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Topics - Fieari

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1
Right now, there are some things that worldgen simulates via RNG, rather than by procedural methods, and I think it'd be more interesting to see them procedural.

Grief, and obsession as a result, to be specific.

Right now, individuals will randomly become "obsessed with their own mortality" in order to become necromancers.  What if instead of random, this became simulated...

First, it would calculate how much the individual loved the one they are mourning, and how much of their own ego and psyche they put into their relationship based on their personality traits.  Did they define themselves based on being a parent of their child, or of being the spouse of their partner?  Or was it a part of their lives, but not the entirety thereof?

Then there would be the mourning process.  Every mourner would go through the 5 stages of loss and grief.  Each stage would have an intensity based on the depth of their love as the baseline, and then modified based on personality traits.  If the sum of the two passes a threshold, then they do something extreme based on the stage they reached, and never get past that stage. (the stages would come in an order based on their personality traits, modified by a random factor, since while pretty much everyone goes through the stages, the order varies)

  • For extreme denial/isolation, the individual might either go insane, OR, they might become a hermit.  And as a hermit, they'd be more vulnerable to being picked up by a night creature... so more night creature spouses might have a more tragic backstory.
  • For extreme anger, the individual might go on a rampage, a quest of revenge... or they might go and desecrate a temple in anger at the gods.  Finally, a REASON to do so and thus become cursed!
  • For extreme bargaining, this is where I think that they should "become obsessed with mortality" and become necromancers.
  • For extreme depression... suicide.

If they manage to get past these four stages, then they reach acceptance and move on with their lives.

Now, note that not every person in mourning would have such extreme results.  MOST people should go through the stages and come out the other end into acceptance.  I think it should be the combination of extreme love and extreme personality only that causes obsession.  An extremely angry person who loved shallowly?  No temple defiling.  A love story for the ages but not enough willpower to demand a bargain?  No necromancer.  You need both.  But the two extremes coming together will help create more memorable stories, I think.

I mean, right now, why would anyone defile a temple?  Who really cares when it happens, since there's no story to it?

2
DF Adventure Mode Discussion / How do I enter the sewer?
« on: February 14, 2012, 09:08:49 pm »
I've found a number of "Sewer Access" locations, which are grates in the road.  How do I actually enter said grates?  < and > don't work.

3
DF General Discussion / Necromancers/Vampires/Werewolves/etc in Arena Mode
« on: February 14, 2012, 04:31:55 pm »
Anyone know if there's a way to test Necromancers/Vampires/Werewolves/etc in Arena Mode?  Toady suggested in the dev blog that you can, but I can't seem to figure out any method to do so.

4
This is almost more a thought experiment than a real suggestion.  But the problem is real.

The problem is that since every player gets dwarves with moods, and moods aren't THAT difficult to fulfil, everyone gets Legendary Dwarves.  In fact, it makes it so that really, there's only two types of dwarves: low class plebes (including the so-called nobility) whom no one cares about, and legendaries.  Furthermore, this makes anything below masterwork quality basically junk.  If you can EXPECT to have a legendary craftsdwarf, then anything below masterwork is rubbish.  Fit to be given away in order to increase your frame rate.

This basically makes a huge portion of the game meaningless.  When lower skills are basically just waiting for legendary, you may as well not have them there.

So, here's the thought experiment-- consider this re-working of the situation:

1) On his own, a dwarf can only gain experience up to Next Level -1.

2) Upon reaching Next Level -1, if your fortress is grand enough to support the next skill level, that dwarf has a chance to enter a mood.

By grand enough, I mean has a certain value, certain number of tiles mined, certain population, whatever.  (Currently, there are these kinds of restrictions that determine how many moods your fortress can support-- ie, at tiles dug X, you can have 1 dwarf mood in your fortress histroy.  at tiles dug Y, you can have another one. at tiles dug Z, you can have a third mood.  Instead, I propose that these markers say that at tiles dug X, you can have Novice Level moods, at tiles dug Y, you can have Skilled Level moods, and so forth)  Perhaps there should be restrictions so that your whole fort doesn't go moody at once.  One mood at a time, and maybe only one mood per season.

3) The dwarf creates a "Masterpiece"... literally, a piece that shows mastery of a skill.  Like current artifacts, this will involve multiple objects mashed together with art and such, but UNLIKE current artifacts, not all craftsdwarfship will necessarily be of the highest quality.  Instead, the various aspects of the creation will have the quality of the skill the dwarf is obtaining.  Upon completing the skill, the dwarf gains one single experience point, levelling him up to the next skill rank.

4) Under no circumstance do you want to have to do this for EVERY SINGLE DWARF, EVERY SINGLE LEVEL.  So, you make certain that you set up schools/guilds.  Your highest level dwarf will be given teaching duty, bringing other dwarves up to snuff.  Then, one of them will hopefully get a mood and level up to the next rank.

5) Legendary Mood requirements should be significantly higher than all other mood requirements, and teaching up to legendary should be impossible (Grandmaster, yes, Legendary, no).  This will make legendaries special: they first had to skill up to just below legendary, and THEN get a mood.  No more dabbling to legendary in a day.



Not all skills would require this system.  Mining, farming, woodcutting, and so forth for instance.  But then again, perhaps those skills could skip the mood, but still make it random and fortress-prereq locked before they level up.  These could also perhaps combine working and teaching, if dwarves were assigned a close enough area to each other when digging or cutting or whatever.



So, what's the result I'd be looking for with this system?

1) Making players deal with having lower level dwarves in general, for extra challenge in a game that's been getting too easy.

2) "Mid level" dwarves are valued, even when not legendary.  High level immigrants are VERY valued, as they may be able to teach skills beyond your fortress' means.

3) Less-than-masterwork goods are still valued, and there's a slow progression in the quality you get.  In fact, it might make way for a much larger number of item quality rankings, to match the number of skill rankings!

4) A general feeling of progression as your fortress increases in stature.

5) More challenge when faced with sieges (assuming you don't just wall and trap up everything) given that higher skills and better armor and weapons are harder to come by.  More casualties should be expected, and thus more danger from sieges in the first place.  They'll be actually somewhat threatening!

5
DF Suggestions / Waterfall object
« on: May 01, 2009, 11:25:37 am »
In order to save CPU cycles, what if waterfalls weren't handled as flows, but like a structure.  When water reaches a cliff, instead of having it run over the edge and then be effected by gravity, have it spawn a "waterfall" object over the edge that extends downwards to one z-level above the ground.  This object would read the level of the flow at the top, and spawn that level at the bottom beneath it, so a stream would remain a stream, while a river would remain a river.

The key benefit to this would be that flows would remain -constant-, and non-fluctuating, even with a waterfall.

6
DF Suggestions / Connectivity map
« on: April 06, 2009, 12:12:13 pm »
As well all know, DF's connectivity map works great for walkin dwarves, but not so great for flying or amphibious creatures.  This is because of the Connectivity Map, which determines whether the A* pathfinding system should be run at all.  If the spot can't be walked to, the game assumes it can't be reached, even if it could be reached via flying.

This problem gets worse the more movement types you have, such as tunneling, or climbing.  Because you'd not only have to make a connectivity map for each movement type, but also for each COMBINATION of movement types, which is the harsh part.

I'm not sure if Toady has considered methods by which multiple movement types could be implemented, but here's one.  It would likely require a couple days of coding, and more days optimizing, but it's a method, and I'd like to see what people think.

Assume we have 8 different movement types requiring continuous movement (thus, removing teleportation).  We don't have eight right now, but maybe one day.  Let's say Walking, Swimming, Magma Swimming, Flying, Climbing, Jumping, Tunneling, and Demolishing.  Eight is convenient because it's one byte.  We can add more bytes too, for example "Trap Avoid" or some such.

Step one utilizes the current system for making connectivity types, except this time we do it 8 times, a linear increase in processor requirement, so we're pretty safe.  Each tile is thus flagged with a number like 10011100, which means that if you can walk, fly, climb(aka crawl), or jump, you can move through the square.

Then, the game must find all adjacent numbers, that is, all adjacent tiles with 10011100, and mark that as one continuous region.  From this region, create a nodal graph of the map.  This must be done once every time the map changes-- otherwise, you just need to keep the same map.  Remember, this is a linear increase in processor time, so it's expandable.

Now, for connectivity checking, first the game sees whether you are within the same exact region, just like now.  If not, however, it then checks to see if there is a path utilizing all your movement types.  If each character is assigned a byte determining how they can move... such as 11000001 (for a troll perhaps), just do a Logical AND with each node of the connectivity map, then use a flood fill technique to see if it is possible to get to point A to point B.  After that, A* to your heart's content.

Here's an example.

Aribtrary Map:

01101100 10110011 11111110
11010100 11100111 00110110
00111011 10101010 01010101

Our creature's movement: 01001000

AND map:

01001000 00000000 01001000
01000000 01000000 00000000
00001000 00001000 01000000

Truth map:

101
110
111

And there's our connectivity map!

EDIT: If this is too slow, you could even cache such a map for each movement type possessed by a creature on the map.

7
DF Suggestions / New Top Suggestion gathering, ROUND TWO
« on: September 01, 2008, 06:17:35 pm »
The way this works is that each poster gets to vote for/suggest THREE different suggestions.  These are your votes for what you are MOST interested in seeing Toady accomplish after he finishes the current FotF (dev_next).  He may or may not listen to us, but he has stated that he likes to know what people want, and we know he at least factors our desires into his decisions.

In round one of voting, the following three suggestions were confirmed for the eventual new top ten poll: Job Priorities, Improved Resource Management, and Farming Improvements.

Here's the rules.

What you should NOT suggest:
  • Anything currently on the FotF page (dev_next).  This includes the very popular "Underground Diversity" vote.
  • Anything Toady has expressly stated that he has no intention of doing (such as multithreading or multiplayer).
  • Anything that is a PERPETUAL goal (such as "More RAW files" or "Improved framerate")
  • More than three suggestions.  If you post more than three, only the first three you list will be counted.

Other than anything above (including the previous three winners) you can vote for any three suggestions you like.  Vote for something not on the current list, vote for something suggested in a thread elsewhere in the forum, come up with something entirely new, whatever.  The top three suggestions at the end of the round go on to the new top ten, and then a final suggestion gathering thread will be made before the poll goes up.

If you'd like to see the round one votes for ideas of what to vote for, go here: New Top Suggestion gathering (round one)



The Current Votes are:

* Bring Back Guidmasters to fill requested "special abilities" (prospecting, zoom to dead, etc) [33]
Dame de la Licorne, Cheeetar, Othob Rithol, Xgamer4, Devath, vanarbulax, magikarcher, sir diesalot, jp.mech, Techhead, Flar Moonchill, Kishmond, Granite26, Fieari, thvaz, John Johnston, alphafalcon, Brendan, Yaddy1, Flok Speargrabber, stummel, Jamini, Snugglebear, ShunterAlhena, Ltheb, Kolkjammer, Ashery, Dareon Clearwater, evktalo, tigrex, Moon Label, thatguyyaknow, THLawrence

* Improved Hauling (wagons, conveyor belts, pack mules, slides, etc) [30]
Koboldbard, Moon Label, LrZeph, EvilCheerio, Xgamer4, dermal_plating, AdventurousBunny, Keolah, Draco18, Hishan, pndrev, jp.mech, John Johnston, alphafalcon, LumenPlacidum, PTTG??, Brendan, Ukrainian Ranger, Angellus, Jamini, Magnnus, Snugglebear, Soulwynd, QuantumSawdust, Cardith, Fatum, isitanos, Fourth Triad, Mud, Silver

* Automatic switching to sparring weapons [27]
Dame de la Licorne, Skanky, i2amroy, KaelGotDwarves, Footkerchief, Keolah, MMad, Juntor, sir diesalot, iluogo, JacobGreyson, Boatmurderer, Skyrage, technophile, zagibu, snelg, Mephansteras, CJN, Jamini, EverybodylovesTJ, Klokjammer, Fatum, the9trances, Cheshire Cat, evktalo, LegacyCWAL, Erom

* Improved Mechanics [26]
Christes, Idiom, Osmosis Jones, Hishan, Poltifar, Mohreb el Tasim, Techhead, Granite26, thvaz, alphafalcon, LumenPlacidum, Apegrape, Brendan, Angellus, Magnnus, Soulwynd, qwertyuiopas, QuantumSawdust, Ltheb, Ahery, Dareon Clearwater, Othob Rithol, Silveron, tigrex, Silver, Sukasa

* Ability to buy sand/water/rough gems from merchants [24]
Dame de la Licorne, Idiom, Moon Label, Skanky, userpay, dermal_plating, Hyndis, Haven, tarsier, AdventurousBunny, vallannion, Align, Flar Moonchill, JacobGreyson, technophile, LumenPlacidum, snelg, Mephansteras, Flok Speargrabber, Fatum, Silveron, tigrex, THLawrence, Erom

* Allow engraving of constructed walls/floors/roads [23]
Untelligent, diefortheswarm, Osmosis Jones, userpay, Hyndis, Haven, Footkerchief, Devath, vanarbulax, Poltifar, vallannion, sir diesalot, Mohreb el Yasim, Flar Moonchill, Grath, Lord Dullard, EverybodylovesTJ, Ltheb, Cardith, Draco18s, THLawrence, Mookie Love, Mud

* Material selection for material used in workshops [22]
Glacies, Evil Cheerio, Calenth, i2amroy, MMad, JujuBubu, technophile, zagibu, Techhead, snelg, Lord Dullard, motorbitch, pickupsticks, QuantumSawdust, nwr1_cronus, nirodragon, Ashery, eastwind, Dareon Clearwater, diefortheswarm, supremeMang, Erom

* Dwarf Foreman integrated into Dwarf Fortress [19]
Gnomechomsky, Skanky, Xenofell, Xgamer4, Hyndis, KaelGotDwarves, Haven, Devath, MMad, Poltifar, Align, Mohreb el Yasim, Exponent, Grath, Tormy, Skyrage, Flok Speargrabber, ShunterAlhena, evktalo

* "Forbidden area" designation (acts as a solid wall for pathfinding) [19]
Untelligent, userpay, tarsier, Keolah, vallannion, Exponent, Kishmond, JacobGreyson, Apegrape, Aaron5367, ShunterAlhena, nwr1_cronus, nirodragon, eastwind, etgfrog, Cheshire Cat, isitanos, Randominality, Sukasa

* More Detailed Religion [10]
penguinofhonor, Glacies, vanarbulax, bartavelle, Kishmond, Yaddy1, Ukrainian Ranger, stummel, Snugglebear, EverybodylovesTJ

* Statues should have descriptions [7]
LrZeph, bartavelle, pndrev, John Johnston, Apegrape, Yaddy1, pickupsticks

* Remember trade agreements [6]
Christes, Othob Rithol, dermal_plating, Paul, Exponent, Silverionmox, Lord Dullard

* Tabbed Filters and string search for all selection screens [6]
penguinofhonor, Osmosis Jones, LegacyCWAL, JujuBubu, Granite26, isitanos

* Site finder improvements (find sand, specific types of trees, utilize ORs, etc) [6]
Calenth, Grath, CJN, eastwind, Fourth Triad, Silver

* Training dummies (train military to novice before sparring) [5]
kynalvarus, Footkerchief, pndrev, nwr1_cronus, Cardith

* Zoom to corpse/announcement [5]
Jintor, WCG, Randominality, Mondark, Mookie Love

* Pathfinding for Z levels (including flying and swimming) [4]
Gnomechomsky, Hishan, iluogo, stummel

* Carry multiple seeds at a time [4]
kynalvarus, AdventurousBunny, Skyrage, qwertyuiopas

* Many stockpiles can take from one [4]
Gnomechomsky, Xenofell, LegacyCWAL, Klokjammer

* Door access lists (keys, etc) [3]
Glacies, iluogom, zagibu

* Objects with momentum/inertia [3]
Mondark, Xenofell, Magnnus

* 3D Designations [3]
Mondark, Idiom, Aaron5367

* Improved Wood Usage [3]
Christes, Tamren, qwertyuiopas

* Craft Workshop/Job Manager control by material [3]
kynalvarus, JujuBubu, Quiller

* More announcement control (turn on/off different types of notices) [3]
WCG, Aaron5367, the9trances

* Allow custom naming of ALL professions [2]
Untelligent, i2amroy

* Add cannibalism (religion or insanity) [2]
LrZeph, tarsier

* Encrust/decorate with anything [2]
diefortheswarm, Paul

* Mount and Pet Armor [2]
Tamren, Tormy

* Improved pet management (neutering, butchering, caging, corraling etc) [2]
Silverionmox, Angellus

* Designate Dig by skill level restriction [2]
Jintor, nirodragon

* Target limb in adventure mode [2]
pickupsticks, thatguyyaknow

* The ability to save designation "stamps" [2]
Koboldbard, Randominality

* Retire as Leader, instead of/in addition to Abandon Fortress [2]
the9trances, Sukasa

* Separate social skills from attributes [2]
Draco18s, thatguyyaknow

* Improved trading interface (various sorting/grouping options) [1]
Calenth

* User can specify what a statue is dedicated to [1]
KaelGotDwarves

* Designate type of engraving (history/images/symbols) [1]
Paul

* More detailed memory hacking support (export offsets) [1]
bartavelle

* Appropriate tools for all jobs [1]
thvaz

* Add "Mill" toggle in kitchen menu [1]
Boatmurderer

* Add full mount support, including mounted combat [1]
Moatmurderer

* Simultaneous multiple menu access [1]
WCG

* Burrow Arc [2]
Silverionmox, Fourth Triad

* Corpse defacement from worldgen ingame (adventure and dwarf) [1]
PTTG??

* Improved weather effects (snow slowing movement, rain making pools, lightning starting fires, etc) [1]
PTTG??

* Task Priorities (do this now, ignore scary interrupts, etc) [1]
Mephansteras

* Improved morale system [1]
Ukrainian Ranger

* Standing production orders (produce to level) [1]
CJN

* Ability to make fire without magma [1]
hotcakes

* Tame exotic creatures without Dungeon Master [1]
hotcakes

* Plantable trees / towercaps [1]
hotcakes

* Enable animal extracting (wool, ivory, milk, etc) [1]
Quiller

* User control over dwarf salaries [1]
Quiller

* Improved seiges (AI, sapping, catapults, bridging gaps, bypassing traps, etc) [1]
Cheshire Cat

* Designate clean [1]
catpaw

* Page up/down in job selection menu [1]
Login

* Automate Fishery, Butcher, Tanner, and Loom [1]
Mookie Love

* World gen specify single site containing user-specified features [1]
Mud

* Giant beer casks (a building to store multiple barrelsworth without barrels) [1]
Silveron

8
DF Suggestions / New Top Suggestion gathering - Round One Completed
« on: August 24, 2008, 07:23:41 pm »
We are now entering into ROUND TWO of voting.  The following three suggestions will be set aside for the future top 10 list: Job Priorities, Improved Resource Management, and Farming Improvements.

Goto ROUND TWO for new votes.



Well, people have been clamoring for a new "Top 10 Suggestion" poll, so it's time to start gathering votes for what people want on the list.

The way this works is that each poster gets to vote for/suggest THREE different suggestions.  These are your votes for what you are MOST interested in seeing Toady accomplish after he finishes the current FotF (dev_next).  He may or may not listen to us, but he has stated that he likes to know what people want, and we know he at least factors our desires into his decisions.

What you should NOT suggest:
  • Anything currently on the FotF page (dev_next).
  • Anything Toady has expressly stated that he has no intention of doing (such as multithreading or multiplayer).
  • Anything that is a PERPETUAL goal (such as "More RAW files" or "Improved framerate")
  • More than three suggestions.  If you post more than three, only the first three you list will be counted.

Other than that, feel free to vote for anything.  See Neonivak's post below for a list of suggestions from PREVIOUS threads of this ilk. 

Although not -required-, it would help me out if when voting for something already listed, you use the same "suggestion name" as is listed.  I will attempt to consolidate suggestions that are similar, but the list is pretty long, so anything that you can do to help me out will help.



Here's the final ROUND ONE vote list:

* Job Priorities [14]
zagibu, Granite26, Velusion, Impaler[WrG], Someone-else, Faces of Mu, Narmio, NBtQMK, Jetman123, penguinofhonor, Tormy (via PM), Ryo, PTTG??, mizipzor

* Improved Resource Management [13]
Inquisitor Saturn, Gantolandon, JujuBubu, Mephansteras, Velusion, Techhead, Cristes, CJN, Yaddy1, Jamini, Footkerchief, vanarbulax, mizipzor

* Farming Improvements [10]
Draco18s, Fieari, Othob Rithol, Osmosis Jones, evktalo, Someone-else, Dame de la Licorne, Quatch, PTTG??, vanarbulax

* Tabbed Filters and string search for all selection screens (stocks, units, etc) [7]
Osmosis Jones, Granite26, JujuBubu, Narmio, Davion, Quatch, Ryo

* Bring Back Guildmasters to fill requested "special abilities" (prospecting, zoom to dead, etc) [7]
Othob Rithul, evktalo, Dame de la Licorne, Yaddy1, Jamini, Ryo, stummel

* More detailed religion [6]
penguinofhonor, Ukrainian Ranger, PTTG??, vanarbulax, Glacies, stummel

* Automatic switching to sparring weapons [6]
evktalo, snelg, Dame de la Licorne, Jamini, NBtQMK, Footkerchief

* Designate "safe area" for civilians to go to during danger [6]
pavlov, snelg, Yaddy1, Jetman123, Footkerchief, mizipzor

* Standing production orders (produce to level) [5]
NBtQMK, Faces of Mu, CJN, Quatch, stummel

* Make all professions at least minimally useful [5]
Impaler[WrG], Gantolandon, Velusion, Techhead, Someone-else

* Add Center on Announcement key [4]
Impaler, Inquisitor Saturn[WrG], Osmosis Jones, Faces of Mu

* Forbidden area designation (acts as wall for pathfinding) [4]
Untelligent, Joseph Miles, Narmio, snelg

* Improve the morale system [4]
Gantolandon, Fieari, Jetman123, Ukrainian Ranger

* Material selection for materials used in workshops [4]
zagibu, Untelligent, JujuBubu, Glacies

* Remember Trade Agreements [3]
Othob Rithul, Exponent, Christes

* Full graphics support [3]
Exponent, Fieari, Onion Knight

* Improved site finder [2]
Blackcat, CJN

* Stockpile priorities (order of filling) [2]
zagibu, Granite26

* Dwarf Foreman integrated into Dwarf Fortress [2]
Blackcat, Exponent

* Quantified courage/scariness levels [2]
Inquisitor Saturn, Christes

* Improved Hauling (carts, wagons, conveyor belts, etc. and the AI to use them) [2]
Koboldbard, Draco18s

* Door access lists (keys, etc) [2]
Joseph Miles, Glacies

* Sort skills by ability [1]
Techhead

* Zoom to dead units [1]
winner

* Multiple government systems [1]
Eatnobles4breakfas

* Bulk resource requests from caravan [1]
Wang Commander

* Attributes gain separated from skill gain [1]
Draco18s

* Miner prospecting [1]
Blackcat

* Improved Health Care [1]
Mephansteras

* Make clothes rot, and make them rot quickly outside [1]
pavlov

* Prevent dodging into lava, off cliffs, etc [1]
pavlov

* Custom name all jobs in the RAWSs [1]
Untelligent

* Allow engravings on constructed walls [1]
Joseph Miles

* Task Priorities (ie, Do this task even if something scary is in the way) [1]
Mephansteras

* Combine useless professions [1]
Ralje

* Optimize the UI for larger screens [1]
penguinofhonor

* More pervasive temperature (burn trees, melt ice walls, temperature damage to items) [1]
Gargantua06

* Steam power [1]
Gargantua06

* Different materials/quality for rewalling (sandbag walls, etc) [1]
Gargantua06

* RAW entries for damage types [1]
i2amroy

* Allow creatures to be made from smelter or [ITEMCORPSE] [1]
i2amroy

* Ability to buy sand from merchants [1]
i2amroy

* Interspecies breeding [1]
Ukrainian Ranger

9
DF Suggestions / Run History Twice
« on: August 08, 2008, 01:24:49 pm »
Missing the old ruins, I was thinking it might be interesting to run the "history" function twice.  The first time would go for a set number of years, potentially thousands of years in fact, and then encounter a cataclysm that destroys all roads/tunnels/bridges and ruins/buries all cities/forts/towers.  Add a thousand years of no civilization at all (that is, number the dates such that all this happened a thousand years before year 0), then start year zero as we have it now, except with ruins populated by undead.

As an added bonus, immortal megabeasts MIGHT survive prehistory, and come into year zero with added skills and stories to tell.  But since megabeasts rarely if ever survive long in history gen, make sure to pop new megabeasts at the new history too.

10
DF Suggestions / Creature Improvements
« on: August 07, 2008, 04:27:54 pm »
Coming up at some random point in the very near future, are these three little items:
Quote from: Toady's Future of the Fortress
Creature Improvements

I.A: Appearance tags for the raws and associated data (beards, color, etc.)
I.B: Wilderness population/megabeast reproduction and improved population tracking
I.C: Eggs and feathers, associated skills and objects

I figure that if he's going to be reworking the creature RAWs to do this anyway, we could post a list of specific creature modifications and fixes, all put in one place so he doesn't have to hunt them down.  These are mostly things that could be fixed with modding right now, but we'd like to see as the standard setting in the default game.  (There's one or two other fixes we'd like as well though.)

I'll start the list off with,

Megabeasts
Dragons - Give them wings to fly with.  Make them immune to all fire, not just their own.
Hydra - Make it so Hydras can survive 6 decapitations, and that you can't strangle it to death unless it only has one head left.  Alternatively, add coding so that it regrows two heads for each head cut off, so that the only way to kill it is to go for the heart or whatever.  In this case, hydras should maybe start with only three heads.

Fish
Carp - Give them sane damage values.
Dire Carp - The same as the current carp.  Heck, you could even make these bastards skill up by swimming too, just like in the first release.

Animals
Beak Dog - Should be quadruped, not humanoid.

What else do people want fixed/altered?

11
DF Suggestions / Completing the Biomes list - Aquatic and Endolithic
« on: July 03, 2008, 10:27:20 pm »
I was looking at the wikipedia entry for biomes, and was suitably impressed that the DF entries for biomes are almost identical, sans the aquatic ones, and the endolithic zone.  Now, aquatic biomes won't be much use in game until we can have playable mermaid civs (that is, be able to actually build underwater) but the endolithic biome could be interesting.

No, I'm not asking for microbes to be put into the raws!  What I'm asking is that you could put the endolithic tag on a creature, and that creature would be placed, more or less immortal, inside the mountain encased in solid rock.  You'd be digging along, and encounter one more or less at random, where it could then wreak havoc in your fortress.  Think Uruk-hai from Lord of the Rings.

I'm also hoping for the rest of the aquatic biomes... just for completeness sake.  With RAWs to make underwater construction possible.   :)

12
DF Dwarf Mode Discussion / Flashing Down Arrows
« on: December 09, 2006, 11:46:00 pm »
What does it mean when a dwarf has a flashing blue down arrow superimposed over them?

13
DF Gameplay Questions / Magma rush questions
« on: January 19, 2007, 02:35:00 pm »
Well, my most recent fortress just died a horrible miserable death after attempting a "Magma Rush", where I set up a very temporary fortress up right at the entrance, dig straight back to the magma, and then move everything past the chasm in order to optimize metalsmithing.

The trouble was that I was way too open to attack from the chasm civilization, and because I was rushing, giant moles slaughtered all but my miner, who sustained severe injuries and won't do anything anymore.

I know magma rushing is a popular strategy, so there's got to be a trick to it.  How do you survive with just your first 8 (or 9, if the smith is married) dwarves, digging past the chasm?

I'm not going to start a new game till the next version with armies comes out, but I'd love advice till then.


14
DF Gameplay Questions / Engraving
« on: December 14, 2006, 04:04:00 pm »
Is it possible to re-engrave a square, so that your legendary engravers can make the room better than the novice (or worse, DABBLING!) ones did?

15
DF Gameplay Questions / Pond questions
« on: December 10, 2006, 09:12:00 pm »
A couple of questions about ponds.

1) Do ponds increase the value of a room, or make dwarves happy?  Or is it just for my benefit, to enhance the aesthetics?  If so, how much?

2) What does the "Assign" option do?


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