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Messages - Manveru Taurënér

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616
DF Suggestions / Re: Expand list of crimes dwarves can be convicted of
« on: November 05, 2013, 07:02:07 am »
I think that a lot of new crimes would require either a personality rewrite (currently in the works according to Toady) and/or reimplementation of a more balanced dwarven economy. Without an economy there would be no need for crimes like theft, and without a personality rewrite there would be no unruly dwarves brawling over slights. That said, I think that a more in-depth system of crime and punishment would be good.
As for punishment: the current system has beating by guard (technically lowest), imprisonment, and hammering, at least to my knowledge. Unfortunately, guards won't put down their weapons when beating civilians, which causes them to be lethal unless the guard in question has a wooden weapon, once that is fixed, the current system could stand on it's own until a more detailed system was implemented.

Non-lethal combat is coming in the next release, including different levels of brutality used from horseplay to no quarter with a few levels in between. So that part should hopefully be easily fixed shortly.

617
DF Suggestions / Re: Creature randomization fixes
« on: November 05, 2013, 07:00:08 am »
Toady has stated he's looking to do different types of dragons (different color, breath attacks, weaknesses etc) same as the vamp and werebeast differentiation that's slated for some time in the future.

As for FB randomization, buffing the weaker types of random materials has also been talked about. Just removing them seems like a bit of a waste tbh.

Animal people are also a fairly common topic of concern, and I'm fairly sure I've read that Toady is considering tweaking their rarity a bit, no timeline ofc :>

Edit: Dug up quote

DFtalk 18 "and we're going to change how animal people work sometime in here, because they crowd out too many of the populations right now, so we're probably going to make them work more like they did in the story that Zach wrote where they're more rare."

618
You can set them for slaughter outside of the animal menu as well. Been a while since I played, but I think it's v, then u, then s? Or something similar to that anyway. It's the same way you target a dwarf manually from the screen to set labors or military assignments without entering the menus anyway, ish. *making no sense at all most likely*

619
DF General Discussion / Re: Dwarf Fortress: The Next Version
« on: November 03, 2013, 06:58:01 pm »
Sending armies out in fort mode is a future goal, but probably not for another few versions. Some of the stuff worked on now is laying the groundwork for that though, hence why it's been mentioned here and there.

620
DF General Discussion / Re: Dwarf Fortress: The Next Version
« on: November 03, 2013, 03:28:17 pm »
Probably partly for that very reason. Few have been playing it since it hasn't received much work previously. Regardless, much of the work done on adventure mode will eventually contribute to fort mode as well :>

621
DF General Discussion / Re: Dwarf Fortress: The Next Version
« on: November 03, 2013, 02:38:21 pm »
There's this fan-compiled changelog, note that much is regarding adventure mode.

AS for release date, Toady has stated he hopes that it'll be done and out before the end of the year, but depending on how many bugs crop up it might be delayed a bit. The original release estimate was some time in march iirc ;P


622
DF Suggestions / Re: [Forum] How about a forum chat? (AJAX Chat)
« on: November 03, 2013, 10:49:31 am »
The problem though would be moderating such a chat. While most of us would behave just fine on such a chat, theres always the trolls and spammers.

Exactly. I believe there used to be such a chat linked to the forum but Toady had to remove it since there was no way for him to moderate it properly, and as such didn't want it directly linked to his game/forums :>

623
I wonder what determines the military experience of migrants, sometimes they virtually all have minor level skills, but at othertimes (or other forts possibly) none beyond the occasional adequately skilled warrior soaper.

I've had waves of fisheryworkers appear on waterless sites, where I already had a fisherdwarf suicide squad, so I don't think the later waves are weighted at all. Possibly that Fort's mountainhome was allongside a river and possibly the number of historical sieges could explain the militry skills as well.

The first wave does often have a good broker and some smiths along... just maybe. 



If your dwarf civ has been in a lot of wars in world gen, then you get a lot of warrior migrants :>

624
DF Suggestions / Re: Why hasn't Toady...
« on: November 03, 2013, 08:26:44 am »
One thing I've wondered a lot, why do people feel mouse support is needed at all? Don't really understand what's wrong with a keyboard focused interface? :>

625
DF Suggestions / Re: Messiah
« on: November 01, 2013, 12:58:39 pm »
For obvious reasons all the grim stuff already added are the kind of things that give much added FUN without needing that many underlying systems created to support it, hence probably why they made it in early. Religion requires a lot more work and features to be complete enough to add anything to the mix. Also, the following relevant tidbits can be found in the old dev pages:

"PowerGoal86, THE PROPHET OF AA, (Future): The Church of Aa has become decadent and gifts to the deity have waned, and the priests have been filling their coffers. You appear and claim to be a prophet and say that Aa has abandoned the Church. The priests scoff at you, but you perform a miracle, and there is a schism in the Church and much violence."

"PowerGoal139, A BATTERY OF AA MECHANICS, (Future): You receive the holy relic of Aa from a manifestation of the deity. You bring it to the Temple of Aa and set it on the altar. People dance as you chant the prayer of Aa. Word spreads quickly that a prophet of Aa has arisen, and the religion of Aa sweeps throughout the land."

"PowerGoal113, DIVINE INTERVENTION, (Future): You are playing goblin ball in the arena when your son yells "dad! dad! goal! goal!". Your son had been praying all day just so that you would win. Your kick is short, but the god Markad manifests and finishes the kick."

"PowerGoal125, SPEAR OF THE GODS, (Future): The gods of life and death have been at war since the beginning of time. The regions of the world are set in opposition, and creatures are occasionally born with affinity for one force or the other. You are born as a servant of death and claim the great barbed spear from the highest peak where it had sprung forth from the mutual hatred of the gods."


626
DF Suggestions / Re: Claiming Thrones
« on: November 01, 2013, 12:46:04 pm »
Well, there are a lot of systems that have to be in place for there to be a point in achieving positions of power without it being solely a placeholder just for the sake of it. But yeah, it's anyone's guess. Personally I'd guess it'll wait until we have both army and war functionality as well as diplomacy in place since without that there wouldn't be much point in it all. Also not to forget all the framework to make it all function properly as well.

627
DF Suggestions / Re: Claiming Thrones
« on: November 01, 2013, 11:32:03 am »
Awesome! When is this planned? This patch? Ooooooh, I'm excited!

Not this patch no, and probably not for quite a few more. Maybe in 10-20 years? Seeing as this feels like something that'd come in late development :>

628
DF General Discussion / Re: Future of the Fortress
« on: October 30, 2013, 07:43:25 pm »
Did you ever get around to finishing the cave and kobold sites, or is that going to be left out for this release?

Sorry for asking this so many times.

Is there now a riding skill for creatures to learn? If so, can you learn and use this in adventure mode then?

Glad to hear Zach is doing better.

Not too long before release now....

I'm fairly certain that we'd have heard in the devlog if kobold sites had been done already. And I doubt they'd somehow be left out seeing as the other civ sites are done and it wouldn't make sense to leave the last and (seemingly) easiest one out. I'm sure this is one of the notes left on Toady's list for the release :>

(confirmation is always nice though ofc ^^)

629
About baiting, I'm sure this is something we're eventually going to be able to do naturally when non-grazing animals requiring food is fixed. With how much detail goes into the rest of the game I'd say it's safe to assume animals will track and eat any left out food on their own.

630
DF Suggestions / Re: Magic System
« on: October 30, 2013, 01:13:27 pm »
I was originally going to post in a old thread but didn't know what was appropriate.

When in doubt, consult the subforum guidelines ^^

"Search for an existing thread. If you find a thread similar to your idea, you can bump it to expand on the suggestion, even if the thread is old."

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