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Roll To Dodge / Re: YOU AT SEQUEL'S FINAL BOSS: Containment Units and Crazy People
« on: February 09, 2013, 09:15:44 am »Well, he is a hero now...Like that's stopped anyone before. Heck, half of you are villains!
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Well, he is a hero now...Like that's stopped anyone before. Heck, half of you are villains!
Inventory: Snazzy blue shirt,belt pouch(storage),Magical braceletThere's something...off here. You might want to add some pants...
hmm there is a lot of weird arguing in this thread. i think slavery is a really cool suggestion and im suprised it is meet with so much negativity...Gee, something that goes against real-world AND in-game ethics, as well as not offering any kind of real in-game difference at this point? Who woulda guessed?
GreatWyrmGold: you treat the fact that dwarves have ethics against slavery as some final argument against this suggestion. why?It's not a "final" argument against the suggestion, it's an argument against the idea at this time. There's simply no way you would ever see a slave working in DF right now, even if it was implemented. Wait until you can play/interact with slaves without modding, then it makes sense.
suggestions are peoples views on how to improve or change the game. so change the ethics tags?
Kohaku is the one with the most legitimate critic of this suggestion. how does a slave differ from a regular dwarf, gameplay wise?1,3. Why would we want slaves, then?
but you are all not very creative when thinking about this. i can think of a number of easy ways that would make the slave different, and that doesnt require a whole new social structure aspect of the fortress.
its easier to do this if we first define what we want from the new slave feature;
1. slaves should do worse jobs than other dwarfs.
2. slaves should have worse living condítions than other dwarfs.
3. slaves should be able to revolt.
2 is easier. how do we make them have worse living conditions than the already poorly treated dwarves? we make them accept even worse living conditions. so they can sleep on the floor anywhere in the fort, not wear clothes, eat maybe a third the amount of a regular dwarf, and drink only water. all this without a unhappy thought. beacuse if we make it easy for the player to treat them poorly, most people will.Dwarves do most of this, and eating a third of what dwarves do A. won't help, given the ease of obtaining food right now, and B. would make a horrible negative impact on the slaves' ability to work.
soooo.... yeah. i think the slave suggestion would be really cool, and it would fit with the feel of the rest of the game really well.Why would it fit?
Cacame isn't a ThreeToe story, he's an actual elf which was the king of an actual dwarven kingdom in someone's actual Dwarf Fortress game.QuoteThen explain CacameHe existed before the current Elves, Threetoe's stories do not hold absolute dominion on the game (hense the parts where it deviates), a
Technically, a gastropod does not crawl on it's "stomach". That is an internal organ, and never comes into contact with the outside environment. (Except for things like starfish, with an everting stomach... but they aren't gastropods either. IIRC, those are echinoderms...)You could make the same argument for a snake or an annelid.
A flesh ball is "gastropoid", because it does crawl (sortof... if spasms of muscle contraction can be considered crawling.) On it's "stomach"-- eg, what settles for its abdomen. (Main body part.)
Its organ for locomotion is also its abdomen. Hence, "stomach foot", ergo, descriptive adjective "gastropoid", "like something with a foot-like stomach".
Much like "echinoderm" means "spiny skin". The adjective "echinodermic" means "it has spiny skin", not "its a kind of starfish."...Yeah, stop making up words. You're just going to confuse people more familiar with biology who will then question why you didn't say "spiky" or something.
Anyway, right now they appear to have a "break point", but they also tend to have a "I'll stand around here, near my caged leader... but I can't do much about the leader being caged, so I won't" element to their behaviour.The leader's not dead.
It'd be quite interesting to have them visually assess the opponents and react accordingly. (Would this apply to one's own dwarfs, also? "Haha! I shall go up to them and spike them with my spear, that I just picked up! Oh, wait, those crossbowgoblins look a little 1337 to me... Maybe not. Not by myself, certainly... I'll just.. erm.... go for something to eat. That's it, eat. Armies and stomachs, after all...!")That would be amusing.
I suppose this was brought up before, but I found no satisfactory answers to this question. With the last version, one can easily get around 100 dwarves within first 2 years and they keep coming. It's always the same - I create somewhat working outpost that can sustain it's dwarves and all of a sudden, number of my dwarves double... so I create additional rooms, my fortress has to expand almost twice in order to facilitate all those newcomers and all of a sudden, another wave which almost doubles my population!I haven't gotten quite that high a population, but my playstyle tends to discourage and/or kill migrants.
So my question to you would be - what should I do? How do I deal with those little bearded leeches that raid your food supply, socialize around and have less than desirable skill sets (well, not always).Murder, Military, or Megaprojects: The Three M's of Migrants. (Not to be confused with Mechanisms, Mugs, and Megaprojects, the Three M's of Spare Stone.)
I heard there was thing called population cap, how do I set it?It's in data/init.
Can I reduce the number of migrants, somehow? I heard the wealth somehow affects it... number of things you sell to the caravan, perhaps?No, the value of what you make. Don't start engraving or metalworking en masse until you have enough space to put your dwarves.
If I make fort near pole - in forbidding wilderness on an evil glacier, will that reduce dwarves desire to visit me?No. It might reduce the number who make it to the fortress entrance, depending on the type of evil we're talking.
Praise the men. praise them hard. 'cause we effectively curbstomped the ennemy there.+1 to both
Also speaking with the others commander (except the count), to get acquainted with the two new ones and get Denton and Percival's feelings on what happened and what's going to happen.
So why didnt you put this in roll to dodge?Why indeed.
Try to build a new vehicle from the scraps of the almondmobile, and any nearby wildlife.[1] You decide to eat a few almonds, before remembering that wild almonds are extremely toxic. Respawn?
Oatmeal ... No oatmeal left ... Can't control it any longer ...(I'm almost certain that's not how diabetes works.)
RAAAAAAGH!
Destroy everything within a 50-mile radius, yelling, 'BEETUS MAD! BEETUS SMASH!'
((And now Firey has activated my diabeetus.))
Find out why the something is familiar.You finish approaching it.
continue heading towards objectOne turn left. It looks familiar.
Familiar? Suspicious?You do.
Continue to the two turn mark.
((Familiar? Oh hell I bet we walked so much we walked around the world and back where we started -_-))[1] You break a leg. Four turns away...eight at your current rate of speed.
Get back up, start sprinting toward the city thingy to make up for lost time
Respawn, eat Misko's deer
[4v6+1] He makes you share some.Respawn, eat Misko's deerSave me some will you?
Ride towards settlement.You make it to the settlement.
Because I want this one to last a month.Fine But Darling,Why did Add those rules this is RTD,As we darling that is normal in type of gamesTear the Fabric of universe with Pure Insanity,Don't ask whyHe said we can't do that anymore. I disagree, but that takes time. So either help me build a aworld destroying device, or find a new pasttime.