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Messages - Sfon

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1
DF Suggestions / Re: Nudity Ethics
« on: March 27, 2012, 04:15:30 pm »
You see someone out in their bare feet and it is kind of odd, what is wrong with them? They look unable/unwilling to take care of themselves. Right now dwarves need exactly shoes, pants, and shirt or they feel bad regardless of the situation. Temperature would be a separate consideration, and while a simple implementation of it might show up I doubt more complex behavior like you mentioned is on the horizon.

Part of the reason I suggested this is some mods would benefit from it like bug work-arounds, animal civs, and ways of reducing cpu load. For those an init setting could work, but civ ethics would be so much more interesting. Goblins might consider clothing a personal matter, kobolds caring even less and looking the part, and others could shun nude people or consider them misguided.

2
DF Suggestions / Re: Chupacabras
« on: March 27, 2012, 01:22:02 pm »
Could be an aspect of procedural vampire creation. Depending on type a vampire could need blood from:
Same species (dwarf if vampire is dwarf, goat if vampire is goat)
Any intelligent (can_learn and can_speak: e.g. dwarf, elf, merpeople)
Any animal (lacking can_learn or can_speak)

If more than one, the listed order there would be order of most nourishment/preference. So a vampire type might be able to get blood from any civilized people, but prefer its own kind. Or it could only be able to drink from animals. Or it could be able to drink from civilized people or animals, but prefer the former. The order of preference is so vampires don't become too tolerable. Could also make it so if animal only, they are more likely to kill.

3
DF Suggestions / Nudity Ethics
« on: March 27, 2012, 12:47:15 pm »
ETHIC:NUDITY

Now that bad thoughts for clothing are enabled, how about this be regulated by ethics? Would allow modifying how severely people of a civ react, if at all, to being nude in the raws.

Instead of just one nudity tag, could have two for more complex behavior, like this:
ETHIC:NUDITY_PARTIAL
ETHIC:NUDITY_FULL
Nudity_partial would mean you have something on your legs or something large on your body, but lacking at least one other important thing. A large thing on the body would be like a cloak, toga, or shirt large enough to cover the legs a bit. Both sexes could follow these same rules for simplicity and because it is ye olde days anyway.

4
Human, because they have proper towns and fitted equipment. Elf and dwarf don't feel right at the current stage of development. Member of a civ just for the backpack. Got to be able to carry food now that eating needs to be done frequently, and I don't want it taking up a hand.

Peasant/Hero/Demigod depends on how long my adventurers are living. If I haven't played in a while I'm liable to choose demigod, but if I feel confidant I prefer peasant because I like the feeling of starting weak and clawing my way up.

5
An option to send more than one would be nice. More dwarves, better armor/weapons, and calmer land would increase odds. Three dwarves with iron axes and leather armor could rarely run into trouble in most conditions, but in a savage evil biome you might want to send a bunch or arm them very well.

Instead of selecting one or more dwarves just for this it could have you select a squad. Those are already set up to handle groups and equipment.

I assume this sort of thing is already planned anyway.

6
DF Suggestions / Re: Gifts to Dwarves
« on: April 24, 2011, 10:35:53 pm »
Too much control. Personal possessions should be personal, like relationships/marriages, not player assigned. Tools, uniforms, and such is public fortress business where the player should have control. Personal residence being an exception, for now at least.

Assigning an item as not being owned by the collective, thus releasing player control over it so it can be claimed/traded freely by dwarfs as they wish would be nice. Could also prevent dwarfs from claiming clothes you want to sell, since they could not claim something until the player has marked it as available.

That would allow something similar to your suggestion, but not too easy and would help in many many ways if/when the economy is put in. Want to please a dwarf that likes X? Have a lot of that item made and then designate them as private. The dwarf in question would need to have some way of claiming it which may be a problem if they are poor or if a noble also likes it, but that is what makes it fair/Fun.

7
DF Suggestions / Re: Difficulty Settings
« on: April 20, 2011, 01:17:38 pm »
The ideal solution is, as I've seen some say, to make the game less "front loaded". That is, do a better job of balancing early vs late fort complexity. Right now the challenges are early, and once overcome become almost a non-issue.

Ideally the game would be better designed to start out easy, but became more complex the further you go. One idea I've seen for this is dwarf demands scaling up as their fort gets bigger/wealthier. That and similar ideas could fix the problem. There are already a few minor things like this, such as plant gathering often being good enough at first.

If what is needed to get by starts out small enough and scales up fast enough, then it'll be better for both newbies and vets. If the game works like this then a fort with 30 dwarves would be a lot simpler than with 100, and a tutorial could be good enough by only going over the few activities and workshops important in the first couple of years. It would work like many games, needing more knowledge/skill the farther you go. Difficulty could be adjusted significantly by simply altering values like population cap. That would also allow a player to practice using many workshops/methods/activities needed for more complex forts with a 30 pop max fort, if they need to. A big, wealthy, 30 year old fort would actually demonstrate player skill. Newbies would have trouble dealing with the average 5 year fort, but currently many players get bored by then anyway and surviving that long is as good as beating the game.

The difficulty needs to curve better. Once the game's core difficulty functions properly, then maybe we can think about more than basic (siege on/off, etc) difficulty options. Until the core system is fixed anything derived from it will also be broken. Unless it is something that fixes the brokenness, in which case it might as well be part of the core system.

8
DF Suggestions / Re: Ability to change the orientation of workshops
« on: April 20, 2011, 12:43:22 am »
It is silly when I have trouble placing workshops simply because I forgot to account for their arbitrary east/west/north/south blockage when designing my fort.

Horizontal flip, Vertical flip, and 90 degree turn to the right. Can anyone think of something a combination of those three booleans could not handle? Combined with the flips, I don't think more than one simple 90 degree turn boolean would be needed. Might be a bit awkward for the player, but that is an interface issue which can be fixed later without breaking save compatibility.

At first I was tempted to suggest that only flips might be enough, but then I remembered there is stuff like this:
OOO
XOX
OOO
It would be nice to rotate that.

9
DF Suggestions / Re: Baby dwarves should take their mother's surname
« on: April 05, 2011, 10:21:54 am »
Could depend on race. A tag to say which parent their surname comes from.

10
DF Suggestions / Re: Show how much wind embark has
« on: April 05, 2011, 10:17:51 am »
You DO know how easy it is to set up a dwarven water reactor? Ones that produce ludicrous amounts of power?

That's cheating.

Cry me a river. Dwarf Fortress is in alpha, that means it's buggy. These bugs and "exploits" will be taken out ...sometime. Until then, I see no problem in using it.

Do you never mod the raws, either, because it's "cheating"? If so, you're not playing it right.

He didn't say cheating makes one a horrible person, he just said it was cheating. I read it as "That is not the sort of thing all players are comfortable with." Maybe your impression of his intent is more correct than mine. Either way, doing what might be considered cheating is no more OK than trying to avoid it.

11
DF Suggestions / Re: Percentage chance of meat
« on: April 04, 2011, 05:10:50 pm »
How about having small creatures give 1 piece of meat unless they were super small like insects? Like how it works with skulls, which are produced even for small creatures. So rabbits and cavies would consistently give exactly 1 meat.

12
DF Suggestions / Re: Totems and blessings.
« on: April 04, 2011, 04:39:37 pm »
Sounds far too easy. Sure it is easy to wall out invaders using other methods, but those have consequences and I think Toady wants to make it harder eventually.

Also magical barriers seem elfy to me. That is not used as an insult, it does sound appropriate for elves and I think it would be cool if they had such abilities using the skulls of their enemies or whatever. Dirt and steel is dwarfy. Hard work resulting in solid armor, walls, and mechanisms which will make you grow a beard just looking at them.

13
I would seem that adrenaline, or other chemical/spiritual/mental changes caused by a state of arousal cause elves to lose their immortality.  See: Arwen, after falling in love.

No, they just grew tired of the world and yet were unable to ever leave it. This is why they envied mankind's ability to die. Originally they were much more intense. Arwen died of a broken spirit due to Aragorn's death, which was one of the very few things capable of killing an elf. She did not die of old age any more than elves which die of battle wounds do. No elf could lose their immortality. Even in death they could not truly leave the world, and had the possibility of being born again. The closest thing to this was that the half-elves, of which there were very few, could choose to align their fate with either elf or mankind.

14
Workshop: Grinder

Can be powered by either dwarf or other mechanical power, same way a screw pump can. If non-dwarf powered, dwarfs can just put stuff inside and it'll process it without needing a dwarf there. Maybe can be used to destroy caged creatures, too?

Selecting items for it would either be done the way dumping/melting is, or the way connecting a lever to something is. The latter would be much less convenient for the player, but might be easier for Toady to implement.

Off-site location: Landfill
Whenever off-site holdings are implemented, one of the types could be a landfill. It would only hold so many items for when it might be visited in adventure mode or whatever. More than that and previous items would be deleted, assumed taken by scavengers or whatever. Item limit should be low, since FPS is part of the reason to do this.

15
DF Suggestions / Re: Ideas for improving loot
« on: April 03, 2011, 10:50:35 am »
1. Dead bodies don't drop their clothes, though their clothes can still be removed from them if unforbidden.

2. Cloth/leather worn by someone when they are dead gains the "moldy" trait which reduces value by 500 rather than a percentage, enough to zero most clothes, yet still leaving it usable if you really want to. Story justification: being considered tainted, superstition, and because it is just plain creepy. This also goes for stuff dropped due to having a part severed, whether it resulted in death or not. This will also help adventure mode, as it is those bloody bandit clothes net too much money.

3. When a body rots away to bones, cloth/leather it is wearing is destroyed.

#2 exists because otherwise players would be tempted to quickly strip clothes for easy money. All three of these work together to make clothes from the dead easy to avoid hassling with and not generally worth it.

Metal is exempt from all but #1. Resists mold/destruction from having dead body in it, and too valuable to let a little superstition get in the way. At worst, melting it down would eliminate any death effects.

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