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Messages - DPh Kraken

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31
DF General Discussion / Re: Future of the Fortress
« on: October 13, 2023, 02:25:55 pm »
How were the statistics for the weapons determined? I can figure out how weights would be calculated, but I don't know what sort of formulas or educated guesses were used for the attack types.

32
DF Suggestions / Re: Candymaker's workshop
« on: October 08, 2023, 10:46:30 pm »
I think that candy-making could be part of a broader expansion of cooking. It seems like it could just be a specific recipe outcome when ordering prepared meals.

33
DF General Discussion / Re: Helmet Variant Suggestion Thread
« on: October 06, 2023, 07:50:57 pm »
I like sallets and frogmouths.

34
DF Gameplay Questions / Re: What does the dungeon master do?
« on: October 02, 2023, 03:08:48 pm »
Historically they were in charge of training animals, but that responsibility has become distributed among all citizens. They still have the token that lists the animal management responsibility, but no fortmode relevance.
Recently the dungeon master gained the "espionage" responsibility. This also isn't relevant to fortress mode currently, but hints to Villains arc improvements.
Right now, it's just flavor and the mild mood buff from holding a position.

35
I think it's not so much the sameyness of the mechanics of random bosses, since they have almost every ability available to pre-defined creatures and do a good job at being the nastiest test of your defenses. I think the issue at hand isn't in shape or powerset (though a bigger spell list would be appreciated), it's moreso in behavioral diversity.

I'm going to talk about FBs in the context of fort mode, as they're the most ready foe. Right now they just wander around and attack people and doors, which is simple enough to give you a challenge. FBs could drag out fights over a series of multiple ambushes, letting their unique attributes be explored more. They already have themes going with the spheres, so darkness/trickery FBs could hide in plain sight while misery ones could have a taunting routine. They could build a nest and haul corpses to there, preventing you from giving your dwarves a proper burial. Fire-based FBs could torch mushroom forests for fun - but that is when their guard is down, they won't flee from your archers. Different ones might react to "bait" (lone hunters) in separate ways, some remaining in the shadows while others are lured into a fight. Sometimes a FB's nest could be placed far away, or right by your access tunnels.
Those are ways that the procedural can inspire unique, handcrafted behaviors, and then could be hooked into other random values to keep it unpredictable.

A greater plot relevance to megabeasts in general would be nice. Right now they're basically Sailor Moon villains that show up each episode, act all weird and scary, and then are promptly forgotten about if they're a beast of that inclination. Even just a listing couple animalistic motivations in-game for the beasts to show up would make them more memorable - perhaps their slumber was disturbed, they are following their prey or a rival, cave creatures have formed an uneasy alliance with it, minions of a dark god wish to summon a monstrosity, they crave wealth that they cannot create, the wrath of the savage wilds has been awoken, or it's running from something worse. Lots of those ideas have tons of narrative hooks, be they simple resolutions or layered villainous plots.
There probably wouldn't be much mechanical difference between a dragon's hoard or a FB's hoard, but being able to slay it in fort mode and hunt down its lair on an adventure would be a whole story arc from a one-off creature.

36
DF Suggestions / Expand audio modding
« on: September 20, 2023, 12:43:44 pm »
There should be a few more types of music triggers for new songs (be they modded or a second vanilla album) to hook into.

There are three types of invasion events with associated music: forgotten/mega beast attacks and sieges. It should be possible to link music to other types of announced invasions, like ambushes, opening the underworld, and cave dweller raids.

There's also places where celebratory music could be added, with the progression of land-holding and mountain-homing being a source of both contexts and events.

Biome-based music contexts are on my wishlist for the Adventure mode soundtrack, and it'd be nice to hear them from time to time in Fort mode.
I would like there to be separate tokens for adventure mode and fort mode biome contexts, so they can be more properly tuned. "Vile Force of Darkness" would be amazing to hear while trekking over an evil biome, but would be confusing when building a fort there.
Perhaps seasonal songs could also be specified per climate? I'm mainly thinking about the aural landscape of a "warm winter."

There are also two types of audio that can't be edited by mods: "cards" (listed as interludes on the pause menu) and ambience. It would be nice to have raw-based control over playing those, perhaps some parity in audio contexts?

37
DF Suggestions / Specifying materials gets around economic stone orders
« on: September 08, 2023, 02:35:28 pm »
Standing orders do well to reduce fort mode micromanagement, by restricting valuable materials from being lost in menial operations.

Work orders, construction choices, and crafting jobs all allow the player to auto-pick materials or specify specific material inputs. When the player chooses to be specific, the game should be able to look for restricted economic stones rather than cancelling them due to the standing order.
Should the ability to specify materials for cooking or brewing be implemented, manual specifications should also be able to supercede the standing order.

38
DF Suggestions / Adventuring tools
« on: August 31, 2023, 12:52:49 am »
Fortress mode has many useful items to organize a fortress with and tend to the needs of a city, but beyond the typical combat gear and containers the adventurer doesn't have much in the way of cunning tools.

Ropes and chains!
There are a lot of exploration uses for this versatile item, including the adventurer using them to restrain foes (Req236 in the old dev log).
Affixing items to the ends of ropes would create lots of object interactions - you could throw something (with a little bit of velocity damping, given the weight of the rope also should apply), then easily haul it back in with the rope still in your hand. Tie ropes to other ropes to make a longer chain.
Tie yourself to the rope to climb more safely, though slower and with a shorter chain.
The game should have enough physics information to tie arbitrary items and units together, and exert tension between the ends and the points of rope.

Grappling hooks (weapons-grade metal) & pitons (any metal)
The adventurer should be able to toss ropes upwards, but to get them to stick you'd need to wrap around a branch/bar, tie them around a piton you planted, or affix a grappling hook to the end of your rope.

Lockpicks (wood, metal, bone)
Use the Mechanic skill (or a new one, primarily based on Agility and Kinesthetic Sense) to unlock doors and containers silently, and defuse mechanical traps. Any TTRPG rogue swears by these. Since having cheap bulk gear run out is an interesting complication, low-quality lockpicks should be very fragile.

Torches (wood, other materials?) and candles (wax)
The ability to make campfires is all well and good, but it feels a little cheap to be able to make a square of fire from nothing. Having distinct torches for adv mode fire needs could streamline fire usage, adding a material component while also allowing the various interactions that come from handheld heat without being burned to a crisp yourself. Tie a torch to a chain to swing as flaming poi.

Tent (cloth, leather)
Though armies moving overland do create tent structures, the adventurer should also be able to raise their own. It'd be a bulky item, but being able to make a sealed area for cover in just a few moves would be a great assurance against supernaturally foul weather or predators on the road. Perhaps it could be treated as a building and given unique inside and outside sprites in Premium, and look like a stack of /|\ in ASCII.

Caltrops (ammo-grade metal)
A special form of trap/ammo that can be thrown, creating hazardous tiles and controlling the flow of a skirmish. The slower an adventurer travels over them, the less damage they take. Blunt caltrop-types should be able to trip foes instead of directly dealing nonsensical bludgeoning damage.

Chemicals (oil, poison)
Carry a flask of chemicals and throw it at a surface to splatter a couple tiles in globs and contaminants. Merchants should sell animal and vegetable oils, preferred by adventurers more for their flammability than anything culinary. Contact extracts should also be deployable in the same manner, but with poisonous material properties instead.

Net (cloth)
Another pseudo-trap, throwing a net at a unit can cause it to become restrained as if stuck in a spider's web. This tactic is less effective against larger and more agile targets.

Skill aids
Other forms of equipment might not have as interesting function, but still aid in skill rolls. Equipping crampons to your feet would make climbing less risky, wearing decorated/expensive clothing gives a bonus to social rolls (though that invites its own social peculiarities already asked by the game's value sliders), fishing rods would add on to the player's fishing checks, the list goes on.
This is more of a footnote, but it's one avenue where the mechanics of adventure mode can be tied back into fortress mode. If the adventurer needs specific tools to craft items on the go, having the tools in the fortress wouldn't preclude the task but rather become personal items that add a bonus to their crafting checks.

39
DF Suggestions / Re: Make many more dye colors + improve dying interface
« on: August 27, 2023, 10:20:48 pm »
"All the rest" is a vague term that varies from person to person, dialect to dialect, and language to language.

Colors in DF are objective, there's a hundred or so color names with associated hex codes and palette ramps. This does mean mixing them gets more complicated especially as the raws are set up to easily add more basic dyes but adding mixing would need a hardcoded system or an inordinate number of reactions (which currently can't be added to the DYER building)

Dyes currently look at the basic solid state rather than the powder state for coloring the item, that should be looked at too.

That being said, I do have a couple suggestions for a couple of dyes and new dye sources to cover the inbuilt color names.

Quern-derived dyes:
cinnabar -> minium/vermillion
chalk -> [BEIGE]
realgar -> [COPPER]
orpiment -> [AMBER]
graphite -> [TAUPE_DARK]
lapis lazuli -> ultramarine, [DARK_BLUE]
rutile, ilmenite -> titania,
galena -> massicot, [SAFFRON]
limonite -> yellow ochre, [OCHRE]
hematite -> red ochre, [BURNT_SIENNA]
stibnite -> kohl, [CHARCOAL]

Kiln-roasted dyes
cobaltite -> zaffre, [COBALT]

Botanical dyes
woad (isatis tinctoria) -> [CERULEAN]
madder (rubia tinctorum) -> [CARDINAL] (sorta redundant with hide root? but fantasy crops coexist with real ones)
weld (reselda luteola) -> [AMBER]
goldenrod (solidago) -> [GOLDENROD]
indigo (indigofera tinctoria) -> [INDIGO]

Animal dyes (yay for fish dissectors!)
squid, octopus -> [BLACK]
cuttlefish -> sepia ink
kermes beetle (kermes vermilio) -> crimson (tropical dry broadleaf forests)
cochineal beetle (dactlyopius coccus) -> carmine (deserts)
murex snail -> imperial purple, [FUSCHIA] or [RED-PURPLE] (whatever looks better in Premium)

40
Any unit performing a task exercises their attributes - I've had invincible slimes come out with incredible stats marked in their health tab after a protracted duel.
They don't gain any points in skills without CAN_LEARN, so technically no but practically yes. Zombies and other creatures marked as "no physical attribute gain" won't grow their stats through exercise, but those are a minority of creatures.

41
I think the fastest way to design a final boss via modding is to make an inorganic material that has an ingestion syndrome attached (this is what makes them get the powers), stick whatever interactions you want in the syndrome, then use DFhack to spawn a cheese of that material.

42
DF Modding / Re: How to give dwarves troglodyte servants?
« on: August 25, 2023, 10:21:32 pm »
The goblin-troll partnership is done in a very specific way ( [USE_EVIL_ANIMALS] nabs slow-learning evil cave monsters), but you can use animal tokens to force the behavior of an entity always using a specific pet.

Code: [Select]
[SELECT_ENTITY:MOUNTAIN]
[ANIMAL]
[ANIMAL_TOKEN:TROGLODYTE]
[ANIMAL_ALWAYS_PET]
[ANIMAL_ALWAYS_SIEGE]

43
DF Modding / Re: Where do I find the files to edit a civ? (BABYSNATCHER)
« on: August 24, 2023, 11:52:36 pm »
The wiki has an article on CUT and SELECT and the mod-loader structure (https://dwarffortresswiki.org/index.php/Modding#Guide), the DF/data/installed_mods folder lets you create partitions for your own mods without having to merge them into the base raws every time.
Modded creatures would be found in their data/installed_mods file, typically obfuscated under the Steam ID. Vanilla civs are in data/vanilla/vanilla_entities. Once you're in the file, it should look very familiar, at least.

In the modular system, you can add tags to an existing entry (without creating it) with SELECT, but to currently remove a tag you have to CUT the entry and redefine it from the top with every entry, except the babysnatcher tag. It's not as fast as editing the files that are already there for personal use, but it's more sustainable in the case of updates/world-switching and sharing your changes.

44
DF Modding / Re: what does [ ANTLER] do?
« on: August 21, 2023, 09:07:50 am »
Antler is a modifier to the horn material, added in DF50. It makes corpsepieces of this material look like antlers.

45
DF Suggestions / Re: Ecru, buff, etc likely need better synonyms...
« on: August 20, 2023, 06:13:26 pm »
I think they're good words as they stand. Ecru rendered in plainer speech would properly be "flax", which would be redundant with an existing color. Further reduction would land at "a grayish yellow", which states the hue and chroma but is incredibly nonspecific in value.
Having precise names for colors allows there to be cleverness, such as with dwarves having eyes colored like minerals. They're presently cheating with heliotrope eyes (which would be green flecked with red) that are defined as purple, and that gives me pause on suggesting anything description-based with the defined hex codes.

Premium graphics can just render the color of an object (including a character portrait), which should solve most of the coloration information woes. I do concede that it's a bit odd that painterly terms are used for hair and skin, but after you get out of the most typical names you're in the land of web colors and Pantone to name things.

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