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Messages - Felblood

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421
DF Suggestions / Re: A troglodyte merchant has arrived
« on: February 10, 2009, 02:54:45 pm »
My biggest hope for the caravan arc is to see the various racial caravans double up, if there is more than one civ of a given race.

Right now, even if there are seven elven civs, only one of them sends caravans to your fortress.

Traders that actually try to cover their overhead and transport costs would be both realistic, and more fun, especially with this, as developing good relations with multiple buyers would actually be worthwhile. There's little reason to toady to the elves, if you can sell to the humans.

Having two human caravans competing for your skull totems every year, with the nearer city having the decided advantage of lower costs, would be great.

422
DF Suggestions / Re: Dwarves can fail
« on: February 10, 2009, 02:27:45 pm »
This brings us to the second issue, that has crept in: Should an accountant, lost in the tundra, and forced to build a shelter from ice cubes, eventually gain enough construction skills to build elaborate bridges from ice?

No, he should freeze to death. The game gives you the ability to start with a mix of appropriate construction and frontier-survival skills. If you don't, and you embark to an inhospitable climate, you should fail.

 ::)There's an epic tale of survival against the odds. Their chances of getting their improvised igloo built before they all die was the subject of the first question. They might should be slim, but they should at least get a chance. This question is about what happens after that, assuming at least one of them does survive.

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This has less to do with the skills and talents of the dwarf in question being deficient, than the local level of technological advancement (zero, effectively) being insufficient to support his growth.

Given that we're talking about a small outpost of a larger civilization, and a culture of oral tradition, the "technology level" consists mostly of the skills and talents of the dwarves. This shouldn't be abstracted away.


No we're not. We're talking about seven guys, alone in the wilderness with no training or experience in the field of construction. Abandon, for just a moment, the story limitations imposed by the current mechanics, and envision the possibility.

Also, how do you know they have an oral tradition? Right now nobody actually teaches dwarves anything, even in cities, you have to figure everything out for yourself. Writing and hands-on apprenticeship are both potential explanations for where the knowledge comes from. It's lost in the abstraction.

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A while back I proposed that an unskilled person shouldn't be able to start doing a job at all unless someone at the site has some minimum level of skill (probably the level above Novice). This represents the need for a trained dwarf to bring the knowledge, without actually tying up dwarves with teaching/apprenticeship jobs. It also makes the bazillion "Soap Maker" immigrants marginally more useful.

While reducing the thing to does/doesn't have the appropriate technology might be simpler in some respects, I think you're failing to grasp the distinction between the first and second question.

Your proposal severely cripples low immigration, multi-generation cities. If a city never gets a carpenter immigrant (which seems to be possible at any level of immigration), your proposal would make it impossible for them to figure out how to carve wood, even in a dozen generations. The lost accountants might never make finely filigreed cabinets, or elaborate suspension bridges (and they probably shouldn't, without help, or a least a book), but I should be able to throw together some huts or a hovel, but their descendants, twelve generations later, should be living in an ice castle (they're dwarves, you can't expect them to live in igloos).

You can say, "Just make some simple tasks doable without technology," but that fails to address the actual second question. How does a dwarf with no exposure, to the numerous advancements his art has undergone in the past two hundred years, grow into the most refined craftsdwarf in the world? How does a soldier become the best swordsdwarf the world has ever seen, by only sparring with guys from the same school?

423
DF Suggestions / Re: not disgusting dwarf cheese
« on: February 10, 2009, 01:35:28 pm »
My Grandfather used to say that when he was in Africa, he and some of the guys from his infantry unit bought some hard boiled eggs. Only, when they opened them up to eat them, they found boiled baby chicks in them.

Turns out, the local nomads liked them better that way.

Really, is it any more gross than the way we do it, if you stop to think about it?

Also, head cheese, pork rinds and pickled pigs feet. We need some pig pens in DF.

424
DF Suggestions / Re: Language magic, or Yet Another Long Magic Rant
« on: February 09, 2009, 04:27:23 pm »
It would be nice if, eventually, things got moved out to external raws and scripts, so that players are free to add in whatever sorts of magical perversions they personally desire. However, even just a hard coded version, would be nice.

We're still going to have to wait years to see any of this, but it'd be worth it to get to play with this even one month sooner, especially since we'll have all those other arcs to use it on, by then.

You will be unable to turn heads into butter, until there is a butter material. Will you settle for turning heads into liquid cheese?

425
DF Suggestions / Re: Live Clock
« on: February 09, 2009, 04:08:37 pm »
There are no hours.

Day and night have no meaning for us.

You sleep when you're tired, and you eat when you're hungry.

If you aren't fighting or working, you need to be partying.


Honestly, I'm not sure whether a proper day cycle would improve this game or simply cause mass starvation and chaos.

Having the current date, in addition to the FPS and idlers, or whatever you're running in the corners, would be a nice option, but I can see how some would want to be able to turn it off.

426
DF Suggestions / Re: Painting, Paper, and Smoothing
« on: February 09, 2009, 04:03:03 pm »
I would absolutely love to be able to build giant castles from sand, and engrave them with elaborate reliefs.

I do feel that erosion, wall crumbling and other dangers of building a city from sand should be implemented before sand engraving or even smoothing gets put in. You gotta have the groundwork first.

"Captain MadHelm! The goblins have a catapult."

"Blast it all! I knew I should have ordered this thing made out of wood!"

427
DF Suggestions / Re: New Skill: Geology
« on: February 09, 2009, 03:48:25 pm »
I'd like to see dwarves sensing nearby veins of metal ore, through the local magnetic declination or something, with a longer range as the dwarf get's better at it, but I don't know how that would apply to gems.

I'd be nice if this came in the form of adding more of those little gray marks in the black area, instead of giving you specific information.

"Ooh, a % appeared on the other side of the wall from my geologist. I think I'll dig in there, and see what's what."

Keep the range short to start, as exploratory mining is fun in it's own way, even if it is horrifically destructive, and leveling it up has to be rewarding.

Maybe, give dwarves a tiny compass in their nose, that points them toward the nearest magnetite, so they lose this ability if their nose get's broken.

428
DF Suggestions / Re: Zoom-cre goes to creature, not tile.
« on: February 09, 2009, 03:28:41 pm »
You example is so extreme that it illustrates nothing, but the idea is sound.

This change would improve my DF experience.

429
DF Suggestions / Re: Dwarves can fail
« on: February 09, 2009, 03:26:08 pm »
Gems are a bad example. They don't even follow the current quality levels system. You either turn out a masterwork, or you create a bunch of smaller gems, of undefined quantity. Whether gem cutting needs quality levels is another debate altogether (It makes simulation sense, but it tends to throw the economy all out of whack).

There are two questions being debated here.

First: Should the current quality level system have a quality level so low, it is completely useless? --or even yields no object at all? It's the same thing really, except the latter takes less hauling.

No quality level items are usable products that typically net you 10 or twenty points. Fine goods are worth twice that, etc.

It is theoretically possible, however unlikely, that a dwarf could produce an item that is actually unusable, or a mug with a crack down the side (Dwarves do not have glue. Yet.). Exactly how often this might/should happen is buried under so many layers of raw material abstraction that nobody can actually saw how likely it is.

Modeling this in-game, instead of leaving it under the abstraction could have serious repercussions for certain styles of play, especially those involving a group of accountants lost in the tundra. The will of Toady be done.

This brings us to the second issue, that has crept in: Should an accountant, lost in the tundra, and forced to build a shelter from ice cubes, eventually gain enough construction skills to build elaborate bridges from ice?

Where did he learn the formulas necessary? Did he invent trigonometry while he was out there? What level of statistical math does a dwarven accountant have at his disposal?

This has less to do with the skills and talents of the dwarf in question being deficient, than the local level of technological advancement (zero, effectively) being insufficient to support his growth.

To remedy this, I would recommend tracking the technological level of the fort, relative to each skill. The arts and sciences we all know and love grew to maturity over many hundreds of years, and it isn't completely unreasonable to think, that our dwarves would need to stand on the shoulders of giants.

For memory and personal tastes a [TECHNOLOGY_OFF] tag is probably a prerequisite.

Start with a trained dwarf, and you get the technological level of your parent civ. Every time a dwarf gains a skill level, the civ gains a few experience points toward the next technology level of the same skill.

430
DF Suggestions / Re: Nobility Killing Penalty Idea!
« on: February 09, 2009, 02:44:50 pm »
Oh, I don't mind moody dwarves making impossible requests. It makes sense.

However, if your duke is at all grounded in reality, he should know that there is no way that we can get him any diamonds, before the fall caravan arrives, so he might as well not ask.

If you have admantium, the nobles should be just clamoring for it, what with this twisted obsession with it dwarves have, however if there isn't any, they should know that. After all, it can't be imported, so if you don't have it, that's the way it is. Sand is the same way, but I'd like to be able to import it, or at least raw glass.

Perhaps, nobles should affect your trade negotiations, bumping up the sliders for things they like, without your consent. Then again, they would have to attend the meeting for that, and getting meetings done is enough trouble. Maybe, let the meeting start without them, but let them affect things if they show up. Gives us one more reason to lock the door.

431
DF Suggestions / Re: Urist McLegendaryGuard has been suffocated!
« on: February 09, 2009, 02:33:42 pm »
--Or, just add the ability to have dwarves hammered/imprisoned for incompetence or negligence, at the player's whim.

It wouldn't do anything positive to the fortress, but it would make me feel better, when my broker decides that storing his new sock is more important than buying wood, and all the immigrants have to go without beds.

432
DF Suggestions / Re: Language magic, or Yet Another Long Magic Rant
« on: February 09, 2009, 02:24:31 pm »
We're already getting a new set of attributes, folks.

--and yes the fact that there are words in the languages for things that don't exist in game is something of an issue. Plus, this could take DF from a game where people occasionally have disturbing names, to a game with numerous disturbing themes.

I don't really want to see that happen.

Also, bear in mind that getting useful wizards in a fortress is pretty unlikely. You strike the earth by the sweat of your brow, at the moment, and there are significant elements who would like to see  that emphasized, rather than reduced.

433
DF Suggestions / Re: Suggestions for elves
« on: February 09, 2009, 02:18:40 pm »
Tent cities for nomads would be cool, but I think elven architecture is intended to be a bit more impressive than all that.

Yes, elves are ignorant, self-righteous and rude, but that's no reason that killing them for it can't be an interesting challenge. Drowning chambers are all well and good for merchants and ambushers, but sacking the elven capitol should be a bit more dramatic than knocking over some tents.

*Doink*

*plop*

"The city is destroyed! Elves suck!"

Plus, elf city, might be a fun variant to change things up. Not being able to mine and smith properly or cut trees normally and having to woo the wood out of the trees, or whatever it is elves do, contrasted with being able to make trees grow wherever you want and being able to build cities upwards on tree platforms and whatnot would be a very cool change of pace. It's not a short term suggestion by any means, but full of possibility.

434
DF Suggestions / Re: Furniture/crafts realism
« on: February 09, 2009, 02:05:05 pm »

Too bad civilians run away and that 2 foot obsidian sword of yours on a creature somewhat larger than a dog never does anything but get in the way of their work

You'll still be using troops for actual fighting

Please don't try to drag the obsidian weapons issues into this; don't cloud the issue.

Yes, civilians currently run away from everything from megabeasts to varmints. In a perfectly realistic simulation, those varmints would hear them coming, and just run away, before either saw the other.

You are completely ignoring the implications that this system would have for reservists. If I have a sword dwarf doing regular labor, either because I need extra hands temporarily, or because he is a regular worker, who does training at the barracks for occasional stints, so I can draft him and send him out if I need him, I should be able to make him wear a sword around town. Maybe it's just a measure to make sure he get's his gear together faster, if he gets called to serve, but he'll be glad it's there when he finds himself between a thief and his way out.

Yes, we will use professional soldiers to protect our city from enemies, megabeasts and monsters. No one is suggesting that Urist HaulTrash and his trusty dagger is going to be a substitute for a real military.

However, there are situations where civilians are forced to fight, and I'd like to be able to give them as much weapon as I feel is appropriate, particularly as the number of those potential situations increases. The drawbacks for larger than dagger weapons should be quite considerable, but they wouldn't and shouldn't be completely debilitating.

Having a sword on his hip would prevent a craftsdwarf from sitting in his shop carving toys, how? It might bother him a bit, when he goes to get materials, or when he turns around to grab some tool from the other bench, but not much more than wearing a long coat or half a dozen leather cloaks.

Perhaps wearing weapons could relate to the armor user skill.

435
Possessions are supposed to be worse than fey moods. They come from unhappy dwarves. Most of the magic you would get out of one would probably be really bad, like the weeps the blood of martyred virgins and screams loudly all night bad. --possibly even kills you for touching it bad. The actually useful magic artifact would be rare and precious and probably come with side effects.

Hello, axe of unending rage. You are my only friend. The others don't understand us. They want to take you away.
--but we won't let them will we. No. We won't let them.


I can buy a sword so well crafted that it's indestructible, impossibly sharp, and perfectly balanced, beyond mortal ability. Maybe even so well crafted that it acquires mystical powers of general magic resistance and evil smiting like Narsil or the Master Sword.

I can't buy a shoe so well crafted that it can make you levitate, or it has floating orbs that rotate around it. That is the kind of stuff you get out of wizards, not dwarves.

The dwarven evoker doesn't sit particularly well with me; magic words and fireballs aren't really earthy enough. --but if there's a flying shoe, a wizard or some sort was clearly involved somewhere, and I'd like him to step out from behind the curtain. Runes are kind of dwarfy.

I could buy the floating shoe guy carving runes on bins, to make them lighter. It's not a game breaking power or anything, but it keeps the wizard where I can see him.

If he can arrange the threads in a cloth shoe so perfectly, that it generates an anti-gravity field from background magic, he should gain enough insight into how the flow works, to create a larger, clunkier, less effective version of the same array, and scratch it into a crate.

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