Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Crinkles

Pages: [1] 2 3 ... 7
1
DF Suggestions / Re: An unsuspecting merchant has arrived!
« on: May 03, 2015, 05:18:39 pm »
Personally I think this suggestion is too limited; it assumes that fortress made will stay the same. (Which, of course, it will not.) Having a merchant show up to sell you lots of overpowered stuff is weird, and as we've noticed in this thread, causes a lot of practical problems.

It makes more sense for civilizations never to trade their special stuff with anyone. Or an adventurer might decide to keep it for their personal use. In this case you might see, say, a warrior from an invading civilization using the divine metal. But even if they keep in the deepest dungeon in the keep...why not send out your own army to take it from them? Sending out armies is a planned feature. Steal-the-enemy's-artifact is a very sensible reason to make use of it.

2
Curses / Re: LCS Release r855 - DOWNLOAD
« on: February 25, 2015, 09:11:47 pm »
I seem to have encountered a bug... there's an up stair from the second floor to the third floor of the prison, but it puts you inside of a wall. You can move to normal floor space from there, but you can't go back--and there's no down stair anywhere on the third floor. Basically, you can get up to death row but not leave, so not only do prison breaks not work but your infiltrator is stuck.

3
Curses / Re: Turning yourself in? (4.07.4 beta)
« on: September 18, 2014, 01:09:18 pm »
Is there a particular number of egregious crimes after which it becomes impossible to escape conviction? Even, with a highly effective sleeper judge, a highly-skilled lawyer who does great, and ultra-liberal jurors who have been tampered with?

4
I think this sort of reform is very logical and would tie in wonderfully with economic changes slated to go with the caravan arc. After all, human town A is going to have different supply and demand than human town B, even if they're of the same civilization (let alone the same race).

In the case of dwarf settlements, it offers an interesting tie-in to politics. Perhaps you could "steal" the allegiance of a nearby rival fort's hill dwarves with generous trading? If they belong to a different civilization, it could be cause for dwarf-on-dwarf war.

5
Curses / Re: [MOD] Race and Ethnicities Mod
« on: August 14, 2014, 06:22:17 pm »
It doesn't make much sense to have one pole for the issue but not the other.

6
Curses / Re: [MOD] Race and Ethnicities Mod
« on: August 14, 2014, 12:54:31 pm »
Being that "reverse discrimination" is a modeled issue, I'd say that it's moderate laws that should be colorblind. True liberal laws would make race and ethnicity more important to society, where traditionally oppressed groups fill the ranks of the courts, media, etc. to a greater extent than their relative population would suggest. If possible, perhaps some such people should get a heart bonus, but a penalty to the skills and attributes of their profession (modelling affirmative action)?

7
Curses / LCS: getting a network of squad members
« on: August 12, 2014, 07:29:45 pm »
I just started playing the game, and I'm trying to establish a network of squad members for various tasks. That is to say, I want my founder to recruit e.g. a programmer, and then this programmer can recruit other programmers to form a hacking group. My founder recruits a fashion designer, the fashion designer recruits sweatshop workers to make clothes. You get the idea; a tree diagram.

However, I'm having trouble figuring out how to give my immediate subordinates the juice necessary for recruitment without going on activities I'm not interested in (kidnapping, killings, etc.). I've browsed the wiki, but contrary to the information given community service does not seem to provide any juice. Because it's nightmare mode, I don't want to risk graffiti and such, because as I understand it, it will lead to summary execution upon getting caught.

8
DF Suggestions / Re: more challenging trading
« on: July 25, 2014, 11:09:29 am »
I think trade routes are essential to a proper economic system because without it, you can't properly model supply and demand--or even availability of items. With trade routes also comes the necessity of post-world-gen map-level effects, especially by the player.

For example, if you live in an evil biome, the route to you should have a high "path cost" for traders--caravans will take a wide berth around your fortress unless they expect enough profit out of you that they are willing to hire protection. You would have trouble in the early years, being able to only get caravans subsidized by the Mountainhome, but do well once you prosper (and word gets out). This would also bring in an aspect of civ politics, where not keeping your liege happy means dwarven caravans are not subsidized.

Similarly, lets say a fortress is behind a river. Caravans can take a route around the river, but that too will have a high pathing cost. If you embark on the river and build a bridge, that should dramatically lower the pathing cost to all fortress behind the river. But if you charge a high toll on passing caravans for use of the bridge, then caravans will consider whether it will be profitable to make the journey.

It's not strictly necessary for players to be able to make map-level changes like bridges for this to work, but it would be quite annoying if player trade was at the mercy of the dwarf civilization AI.

9
DF Suggestions / Re: Providing Quarter for the Armies of our leige
« on: July 25, 2014, 10:34:40 am »
I like the idea, and the mechanics will probably be implemented in the "tavern" development arc. This could be integrated with army movement on the map, so that far-flung outposts don't suffer this problem, whereas fortresses you build in the comfort of your homeland have to deal with many royal demands.

10
DF Suggestions / Re: Undead civilization?
« on: July 22, 2014, 08:54:59 am »
I think the existing teacher-apprentice relationship is very flavorful, and any expansion of necromancy should probably be based on that. It would be enjoyable if, for example, your fortress defeats the forces of an invading necromancer (but does not kill him) and then the necromancer encourages his teacher or his apprentice to attack your fortress, even if their towers are not ordinarily within range.

11
If you are going to dig a moat, consider filling it with upright spear traps. Anyone who tries to climb up your wall and fails will be taught a lesson. No resetting required, plus you can instill horror in the next siege with no extra effort.

12
Well, being that the new update will introduce hostility levels (though I'm not sure that's implemented for fortress mode), it may be more straightforward for dwarves to act defensively (being that they are always on the defense) and merely to respond to the enemy's stance--capturing them if they surrender. Though I suppose a capture order could be useful for caravans and others who do not start out hostile. Makes me wonder if dwarven morality raws have something to say about killing prisoners.

13
They can marry "in family" at second cousin level, but not before.

With some VERY carefully controlled eugenics, you might be able to have say, 3 or 4 starting families, cross pollinate them to get cousins, then prune it back aggressively.

As long as you can keep a sufficient number of dwarves at second cousin degree of separation after that, you can keep the fortress running.

I recall someone recently demonstrating that first cousins will marry and procreate. That means a minimum starting population is three--a male and a female to initially marry and to procreate, and one "stranger" to procreate with one of the offspring. The second generation will be able to procreate with the first generation, and you have a self-sustaining population. (With the high maximum age for dwarves, one wonders if intergenerational marriage would sensibly be a cultural issue.)

14
As far as I'm aware, it is not planned for map-level armies to respect post-generation structures. So if you make a fort on an ocean and build a bridge to an island, or wall of a peninsula as you are suggesting, armies will not travel over the bridge nor will they be blocked by the wall. Because trade has been changed to a limited extent, I'm not sure building new trade networks will have a big impact.

The most important thing right now is reclamation of lost sites and site ownership change. This means monarchs will pass on their position or can lose it to a challenger, cities can be conquered or liberated, etc., and an abandoned fort might be reclaimed by the dwarf civilization without player involvement.

15
I am working on various aesthetically pleasing fortress designs, most involving copious amounts of statues--an object I have a personal preference for. Especially around the entrance, I want to protect statues from being toppled by building destroyers. At the same time, I want my dwarves to derive good thoughts from masterwork statues.

To that end, what is required for a dwarf to take notice of a pleasing object? Can the object be on a different z-level, e.g. set into the second z-level of a tall room or on top of a pillar? Can dwarfs appreciate objects through barriers--for example, if there is a niche in the wall with a statue in it, and a fortification blocking access to the niche, will dwarves get good thoughts? So that art is not placed too far from the roadway, what is the maximum distance for getting good thoughts?

Pages: [1] 2 3 ... 7