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Messages - therahedwig

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226
DF General Discussion / Re: Regen your world 2020
« on: December 12, 2019, 04:33:03 pm »
Yes, a single world could be done as well, but I figured that many people have been playing in the same world for the past devcycle now, and have some familiarity with it. So I thought it'd be more fun for people to just share what they have formed a sort of bond with and then how that stuff got affected by everything happening in the devlogs, instead of having to load/gen this one specific world.

That said, you're still free to do this, I'll try to group together the many people looking at a single world in the top post.

227
DF General Discussion / Re: Regen your world 2020
« on: December 12, 2019, 03:24:33 pm »
So, here's some examples from my world.

My current world is Slozgo Sagus, the Universe of Dawning.



I ran this world from about 250 years in worldgen, and after that I managed to play till at the least year 279. Here's a few of the key points of interest.

Nestledbeak



Nestledbeak was the capital of the Disemboweled Realm, a human civ. They got into constant fights with elves from the trustworthy jungle of burials (two of the several elven civs in those jungles), who in turn kept razing Nestledbeak to the ground each war. Eventually that stopped, but the Disemboweled Realm is not in control of Nestledbeak anymore, and I can't find them either. My only adventurer I was able to make of that civ spawned on top of a tomb, walked inside the tomb and freed an angry mummy. I wasn't able to make any adventurers of this civ afterwards, and when I came back with a different adventurer, that one too succumbed to the angry mummy who was now prowling the hills around Nestledbeak.

But, what is really interesting about this place is that the town itself is a hive of spies and people hunting artifacts. Whenever I visited with an adventurer it was filled with questers and the legends mode is filled with false friendships being formed there.

So I am really curious what the villain release is going to do to this place.

The Insightful Empires.



So, this is another human civ. and the first thing you'll notice about them is that they're really really really into Romance. Like, half of the randomized adventurer rolls end up with a 'dreams of falling in love' dream. Other than that they haven't done anything interesting, besides getting attacked by a Hydra. So I am curious to see if next release (they don't value friendship and family, only romance) will have a lot of love triangles and jealousy manifest here.

There's also a hamlet here that intersects with the world's only volcano ('intersect' being the main keyword here...), to much hilarity. I wonder if it'll reproduce next release.

The Legendary Swamp



The final area I will tell you about is a region. The legendary swamp is interesting not because of how large it is(but I do think it is the largest region in this world), but because it houses two different Necromancers. On the left, near the mountain ranges is Oilycolors, which holds an old Dwarven Monarch and is a proper Necromancer tower. The mountain ranges are inhabited by said Dwarven Monarch's people, the Boot of Portent (purple-blue). They're under constant duress from the elves down south(yellow), and the goblins in the middle(bright green).

On the right is Knitshoots, which is not a tower, but still a Necromancer camp. This thing is also the reason I had to stop playing this world, because I visited it with an adventurer, and got murdered. But afterwards, that whole region now has dozens of zombie travelers flitting about and ever since my games in this world are really slow.

The towns around Knitshoots are from the Poetic Confederacy, who live at that coast. They're really into knowledge, with Creaturedrove having a HUGE library and two temples. They're not the people the necromancer came from however, he was a previous lawgiver of another human civ which is on the island to the west.

So what I am wondering about this place is how much it is going to be filled with zombies and whatnot.

228
DF General Discussion / Re: Regen your world 2020
« on: December 12, 2019, 01:08:49 pm »
reserved

229
DF General Discussion / Regen your world 2020
« on: December 12, 2019, 01:08:23 pm »
Ok, so, if you have been paying attention to the devlog, coming release has had the majority of it's development focus laid on adjusting the world gen. The reason for this is that the next release is all about villains and villain plots. And to have good villain plots, they need to have access to minions, and that in turn needs to have a good amount of opportunities to recruit minions/flip people.

Hence the year of adding buddies, lovers, trade partners, religions, religious persecution, craft guilds, mercenary companies, court staff and a bunch of other linking stuff I forgot. Not to mention stuff like the alliances, changes to the way towers and demons behave, castles, monasteries and other hidey-holes.

And, I am kinda curious how this will change our worlds. Now, DF allows you to regen a world using the same randomization seeds. This will result in a mostly same world in a given version of DF.

What I am thinking we should do, is to take our worlds in 0.44.12, and kinda collect some stories on what is going on in those worlds. Then, when the next release is out, we'll use the worldgen parameters of our old worlds, regen them in the new version, and check out what has changed.

How to do it:

First, take your world. You will need to collect the following:
  • Export the worldgen parameters. (P in legends mode). This will result in something like region#-world_gen_param.txt in the DF folder.
  • Go into legends and select a few things, people, places, groups, an artifact to learn the story of. Don't overdo it, five interesting points is enough.
  • Write down the stories and make a post here with them.

Then, when the next release is out, take the content of your region#-world_gen_param.txt and put it at the bottom of data/init/world_gen.txt , this will make it available as a possible advanced world preset. Make sure to set "[TITLE:CREATE WORLD NOW = XXXXXXX]" to something memorable, like, [TITLE:The Universe of Dawning] or whatever said world's name is.

  • Gen a world using the parameters of your old world.
  • Revisit the places you've told stories about, have they changed?
  • Other cool things you've found.
  • And link between your posts so people have an easy time reading the thread.
   
I'll try to keep a ToC in this and the second post so we can keep the thread orderly.

Index of worlds

  • Therahedwig - Slozgo Sagus, the Universe of Dawning. 0.44.12.
  • Relicspread - Omol Xem, the Realm of  Myth. 0.44.12.

230
Also, I wouldn't confuse the wiki not being up to date with half-implemented details and some information just not being known. Prophets in particular just don't do anything exciting in this version. Secret identities mostly have to do with reputation, but are bugged(still, yes it is reported and confirmed), and... what exactly do you want to know about worldgen artifacts?

231
DF Gameplay Questions / Re: Libraries and Books
« on: December 11, 2019, 11:47:49 am »
I have gotten my wiki password back :D

The books page has been updated (with some extra help from voliol because of duplicate section titles, thanks!), and I updated the knowledge page so there's a little bit more hyperlinking flow between the different types of knowledge. The scholar page is gonna take a while, I am having trouble figuring out how to exactly insert my knowledge into the page, which from my experience means the page could do with some restructuring.

For the books page, I had also discovered there's some stuff on the adventure mode page about writing books, so I recycled a little there, but I guess someone should maybe link that section back to the books page and double check the books section? I am not totally sure I am not accidentally treading on someone's feet here.

Edit: updated the scholar page. That was sorta hard, I hope the paragraphs make sense :D

232
DF Gameplay Questions / Re: Attracting mercenaries
« on: December 08, 2019, 06:55:43 pm »
My experience has been it varies wildly, one fort I have a super active tavern and never mercenaries in 10 years, the other I have a super active tavern and 5 mercenaries in 2 years. Former fort was in the middle of a warzone, latter fort was in a relatively peaceful area.

233
DF General Discussion / Re: *We need your help to save the noobs!*
« on: December 08, 2019, 05:03:31 pm »
I don't think the hearth quests themselves are all that bad, it gives you a sense of a central location to return to, where people are waiting for you, which can be quite helpful when a world is too overwhelming and histfigs are just kinda hard to communicate with. And especially if you're new to adventure mode (or just new to the game in general), someone that tells you what to do is necessary, which is why it is especially kind of painful when that figure just sents you off to a suicide mission, and you can't go 'uh, boss, is this the only task you have for me???'.

234
DF General Discussion / Re: *We need your help to save the noobs!*
« on: December 08, 2019, 03:11:02 pm »
Honestly I think that starts pulling away from what dwarf fortress is. Part of its appeal is that the world is what it is regardless of who you are. You want to fight a dragon, sure go ahead, but be prepared. The townspeople complain of dragon attacks because they're suffering dragon attacks, not because a level 30 adventurer happened to wander into town.
Your lord should know better though. Like, random villagers and joe smoe at the tavern is fine, but the lord (who is giving these things as an assignment, sorry for the confusion) should know you've never ever scared a hedgehog in your virtual life?

235
DF General Discussion / Re: Future of the Fortress
« on: December 08, 2019, 03:08:41 pm »
Yeah, basically what is happening here is that the arc after the one that gave us the hospitals and caves and the current military system was going to be the 'caravan arc'. And during this period, the civs and site governments were given the abilities to set up trade routes and stuff, to the point that there is an actual trade sim. However, for one reason or the other completing the caravan arc proved to be too complicated (if I recall correctly the main problem is that there just isn't any mechanism to have the stuff you export from a fort to actually become part of the world proper), so development switched away from it.

You can already see some effects of it when you go to a market in adventure mode, the callers will yell where their products came from, and they're able to do that because of the existing sim. According to previous fotfs there are virtual caravans going around, but they aren't the ones you see in fort mode, which live in a separate world from the former. And now the trade companies are sitting on top of those virtual caravans, making friends in foreign lands while they're at it.

236
DF Gameplay Questions / Re: Are gem windows supposed to flash red?
« on: December 08, 2019, 02:59:18 pm »
Yes, it flashes between the different gem colors you used.

237
DF General Discussion / Re: *We need your help to save the noobs!*
« on: December 08, 2019, 02:45:37 pm »
My other suggestion regarding saving the noobs is for adventure mode; lords will very easily suggest you go and slay a megabeast/nighttroll or something like that, and even with a lot of companions, fights like that (which are often in tiny tiny tiny diagonal corridors) require a thorough understanding of the DF combat system.

So my suggestion would be to have lords try to ease in their hearthspeople with some easier tasks before they get send out to fight the more powerful creatures.

238
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: December 08, 2019, 02:35:31 pm »
In my book writing experiments, I has setup a fort and then an adventurer, and I got the adventurer to train in the fort while I made quires. Adventurer was eventually a legendary axe-dwarf, but when I unretired I couldn't find my adventurer's named axe anywhere. After a lot of searching I just kinda gave up and asked the Sheriff if he needed something. "go kill my cousin who got transformed into a night troll spouse". Ok. Head to nearest human hamlet with my macedwarf companion, find a morningstar there(had mace skill) + other equipment, find lair, go inside, kill spouse. Do some exploring, find mister night troll. Ok, attack... I don't know what happened, but he murdered my companion and then my adventurer, like the last few moments of battle was just us two attacking one another with our teeth(everything but his upper body was bleeding), until I unwisely tried to run away, at which point my adventurer was slaughtered...

Battles in DF can get so random sometimes... I am also somewhat annoyed, because I don't think it's possible to get the sheriff told his cousin has been laid to rest now that the slayer has also been slayed.

239
DF General Discussion / Re: Future of the Fortress
« on: December 06, 2019, 02:22:27 pm »
The previous fotfs have suggested the big benefit of turning villains into networks of agreements is that histfigs get a bunch of tools handed to them (like hiring assassins, blackmail, stealing) that they can apply as they see fit. So if any random villain is able to sent an assassin after you, any other random histfig should be able to do as well, if they are inclined and have the resources/contacts. So, yes, I think having assassins sent after you because you've murdered out half the hamlet might be a side effect for the next release.

The real question is whether being captured and interrogated will make it in ;)

Edit: while I am posting anyway.

I've been mucking about with books. I have noticed with certain book forms, like the biographical dictionary and the genealogy, that my adventurer just wrote an essay. Is that because these forms are not properly implemented yet, or is it because my adventurer just knows too little about the world? Because star charts are also not really implemented, but they do give a chart text instead of an essay.

240
DF Suggestions / Re: Fortresses affect available starting animals
« on: December 06, 2019, 02:13:38 pm »
So, the availability of domesticated animals isn't changing not because it was never thought of, but rather because the current entities can't handle these kinds of changes. It's why I am perhaps just as excited for the law and customs arc as I am for myth and magic, as that's when entities are set to be reworked a good deal. (There's also a lot of economy related stuff being limited by entities not being terribly good at dealing with resources like domesticated badgers)

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