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Topics - Khym Chanur

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1
DF Suggestions / Villany mechanic: rumors and graffitti
« on: July 22, 2018, 11:51:31 pm »
From the dev log:
Quote
But plots can also be aimed toward adding another layer to the network. If a visiting agent has turned a fortress bookkeeper, the bookkeeper can attempt to compromise their friends, family and other position holders.

Another thing that a compromised fort resident can do besides trying to compromise other residents is spread rumors to weaken morale and make citizens doubt their loyalty, or to sow conflict and raise tensions.  This would require a fortress mode rumors mechanic to be added, so rumors can spread from dwarf to dwarf (but such a mechanic could be used for things besides villany).  Such a mechanic would also allow for agents pretending to be ordinary visitors to spread their influence without having to compromise anyone.

A compromised resident could prevent a rumor from being traced back to them by writing the rumor on a wall as graffiti. While catching a resident scrawling seditious graffitti could mean that they're compromised, it could also be a non-compromised dwarf spreading a rumor they genuinely believe.  On the other hand, a visitor caught scrawling seditious graffitti is almost certainly an agent.

2
It's be interesting if dwarfs other than the one involved in a strange mood would react to the mood and the artifact created.  Each of the various types of reactions would only have a chance of happening, both so that you don't have every dwarf in the fortress simultaneous react to each mood/artifact, and also so that each dwarf doesn't react the same to every mood/artifact.  For individual dwarfs types of reactions and probabilities would depend on their beliefs and personality.

Reactions to the strange moods themselves:
  • Dwarfs close to the mooder could worry that the mooder won't be able to complete the artifact and thus go insane, feel somewhat relieved once the work starts, and completely relieved when the artifact is finished.
  • Conversely, dwarfs who hate the mooder could hope that the mooder goes insane, and be disappointed when that doesn't happen.
  • Dwarfs could feel a sense of awe or dread about strange moods.  This reaction might cause the dwarf to contemplate things at a library or go pray at a temple, with going to a temple especially likely if any of the deities they worship has a sphere related to moods/artifacts, like ART or CREATION.

Reactions to the creation of the artifact:
  • Throw a party in celebration.
  • Excitement that such an awesome thing exists and at the fortress (especially likely if the artifact's item type or base material are among the dwarf's preferences).
  • Pride that the fortress has gained another artifact and/or another dwarf of legendary skill.
  • Envy that someone else is getting attention for creating the artifact, that someone else got to create the artifact, and/or that someone else got the skill boost to legendary.
  • For dwarfs who have themselves already created an artifact, melancholy that they'll never again create something so perfect and awesome.
  • Worry that the artifact is going to attract thieves and/or invasions (more likely the more valuable the artifact).

3
DF Gameplay Questions / Megabeasts used to be immortal during worlgen?
« on: February 09, 2017, 01:59:23 am »
I remember that megabeasts used to be almost immortal during worldgen (could only be killed by other megabeasts), but they could still be injured, leading to heavily injured megabeasts dropping dead the moment they appeared at a fortress and their worldgen death-immunity was removed.  Am I remembering right?  If so, when was this removed?  My Googling hasn't been of much help in tracking this down.

4
DF Suggestions / Tag to add back in breeding-via-spores
« on: November 26, 2014, 07:37:18 pm »
The 0.40.19 release got rid of mating at a distance, a.k.a. "spores".  Since some people like this, maybe there could be a raws tag saying how close animals have to be to breed.  You could then set it to something like one million to get back the old behavior.

5
DF Suggestions / Reset testing arena without exiting it
« on: August 27, 2014, 02:14:22 am »
Since in 0.40 exiting and reentering the arena requires the raws to be re-parsed, which can take a while (depending on computer speed and other processes), it would be nice if there was an in-arena command to reset the arena to a pristine state.

(Of course, this suggestion would become moot if the raws were cached after processing)

6
DF Suggestions / Say what dwarf is horrified of
« on: August 24, 2014, 12:24:14 am »
When a dwarf is horrified, it should say what caused the horror, so you'll know if it's a live goblin, a goblin corpse, a goblin severed arm, etc

7
DF Gameplay Questions / No wild hives in 0.40.07?
« on: August 10, 2014, 11:30:02 pm »
Since beekeeping has been fixed in 0.40.07, I thought I'd check it out.  However, I embarked in multiple places (in worlds generated in the same version) and didn't see any wild hives, not even in a 6x6 embark.  I tried letting a 2x2 embark run until summer before trying, but no hives had grown in the meantime.  I then checked the "sites and pops" file, which said "Unnumbered honeybees", so that's not the problem.

Am I just getting unlucky, or is this a genuine bug?

8
So I left a fortress running on its own for a while, came back, looked at the announcements logs, and saw:

"Urist McDwarf, king has mandated..."

And I thought "wait, what?"  Of course, one of my dwarfs had been promoted to king because the previous king had  been killed and my fortress was the only bastion of dwarfkind left.  But it should have told me as soon as the promotion happened, so I could get started on making offices and such.

9
DF Suggestions / Embark notes: export to worldgen params
« on: August 09, 2014, 03:43:57 am »
When selecting an embark site you can make notes, which will still be around in embark mode if you abandon/retire a fortress and embark again with the same world.   What about also exporting a world's exact worldgen params from embark mode by pressing "p", like from legends mode, but all the notes are included (via something like [NOTE:blah:blah:blah:...]).  This would make it easy to indicate various good spots in a world when sharing worldgen seeds.

10
If you link a still to an input vegetable/fruit stockpile, then for brewing to work it must also be linked to an input barrel/pot stockpile.  You should be able to link the still to just the brewables input stockpile and let it take the containers from anywhere.

Or, if this isn't done, at the very least provide some sort of warning/error if you try to link the still to just one input stockpile, so that you'll know why brewing isn't working.

11
DF Adventure Mode Discussion / Tired/hungry companions?
« on: July 30, 2014, 04:51:44 am »
After a while of traveling in the wilderness my two companions start falling behind.  When I backtrack and drop out of quick-travel I find that they're laying on the ground and have a flashing blue "!" symbol over them.  Do I need to feed them?  Do they just need to rest for a while?

12
In a recent adventure mode game I came across a human keep with walls made from coal.  In previous version of the game I've come across a keep made from either native silver or native platinum (can't remember exactly).

Some ways to filter out weird material:

1) At the very least filter out native metals (anything with [ITEMS_HARD]), and perhaps filter out all ores.

2) Filter out anything with an ignition point (coal, lignite, graphite).

3) Add some sort of [NO_CONSTRUCTIONS] tag for materials like gypsum and talc.

4) As an alternative to #3, filter out materials with innapropriate yield/fracture/strain properties, and put these in for gypsum/talc/etc.

13
DF Modding / Plump helmet edibility tag duplication?
« on: July 22, 2014, 03:32:04 am »
The raws for plump helmets have this:

Quote
    [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]

        We also modify it a bit to make the plant edible.  Any token material can be used here to modify the material that was created from the template.
        [EDIBLE_VERMIN]
        [EDIBLE_RAW]
        [EDIBLE_COOKED]
    [USE_MATERIAL_TEMPLATE:MUSHROOM:STRUCTURAL_PLANT_TEMPLATE]
        [EDIBLE_VERMIN]
        [EDIBLE_RAW]
        [EDIBLE_COOKED]

Why are the edibility tags used for both BASIC_MAT and USE_MATERIAL_TEMPLATE?

14
DF Suggestions / Cache processed raws
« on: July 17, 2014, 02:41:47 pm »
To make startup faster, after the game processes the raw files it should dump the results into a cache directory and load it directly from that thereafter.  To avoid safe file bloat, the directory wouldn't be under the save directory, so there'd be a directory structure like:

Quote
data/save/region1
data/save/raw_cache/region1

It'd also be nice to cache the processed default raws, to make starting the arena faster.

15
If your adventurer goes looting through containers at a site, and finds a left gauntlet, the matching right gauntlet will almost always be in some other container in the same room.  It'd be less frustrating if items which come in pairs were always together in the same container.

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