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Messages - Felblood

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271
DF Suggestions / Re: Religious Archetypes
« on: July 15, 2009, 01:05:49 pm »
Two words gentlemen:

Variable Metaphysics!

Toady has expressed an interest in making the very nature of the gods something that can be manipulated through world-gen parameters.

Religion is going to evolve very differently in a world where the gods make regular appearances at the local pub, or smite people who convert away from their worship, or reveal cosmic truths to chosen prophets once every ten thousand years. We need to take the full scope of these possible origin points into consideration.

Ideally all these scenarios and far more should be possible in the mythical V 1.0.

The question before us is, How can we make that happen without bloating the game beyond all reason? Which in turn means that we need to know, How can we model the religious beliefs of dwarves and civs in a way that is useful in all of these scenarios?

In a world where new gods can be created, or mortals can become gods, even a very active pantheon could be phased out in favor of a newer, more hip religion.

272
DF Suggestions / Re: Illustrated item/material skill suggestion
« on: July 13, 2009, 02:49:11 pm »
The drawbacks are, that it makes specializing in a single material less meaningful, and the system has to allow for an arbitrarily number of different [MAT_SKILL] tags, as players mod in more and more custom materials, or separate out skills that are folded together in vanilla.

How are these drawbacks?

You would, however, need a scalar, so you could determine how important the material is to the overall product without upping the value extravagantly.

If sandstone and puddingstone share a common matskill, then being a sandstone specialist is considerably less glamorous.

Being able to handle an arbitrary number of matskills would be an awesome feature, but Toady would have to code it.

273
DF Suggestions / Re: A suggestion on poop handling
« on: July 13, 2009, 02:46:52 pm »
The bare minimum, cool sewage trap involves a flow of A washing the invaders into a flow of B. With A and B being magma and sewage, in whichever order is easier to clean up.

Ultimate sewage traps will probably involve dying slowly from some horrible disease, and eating raw kittens to survive.

Sewage should _most_definitely_ be flamable in the way that booze is flamable.

Of course not. In point of fact, an above ground sewage pit or uncovered vat, shouldn't produce enough methane to burn, let alone explode, under normal circumstances.

274
DF Suggestions / Re: Illustrated item/material skill suggestion
« on: July 13, 2009, 02:24:45 pm »
Perhaps, instead of a separate skill for each material, each material specifies it's material skill in the raws.

Yellow, blue and white diamonds could then all have [MAT_SKILL:DIAMOND].


This allows us to trim the fat that will crop up, in the enormous number of material subskills. For example, stonecrafting could be divided up into seven or eight different skills, instead of one for every kind of stone in the world.

The drawbacks are, that it makes specializing in a single material less meaningful, and the system has to allow for an arbitrarily number of different [MAT_SKILL] tags, as players mod in more and more custom materials, or separate out skills that are folded together in vanilla.

275
DF Suggestions / Re: Religious Archetypes
« on: July 13, 2009, 02:17:23 pm »
There's some good ideas in the OP, but I think there's a lot of bad assumptions there that could be scraped off, to make them shine through a bit clearer.

Most importantly, I see no reason that we have to start out with hundreds of gods and evolve that into monotheism. Even granted the assumption that that's how things work in real life, there's no reason for DF to be weighted towards that scenario. It should be one of many possibilities that can grow up from emergent behavior.

276
DF Suggestions / Re: A suggestion on poop handling
« on: July 12, 2009, 09:57:21 pm »
Personally, I imagine a loo as either a well like construction, that goes the opposite direction, and thus requires no bucket, or a floor grate with a designation over it.

Perhaps both could be included, with poncier dwarves demanding the fancier arrangement.

If this does go in, I recommend that the first release to feature toilets, not also feature sewage and sewers. Manure and it's farming applications would make a good forerunner to both items.

This gives the naysayers the chance to see that dwarves pooping does not cause the world to end, and gives us time to adjust to the new realities one at a time.

Plus, we'd get more freaquent releases... ;D

277
DF Suggestions / Re: Ghosts, Adventurers, and the Adventurer Entity
« on: July 10, 2009, 07:41:03 am »
The difference is intent

A Blessed weapon is blessed, it hurts ghosts by virtue of ghosts being harmed by blessed weapons

A Magic weapon harms ghosts by virtue of being specifically set up to harm them

I'm fairly certain that I remember Toady saying somewhere that divine magic, including blessed weapons, was going to have to wait until the magic arc, which is why I said we won't have blessed blades until then.

The crucial differences between blessed weapons and magic ones become largely irrelevant, if neither of them has been implemented yet.

278
DF Suggestions / Re: Ghosts, Adventurers, and the Adventurer Entity
« on: July 09, 2009, 11:04:42 pm »
The reason that I advocated making all player characters drop ghosts is that it's predictable and simple and therefore easy to code and debug. It isn't intended to reflect the place of ghosts in the world of DF, but rather provide space for the important groundwork for more lore friendly ghosts to move in and replace them.

As for the actual mechanics, I personally think it would be interesting to see ghosts that are just a SOUL with no material body parts. If speaking ever requires a mouth, things could get more complicated than that.

Using blessed weapons to harm ghosts isn't really any different than using magic weapons mechanically. They'll both have to wait for the magic arc.

279
DF Suggestions / Re: Ghosts, Adventurers, and the Adventurer Entity
« on: July 07, 2009, 02:15:19 pm »
Ghosts should be a fairly rare occurrence. Ideally, in the ur-mythical DF 1.0, there should be a wide, light scattering of occurences like ghost visits, bandit attacks, etc.

Eventually, yes. --but until then, it'd be cool to have your adventurers be the primary source of ghosts, until the rest of the ghost sources get implemented. I did touch on phasing this system out as better mechanics evolve to replace it.

Ghosts strike me as something that will be mechanically troublesome, especially if some of them are hostile, and will have to be met with violence, before we have magic. As such, they should go in as soon as is prudent, so there's plenty of time to iron them out. Why wait for normal ghost creation to get implemented and refined to start refining ghosts?

--and yeah, it wouldn't really be that useful, except as a way of finding out whatever became of you old sidekicks, but it would be really cool. Right now, those guys seem to just vanish when their leader dies, and I always wonder what happens to them.

It wouldn't be any more helpful than using the legends to hunt locations with interesting monsters. It's always worth a trip to any place where a lot of people were eaten my werewolves, right?

I confess the whole thing is a bit Nethack-ish, but player ghosts that you can do something with besides fight for their old gear is something that we don't often get to see.

280
DF Suggestions / Ghosts, Adventurers, and the Adventurer Entity
« on: July 07, 2009, 08:53:06 am »
Disclaimer1: This isn't an idea for the next release, or even the one after that. It's an idea I had, and then searched for, and I thought I'd point it out while it was on my mind.

Disclaimer2: I searched for this, but it's possible that i didn't use the best search string.

Now that adventurers are getting their own entity, that bundles all their exploits and achievements in one place, it would be possible(ish) for retired adventurers to regale strangers with tales of their heroic actions (or a random list of facts about their travels, whatever).

This strikes me as useful early ghost behavior. At first, only player characters will drop ghosts, and they'd do it all the time. (Once you have the ghosts and their basic behaviors worked out properly, then you can let other people have them, and dial back the haunting rates of player characters.)

The ghost of an adventurer could talk about himself and his fellow party members. Not only would this be helpful in getting the actions of your dead PCs into the legends, the information the ghost provides could be useful in other ways.

If you come upon the ghost of Lurist McRanger, in the Cave of Puppies and he informs you that, in 206, his meat shields sidekicks, Paco and Sancho were both killed by Giant Cave Spiders, in the Cave of Puppies, then you know to go on prepared to find GCS.

281
DF Suggestions / Re: Goblins will be too weak
« on: July 06, 2009, 09:39:23 am »
These are clearly the generic, modern fantasy variant of goblins (in keeping with the generic modern fantasy setting). This really isn't the thread for arguing that they shouldn't be.

Anyway, it occurs to me that making the military more effective won't have any real impact on game difficulty until invaders have some sort of basic plan for traps. Right now soldiers are a little less effective and a lot less reliable than traps, and the update promises to make them a little more effective and a lot less unreliable. This will move them up into the position of being only slightly less effective than traps and slightly less reliable than traps.

The fact of the matter is that goblins are going to suck in the next release, because they already sucked, it's just that our own forces are going to stop sucking so much.

As for how to fix that, the fix won't be in the next release, so we might as well wait and see the thing so we'll have a better idea of what's actually happening on these new battlefields.

I'm really looking forward to those balance threads, and I wouldn't want the topic to get run into the ground before we actually have something to say about it.

282
DF Suggestions / Re: Making the game more accessible for new players
« on: July 06, 2009, 04:14:36 am »
Toady could cut/paste some articles from the wiki into the in-game help, but if he's going to do that he'd be better off just soliciting people to write help articles, specifically for the in-game help system, instead of stuff intended to be read in a cross-linked wiki.

Pointing players to the wiki, in the first page of the Getting Started page would probably be a more effective use of the wiki.

I have to agree about the varied tiles. They're much nicer looking once you've gotten used to ASCII, but until you do they make it even harder to learn.

I learned with a graphics set, but now I use raw ASCII. It really does get easier.

283
DF Suggestions / Re: Second chair in office for meetings
« on: July 06, 2009, 04:00:53 am »
Quote from: Silverionmox
(One of the things that always seem odd to me in American films America is that sick people in hospitals are required to languish on benches in hospitals for hours.)

Fix'd. It's our healthcare system that's broken.

Actually, it's our insurance system that is most deeply flawed. The effects are just easiest to see in the healthcare system, because it's the most common form of privately held insurance and there is so much expert labor.

284
DF Suggestions / Re: Site symbol
« on: July 06, 2009, 03:55:24 am »
I think it'd be best if it went the same way as the fortress' name currently does.

You're given a random symbol to start with, but if it's something that completely offends your sensibilities, or you want something specific, you can change it.

It wouldn't make sense to change civilization symbols every time you start a new fort though. I'd be nice to have a little description paragraph for each civ, available from the embark screen, so you can avoid the ones with weird symbols, etc.

285
DF Suggestions / Re: Burrows and pathfinding
« on: July 03, 2009, 11:30:52 am »
I believe some burrow settings will be less restrictive than others, so some will only force dwarves to work in the burrow, while still allowing them to eat from the general stockpiles outside.

If a dwarf tries to path to a destination in his burrow and fails, he should resume flooding from his borrow only flood, instead of starting over from square one. This might occasionally cost us a tiny bit of memory, but it should conserve CPU time on a regular basis.

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