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Messages - Aquillion

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136
Alternatively, make the unbuildable / undiggable edge displayed for each fortress be the first layer of buildable / diggable squares for adjacent sites.

137
DF General Discussion / Most amusing bugs?
« on: August 08, 2014, 02:02:17 am »
I was browsing the bug tracker when I came across this:

Parents spam cancellation messages when Ghostly Babies.

I find the fact that parents freak out trying to reach the ghost of their baby to be amusing, at least.

Another fun one:  Merchants attacked but unharmed collapse and stop moving.

The merchants were attacked by a wereiguana and, despite nobody taking any damage, found it so traumatic that they collapsed into blubbering heaps forever.  The dwarves, understanding as always, immediately took their wagons apart to make cabinets and stole all their stuff.

This related bug suggests that the dwarves may not be deconstructing the wagons; the wagons themselves may be getting horrified and exploding.

Ambush by harmless noble when reclaiming ruin.  I picture a nobledwarf with a top-hat and monocle popping out from nowhere with an "A-HA!"  And then taking a sip of tea and doing nothing else.

Staying with the "evil noble" theme, Nobles go to live in goblin-controlled former capital, murder fellows - the goblins took over the dwarven capital, and as a result, new nobles apparently decide they are goblins, move to the goblin-occupied capital, and start murdering people.

What other entertaining or amusing bugs have people found on the bugtracker?

138
What Necromancers would need is obvious -- corpses, skeletons, etc!  Plus living things.

As well as, perhaps, small amounts of food, and maybe certain plants or materials to use as spell components.  Gemstones, jewels, and valuable metals retain their worth for everyone, too.  Really, hard details would have to wait on the magic arc -- I would assume that magical research and spellcasting benefits from certain materials; they might also want eg. masterwork silver blades for enchanting.

(Not that masterwork would be required like in D&D or anything, but if you're going to take the time and effort to enchant something via whatever method they use, you probably want it to be flawless.  And perhaps I could see the amount of work and talent behind something lending it some additional supernatural heft -- a perfectly-formed blade made by one of the greatest living smiths is likely going to appeal more to spirits or whatever magic involves than a crude, common thing.)

139
Now that the world is a lot more dynamic, it's a bit odd that players still get a Dwarf Caravan, a Human Caravan, and an Elf Caravan.

I think it would be more interesting if the caravans that arrived were based on nearby settlements (which could each have their own focuses) rather than the races.

More importantly, I think it'd be interesting if non-civilization individuals or groups could trade.  In particular, it'd be interesting if friendly necromancers would occasionally come to trade with you (using undead to haul their goods, of course, which could be crude things they had their undead fashion, or stuff they looted elsewhere.)  Eventually there could occasionally be friendly (or at least less omnicidal) night creatures and megabeasts that may occasionally want to trade.  Such creatures could make weird demands, and necromancers might even offer undead "pets."

Ultimately such things might demand tribute in the form of human (or dwarven, or captive goblin) sacrifices, too, or offer trades for corpses or body parts.

Naturally this might also have to tie into your civilization's values (not every civilization is going to be willing to trade with them, and it would be interesting if a player had to think about how their dwarves might react to offering tributes to a dragon, etc.)

140
DF Suggestions / Re: Witches!
« on: July 29, 2014, 06:21:49 pm »
but night trolls are opposed to all life (or at least to all adventurers) so you can't get their procedurally generated stuff in cauldrons without killing them first (which would also mean you can only get once batch of it)
Yeah, but ultimately, changing that would be a good idea, too.  "Always Chaotic Evil" makes the world a bit less interesting (and makes it feel less dynamic) -- I like the idea that, occasionally, you can be at peace with goblins, and they'll bring trade caravans.

141
DF Suggestions / Re: Nerf Tantrum spirals maybe just abit.
« on: July 17, 2014, 03:37:57 pm »
The entire thought system is likely to see some significant changes very soon anyway as it gets integrated into the system now used for adventurer mode NPCs.

Also, now that nonlethal fights are a thing, that will probably eventually make some tantrum situations less drastic, as I assume dwarves will initially brawl in a non-lethal manner.

142
DF Suggestions / Re: Less goblin assimilation
« on: July 14, 2014, 12:19:09 am »
I think that tolerance should be a cultural value that varies from culture to culture; some cultures are ultra-tolerant and become rainbow coalitions of Dwarves, Elves, Goblins, and Kobolds all working together towards a common goal, while others are rigidly xenophobic and treat other races as enemies.

In general more variety is best.  Making everyone xenophobic would be a terrible idea, because it would lead to more same-y, less interesting worlds; but making it a culture value that varies from place to place and world to world would be cool.

143
There are caves that lead down to the first layer and passages that lead between all of the first few layers, yes.  In the latest version it even alerts you when you find a trans-layer passage, and reaching the first layer is relatively easy if you go through a mountainhome.

144
I came here specifically to suggest this.  A "pass time until chosen date" option in the game-start menu would be very nice.

145
Since you used your user ID number to show your Dwarf Fortress cred, I will start by pointing to mine as a reply.  Hey, go easy on me, it's not like I get to invoke it every day!  But yes, I was actually the 30th person to register, back when Slaves to Armok was mostly a long list of features and a strange 3D thing with no connection to dwarves.  And I do think that that is probably part of why I disagree with most of what you're saying -- ultimately I was attracted to the site by that gloriously insane-looking list of features for a Fantasy World Simulator; I loved the idea of Dwarf mode allowing me to play Dungeon Keeper in that world, but ultimately what I love most about it is the idea that it will one day have deep connections with that constantly-evolving fantasy universe, generated uniquely for my game.

But I'll grant you one thing -- you're correct, the 2D version was in many ways smoother, a bit easier to get into, and more balanced (it was actually more difficult of a game overall -- food was harder to get, the river was more dangerous, monsters could pour out of the chasm or the river or your well, etc.)  The thing is that all of that came at a cost.  The 2D version gave a more consistent, balanced experience because it always placed you (more or less) in the same situation, with very little variation.  The additional challenges came from relying on game logic (limitless enemies pouring out of wells, the river, or the chasm) without regard for trying to simulate a world in-depth.  In other words -- 2D DF was a game that you might enjoy a lot when you play it, but I don't think it's a game that had the depth (so to speak) that it has now.  Every fortress was ultimately the same; every story was ultimately similar.

Going to 3D was always necessary in order to represent the kind of deep, complicated connection with the larger world that DF was intended for.  3D mode allowed me to build a volcano fortress, spiraling around the column of magma at its center to open up into a deep sunlit sea far below; it's what let me build a fortress hanging from the ceiling of a vast underground cavern, with major dining-halls and living areas inside of giant stalagmites, connected by a spiderweb of retractable bridges I'd pull in when the cave-sparrow men flew up to attack.  It let me build fortresses deep under the arctic ice, fortresses concealed beneath human villages, fortresses spread across either side of a mighty river I'd dammed, and so on.  It lets me send out an adventurer to scout the area where I want my fortress to start, then later build on the land they explored.  All of this requires not just 3D construction, but complicated connections to the larger world that DF generated at the start.  And (inevitably) it requires some trade-offs between making DF a good simulator and making it a good game -- it needs to succeed at both (that's why many of the changes to the way caverns and demons work were added, for instance, restoring parts of the guaranteed 2D progression for the 3D setting).  If you just give up on the simulation aspect and say "well, a tightly-scripted 2D setting that is always the same makes for a more balanced game", you're missing part of what makes DF so unique.

As far as the interface and display goes...  I'm gonna lean on my user number of 30 again, because I remember what happened when display was prioritized.  I mean, Armok 1 didn't have the greatest interface, either, definitely; but a huge amount of work was put into making it look good.  The result of all that work?  Toady burned out on it, found it no longer interested him (because his time was spent on graphical issues that weren't really what had attracted him to the project), and eventually it stopped.  DF was envisioned, right from the start, as a reaction against that -- as a game that would put that giant insane list of features first and foremost, and everything else secondary.  As someone who has seen the results of both approaches first-hand, I think I can safely say that the game is better off when Toady focuses on what he finds most interesting about the project.

You might feel that the game is feature-complete enough for you and that Toady should stop and focus on polishing the stuff you like.  (Going by what you're saying, I assume you felt that way all the way back in the 2D version.)  But, well, he disagrees, and I think that it's clear that there's plenty of people who like the current direction that Dwarf Fortress -- at least, while it's not the only consideration, there are clearly lots of them willing to generously support it financially.

Obviously different people are going to want the game to go in different directions.  But realistically, you're treating it as though there's a choice between "continue chasing the impossible dream of Dwarf Fortresses' list of feature-goals" vs. "sit down, be rational, and focus on polishing the game that we have right now like a sane person."  The thing is, you are already eight years too late for that choice -- Toady already made it, much more starkly, back in 2006 when he decided to drop out of a PHD program to work on his dream game.  Who are you to start demanding sanity now?  He's already faced much bigger and more important choices than this, and (like the dwarves in his own game, when struck by a Strange Mood) has decided to work on what he wants to create rather than what people expect of him.  He's fortunate enough that there's people willing to support him in that goal, but even if there weren't, I suspect he'd just find a way to dig a barrow in the ground and live on mushrooms while coding the game he wants to code.

Don't get me wrong, there's going to be polishing, and if the forum produces small and reasonable suggestions to improve the UI I'm sure he'll listen; I do think that, at some point, there will probably be a UI overhaul.  But "put an extended freeze on features to focus on polish" is not happening; this here mine cart only goes in one direction.  And ultimately?  There's thousands of polished games out there.  There's only one Dwarf Fortress.

(Also I am greedy and want the game to reach Wizard Tower mode in my lifetime!)

Finally, for what it's worth -- as far as I can recall I have never touched Dwarf Therapist in my life.  I like the interface, warts and all; I find it strangely calming.

146
DF Suggestions / Re: The problem with kill bragging
« on: July 01, 2014, 02:19:38 pm »
What we really need is a thread of ideas for more interesting things for NPCs to shout in combat.

* Taunt the PC with the people who will avenge your death if you die.
* Declare the positions you hold, if you have any.
* Comment on the PC's skill, or lack thereof, maybe even by comparing it to previous people you fought.  ("Your skill with that blade is nothing compared to [person], who died at my hands!")
* Reveal you're the PC's father.

...with some additional checks to keep NPCs from shouting the same things multiple times in the same fight (or within a certain long timeframe, since technically a 'fight' isn't a thing.)

Also, don't have them brag about the entire list, just the most noticeable kill and maybe the total number.  "I am the slayer of Thorin, son of Glorin, King under the Mountain" or "I slew Hakuhei Sabi, the world's greatest swordsman!  What hope do you have against me?" or "I am Zorlock, slayer of a thousand men!" are cool things to shout.  "I killed Urist McRandomDwarf, and Urist McOtherRandomDwarf, and Urist McThirdRandomDwarf..." is not cool.

147
DF Suggestions / Re: Have elves preserve endangered species.
« on: July 01, 2014, 02:11:23 pm »
I'm not sure.  Do we know whether DF elves care about animals?  They don't currently object to trading leather or meat, say; they only care about forests.

(Of course, in some cases ecological collapse caused by mass extinctions could endanger forests, but it's also unclear whether the elves would realize that.)

148
Yes, that's just a link to the translation patch.

149
Curses / Re: Back to the dwarf game...
« on: April 26, 2014, 12:52:34 pm »
The movies are here now for anyone who wants a look at what Dwarf Fortress was like shortly before its first official release.

150
Chaos Seed is a previously Japan-only SNES game where you play a cave hermit who has to heal the damaged earth by building a magic cave and summoning monsters to help you use it to gather energy.

The catch, of course, is that when a weird-looking cave hermit sets up a cave and fills it with monsters, the local government tends to react violently, so you also have to defend your cave from regular invasions from above (as well as monsters invading from below.)  The game is sort of a combination of an action-RPG with Dungeon Keeper themes; you choose what rooms you'll build and where, and set up patrol routes for your monsters so they can keep your cave running.

Anyway, you can get the translation here; it seemed like it might be of interest to some people here.

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