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Messages - SixOfSpades

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271
. . . a military uniform could include an instrument, and that a squad member would use it in certain cases, and the usage could effect how nearby friendly and enemy civ members fight, changing their willingness and focus in a fight.
So, in a word, Bards. Personally, I would vote No, largely because of the age-old Bard problem: If you're able-bodied, you would be better off actually fighting than trying to play a rah-rah cheerleader, and if you aren't able-bodied, you'd be better off getting the hell out of the way. I've got nothing against the warriors themselves yelling inspiring/terrifying/etc. battle cries while in combat, and even singing, but if you're in a combat situation and find that your two hands are clutching a musical instrument then you're doing it wrong. This might change during the Magic Arc, however, where enchanted instruments might indeed make Bards a viable option.

As for non-Bards, yeah, I can see certain instruments being used to sound signals like "Enemy Sighted", "Caravan Approaching," "Raise / Lower the Drawbridge", "Shieldwall," ""Charge," "Defensive Retreat", etc. . . . but these a) would have to wait for such military actions to implemented in the first place, and b) are already in the game, what with its existing auto-pause warnings and civilian alerts. So your Hammerdwarves carrying bugles or whatever would largely be for flavor and that's it. Granted, I'm all for flavor, but we must admit that it pretty much stops there--unless actual magic is concerned, the most "effective" combination of musical instruments & military uniforms that I can think of is a marching band on parade. Which, admittedly, would be pretty cool.


In addition to this, I'd argue that a future military uniform expansion could be good for the multitude of roles one might need to be ready for a fight in. For example, wheelbarrows for near-combat item salvage,
Stretchers, and Stretcher-bearers, for hustling wounded dwarves out of combat ASAP. Although I can certainly see dwarves preferring to use the more utilitarian wheelbarrows instead.

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documents pertaining to law or treatise so a member of militia can act as a diplomatic surrogate, or as an assistant or squire to such diplomats.
Such objects would work better, I feel, tied to the position of diplomat/clerk than to the actual military uniform.

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Offerings, foodstuffs, . . . good luck charms, emblems,
Eating utensils, small tools, images of deities and/or loved ones, hair care items, games/toys, etc., could and indeed should be carried (or at least desired) by all dwarves, civilians included.


At that point, why not expand uniforms to include civilians?
On a related note, why are there no leather gauntlets/bracers? I can kit my civilians out in leather armor, helms, and high boots, but their forearms (one of their most exposed parts, when fighting animals) are just sticking out naked.

272
Animals eating at all would be a major improvement--I've only ever seen grazers eat. Carnivores should consume (most of) their kills, herbivores should eat appropriate wild plants and even farmed crops that they encounter, certain birds should dive for fish, etc. I once had a Giant Armadillo that sat on the exact same tile for over 5 years, because it was never coded to seek & destroy termite colonies (speaking of which, termite mounds should sometimes appear as multi-tile structures).

273
DF Suggestions / Re: Nest box harvest cap, "Conditional" job flag
« on: October 05, 2018, 02:51:08 am »
Create an order from the Workshop Profile to assign it to a specific smelter.
Which takes how many steps through how many screens? Granted, if there's already a way to do it there's certainly no absolute need for another one, but I for one would consider it far more user-friendly to just [q] a workshop, select a job, and press [r][shift-c].

274
DF Suggestions / Re: Nest box harvest cap, "Conditional" job flag
« on: October 04, 2018, 07:11:04 pm »
Sixofspades, you'll have to expand on the second idea to show what the difference is between the way the manager can check for available regeants every day/week/month and whatever your new system is. Sounds exactly the same to be honest.
Well, apart from not actually requiring a manager and being more user-friendly for those who are more familiar with running things at the workshop level, it gives the player more control over where things get done. For instance, to stick with the galena example, if there's only one Smelter processing galena, that means all the silver is concentrated in one place, not stuck in meta-existing fractional bars scattered all over the fort.

275
Discussions and books can already change values, in fact.
In-game, yes, but apparently not on the forums.

276
DF Suggestions / Nest box harvest cap, "Conditional" job flag
« on: October 04, 2018, 05:24:30 am »
Nest boxes are rather clunky: If you want to preserve some eggs for hatching, you have to wall them off so the dwarves physically can't get at them, or micromanage forbidding the eggs the instant they're laid, etc.
(Seemingly?) simple tweak: Give individual nest boxes the ability to remember a collection cap, set by the user. For example, if the player sets a nest box to have a cap of 2, then every time the hen lays eggs, a dwarf will come by to collect all but two of them, enabling them to hatch & keep your breeding program going.


There should be a "Conditional" job flag in workshops, essentially meaning do this task if and when all materials are available. For instance, telling a Smelter to "smelt galena ore RC" means that the smelter will process galena as it's dug up, and if at any time there is no more galena to smelt, the workshop will not cancel the job, or give a cancellation message. Telling a workshop to perform a task for which you currently lack the reagents (the job is written in red) gives the job the Conditional flag by default. If a job requires multiple reagents, the workshop will not claim any until all are available at the same time.
The drawback of this idea is that continually checking for the presence of reagents is a valid FPS concern. Perhaps checking only once per day would be best?

277
DF Suggestions / Re: Round Earth
« on: October 02, 2018, 06:00:53 pm »
Possible planetary situations
-Heliocentric Star System, etc.
Also worth considering is a tidally-locked planet, where one side always faces the sun. In most real-world cases, this means that the Day side of the planet is far too hot to live in, while the Night is far too cold--but there's a narrow ring of twilight circling the world, resulting in a World Map with only a thin strip of habitable climes. There's not much point in making such a world--the only improvement would be that it explains why it's always daytime in Fortress Mode. But on more temperate planets, where the entire Day side isn't too hot to live, it would result in world maps that have the "Day Pole" (the part of the world directly facing the sun, most likely a desert) at the center of the map, and the twilight areas (most likely glaciers) forming a huge circle all around the edges.

278
It's a good thing we're talking about dwarf fortress then, where almost nothing is intended to be random. People often mistake procedural generation for "random". If there were prejudices in DF worlds they would be based on specific events or fears or superstitions or occurances during the creation of the world that civs would have.
Yes, and if the player doesn't know what those worldgen events are, and instead just starts up a game and notices that a certain civ is prejudiced against A, B, & C, while a different civ hates G, H, & I, then as far as he can tell, it might as well be random. Yes, it's better if the disparity is driven by actual important events, no one's disputing that, it's just that that's a facet that seems relatively unlikely to be explored.

279
DF Suggestions / Re: Some possible corrections to Stress problems
« on: October 01, 2018, 03:00:28 am »
While the Dwarf has this thought he cannot receive any more thoughts regarding the respective subject.
The dev logs do mention that: "Stopped similar memories close in time from taking all the memory space", although it clearly is still a problem.

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You may hate living in Seattle and occasionally the rain may still set you off or ruin your day but you will eventually stop consciously noticing it. It will still be a weight on your mind, but we all ignore repetitive stimuli eventually.
Not all of us. Seattle may not be the best example, as every summer the weather there is usually quite nice for months at a time--if the sky really were perpetually overcast & gloomy, there would probably be measurably more depression (or at least vacations to sunnier climes) than there already is. But yes, most people can overlook a minor annoyance, at least if they have a minor escape (such as TV) to take their minds off it on a regular basis. The problem is not that dwarves dislike rain, the problem is that they dislike rain so very much, and that a simple trip to tavern to watch a performance & tilt one back with the boys doesn't make them, well, right as rain again.


Actually seeing vultures eating those who died in battle would probably be a horrifying sight to some dwarves, regardless of weather they were friendly or not
It should probably be about the same emotional reaction as being "forced to endure the decay of a friend / pet": Painful, but not AS painful as the shock of the (premature) death in the first place. A proper counter-emotion should come from things like scaring the buzzards away, and especially giving the remains a more proper burial (atom-smashing shouldn't count).

280
DF Suggestions / Re: Better vampires
« on: October 01, 2018, 02:32:26 am »
A bigger problem is that ALL gods create vampires, not just gods of Death & its related spheres. Gods should be able to apply a wide range of sphere-appropriate curses.

And even bigger than THAT is the fact that vampirism & lycanthropy are allegedly inflicted as punishments, when in actuality they're major buffs. (Well, the lycanthropy is a punishment when you calm back down & realize that you've killed your family, but physically it's still a buff.)

Until those undergo a major rewrite, nitpicking temple zones seems kinda pointless . . . but watch as I go ahead & do it anyway. One item that NJW2000 overlooked was if there's a priest assigned to said temple. Such a priest could get a divine sensation that an abomination was trespassing on holy ground, and then come out be all "This is MY church!!", which would most likely help identify the vampire. True, this could still be "gamed" (there are almost always useless dwarves around that can be appointed priests), but at least we would HAVE priests. The system could be made more effective in single-god temples, so that too could be a delaying factor--I get the impression that even many mature forts have only one Unitarian church.

281
As I see it, the desire for in-game bigotry stems from two very important things: Human nature (at least, as exemplified throughout history), and Fun.
I know that part, the question was why?
Wait--are you seriously asking me to explain why human nature is the way that it is? Or why certain things are considered to be fun? You might as well ask "Why are trees?" or some similar existential chewing gum.

But instead, I'll operate on the belief that what you meant to ask was more like: "Why would making DF reflect this aspect of historic human behavior, and adding this precise variety of fun, be an improvement on the game?"
     Well, if dwarves (and the other sentient races) behaved more like real humans, that would make them seem more real to the player, thus improving the sense of immersion, as well as the added layer of cultural detail increasing the game's overall flavor. If their prejudices are determined randomly and differ from one game to the next, the player is encouraged to consider that real-life bigotries make about as much sense as the procedurally-generated ones. And as previously mentioned, bigoted societies give a free source of "bad guys" against whom Adventurers can push back . . . although the other side of that coin is that Fortress players might be forced to tolerate their own intolerant civ for a few years. Thankfully, if prejudice is applied via a worldgen setting, the negative effects of this can largely be avoided.

282
What drives the demand for in-game bigotry when there are so many other things that need doing?  Is it all Agent Smith of the Matrix, "the perfect human world was a disaster, human beings would not accept the program," as in people inherantly require a degree of dystopia because otherwise they refuse to properly immerse themselves with the setting?
As I see it, the desire for in-game bigotry stems from two very important things: Human nature (at least, as exemplified throughout history), and Fun.

Human Nature: Good vs. Evil, good vs. bad, and right vs. wrong are fun to debate, but they are all artificial constructs of an already-sentient mind. At its very most basic, pre-cognizant level, behavior is determined by two root impulses: Cooperation vs. Competition. Almost literally all multicellular organisms engage in both of these practices, to at least some extent, whether they know it or not, and whether we view a creature as being "good" or "bad" is largely a function of its innate tendency to either cooperate, or compete, with others--and most especially with us. Humans tout their own understanding of such enlightened concepts as Good and Evil, but let's not pretend that Cooperation and Competition aren't lurking just beneath the surface. They drive business, they drive the stock market, they drive politics, they drive culture, they drive war. The point is this: Every person, just as every other creature, has their own desired "level" of Cooperation vs. Competition, what they consider to be a happy medium of Us vs. Them. People who feel that the local sphere has been too competitive lately will try to make it swing back to Cooperation, and vice versa. People who feel beset by conflict will seek to create (or find) peace--and people who cannot benefit from that peace will try to sow strife. That's essentially where Agent Smith comes in, virtually all of humanity cannot be comfortable living in 100% Cooperation Teletubby Land. They will always seek to find or create an Other, someone fittingly challenging against whom to strive. As for whether this Other is a foreign power or a domestic element--history has shown that to be of little consequence, other than developing different names for the types of struggle.

Fun: Not that many people want to play Dwarf Fortress where they embark in 100% Cooperation Teletubby Land. Sure, that's fine when you're just starting out & learning the ropes, but after you've weathered your first few migrant waves and figured out how to make soap, you want to see if your fort can FIGHT something. And that's just Fortress Mode: Adventurers don't just want to randomly adventure, they want to tell a Cool Story. How best to tell a Cool Story, other than defeating a Big Bad? And how can you have a Big Bad in a world that lacks Evil--real, moral, and ideally premeditated Evil? Sure, that's not an argument that there must be bigotry . . . but you can't deny that bigotry would certainly be interesting. And let's not pretend that a game that calculates the exact trajectory of a baby's severed head is set in the nicest of all possible worlds.

283
DF Suggestions / Re: Visual indicator for colonized hives
« on: September 25, 2018, 02:43:16 pm »
Perhaps additional colors to indicate that an occupied hive is ready to be harvested / split. So, a brown or white box with a slit near the bottom represents this, and the color of the slit indicates
black = empty,
yellow = bees,
blue = ready to be split,
green = ready for harvesting.

284
Devnotes:
Various possiblities that guide or govern fortress activity: frontier settlement, religious site, prison colony . . .
Yeah, I saw that, I'm just pointing out the difference between "possible" and "actually planned."

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I always imagine it more along the lines of being a bunch of convicts deposited in a hostile environment (monster island?) trying to build a new home and survive.
More like Australia than Alcatraz, then? That could work, although it rather blurs the difference between a so-called "prison colony" and a perfectly normal, vanilla DF embark. If the only difference is a bit of flavor text with the liaison, I'm not going to be terribly impressed.


Nor do i like the idea of being arbitrarily limited in what or how I'm allowed to play. Dwarf Fortress is about that, y'know? "Be whoever the hell you want, Do whatever the hell you want" kind of deal. Dwarf fortress really is exactly what you make of it, if you want it to be a power fantasy and play an evil overlord, you should be allowed to . . .
A very valid point, but with something of an inherent conflict with the concept of procedurally-generated civilizations. What if you discover the perfect embark site, and find out only after you arrive there that your civ (the only civ able to embark in this magical place) requires you to denigrate and oppress gnomes/gorlaks/dwarves with cinnamon skin/etc.? Not really an insurmountable difficulty, just add the ability to explore all facets of a civ's culture as part of the Embark window, but that could still easily sour that "perfect" embark for you.
Objection #2: Tying prejudice directly to a Violence slider means players will be unable to control whether they want conflict from within or without their own society. Personally, I don't want to start a game not knowing if I'm going to be fighting goblins, or myself (or perhaps both).
Objection #3: The saga of a certain Meatgod has already demonstrated ample proof that Toady absolutely does not want players to be able to do just whatever the hell they want. Sure, Toady doesn't control mods, but I wouldn't expect him to deliberately build framework for mods that he knows he's not going to like.

285
Good lord that is a post I enjoyed reading thanks
:)


. . . There clearly is an interest in playing dystopian worlds, so exploring the possibilities it could unlock has some value. That does probably move into a different genre than Toady originally envisioned . . .
Well, if you're talking about Adventure mode, now I'm not certain that it does go against Toady's vision. I primarily play Fortress mode myself, so I was thinking of you, as overseer, subjugating your women (or whomever), which would make the player the villain, something Toady is clearly unlikely to encourage. But if the "goal" was to lead a crusade to overthrow such villains, then yeah, that could give the generic "hero goes on an adventure" a good deal of scope & direction.

As for social dystopia in Fortress mode . . . I'm not sure. I know that "Prison Colony" has been suggested as one of the possible Embark Scenarios, but I haven't heard if Toady has approved that specific idea or not. Even if it has, that would lead to the Mountainhome expecting you to enforce control and labor over what is essentially a slave caste . . . who have all presumably been tried and found guilty, and most of whom will likely be released after they've served their term. That's a big difference from people discriminated against solely for their sex or parentage. As for the latter, if the Mountainhome were to expect the player to uphold the civ's standard racism/sexism, and the player must build up his military to the point where he can safely rebel against his own nation (while simultaneously re-educating his own citizens so that they won't rebel against him)--while I agree that that's an intriguing idea, I can't see Toady supporting it due to the necessary "I was only following orders" period where you play along and essentially appease the Nazis.

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