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Messages - iceball3

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241
I've realised one reason for the decreasing number of friendships.  You can't be friends with a relative.  Over time, more and more of the dwarfs coming into the fortress (as immigrants) are related.  So each dwarf can have 10 cousins.

In other news, the "second seven" have yet to make a single friend after 5 months.  I've moved more of their workshops into their specific burrow and segregated the work a bit more to encourage isolation in the burrows, however I'm starting to be swayed into thinking that there really is something broken here ;-)

One theory I have is that dwarfs build up need for companionship over time.  Dwarfs with lots of relatives don't feel the need to make friends.  The starting seven are "poofed" into existence without friends or family and so make friends quickly.  Immigrants, generally have lots of family.  This would explain why PatrikLundell is able to be successful in making matchups in his dying civ, while Squirrelloid is having no luck.  If I get some immigrants without family, I may burrow them separately to see if they make friends.
How distantly related must a dwarf be before they're considered unrelated? Or does the family line continue forever, forcing us to depend on non-historical figure migrants for continued procreative fraternity?

242
DF General Discussion / Re: Future of the Fortress
« on: March 20, 2017, 11:08:07 pm »
What would be the effective duration that the individual tasks take when attempted in post-worldgen, will the events themselves (not traveling) be near instantaneous and travelling itself be static, or will obstacles such as negotiations, intermittent stops (sleeping, acquiring rations, slowing by weather, travelling offroad, confrontation, injured dwarves and treating injured dwarves) hinder mission time any? Will any of the above affect morale and stress of the dwarves themselves in any manner?
Will squads or individuals pursue personal interests en route to their destination, or change their plans in the event that the conditions of the mission change the situation initially planned for, or in the event that squad members come across a situation or circumstance that inspires their ambition?
As increased interactivity with the outside world increases, the dwarf-mode adventure-mode time discrepancies begin to become more significant. How do you plan to address certain situations where the discrepancies are pretty significant? For instance, on a slightly large embark at a distance of a handful local regional tiles away, if you send out an expedition, it will take significantly longer for your dwarves to get off of your front lawn than it will take for them to cross the geographically longer distance to the site.

I imagine this can be mitigated somewhat by allowing dwarves to leave and re-enter the site via minecart, in particular in the instances of the lack of (and before the implementation of) inter-site minecarts: the only purpose of the minecarts being to move the squad on to an abstract close off-site hub where they can begin their travels, unhindered by fortress time dilation.

243
DF General Discussion / Re: Future of the Fortress
« on: March 20, 2017, 06:20:19 pm »
Sorry if this has been asked,

Someone in the past suggested that the artifacts updates would involve the ability to give powers to items, like a sword of fire or amulet of extravision.  Is that actually something you want to do?  If it were implemented, should expect magic items to be only randomly generated artifacts or would it be possible to mass produce particular items, with or without modding? 

I seem to recall an interview where Toady mentioned that he liked the idea of explosives.  So maybe his plans for gunpowder would be more like the orc's explosive attack at Helm's Deep.

I am hoping that black powder charges have some mining applications if they are implemented.
There is the problem that explosive charges, that if it's affected area could compete with dwarven miners, the affected area would be HUGE. Unless dwarves were made to dig much slower through harder rock.
That said, lever operated blackpowder charges would be much more useful for breaching walls and floors remotely without having to finagle with cave-in nonsense, as well as for traps. You'd certainly have to measure it out so you could control just how much structural damage you're planning to do with these things, but I can imagine a fragmentation blackpowder charge would do some serious damage to a squad caught in a kill corridor.

244
Great ideas!

-When on an island isolated from any civilizations, make it so the parent civilization may or may not know about your fortress's existence, dependent on availability of hearsay or starting scenario.

The parent civilization not knowing about your civilizations existence seems unlikely given that they presumably sent you there in the first place, or else where did the boats and embark goods come from?  The concept of a civilization being formed of fugitives in a stolen ship or marooned or whatever sounds like a starting scenario in it's own right. 

One that would entail no migrant waves from your home civ until they discover you (or the other way around). If you are fugitives however being discovered might be a bad idea.  So probably best have two stranded on island starting scenarios, one where you are innocents that simply got lost and the other in which you are prisoners, the first being discovered is positive, the latter negative.  The game could round up a bunch of prisoners from an existing prison site if there are any available.
Ahh, fair enough. I imagine it could be possible to convince migrants to come from sites or civilizations who do not care too much about the attempts of your home-civilization's attempt to demerit your group's existence. Or heck, you could even attract fugitives!

I am suddenly fond of the idea of also being able to run "security prisons" in your fortress, importing criminals from other fortresses with the responsibility of keeping them contained and alive for the duration of their sentence (for sentences longer than 40 years, up to life), unburdening their original home of the food, guard, and floorspace (assuming frontier justice doesn't get the criminal killed on the spot before they even get detained in the first place).

Getting the prisoner into your fortress would be a contractual obligation to keep them, at the very extreme least, out of everyone's hair, and the ability to violate the contract by releasing the prisoners into escaping or as citizens should cause diplomatic repercussions if the civilization you made the agreement with catches wind of this.
Perhaps if a site or authority has sent you enough prisoners, they could occasional send a liaison to check up on the prison arrangements as well, to make sure they're getting their money's worth for the effort you put into keeping their prisoners alive and contained.

245
Correction: "a priori" was the wrong word, I meant Casus Belli.

246
DF General Discussion / Re: Future of the Fortress
« on: March 20, 2017, 07:04:12 am »
As an eventual development, do you consider the approach of using more accurate temperature physics (heat of fusion/vaporization, specifically raw-able exothermic/endothermic qualities of a burning material, etc.) to quell the more disasterous (from a simulation standpoint) effects of hot temperatures,  or is the plan to implement some manner of hardcoded direct limitations to fire to accomplish that?

For elaboration, think like unstoppable wetlands rapid wildfire infernos caused by an errant fire or splash of lava, melting that does not stop when you submerge in water, "melting" being the primary damage when you burn instead of skin-fat incineration, not getting cauterized when you dip your fingers in lava, and being impossible to extinguish when set on fire in most situations.

247
DF Suggestions / Re: Jumping Up Z Levels
« on: March 20, 2017, 05:07:29 am »
Currently, any walls that cannot be climbed are too high to realistically jump to, anyway.
That said, being able to mod creatures to be great jumpers (and great landers) would definitely be useful.

248
More ideas:
-Large scale military campaigns pursued by the authorities of entire civilizations (or their constituent regional powers), allowing travelling armies to attempt to intercept en-route ones on deliberation. The scale of these would leave a lot of this combat out of the player's hands unless...
-Allowances for the expansion of regional power and influence with the fortress the player controls as the heart of such attempts, via establishing new forts with lawmen and other authoritorial presence to prevent attempts at site independence; the annexation of other pre-existing sites via politics, wealth, cultural (inspiring insurrections with your group's control being the topic), or war; or reclaiming a fortress.
--The last option may need to be balanced by causing powers (goblins, etc) to more frequently attempt to claim ousted sites they invade if there is significant infrastructure, if simply to garrison it as a defensive position in enemy territory.

-When not directly involved as a regional power, the player could still lend the option of having their soldiers sent out to join (at least tentatively) allied militaries as mercenaries, giving payment to the individuals as well as your fortress for their service and contributions.

-Likewise, via diplomatic means or general rumor spreading, allow your fortress (or regional power if applicable) to actively attract the attentions of mercenaries, both those who look to be payed for temporary service, and those like the current ones who just want a place to call their home (and get free food for it).

249
Mainly for future consideration by the toad, feel free to pitch your own ideas. Not all of these are boat related, some applying to general inter-site interactions.

-When on an island isolated from any civilizations, make it so the parent civilization may or may not know about your fortress's existence, dependent on availability of hearsay or starting scenario.

-Allow expeditions to cross water, the amount they can cross controlled by the size and supplies available to the expedition. They will likely need a wagon to transport any boat components to shore, and a shore of appropriate roughness for the boat they're planning to deploy. You could also send an expedition out specifically to build a rudimentary dock to allow bigger boats. This would allow inland fortresses to potentially connect to the outer world whilst in isolation, though this would depend on the distance to the nearest coast. Things could get hopeless really quick when all you have is seven dwarves, many hundreds of miles away from a smooth highly savage coastline, in the midst of a Terrifying ocean, with mountains in the way...
-Setting up a coastal fortresses on both coastlines in question, with docks and boating infrastructure, and retiring them should help mitigate the above point.

-Allow expeditions of diplomats, issuing a general desired goal and the flexibility and resources they could agree on to achieve it, when discussing situations with other civilizations. Certain topics include:
--Asking about events occurring at the visited site or informing the site of specific or general events with a degree of authority above general rumoring.
--Request the general expectation of a trade channel going either way, encouraging sites to send you a caravan or to send you a "caravan wishlist" to increase the chance of giving them the items they desire.
--Declaring or requesting changes in the inter-site relations of the site in question, with a given chance to declare 'a priori' for such, or lack therof, or even lie about it. The latter two will likely cause your diplomat to be upset based on their ethics, will make other sites and civilizations trust your fortress less due to it, based on their ethics (including your home civ), and will cause unrest if your civilians catch wind of this action, based on their ethics (which means absolutely for default dwarven ethics). Anything up to and including demands at threat of war or war outright.

-Add "kill diplomat", "kill civilian", "kill surrendering", and "war no a priori", to ethics, to allow dwarves and other civilizations to react to such incidents. The first four should ONLY apply if the kill target is in any combat level at brawling and above.
--A unit voids their ethical protection in the first three mentioned ethics if:
---They initiate lethal or higher levels of combat.
---They go into No Quarter at any time during combat.
---They raise the combat level after successfully surrendering.
--They will still be affected by other kill ethics however. Dwarves can be given specific actions for combat ethical situations, and will attempt to adhere to them based on their ethics and discipline, or can be left to decide on their own.

Just a few ideas.

250
Reading all this, it really is fascinating to glean all this, and it sort of makes sense why my 4 year fortress didn't have any lovers at all.
I'll run a sort of multi-cloister-gated-community setup with this in mind on my next fortress, which will be a fun design paradigm, I think. I'll let you know if i get any new amount of dwarven couples as a result when I get around to implementing it, yeah. To note, I am using dfhack, but i believe none of the scripts I'll be using will interfere mostly.

251
DF Suggestions / Re: Census Bookkeeper and Census Taker positions.
« on: March 17, 2017, 03:41:47 pm »
I wonder if, for fortress insurrections, there should be a means to introduce some sort of ideological paradigm that the player can have direct or indirect control over (ethics being followed, people being in power based on merit/lineage, etc).

I think that citizen statuses are basically that.  In a prison prisons would not have the ability to become head jailer for instance.
True, but currently, status is a little limited. We can control labors, very vaguely and not-discreetly control standard of living, control nobles somewhat (with positions that don't do or mean too much besides what they strictly do currently), and control citizenship (barely, we can't control whether not-full citizens have full legal rights in the fortress, nor can we demote someone's citizenship or exile anyone without killing them outright), and even then, citizenship levels isn't such a big difference, as anything below "full" is excused from a very large portion of the burden of labor full citizens do, as well as the fact that they eat all the same food and hang out in all the same inns anyway.

The only meaningful control at the moment is bedrooms, everything else, the units will help themselves to unless you deliberately wall them off.

252
DF General Discussion / Re: Future of the Fortress
« on: March 16, 2017, 09:30:10 pm »
About all blackpowder related tech, i'm pretty sure that there is near nothing in that vein that'll see implementation before both:
-'Alchemy' actually being implemented at all.
-Research "topics" and their associated skills getting a full first-work, such that they are more than flavorful placeholders, as they are now.
Both of these are rather far down the road, and questions being re-asked for the nigh-thousandth time should probably be saved until that's on the horizon, at least.
This probably isn't an inaccurate perspective, is it?

253
DF General Discussion / Re: Future of the Fortress
« on: March 15, 2017, 03:24:51 am »
During world time, (or after) does older dragons have better chance to survive an encounter than younger ones ?
If I'm not mistaken, seeing as dragons gradually get larger as they age (up to a cap), assuming the dragon didn't start off at full-grown age, it'll gradually get bigger and thusly become a stronger combatant for the combat simulations that take place during worldgen.

254
DF Suggestions / Re: Census Bookkeeper and Census Taker positions.
« on: March 07, 2017, 02:24:31 am »
While I like the concept, I think the entire process could be delegated to the expedition leader/mayor and the existing bookkeeper instead of making two entirely new noble positions. Elected officials already have MEET_WORKERS as one of their responsibilities afterall. And besides meeting with foreign dignitaries, it's not like they do a whole lot anyway. Also big fan of the idea of having to actually write down stocks and other reports before they're viewable.

I've always loved the idea of incorporating the more spreadsheet style of play that a lot of players are already used to with the more organic nobility system. Having a revolt slowly grow right under your nose while you're totally oblivious to it since the local elected official is too stubborn to acknowledge the issue in their reports would bring some much needed fun for the late game.
I must say, i do agree with the points you bring up, yes!
I wonder if, for fortress insurrections, there should be a means to introduce some sort of ideological paradigm that the player can have direct or indirect control over (ethics being followed, people being in power based on merit/lineage, etc).

255
DF Suggestions / Census Bookkeeper and Census Taker positions.
« on: March 06, 2017, 06:39:55 am »
I have an idea for an appointed noble position much like the bookkeeper: A census taker.
The idea being: those responsible for collecting census (which may or may not be the same person who organizes all this information) goes from dwarf to dwarf in your fortress, briefly consulting them about their general needs, desires, skills, opinions, et cetera.
This information is then relayed to the census bookkeeper, who documents and writes out a player readable report based on what is requested, such as the proportions of religions worshipped, the popularity of insurrectionist movements and their desires if applicable, a list of dwarves that can be sorted apart based on stats, ideologies, skills, and preferences, as well as a general list of what ails the population in the fort in terms of needs, desires, and upsets.
The accuracy and completeness of the information gathered should be dependent on the gatherer's social skills, as well as how liked they generally are amongst the individuals they poll.
The representation of information and the persistent accuracy of generalized results should be based on the record keeping skill and on occasion the biases of the one doing the organization of the report, as well as the development and education of the "anthropology" related research topics.
Reports require a quire or scroll, and when they are completed, they can be viewed through a menu, or through the item of the report itself, which is to be stored in a special room called the "site archives", which functions similar to a library, but is used minimally for studies, instead holding administrative documents such as the census reports mentioned. Other things these archives could be stowed with perhaps could be the quire-written equivalent of reports on trade agreements made with liaisons, as well as stocks/monetary reports made by the bookkeeper and broker, or the record of mandates issued by nobles, and their successes and failures.

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