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Messages - NW_Kohaku

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241
DF General Discussion / Re: Future of the Fortress
« on: May 02, 2016, 01:38:36 pm »
the "belief creates reality" model
Well when you simplify it that much, it doesn't sound very deep, does it? I think he meant more about divinity being a state of mind rather than some some "I believe it so it's true" 40k ork thing. The sort of stuff that comes up in the (currently growing in popularity) more mystic fantasy which draws heavily on Indian myth for inspiration. Like the works of Kirkbride, which I believe he was referring to, or something like Kill Six Billion Demons. From stuff you've talked about, I know most of your fantasy reading tends to be grounded in a more western paradigm, but have you kept up with other fantasy movements like this? If not, it might interest you to at least read what there is of the K6BD comic, and/or perhaps the roleplaying game. Of course there's a lot more writings to go with that, which is common to the subgenre such as it is, but that's more peripheral.

Just to further explain what I was referring to...


242
DF General Discussion / Re: Future of the Fortress
« on: May 02, 2016, 01:19:35 pm »
Even the most magical of thinking, however, is based upon, if not real logic, at least association as a form of pseudo-logic.  Feathers are associated with flying creatures, so magic involving flight that uses material components tends to incorporate feathers. (And in earlier times, people would assume that if you wanted to make a flying machine, it would be better to at least paint some feathers on it, because that would give it the strength of birds through symbolism.  Sort of like painting something red to make it go faster...)

Even then, a magic system can have a method to it. Still, like I said, I suggested the idea of them having a logic, not being a science. Even then you can have a logic for magical functions that behaves in a scientific manner.

Though yes, when you bring soft scfi into the equation it becomes more a matter of flavor details and general themes. :V

It's an important distinction. 

Logic is based upon assumptions.  Those assumptions can be bizarre and completely outside what one would normally consider rational or realistic, but provided one abided by the consequences of those assumptions in a thoroughly consistent way, it would be logical thought.

For example, most puzzle games are based upon arbitrary rules like three of the same color disappearing or filling an entire row leading to the row disappearing, but what follows from that is a set of completely logical consequences. Tetris is totally logical, even if based upon completely arbitrary assumptions.

By contrast, what many people confuse as "logical" is really something better described as "traditional associations". People oppose "mixing fantasy with sci-fi" because they are traditionally described as somehow different, even when their underlying principles wind up often running on the same tropes. A machine is "logically" not magical only because that's not how it is traditionally presented. 

The biotic powers in Mass Effect, for example, are pretty much straight-up magic powers taken straight from BioWare's traditional crowd-control role for the wizard given the veneer of sci-fi.  There is little logical reasoning behind why having exposure to chemicals gives one the power to telekinetically paralyze and levitate another creature hiding behind cover a large distance away, even if you take the assumption that there's an "element zero" that can control its own mass. (It doesn't mean you can mentally control this element only with sinking in points from level-ups or that it can project this control onto other substances.)

243
DF General Discussion / Re: Future of the Fortress
« on: May 02, 2016, 01:04:53 pm »
Toady, would having unpredictable and dangerous magic be discovered in fortress mode really be a bad thing? Setting up a library, and presumably letting people into it who ponder magical things, would be a player choice. If the fact that things could go horribly horribly wrong was known then it would just be another thing that could be really... !!FUN!!

I realize this could also be rather frustrating in some ways, but from my personal perspective I find the idea of engineering around the problem really entertaining. I would be tickled pink if I got to design a series of "containment protocols" and I would love to have a fortress end something like,

That presumes there would be ways to engineer around the problem, and not, as most representations (including the one TOADY JUST GAVE) of the magic system would have it, simply having a text box pop up informing you that your fortress crumbled for no good reason because you were stupid enough to have a library.  Again, I point to the 2d game, where the game ended "unsatisfyingly" because you just have a percentage chance of instant game over with no chance to engineer around anything. 

The ONLY way to "engineer around" such a problem is to just not have magic or just not build a library, which is basically the same as making a gameplay feature that nobody ever wants to turn on.  (Which again brings me back to the old economy and coins that you could basically never use because it only wound up with your fortress flooded in individual coins occupying whole tiles of a fortress, while dwarves desperately ran around trying to carry enough coins to afford a single drink of dwarven wine...)  Whenever I hear of people wanting to add magic that destroys your whole fortress "because it would be Fun", I can't help but think they'd be equally happy adding new "gameplay features" that "helpfully" corrupt everyone's savegames whenever you play a certain length of time, because that would be a "Fun" way to force everyone's games to end, too!  It's merely advocating for the ruination of the games of people who want to seriously build forts for your own jollies.



The problem is that engineering exists in the "physical space" of the game.  Water and magma exist in physical space, and you as a player, have the capacity to engineer physical space. (A video I can't link enough on why being able to represent your gameplay problems and possible solutions in physical space is so important in games.) Dwarf Fortress is filled with emergent behavior specifically because so many of its mechanics occupy the same physical space, and therefore have the capacity to interact with one another in a manner that creates geometrically increasing complexity per mechanic.

Magic, meanwhile, tends to be just arbitrary stuff that happens in its own little partitioned vacuum which nothing else can affect.  It doesn't exist in physical space unless you find some way of forcing magic to be directly tied to the physical landscape or its inhabitants. (Which is why I've argued for such a system in the past.)

Magic without physical components or at least some sort of player-controlled behavior scripting is unengineerable. Magic that is random without those components is not just a Wild Magic Table, it's a Wild Magic Table that gets rolled without your permission.

244
DF General Discussion / Re: Future of the Fortress
« on: May 02, 2016, 12:20:06 pm »
It is interesting when a magical system has a specific logic to it. It doesn't have to, and indeed shouldn't, correspond to the real-world logic. But still. XP

Tell that to Star Trek's teleporters, replicators, FTL, and subspace ansibles including the ability to see enemy ships light minutes away and travelling at FTL speeds in real-time such that they can see FTL weapons traveling towards them, yet nevertheless have people treating it like it's real science.

So far as most fiction is concerned, the only difference between "magic" and "science" is whether it comes from waving a stick that trails sparkles versus some sort of "machine".

Even the most magical of thinking, however, is based upon, if not real logic, at least association as a form of pseudo-logic.  Feathers are associated with flying creatures, so magic involving flight that uses material components tends to incorporate feathers. (And in earlier times, people would assume that if you wanted to make a flying machine, it would be better to at least paint some feathers on it, because that would give it the strength of birds through symbolism.  Sort of like painting something red to make it go faster...)

So far as this argument goes, the "logic" seems to be that "it's on the ends of a plant, so that must correspond to a finger or toe".

A suitable representation of "essence loss". A loss of a finger probably doesn't have any game play effect, but losing too many on one hand at least should have an effect. If hair had any use, I could easily accept all or parts of it falling out (or growing white/grey/purple...). If we're dealing with replaceable stuff that provides a game play penalty, blood loss might have done it, but it won't cut it with the current implementation. If we're dealing with what's currently available, a finger "mangled beyond recognition" might do it. Permanent destruction of the reproductive system is too harsh on one end, as most players probably don't want to give that up, even it it actually isn't used, and too lenient on the other end (once the payment for the license has been made, any subsequent magic abuse is free).

And yes, auto repair on transformation makes things easy. However:
"Visit the Deepstubborn regenerative clinic, now using the acclaimed 'Strawberry' regenerative technique. No ailment too severe to treat*

*Death not included. Nor are...".
Crutch walking would be a useless skill, unless the magic belongs to some advanced tier requiring a lot of research to master.

The werecivet commando team begs to differ.  They've been through Hell.  [spoiler]Literally. Multiple tours of duty. Also, losing their families and ripping one of their own apart wasn't pleasant, either.[/url]

Anyway, again, a strawberry plant is not only not harmed by the plucking of a strawberry. It is, again by your own admission, what a strawberry plant is designed to do, and is only as "harmed" as the energy it takes to generate the strawberry to begin with.  You're demanding a "game play penalty" that isn't logically warranted as a "suitable replacement".

Actually, there is a good model for this particular case of transformation into a food-producer in the transformations of NetHack into female oviparous monsters - laying an egg costs you the nutrition value of that egg.  (You can eat your own eggs to regain the nutritional value - which is something real birds do with unfertilized eggs, since why let perfectly good calories go to waste?)

I also never said that auto-regen was a perfect model, I said that it was there for a reason.  As in, Toady put it there because these sorts of transformations cannot be made to have "parity" in an easily-created procedural way, and requires a giant set of case-by-case rulings such that it was easier for Toady to just say, "Screw it, they all heal to full just so I don't have to deal with this mess!"

245
DF Suggestions / Re: Be the person you want to be!
« on: May 02, 2016, 11:50:28 am »
I suppose this would work if you pulled from the entity populations that the creature killed and turned them into hist figs. But what if it didn't kill any entity populations in that town that it could take from? Then it didn't actually kill anyone in the simulation and then you have to retcon that, that creates an inconsistency and these inconsistencies would then keep building up over time. until eventually after like 20 adventurers your legends mode is filled to the brim with inconsistencies.

I mean if you backfill/retcon thoroughly enough or just have systems in place to prevent these kind of weird things from happening then you wouldnt run into these issues.. but Its still rather strange.

If it didn't kill anyone, then "killed your parents" wouldn't be available as a random or chosen event, simple enough.  All that takes is enough sanity checks to cover the contingencies.

The point would be that the model would look for what is possible, but not confirmed by hard facts, so as to allow for, again, Schrodinger's Gun to be valid. If someone did die, but it wasn't clear who, you can say it was your dad/mom/brother/boyfriend/identical twin, or at least, that it was your favorite pet chicken that the wereboar devoured if the only deaths were chickens. (NOOOOOOOO! CLUCKY!)

Or, to put it another way, there might be a pool of random events that might be possible no matter what, (for example, being mugged in a city might be an event that could always happen, because such an event wouldn't be historically notable, anyway,) but if there was a military invasion, and the city where you grew up was conquered, then it makes sense to have that event take place in the background narrative, just like if you were writing a historical fiction book about someone growing up in East Germany after the Russians put down the Iron Curtain, then you'd have to account for major dramatic events like the Berlin Airlift, or the fall of the Berlin Wall being in their past.

246
DF Suggestions / Re: Guilds
« on: May 02, 2016, 10:32:42 am »
I hate to be the guy, but there's many suggestions on guilds. This one may be different, but you have to work hard to demonstrate how it is so.

Here's a similar thread.

If you think that one's close enough to your idea, post this as a response, after checking for redundancy in what was already written.

Actually, I'll be that guy to your being that guy...

That thread won 11th place on Eternal Suggestion Voting, and is on the devpage near the bottom under "Fortress Subgroups".

That said, you could still write about what kinds of guilds they should be, or what purposes they should have.  That was part of what I wrote about in Class Warfare.  This thread at least talks about some new types of guilds.

247
DF General Discussion / Re: Future of the Fortress
« on: May 02, 2016, 10:21:01 am »
"Oh hey, you got me a bouquet of plant dicks! How romantic!"

Spoiler (click to show/hide)

Firstly, the argument presumes transformation takes place with corresponding parts to corresponding parts (where is a strawberry plant's brain located?), rather than some vague transformation of the whole.
Secondly, while flowers sort of correspond to genitalia, they're single use, and many plants (including strawberries) produce multiple reproduction units, so a more reasonable correspondence would be temporary sterility (because the next egg/current set of sperms is lost). One might consider miscarriage as well, but fruits are evolved to be eaten as a means of spreading the seeds (which often survive the passage through the digestive tract and then gets planted together with a lot of nutrients), while children are not. I doubt seeds of this magical strawberry would be viable when "planted", though...

Thus, I'd say the loss of a finger (or toe, or ear) would be a suitable representation of loss of "essence", as temporary sterility means nothing in game play terms (even less than fatigue).

A "suitable representation" how?

Even by your own argument it's a completely unsuitable choice, since fruits are meant to come off and be eaten, and are easily replaced. These are traits that fingers do not share. 

Even if you want to avoid the obvious implications of the reproductive system, then hair at least shares the quality of growing back.

Or more simply put, there's a reason why were creatures have automatic regeneration upon transformation in this game.  It obviates the need to worry about what sort of damage should be represented when a were-creature loses a tail then transforms into a tail-less humanoid.

248
DF General Discussion / Re: Future of the Fortress
« on: May 01, 2016, 11:11:49 pm »
This actually brings up an old response I think warrants revisitation...


Toady, how will players be expected to control dwarves with procedural magic, or procedurally created whatevers with magical powers that have dangerous effects?

Will their uses always be automated through usage hints, even if, say, "fading", to use the GDC example can mean that creatures will eventually kill themselves if players have no means of throttling their use outside extreme or indirect methods like forcing dwarves apart from enemies or whatever situation triggers use of magic?  Or will there be ways to script conditions under which your charges can use magic or are told to hold their fire?

Likewise, is there going to be automated "needs"-style attempt to discharge negative consequences of magic like "fading" in the same way that a dwarf automatically goes to feed themselves when huger gets too high? Is this going to be some zone like a hospital or tavern, or would it be something you handle through goods production, or some sort of social behavior you need to script through some new interface?

Likewise likewise, magic in the GDC example uses "fuel" items to power magic - is this something you expect to be some sort of extension of the military uniforms to have fortress members equip "magic ammo", even if it means all civilians have to wear military uniforms? (Something of an exploit, but one players use on anyone not a miner or woodcutter, regardless...) Is this, alternately, something that you see occupying a different interface, like a unified magic-instruction interface?

Finally, if we're talking about libraries being places of magic research that blow up your fortress, will that mean there are methods of controlling what research actually takes place?  To use the HFS example, one can always not dig, and one can have a good sense of how far you are digging to get a sense of what risks you are taking. Procedural tech trees, meanwhile, cannot so easily physically convey the concept of that danger, and is there even a way to stop such fortress-destroying research without outright shutting the library down or resorting to de facto demanding savescumming from players to prevent arbitrary fortress death?


(Also, for the record, I'd rather have player-editable usage hints, since that, at least, means the playerbase has the power to fix some exploits and problems, even if it also means the playerbase can create them, as well.  Button's Modest Mod in particular comes to mind.)


249
DF Suggestions / Re: Be the person you want to be!
« on: May 01, 2016, 10:36:29 pm »
And this is the truth.

Odd that you feel the need to assure me that you weren't just lying the whole time.  :P

I am aware they are pulled from "thin air" but they aren't actually completely pulled from thin air, each site tracks for example the amount of people in it who are carpenters so it isn't entirely out of thin air yes the hist fig itself is pulled out of thin air when you introduce yourself but that data on that character is dependent on the data the site/civilization holds, including genetic data, the amount of people who are of specific professions and their cultural values. it relies on the sites data, the sites data also relies on the number of people of specific profession for, for example trade goods (all trade goods in each site are saved in a list, and tracked numerically, as toady has stated) , in my example it was carpenters so suddenly adding a new carpenter changes those numbers, it changes the trade goods, it has this far reaching effect you don't think of. Which is why I said that you need to be careful.

Again, there's no problem with this happening unless literally every non-historic carpenter is dead.

Even IF every carpenter is dead, however, shouldn't, logically, someone maybe try taking up carpentry because there's a vacuum in the market to fill? Maybe your parents took up carpentry in your city's time of need.

Also, what's with the demand that kings die?  Again, there's little need to do that unless you have a demand for starting out as a king that's an absolutely different person from the current king, which is an edge case that need not be tied intrinsically to the suggestion as a whole.

In fact, I think this concept of backfilling, rather than retconning, plays well with the concept of random events in a character biography.  If you start in a village with a monster rampage, that can be incorporated into your character biography.  Maybe you could choose, maybe there could be a random chance to have the monster kill your parents, and you grow up in some sort of Conan-style revenge quest.

250
DF General Discussion / Re: Future of the Fortress
« on: May 01, 2016, 10:25:42 pm »
You are putting words in my mouth and that isnt cool, I said I'm fine with the AI not being able to exploit magic like players can, I didn't ever say I'm fine with them not knowing how to use it, nor did I say i'm fine with them running around killing themselves with it, obviously its not a good thing if they don't know how to use it.

It's not putting words in your mouth, it's an examination of the likely logical consequences of what is being talked about.

I didn't make up the notion of a spell to turn yourself into a plant being put into the game, I simply listed off the many, many ways such a spell could do more harm than good in an AI that, almost definitionally, cannot make the kinds of judgements that would be required to make such an extremely situational spell do more good than harm. 

Getting excited to the point where you lose your critical thought as to the consequences is exactly what I'm chiding against.  You're expecting the moon, and then waving your hand and saying Toady will somehow find a way to deliver the impossible in record time.  (And you're so excited for what it does in Adventurer Mode, for that matter, you don't seem to stop to consider the consequences in Fortress Mode important.)

And yes, Toady will break the game with major updates.  He does it every time. Again, I'll just point back to the unstoppable werecritter epidemics that eradicated all civilizations the first update they were added in.  Or, you know, the giant flaming mess that was the new Military screen in 0.31.01.

Sure, it might be broken at first, yes toady needs to consider these things, but no, i'm not worried that it will destroy the game and the game will die because toady is too ambitious. Yes he needs to make them really smart if he wants it to not break the game, which is why he mentioned he probably will rewrite the whole usage hints system to prevent these kinds of idiotic things I am not denying that.

Yes you have a good point, but no I don't think toady will destroy his game.

If the argument is about "DESTROYING DWARF FORTRESS FOREVAR!!!1", then you're putting words in my mouth.   :P

However, again, if we're talking about needing to rewrite the AI to actually sanely handle these things, then history has proven that time spent gaming out how, exactly, these sorts of interactions are likely to be broken, and demonstrating how to pre-emptively fix those problems would be time decently well-spent, and it would also help keep people down on the ground with realistic expectations. 

Just looking at how vampires have worked has been a good example of Toady needing to have all the sundry consequences pointed out before he can actually clamp down all the major edge cases: Vampires first came in with thousands of dwarf skull necklaces, which was totally not obvious or anything, including somehow juggling hundreds in their hands because their necks were obviously full up on skulls. Vampires at first would brag to adventurers about their thousands of humanoid kills they got while spending exactly "5 years" in every job.  He only recently set up "vampire hunts" to stop the depopulation that could occur from a large vampire population in the sewers.

You construe things I say to mean things that I dont actually mean, when I say "partially sane" I meant that they won't kill themselves with it. I didnt mean, "oh yeah its totally okay if they kill themselves with it.", I want them to be smart enough to use it sanely, however I am totally fine with them not being able to exploit it like players can, you cannot write an AI that can exploit things the way a player can in almost any situation, there is a reason the AI in the game "civilization" cheats. ANd why the AI in df will probably need to have some sort of advantage.

You talk as though DF doesn't already "cheat". DF cheats when Toady has to give up on sieges being a challenge, and instead has to create 50-ton flying webbers backed up by fire-breathing T-rexes made of bronze just to keep players from steamrolling everything in the game with steel, training, and numbers that the AI can't hope to match, much less all the sundry automated traps players can throw at it.  He adds amphibiousness, heat immunity, the ability to just plain make traps and pressure plates not apply to creatures, adds NO_STUN, and all sorts of other tokens that exist explicitly to counter common, easy methods of beating the AI.  These are all cheats already, that all exist solely to prevent the trivialization of what few threats remain...  And even that doesn't work, so the HFS has to rely upon literally infinite numbers of giant flying syndrome-spitters to keep players from trivializing colonizing the HFS.

You trivialize letting DF cheat more than it already does, but what that does is ultimately make the game impossible to play without exploits. (At least, more than DF already does demand exploits...) Further, I have to ask how this could possibly be balanced when the game randomly will or won't have magic, or what magic is available is utterly random.  Maybe some magic exists as a "hard counter" to another otherwise powerful magic... but just doesn't exist in this one world, so that powerful magic is now unstoppable.  (To make an example using extant game mechanics, imagine if dwarves had the power to web, and no other webbing creature existed. Wouldn't that just slightly wreck game balance?)

You also are trivializing what it takes to make the AI not kill itself with its new powers... because, once again, DF has a really bad track record of introducing new AI routines that don't involve repeatedly killing anyone who has them until at least a few months of updates.  (Again, let's see a show of hands of how many people lost dwarves to climbing a tree and then starving!) You're simply stating Toady can do it without putting any real effort into considering what it takes to actually make such things happen.

The AI rewrites are easily the most difficult thing to balance in any game, and Toady has a tendency to leave things with see-sawing game balance pretty wildly before he tunes things in quite right. Things like trying to find the set of circumstances where turning yourself into a plant wouldn't be rendering yourself defenseless but a clever camouflage are so incredibly nuanced that they basically do not exist in computer games that have people dedicated solely to improving the AI; Again, that's why I had that side-rant about why most computer games just rely upon absolute invisibility instead of worry about sight cones, since it's simply easier to handle.

This isn't hyperbole. This isn't pessimism. This is pattern recognition.  The AI for the new magic will be broken.  It's just a question of how absurdly self-destructive it will be.

What I'm saying is that even "merely" asking for the AI not to kill itself with the new magic powers is still asking too much. The best we can even hope to do is find the most unavoidably self-destructive things and shout to Toady that he remember to forestall those cases and edge cases.

This is an issue I never thought about, currently the only AI in the game that actually eats is the dwarf mode AI. Creatures in adventure mode dont actually eat (except the player). But letting them always know their powers does seem reasonable enough and is probably the only way to do it without a massive amount of work.
Again, "thinking about it" is what I'm trying to push...

Anyway, creatures in Fortress Mode DO eat, and I'm more worried about Fortress Mode because the interface for controlling Fortress Mode is necessarily going to be more indirect, and therefore difficult to keep sane. 

Dwarves don't even meet their own needs, even if they will complain about not meeting their own needs right now.  (That is, dwarves that complain about a lack of socialization will still go to the library to read instead of the tavern to socialize.  Dwarves will want to get married when they are asexual or have "commitment issues" that mean they refuse to marry. Dwarves will want to claim items that are in your fortress, but have no AI routine to actually just grab them.) Just because dwarves "know" what is bad for their magic, doesn't mean they will actually avoid what is bad for them, nor will there necessarily be anything you could do to help them avoid those actions.  Meat, obviously, would be easy to avoid with fortress-wide bans if it were your primary race, although if you had multi-cultural forts, then things become more and more complex. Also, if the taboo is not food, but no dancing on Tuesdays, what are you going to do, flood the tavern to interrupt tavern-goers every Tuesday? Some players can handle that, but most will need a real interface overhaul to even keep playing the game.

It's honestly these interface overhauls I'd find more interesting than anything. Maybe not as flashy as gaining a new magic spell, but having some real, actual control to direct behaviors with dwarves could yield some extremely useful behaviors for modders or those who are simply inclined towards more elaborately micromanaged dwarven behaviors... although I'll need to put that in the next post.

251
DF General Discussion / Re: Future of the Fortress
« on: May 01, 2016, 08:47:18 pm »
Thanks, Toady!
Now, I was wondering about worldgen events becoming myths. Is this something you've considered?
(Or am I misunderstanding the myth generator?)

If you are asking Toady himself, you should limegreen your question to highlight it for him.

[color=limegreen]question[/color]

252
Unless you modded it or something, clay loam is basically the same thing as silty loam so far as the game goes - it is too "impure" to count as clay, so it is treated just the same as any other type of non-clay, non-sand soil.  If it's being treated as a boulder, then it's behaving as a stone, not as clay. Again, unless modded, it's probably a bug that it's being imported at all.

The FB shouldn't be able to kill off a whole underground area, unless you did something in worldgen to also kill off most of the population.  I know LoudWhispers was still getting wildlife with a half-dozen undead FBs slaughtering everything even 50 years into his game.  The populations are generally in the thousands, and only half a dozen come onto the map every few months.  It may just be that there is still a flag for some sort of underground wildlife from another layer or something blocking the appearance of the next season's wildlife. 

Also, at least in the last few versions, underground wildlife appearance rates are tied to fortress wealth.  Generate more wealth (by making masterwork roasts, for example,) and you generate more underground wildlife diversity.

253
DF Dwarf Mode Discussion / Re: Strangest Reclaim?
« on: May 01, 2016, 06:27:13 pm »
Yeah, Toady's fortress-generating code is absolutely bonkers.  It creates fortresses no sane person would ever lay out, and makes the walls entirely out of a single random material, even if it should logically be rare (like, say, entirely made of pitchblende or gold).

254
DF Adventure Mode Discussion / Re: A Brawl Gone Horribly Wrong
« on: May 01, 2016, 06:23:53 pm »
I, frankly, was interested in getting a better understanding by which someone can be gelded with bare hands and why in Armok's name something so horrifying can even happen.

Then I got to wonder if the gelding skill (It is a profession, Gelder, so is there a skill related to it?) increases chances of getting debilitating gelding blows in combat and whether or not this is a viable strategy for an Adventurer.

I basically want to know if it's possible to make an Adventurer built solely around making lowblows.

Yes, but gelder has nothing to do with it.  Just master a weapon skill or unarmed combat skill, and aim all your kicks for the lower body, and you'll become a legendary ball-kicker in no time.

255
DF Suggestions / Re: Be the person you want to be!
« on: May 01, 2016, 05:59:06 pm »
You just have to be very careful when you do these things to prevent inconsistencies. As has been lamented about before.

I'm kind of  a simulationist myself, so retconning just leaves a bad taste in my mouth in these kinds of games.

What retcon?

If I told you that in a town you've never been to, or whose phonebook you have never looked into, there happens to be a man named Joe Smith, and when you look, he's there, did I retcon anything?

The point I'm making is that the game is full of places the player has never looked, and you just need to say they come from one of those places.  If the player has somehow managed to look in every single possible tile of the entire gameworld, then all you need is the capacity for populations to shift around so that they would have to be literally omniscient to categorically prove something had changed.

Keep in mind, 99% of the game's citizens are not saved, they are generated from thin air as you walk by.  This is how the game has to exist, since it cannot simulate everyone. 

Even if you want to home in entirely upon royals, keep in mind that the whole royal family need not be tracked historically.  A great-grandson of a monarch in a non-inheriting branch of the royal dynasty may well be non-historical, and therefore, be a Schrodinger's Gun to fire however the player wishes. 

That said, yes, this presumes you draw from the population pool, not the historicals.  Historicals should be static, so assuming the role of a dwarf from a retired fortress, or the king, or some existing adventurer with an existing kill list means not being able to make major changes to the character, but when you're picking from the population pool, you get to have full control.

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