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Messages - Kobold6

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61
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: November 08, 2009, 07:02:39 pm »
Are Kobolds tailless though?

Edit: yea they're tailless. I tend to imagine them as having tails sometimes.
...*hides tail under cloak protectively*


Tails would be interesting as a genetic trait for Kobolds.

The kobold language is based entirely on how we used to talk to our cats growing up.  The nonsense words would have a roughly consistent meaning for days at a time, but it was very fluid overall, and it's not really about communicating novel ideas to people, especially those that weren't around when a given word became attached to a given object.

So, do kobolds not have the capacity to learn other languages, period? I'm asking from a world perspective, not the effect-of-[UTTERANCES] perspective.

The way I interpret this is that the Kobold's language has a culture of change. So a Kobold would forget a language quite quickly until it realises how its language differs from 'normal' languages. Given that Kobolds don't naturally communicate ideas, this makes a very steep inital learning curve, but it shouldn't be impossible for a Kobold to learn a 'normal' language.

Assuming Toady one has implemented proper Kobolds, I wouldn't expect to see Kobold liasons or diplomats except under unusual worldgen conditions.

Traders might be likely, since accepting or declining a deal can be easily communicated with gestures. Though Kobolds might bring pet Rhesus macaques or something taught to steal like NetHack kittens. Which would be amusing and frustrating.

62
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: November 08, 2009, 06:18:33 am »
Footkerchief:
Thanks, that answers a fair bit of what I was curious about (I don't think I could have found that dev post if I had searched for it), I'm going to keep the question up in hopes of a more specific answer (or perhaps some delicious raws).

63
DF Suggestions / Re: Personality, world gen and diplomacy
« on: November 08, 2009, 04:59:20 am »
Aren't there plans to one day add more potential for diplomacy?  In that case, there could perhaps be a raw [DIPLOMATIC] with a percentage indicating chance to be persuaded.  0 means it's totally impossible to reason with them, 100 means it's very easy to get your way with them.  Through this, we might see through world gens or events that happen through actual gameplay civs that, while normally opposed to each other, learn to get along.  For example, due to an insane critical success on a diplomacy check, elves and dwarves coexist just fine despite the fact that dwarves continue to chop down their trees.

Maybe it's not sufficient to lump this into one category - maybe categorize war-potential behaviors into different difficulties of persuasion, because some civs may feel more strongly about their ethics than they do about getting screwed over at the trade depot.

Some of this sounds a lot like the persuader social skill, I wouldn't be suprised if it's already being used in diplomacy in dwarf mode. It would be good to see it extended into legends mode, where diplomats learn and use the skill (they might do to some extent already). The last time I looked at a liason in Dwarf Therapist, he was about proficient in all his social skills so he was practicing them at least.
Perhaps you're thinking of something like an inital bonus to a skill such that all dwarfs from the Basement of Beards start life as a 'skilled persuader'.

64
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: November 08, 2009, 04:42:08 am »
I realise these questions are quite similar to what I've wrote in the suggestions board, but I'd like to know what the short-term development plans are.

Toady, how much controllablity is going to be implemented in the declaration of war between (custom) civs and the timing and frequency sieges?
And
What control over varible cultures and ethics within species, such that occasionally a human may become a babysnatcher, steal a baby and then have to choose between being exiled or returning the child when discovered fellows? Or perhaps one civ in a species primarily being a den of thieves and choosing to trade in a black market style, while other civs in the species may prefer to manufacture their own trinkets.

Unrelated:
I don't understand how Kobolds can't speak an intelligble language, they are a species with [CAN_LEARN],[LOCKPICKER], and [trAPAVOID] and yet they can't turn their [UTTERANCES] into something comprehensible. Though I do like the concept of them being low tech, perhaps if they naturally had a limited vocabulary or something like that.
Anyone have a quote about the design descisions for Kobolds?

edit: deleted a question, minor edits

65
DF Gameplay Questions / Re: War with Elves
« on: November 05, 2009, 11:23:47 am »
Just donate the elves a tower cap log. That's usually enough to make them pissy

66
DF Dwarf Mode Discussion / Re: The Dwarven Mothership
« on: November 04, 2009, 10:11:27 pm »
Bad news. You won't be getting tower caps or subterranean plants unless the area is covered by an original natural floor.

67
DF Dwarf Mode Discussion / Re: Queen arrived... as first Noble?
« on: November 04, 2009, 02:47:44 pm »
Yes, you get military immigrants once you've made one of those weapons at a forge. If memory serves, and the wiki is correct.

68
DF Suggestions / Re: Personality, world gen and diplomacy
« on: November 04, 2009, 01:11:07 pm »
As I understand it, wars currently mostly happen over sphere conflicts and racial behaviors. For example, elves and dwarves might go to war over disagreeing on the fact that elves eat sapients. Or dwarves and goblins go to war over the fact that goblins think it's okay to torture. And so on. Which is basically similar to what you're describing, only more general.

Okay, to test your theory, I removed [BABYSNATCHER] from the goblins and generated new world. Now rather than the red dashs meaning war, it says NO TRADE.



I think personality is probably not a good name for some of these tags, and that they may be better refered to as traits.
In any case a few more ideas:
  • Babysnatcher should be a trait where 0 means, like the cuckoo, the species gives other societies their babies and 100 is the goblin babysnatcher. Perhaps 40 would mean leaving an unwanted kitten on your neighbours doorstep
  • Species pride. Where 0 is tigers operating alone in their own territory. And 100 means a brood parasite who somehow became the dwarfen king will merge two civilisations, or sabotage dwarfen society
  • Nomadic

69
For the next wave of immigrants, metalworker/amoursmith/weaponsmith OCD, obsessed with cleaning and polishing of shiny objects.

70
DF Dwarf Mode Discussion / Re: Dinosaur Ranch Challenge
« on: November 03, 2009, 11:15:10 pm »
We all know a single cage can hold a thousand cats. The only thing a dwarfen cage of holding can't capture is a creature that won't be knocked out.

71
DF Suggestions / Personality, world gen and diplomacy
« on: November 03, 2009, 07:26:16 pm »
What I'd like to see in later versions of DF is a way to better control how civilisations interact with each other and the player. Currently war is achieved in DF with entity_default tags by including [ITEM_THIEF],  [BABYSNATCHER] and, if memory serves, editing creature_standard.txt to have [CAN_CIV][CAN_LEARN] in favor of [INTELLIGENT].

I think some of these effects could be moved into personality giving modders more control over how civilisations interact.
Goblins could have [PERSONALITY:WARMONGER:50:85:100], which means their leaders will be more likely to send regular sieges and reject peace offers
And something like [PERSONALITY:EXPANIONIST:50:85:100], would make civs branch out and try to claim more land even if it means going to war.
Another personality tag could be THEIF, where a value >75% means individuals will venture into other societies and steal things, a value >90% would cause leaders to send raiding parties and individuals to steal from their own society (It'd be pretty funny to see a dwarf stealing black bronze items from the hammerer). On the other end of the scale, a trader with <25% may make donations to your fort.

I'm sure there's other personality tags and effects which could be implemented, this thread is for your ideas.

72
Some dwarf breeding would probably need to be encouraged soon, don't want to run out of migrants with no children around the place

73
DF Modding / Re: Kobold Camp
« on: November 01, 2009, 01:29:06 am »
This mod was pretty good, though a few things seemed a bit odd

mostly [CHILD:2][BABY:1][liTTERSIZE:2:6]
3 years to adulthood seems fast. The litter size is a bit large too I think.

Oh well I've already changed it.

74
DF Suggestions / Re: Unit menu - tab for mode
« on: October 31, 2009, 06:04:18 am »
It'd also be nice to be able to do things like assign work animals in that such screen.

75
DF Community Games & Stories / Re: Nist Akath. The Captain Deposed.
« on: October 29, 2009, 06:38:34 am »
I got through this thread as quicky as possible, 3 days.
I'm disappointed at not seeing it end yet.

I look forward to the finish!

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