suggestion Threads

Mechanics
Traps
Logic Gates 1
Metal Mechanisms
pre-1400 Techs
Trap Nerfing
Ice Traps?
Perpetual Motion discussion



Disclaimer:  I don't agree with everything up here, this is just a list view of the suggestions I've seen.  I plan on keeping the list updated, but only with new items.  The goal is to make new tools for users to design their own physics stuff, not add complicated new 'building in a box' options.  I've also tried to avoid non-specific suggestions involving wear and tear, and other such.  You'll also notice a distinct lack of alchemy, gunpowder, smelting, etc...

Edit: New ideas and links v1
Edit: New Weapon Trap info
Edit: Tech info and Power drills
Edit: Suggestions from below
Edit: Suggestions from below

71
DF Suggestions / Migrants and Sieges
« on: August 12, 2008, 11:00:35 am »
First a review, correct me if I'm wrong on the details.

1: Both your ideal fortress population and the sieges you get depend on your current fortress wealth.

2: Migrants depend on the ideal fortress population and the recent death toll.  (I.E. if the wealth of your fortress is constant, your fortress size will eventually grow to the ideal fortress population, but this might take a while due to fortress death keeping potential immigrants away.)

The suggestion bit:

1:  I think that the migrants formula should be editable in the raws, for a given race. 
   Aversity to danger (how much death affects their willingness to come),     
   Their willingness to travel (farther away from home should get fewer migrants. 
   Need for wealth and happiness. (Could be possible to require more wealth to get a certain population.  Also, how happy you are keeping the dwarves would matter). 
   Density Aversity.  (Easiest would be a switch between arithmatic, geometric and logarythmic scales)  Basically just make it harder to get more immigrants at higher levels.

2:  In a more gameplay, less simulation model, it would make sense to 'buy' immigrants.  Once the X dwarfbucks required to get an immigrant are used, mark some of the money as already used to attract immigrants. 
   One possible way to do this is to subtract the value of materials owned by dead people.

3:  Policies:  Hopefully, eventually, we will get the ability to not accept immigrants, to create immigration incentive programs (send out valuables to 'bribe' them), and to accept non-dwarven immigrants.  Also, encouraging certain types of immigrants.  All this has been covered elsewhere, it's just here for completeness.

4:  Transparency:  I should like to see numbers on what immigrants I'm getting and why.  Even just a "Your fort has increased in value by X dwarfbucks.  Hearing tales of your wealth, a group of dwarves from CIV_NAME have made the journey to your fortress to seek their fortunes" would be helpful.  This could even be added to the legends.  This will be doubly useful later, when immigrants may show up for other reasons

5:  Sieges.  I'm not sure I like the idea that sieges are just migrant waves of hostile immigrants.  Any ideas on how to tweak the invasion formulas to make them more distinct?
    First off, formulas for sieging could be editable the same way (for the truly meek/gluttonous.)
    Raids could come seeking specific goods (re: artifacts) 
    Raids could be based on digging as well (what if the goblins don't WANT you to let any more demons out?)
    I think its assumed that diplomacy will create sieges even from the non-wealth seeking civs (i.e. elves for the trees)

Anyway, I was just curious what other people thought was right.

72
DF Suggestions / Abandon Fortress Abstraction
« on: August 04, 2008, 03:07:54 pm »
Is there really a need to have EVERY SINGLE -Mudstone Ring- and xXGiant Cave Spider Silk Left SockXx strewn about the fort when we go back to it?

Kobolds sneak into the fortress on a daily basis.  Would it be too much for them to hall some of this crap away?

On a personal level, what I would like to see is:
Anything that's rotten, or will be rotten, goes away.
Anything that is valued at less than X dwarf bucks goes away.

From a realistic standpoint, you could add:
Anything that's outside, goes away
Anything that's Y steps away from outside or a chasm, goes away.

The painful truth, adds : Anything else has a Z% chance of being stolen.

Mostly, I'm just tired of returning to old forts as an adventurer and wading through the piles of abandonned goblin gear, rotten clothing, and trade goods I never quite got rid of.

73
DF Suggestions / Really Really Really Random Races
« on: August 01, 2008, 02:25:50 pm »
Ok, this is a short one.

There's talk of random megabeasts.  There's some small talk of random monsters and maybe even random player races.

My suggestion?  Put off the Player race definition till the end.

What is a player race anyway?  It's a group that's got sufficient intelligence to do crafting and metalurgy, sufficient numbers to make a fort and greater civilization, and falls into the mid level on the power scale.

Say we have the ability to measure the survivability of a randomly created world gen critter.  We generate 20 creatures at random, and populate the world with the same point value of each (there's be a million rabbits per dragon, for instance).

We then let them duke it out for 10-50 years of 'prehistory'.  Define a random 50% (maybe the middle in terms of success?) as now pseudo intelligent (can learn, maybe?) and keep going.  After another 10-50 years, we take the middle 4-5 and make them full on civilizations (generating civ entities for them, rather than the tribal (whatever giants are) or loner (dragons) tags they've got now.  Randomly (procedurally?) create the ethics for these civs.  Procede with normal history generation.

Imagine playing DF as the last outpost of the giants.  No imigrants because there are no other civs.  There's 20 of you, each capable of smashing the 100+ antmen siege that comes every year singlehandedly.  Sure Urlock just had her baby, but the Cave Swallowmen keep sneaking up trying to steal it, and that human champion ronin megabeast that just came through has put Actosh in a wheelchair for the rest of his life.

Or playing as the Frogmen.  You swim well, you practically breathe water.  The downside is that you don't know how to dig to save your life.  You can build primitive huts out of wood, but you have to kill a dwarf to get the axe, and that's not easy because they're so much bigger than you.  If you didn't have 30-40 Tadpoles becoming soldiers every year, you'd have no chance at holding off the elven hordes that attack you every year because of your proclivity for eating meat.
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Again, less of a this is the way it should work, and more of a 'look at the possibilities over here!' fantasy

74
DF Suggestions / MOO2 Civ definitions
« on: August 01, 2008, 02:01:42 pm »
tl/dr  -- There is an expressed dev desire to make races randomly.  A simple way to do this is define the random as within general limits for a race. 
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One of the neat things about Master of Orion 2 was the race definitions.  Each race had a set of merits and flaws, bonuses, things it was better at, what have you. 

The thing that made it really neat was that the definitions would change from game to game.  Sure the darloks were always the sneaky spies, and the kracken had stupid high breed rates, but a lot of the details changed about them from game to game.

For example, one game the Darloks would get +10 stealth, while the next time they would get +7 stealth and +3 diplomacy.

Now, DF doesn’t seem to give a flying flip about exacting levels of game balance.  The advantage here is that you can say a dwarf is generally tough (+2 con) but in some worlds they aren’t so tough (+1 con) and in some they are extremely tough (+3 con)

What this allows you to do is play with pseudo random races.  Rather than say ‘I’m going to allow completely random races, and who knows what they’ll do’, allow players to create races with random points.  In some games, dwarves will be tougher than others.


Here’s a few ways to leverage this:

Difficulty modes:  There should be some idea of what a balanced character is.  Say I cost out every thing the race could have and then give the processor a point total.  When it generates the world, it will actually define all the points, spending the points you give it at random.  (Just like MOO2 did,  only with the race defs in the raws)  That being the case, if you generate a world on ‘easy’ mode, the dwarves could be given extra points to start off stronger.

Guaranteed roles:  It’s hard to gel random races with the desire to always see the elves as some take on the hippy types, the dwarves as the tough digging type, etc.  By defining your races as having random ranges, you randomize power levels and balance.  You also create a unique(r) play experience.  What you don’t do, is take away the roles that the races are designed to fill.

Tweaked Political Balances:  Sometimes the humans win, sometimes the goblins.  A small change to both races can quickly throw the civs into a new balance.
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This isn't meant to be a 100% this should happen suggestion, more like a 'this is one way to do this' kind of think about it thing.

75
This may be intended behaviour, but I've got all my food animals (Horses, Cows, Camels and Donkeys in this case) in cages together, one for each species.  I noticed a lot of 'release animal from cages jobs' being taken, and it turns out that they are releasing the lil' red animals from the cages. 

I can only assume that what is going on is that a new animal is born and placed in the cage with it's mother, but not tagged as SUPPOSED to be there.

I'm not sure if this is desired behaviour or not.  It is a pain to have to manually put them back in (or watch the birth rates and try to figure out which cage they belong in...) but it's a small one.  Seems like an easy fix though.

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