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Messages - Quarterblue

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1
DF Suggestions / Re: Dreams (and premonitions)
« on: August 19, 2016, 05:06:43 am »
True enough, I had forgotten about that. But then I didn't understand your point about the RNG. If you're saying invasion events are effectively set in advance due to the invaders having to actually roam the map to get to you, wbat prevents a dwarf from having a terrifying dream in the meantime? Such a dream would depend on the same kind of predictability invaders currently have.

2
DF Suggestions / Re: Dreams (and premonitions)
« on: August 19, 2016, 03:35:35 am »
There's a similar thread still on the first page: http://www.bay12forums.com/smf/index.php?topic=160045.0

Please read both threads before dropping Footkerchief-style one-liners :P. IndigoFenix is talking about literally going out on a dream world which involves extra planes, quests and whatnot. I'm really just talking about an additiion to the thought screen with possible interesting gameplay effects. His suggestion is primarily about Adv mode, mine is primarily about Fort mode. The word dream is just about the only thing both suggestions have in common.

Quote
Not sure how well you could do premonitions in a game that relies so much on RNG, especially as player actions can easily throw things off-course.

Well instead of rolling for a titan or a siege the game would roll for the future appearance of either at a fixed date. Things would be delayed by a couple weeks or something, which isn't much.

3
DF Suggestions / Re: The Law - the ultimate suggestion
« on: August 18, 2016, 09:55:37 pm »
I agree. Although, it depends on the military training. Look at the Nazis and their average soldier. Imagine how much indoctrination went into those guys (some still resisted given the horrifying things they were ordered to do).

I think you have it mixed up. The average German soldier only did, well, average war things. The Wehrmacht was actually full of dissident elements from traditional Prussian generals who despised the little Austrian corporal to pragmatists who thought going to war (and later, alienating almost every country in the world) was a folly that would only lead to Geemany's ruin, and there have been multiple attempts at assassinating Hitler. Most of the atrocities during the war were committed by the Einsatzgruppen and the SS which were specific units chosen for their brutality and loyalty to Hitler. As the war went on and the regular army grew weary of the effort Hitler relied more and more on these and trusted the Wehrmacht less and less. 

Ironically the final solution was designed because even the selected brutality of the Einsatzgruppen was not enough and the executioners were growing crazy from shooting all their prisoners (a fair chunk of Holocaust victims were executed by bullets rather than gas at first). The overall unwieldiness of the process as well as concerns for the mental health of people being forced to shoot literally thousands of people led Nazi officials to plan a more 'efficient' (that word sounds horrible in context) way of mass murder, hence gas chambers.

So it means that 1) the German army was far from completely loyal to its Führer and 2) even those supposedly selected to be the most dutiful in the brutal execution of Hitler's orders had trouble following suit. This doesn't support the idea of a well oiled machine of propaganda controlling millions of potential murderers.

4
DF Suggestions / Dreams (and premonitions)
« on: August 18, 2016, 09:17:43 pm »
(Just to make it clear, I'm talking about dreams as in REM sleep, not lifelong wishes which are already in.)

In the very early (unreleased) versions of DF, there used to be a wizard that would show up to the fortress to request a specific dwarf to go on a journey and if you refused, someone in your fortress would have a "terrifying dream about an army of the dead" shortly before your fortress getting invaded by, well, said army of the dead. Of course this was all very scripted and this part of the code is now inactive, but I believe this predictable system could be expanded into a procedurally generated one.

Basically, sentient creatures (or any kind of creature really? I believe animals can dream, though I'm not sure which ones) should be able to experience dreams when they are unconscious. You'd be able to see it in lieu of their current "thought of the moment" in the thought screen. The description of the dream would look very much like item descriptions depicting common historical events, except the depictions here would be somewhat random (ideally they'd make sort of sense in the weird way dreams do, that is, not at all outside of a context) For instance, "Urist Uristurist is dreaming of the theft of the forgotten beast Edros Urbrask's left foot, fourth toe by the kobold Thiskklikumis in the Cave of Eternity. Urist is making a plaintive gesture. The kobold is secreting freakish grey muck. The kobold is wearing a giant cave spider bone hat. On the hat is an engraving of Urist's mother. It menaces with spikes of elf leather. On the hat is a coating of the goblin Sokol Sklmuis's vomit." And so on. The dreams would usually be about recent events and depicting objects and people known to the dreamer (whether by personal acquaintance, worship, recent killings, etc.) and could betray the thoughts, needs and current concerns of the dwarf. A dwarf could feel a wide array of emotions after any particular dream, from relief after a nightmare to fondness after a dream of romance.

Now the reason such a system could be worthwhile on top of fleshing out already complex personalities is that sometimes, not very often, some dwarves would be struck by premonitory dreams. These dreams could alert the player of an imminent danger (from the arrival of a titan to an impeding siege, or the so-called "army of the dead" if we're talking about a necro siege, or even just a deadly evil cloud) and trigger an announcement so the player takes it seriously. I guess there could be a system where some dwarves are naturally more sensible to these dreams than others (and this could be derived from their personality and values) and have them more often. It could also be related to religious aspects, for instance a dwarf that worships a god of death could have a premonition of a terrifying army of the dead (again) laying siege to the fortress, a god of war could warn about goblins, and so on. There could be an increased incidence of such dreams during full moon. Some forgotten beasts could also induce dreams in dwarves who worship them, driving them mad from behind their sealed drawbridges, thus giving the player an incentive to go and fight them. In any case, the possibilities are numerous and I think I'm only scratching the surface.

The best thing is that the framework shouldn't be that hard, it's basically just changing the thought screen to a procedurally generated engraving description from time to time, and then it's easy to go from there to actual, scary business.
Anyway, I did a (admittedly quick) search for similar suggestions but only found some related to lifelong goals, not actual dreams, due to the multiple meanings of the word, so sorry if I missed an existing thread.

5
DF Suggestions / Re: The Law - the ultimate suggestion
« on: August 18, 2016, 08:21:50 pm »
I never said the DPRK used mind control, that's ridiculous. They're controlled by fear, the level of fear one would have knowing that one step out of line could see you, your kids, and your grandkids spend the rest of their lives in a concentration camp. There's no chance of any major changes to the government with that kind of tyranny going on for 70 years now, not from the malnourished masses anyway.

Forgive me but as much as I loathe the DPRK's regime, there's no evidence that the majority of its inhabitants are controlled by fear and not a genuine like of their country's doctrine and leader. That's just wishful thinking on our part because we are afraid of what the alternative could imply. Probably the educated elites are ruthlessly kept in check so as to keep them from defecting because they know what's on the other side (a notable defection actually happened very recently by the way) but for all we know, poor and middle class people who've always lived there and never knew better could be genuinely supportive of their country and its leadership, because they have little reason to believe otherwise. Of course we would like to think that they are all controlled by fear and would all defect at the drop of a hat if given the chance, but we have no way to know that. And it's not like history hasn't proven time after time that people will gleefully elect dictators and that autocratic regimes are often supported by the majority. There are real life examples happening right now.

6
DF General Discussion / Re: Future of the Fortress
« on: August 18, 2016, 08:11:22 pm »
By saying that more bugs are introduced than fixed without actually giving any evidence for it, yeah.

Well for what it's worth I remember a time around the .40.xx series of bugfix releases where the number of bugs on mantis dipped below 1900 and now it's at 2277, so yeah the number of bugs seems to have risen. Not that it matters at all though, since a bug can be anything from a crash to a typo and if there are more features one can expect the number of bugs to rise accordingly. After all, an empty program is bug-free, so DF can be effectively said to have risen from 0  bugs to the thousands in 10 years, which sounds pretty dreadful if you don't pay close attention to what it really means. Also it matters even less when considering that Toady works on the stuff he likes and doesn't actually play the game to an extent that he can take notice of its (hypothetical lack of) playability.

7
DF General Discussion / Re: Future of the Fortress
« on: December 09, 2015, 05:27:36 am »
Games and recipes were originally scheduled for the release after this one (Taverns Part 2). That seems to be not the case any more - gambling and legendary cupcakes requiring an economy to function properly and artifacts are more exciting because magic dorfs - but, yes would be nice to know if we'll see some simplified version of games in the near future or if it's off for a few years yet.

You don't need to set up an entire economy framework for recipes and games. Recipes are basically cooking forms (like music forms or poetry forms), and games don't need to have gambling associated to it.

8
DF General Discussion / Re: Future of the Fortress
« on: December 08, 2015, 08:22:17 pm »
Are games, recipes and gambling still on the table for this release cycle or are they going to be postponed to an undefined future date so as to make way for the incoming artifact cycle?

9
DF Modding / Re: Proposal: Give DFHack its own Child Board / Folder
« on: December 08, 2015, 08:06:06 pm »
Necroing this thread to show my support. Right now a third of the threads on any page in the utilities subforum is about dfhack, I feel it would clean up things a lot if these were moved to a separate place. And of course there's the issue of these enormous dfhack threads.

10
DF General Discussion / Re: "Needs butcherable unrotten nearby item"
« on: July 20, 2014, 01:15:00 pm »
You need the butchery shop to be 43 tiles away or less.

11
Is the source available for this utility?

12
Mod Releases / Re: Modest Mod 2.1 - Now with graphics support!
« on: July 05, 2014, 05:51:32 pm »
When you release a final version, please binpatch it like CryptoCactus did. As far as I know he's the only one who took the time to make an executable with all the known binpatches together, and it saves a lot of time. A dfhack environment would be nice (because of the further performance tweaks, bugfixes and other additions that really follow the spirit of French vanilla) but not as important.

Also as someone else said, I think giant insect-like animals such as GCS or giant scorpions should lay eggs instead of just breeding viviparously. The number of eggs should be at your discretion.  :P

13
Why doesn't Toady set up a torrent himself? Or at the very least post the md5 checksum of every available version so we make sure the communal download isn't corrupted or malicious.

14
Toady should post the md5 checksum of his uploaded files so as to make sure a non-corrupted copy of the game is shared.

15
Mod Releases / Re: Modest Mod 2.1 - Now with graphics support!
« on: July 01, 2014, 08:18:29 pm »
DFHack uses scripts for various purposes, the most practical of which being bugfixing and UI improvements. I guess a final Modest Mod with a complete DFHack environment would be the ideal French Vanilla DF.

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