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Messages - LordBucket

Pages: 1 ... 371 372 [373]
5581
DF General Discussion / Re: Future of the Fortress
« on: March 12, 2007, 06:34:00 pm »
quote:
it'd make me angry too, if I had a plan that involved a certain situation, yet it didn't arise

Here's a totally random thought: What if "fortress mode" were integrated with "Adventure" mode...and you could recruit people from Adventure mode, find a suitable site and colonize it, then switching you over to fortress mode?

Then add a new profession: "Surveyor" that would allow you to have an idea of what the insides of the mountain looked like? Players could choose whether to invest in it, or not.

I'm not sure I follow why, out of a strip of mountain range twenty squares long, only one or two are considered "suitable" for a fortress. Maybe do away with fixed sites, and allow a player to build anywhere he wants. He just has to wander the map looking for a place "suitable" by his own criteria, all while his food stores are diminishing. The sooner you settle, the easier it will be, but the more you search, the more chances you'll have to find the type of site you're looking for.

Bucket Man


5582
DF General Discussion / Re: Racoons of Death
« on: March 07, 2007, 12:21:00 pm »
Maybe they're too cute for dwarves to cope with. I can see it now...

"Hey, Boojebuh...there's a deer over there."

"Yeah, I see him. Maybe if we ignore it he'll go away."

(The deer sees the dwarves and cautiously comes a few steps closer)

"Uh-oh..."

"Maybe if we ignore him, he'll go away."

(The deer keeps coming)

"Oh no! What do we do!?!?!"

"Don't move! Deer aren't very smart. If we hold perfectly sill, maybe he'll think we're trees and just leave."

(The deer come over and affectionately nuzzles a dwarf.)

"Aaarrrgghghghgh!!!!!! RUNAWAY!!!!!!"


Bucket Man


5583
DF General Discussion / Racoons of Death
« on: March 07, 2007, 11:37:00 am »
So, I just started a new game...

Maybe fifteen minutes in, still tunneling out the initial tunnel to the river, when I see the following:

"Rogthirkuk cancels eat: interupted by racoon."

Hmm. Annoying racoons. I ignore it and go back to business.

"Foegirbag cancels drink: interupted by racoons."

At this point I start wondering what kind of racoon this is. I mean...why exactly do dwarves stop drinking because there's a racoon half a map away? Is it an undead racoon? Then, over the next minute my screen erupted with dozen interupts, as three racoons descend on my camp, and the dwarves panic. Everyone stops what they're doing to run around in terrified little circles.

This, of course, amuses the racoons to no end, and they give up on the food they came for to chase the dwarves around for a good laugh.

"Gebugbuh cancels tunnel: interupted by racoon"
"Foegirbag cancels gather wood: interupted by racoon"
"Hebeyuk cancels pregnancy: interupted by racoon"
"Foegirbag cancels the cancellation process: interuped by racoon"

Pages and pages of cancellations. Ordinarily when a racoon whows up I just ignore him and the cancellations, he steals some food or a silk handbag or something, and he's on his way. Not this time. Minutes and minutes of racoon interuptions. Eventually they did lose interest in in dwarves and made for the food.  And, how ravenous they were! Not one piece of food stolen...not even one piece of food stolen each, but over the next three or four minutes, TEN PIECES of food were stolen! I really don't know what happened. Whether it was three racoons each coming back for several trips, or whether they were going home and telling their buddies to come play, but I never saw more than three at a time. By the tenth piece of food stolen, though, I was starting to realize that the racoons weren't merely a nuisance.

They were evil.

So, I rallied my forces for our final stand near the furniture stockpile...and, what a glorious battle it was! How proud I was of my dwarves as they courageously held their formation despite only outnumbering the viscious racoons a little over two to one.

Indeed, it was a proud day for dwarves everywhere, and not a single racoon was left standing. Ever shall we remember the Battle of the Furniture Stockpile, the dread day that the Evil Racoons of Death were finally laid to rest.

Bucket Man

[ March 07, 2007: Message edited by: LordBucket ]

[ March 07, 2007: Message edited by: LordBucket ]


5584
DF General Discussion / Re: Almost there!
« on: October 23, 2007, 04:47:00 am »
I'm really surprised the new release isn't out yet. I'm on vacation in Japan right now, and I was quite sure the release would come the day after I left.

Why am I checking the forums while I'm on vacation in Japan you ask?

...umm, no reason.  :)


5585
quote:

how could Toady make us, the players, care genuinely about the consequences of our actions and for that to make a difference in the Story

The only way I can think of is to start pulling heartstrings. If he shows cutscenes of dwarves being hammered along with soundtracks of screaming...some people might choose not to even if it had gameplay benefits. And others might choose it even if it had penalties. Maybe the border colors of the screen could become more blood-red as you start being more evil. Maybe diplomats and merchants could start calling you "noble lord" or "horrid defiler" as you developed an alignment. Dwarf children is evil fortress could prefer to play in the rubbish pile and with dwarven bones and skulls. In good fortresses they'd play with the kittens. No actual "benefit" either way, but a lot of people would have preference for the characterization.

[ October 24, 2007: Message edited by: LordBucket ]


5586
Just noticed the thread...forgive me if I don't read all 70+ messages, but to address the original post, I'd suggest we not think of it as "choosing good or evil" but rather, implement a serious of behaviors and policies that may ultimately effect game play and diplomacy.

For example...consider the option of stealing from caravans. There's no little button anywhere that says "Press here to choose good, press here to choose evil." Instead, it's simply an action, with both immediate and potential long term results.

Along this line...

Allow players to set hammering policies. Dwarves is a fortress with hammerings may tend to work harder, out of fear of punishment. But, you also risk having valuable dwarves permanently crippled.

Allow players to designate nobles to be targets for vigilanteeism. This allows absolute control over silly demands and mandates, but may hinder diplomacy, mak it less likely for later, possibly useful nobles to appear.

Allow players to imprison and/or execute merchants and diplomats. In the short term, this may prevent bad news about your fortress and behaviors spreading to other civilizations, but eventually when they do find out, they're going to think even worse of you.

Etc.

Think of things that the player may potentially want to do, and allow them. Create consequences for actions, both helpful and unhelpful.

No need for an "I am evil" button.


5587
DF General Discussion / Re: Too Deep
« on: April 08, 2007, 06:21:00 am »
If you defeat the demon with an adventurer, can you then reclaim the fortress without having to worry about another too-deep compulsory-ending?

5588
DF General Discussion / Re: Guess what I've just noticed
« on: April 16, 2007, 12:53:00 pm »
What...don't you smooth the walls of your barracks? That's not necessary either. :P

Five minutes on google suggests that the translation error you're referring to is a copy that turned up showing the number 616 instead of 666, and that the connection to Nero is primarily a Catholic view, and it's done by transliterating "Nero Caesar" into Hebrew, and ignoring one of the Jewish numerology rules.

Or are you referring to something else?

(I think my version was more synchronous. Certainly more entertaining. :P )


5589
DF General Discussion / Re: Guess what I've just noticed
« on: April 16, 2007, 05:40:00 am »
Rev 13: 17-18
  "And that no man might buy or sell, save he that had the mark, or the name of the beast, or the number of his name.
  Here is wisdom. Let him that hath understanding count the number of the beast: for it is the number of a man; and his number is Six hundred threescore and six."

My favorite explanation is that it's a reference to the guard bars in UPC codes.

If you look at the UPC code on anything you buy, you'll see a pair of thin lines in the middle and on either side. These lines correspond to a "6" in the code, when that six appears on the right side of the code. Since codes may be read in either direction, they designed left and right differently. A 6 to the left of the middle looks different than a 6 to the right of the middle. But, that matches the mark that appears on the "right" hand. The way a scanner reads the code, there is extra "white space" necessary to construct a six, but if you visually look at it, you wouldn't notice the difference. Also interesting is the name of the original creator of the system, George Joseph Laurer: His first, middle and last names all have six letters in them.


5590
DF General Discussion / Re: Dwarf Fortress vs Jade
« on: April 04, 2007, 05:22:00 am »
quote:
people there are that are so anti-DF because it is closed-source

I suppose I'll mention that I'm the maintainer for Dragonball T, a module for ToME. (Still in alpha)
http://wiki.t-o-m-e.net/Modules_2fDragon_20Ball_20T

Personally, the open-source vs. closed-source issue doesn't phase me. I'm a module developer for an open-source game, and all of the module code that I've spent literally several hundreds of hours developing is all completely available for anyone to look at, use and steal as they please...Dwarf Fortress is still totally unique, nifty, and very fun to play. Trust me, when I stay up late playing DF, I'm not losing sleep over the inability to look at the code.

Anyone who takes time and effort from their personal lives to make a game available to the public is doing everyone a service. If they want to keep the details to themselves, that's perfectly reasonable. Commercial motivations aside, when you spend as much time developing a game as I'm sure Toady has, you tend to get emotionally attached to it...and I can see how tough it could be to let other people rearrange the insides of 'your baby.'

I'm all for open source, but as an open source developer, I say anyone who has a problem with somebody who keeps their code secure should stop complaining and go build something themselves.

Bucket Man


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