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.

Topics - Teldin

Pages: [1] 2 3 ... 8
1
DF Suggestions / Emigration.
« on: February 03, 2015, 02:01:52 pm »
It's almost definitely been suggested before I'm sure, but I'd like to see dwarves leaving your fortress from time to time, either to emigrate completely and join an NPC locale or joining a bandit gang due to discontent/poverty in the fortress itself. Currently all there is is immigration, which is a bit silly -- surely there are much more enticing places for dwarves to waddle off to than your tiny place in the middle of nowhere, and no doubt as soon as they arrive and see the mess it's in they'd want to leave.

It should certainly be an option in the fort menu (ie. where you toggle garbage disposal options), and you could tie in immigration rules to it so you don't have to mess with the ini files to change your fortress population, or possibly tied to a leader position (either the mayor/duke/etc or a seperate entity).


* Closed Gates: No emigration or immigration permitted. Dwarves who are terribly miserable might sneak out, but it's the dwarven thing to do to "tough it out", so this will be rare.
* Open Doors: Dwarves can emigrate or immigrate as they see fit, depending on moods, morale, and so on. Your fort's population will fluctuate over time depending on the general state of things. It can never go below, say, 10 dwarves due to emigration even if things go REALLY bad. Of course they might all just die.
* Reluctant Immigration/Emigration: Dwarves can come and go, but both immigration and emigration are low. Your fort's pop will climb slowly.
* Encourage <labor>: Dwarves can come and go, but immigration is high. The labor you choose (you could simplify it with Civilian, Martial, or Specialist) changes the weight of incoming dwarven jobs, so you're more likely to attract them. Your fort's pop will rise quickly.
* Temporary Citizenship: Visitors and guests to your fortress are permitted to stay for extended periods of time, during which they'll do normal jobs, but will leave after a certain period. This will give temporary, highly-trained workers (or musicians, smiths, etc) but they might take things with them as payment when they leave. Your fort's pop will stay about even.

Addendum: You could also allow foreign races to take either permanent or temporary lodging in your fort, which would tie in nicely with the Inn code arc.

Any other thoughts?

2
DF Suggestions / Allow dumping of claimed items, finally
« on: September 02, 2014, 11:41:51 am »
This has been in game for like a decade now; items owned by dwarves can't be dumped or forbidden. Why not allow this, and give them a small bad thought if their belongings were dumped? Allow users to strip ownership of things, including military items they drop on the ground and leave there. It's better than before since dwarves no longer leave massive amounts of stuff all over the ground (hello dwarven economy), but it makes no sense to give full control over the fortress but make owned items completely verboten.

It's probably been suggested a hundred times before but I still don't know why this ancient mechanic is still in game.

3
DF Suggestions / Custom made artillery (long)
« on: August 28, 2014, 09:46:53 am »
I think artillery is pretty crude as it is; it's unchanged for many iterations now and I'm sure it's due for an overhaul at some point in the far future. Some ideas:

Each piece of artillery has a number of variables:

* Energy storage: Artillery needs a way to get kinetic energy to launch things; that's how artillery works. The earliest siege artillery used animal sinews, which are elastic and able to thus store a lot of energy, and later torsion springs further amplified it.

Items you can use for energy:
Sinew fiber taken from butchery (finally a use for it!)
Wood logs (younger trees are much more elastic) - just bend a branch and watch it spring back.
Fiber ropes (made from fibers)
Chemicals - explosives! Applies huge force but requires very tough materials. Uses expanding pressure to fire things.

The amount of force applied is directly proportional to the torsion value of the material in raws, as well as the quality. Obviously raw sinews would have less force than master-crafted sinew/thread rope.


* Launcher arms (needs 1 item): (OPTIONAL): This would be attached to the energy storage item and transfers power from there either directly to the item being launched or the transfer item. Here I'm talking about, for example, the arm of a catapult or the arms of a ballista. It directly impacts the force but not as much as the energy transfer item. Using no launcher arm is basically just a springy rope and drastically lowers the firing force.

Items you can use:
Wood logs - standard. Elastic enough to not break except under very high strain.
Metal bars - More difficult to use; if there's not enough pure force, the item won't fire. However, it can take much higher strains than wood and thus give higher potential force with enough energy applied.

* Item storage: (OPTIONAL): This is the part of the artillery that holds the item being fired while it's waiting to be launched. Here you can have some fun- Using no item storage is the equivalent of a ballista - the bolt simply rests right against the energy storage mechanism. This part also determines what kind of ammo it uses - with none it uses ballista bolts.

Slings - Both early and late RL artillery used these, for example in the well-known trebuchet. Can be made from virtually any fiber and uses the momentum/inertia of the item to launch it. High weight ammo = better launching force. Can be inaccurate.

Bowls - The catapult everyone pictures uses this, simply a hardened place to put ammunition. Can be made from wood, stone or metal - wood can't hold heavier ammo but using metal bowls reduces the firing speed. Metal also allows you to use burning ammunition, or magma-safe metals for those horrible globs.

Tube - Can only hold specific ammunition (bolts, spikes, and spears), but allows very high accuracy coupled with excellent range.


* Structural: This is the basic structure of the artillery piece, the supporting sections. This takes a proportion of the overall firing force but not as much as the 'arms'. If arms are not included the structure takes the full brunt of it. Stronger structure makes the weapon more accurate, fires faster, and breaks less often - but heavier parts are more difficult to move.

Structural materials can be just about anything - rock, bone, wood, metal, prepared goat brains. Torsion values directly determine how much strain it can take - a catapult with a structure made of +goat cheese+ might simply rip apart as it's being fired, giving injuries to nearby dwarves.


* Winding mechanism: Most artillery weapons need some way of actually moving the kinetic energy into the storage part (ie. the sinew fibers). This can be anything from a single hand-cranked mechanism (slow, requires high strength), multiple mechanisms, or attaching the whole thing to a windmill/watermill/screw pump/whathaveyou. If this part is not added, it defaults to firing manually. Chemical artillery does not require this part, but torsion artillery does. Better winding mechanisms mostly improve reload speeds and have less chance of a misfire, as well as being able to automate the entire thing.

Parts used for this are: any mechanism, any energy transfer part (ie. screw pump). Automated artillery will continuously fire once built unless it's connected to a lever.

* Ammo Storage (optional): This is an attached container for storing ammo. Autofiring artillery will draw from this storage; otherwise it will need to be continually hand-loaded. This also works as a custom local stockpile, allowing you to choose which items to fire. If no ammo storage is defined, you can still select ammunition types/specific items, but dwarves will have to run to the nearest instance of it to reload.

Items can be logs, stone, or wood (basically a storage bin for boulders/unbinnable items), any existing bin or chest (smaller items).

Launched items suffer damage and can be destroyed on hitting something.


* Mobility (optional): Attaching wheels to an artillery piece allows it to be moved. Artillery attached to permanent mechanisms (windmills, levers) cannot be moved.

Movement speed and turning rates are based on the speed & strength of the pusher/puller, the total weight of the piece + artillery, and the terrain type.

Though nearly any construction material (logs, bars, stone) can be used for mobility, there's a special case - you can attach the whole shebang to a minecart. This makes the minecart unable to hold items, but the artillery piece moves on the track with the minecart. Set up an automated mini-ballista with hundreds of stored crossbow bolts on a minecart, send it off and watch the bolts fly! If the minecart flies off the track, the whole artillery piece takes massive structural damage.



Phew, I think that's it for now. Basically this would require a lot of work to code - probably new build menus, artillery firing menus, new firing arcs, and so on. Plus 'stock' artillery that could be moved onto the battlefield by siegers.. Elves with grown wood catapults, goblins that kill local wildlife to launch them at your depot, kobolds who launch other kobolds into your fort, humans who build elaborate trebuchets in-situ.. the possibilities are endless!

4
DF Suggestions / Entity tokens to force war/friendly - civ groups
« on: August 28, 2014, 08:15:26 am »
Normally, the entity tokens [BABYSNATCHER] and [ITEM_THIEF] work as crude methods of making civs start default at permanent war or friendlies to allow trading -- by default they are all friendly, ie. humans elves and dwarves lack these tokens. If you copied the goblin entity and renamed it, they would be friendly to each other and allow trading (if they had the progress triggers for it) with each other. [ITEM_THIEF] works the same way.

So my suggestion is to greatly amplify the control we have over civ-level behavior by adding removing the tying of babysnatcher and thief to civ friendly status and instead seperate the tokens, ie: retain a civ's babysnatcher token but allow them to trade with dwarves. It could still cause tension in world sim but they by default wouldn't be always enemies.

You could add several tokens to this for varying degrees of control. Let's call it [CIV_GROUP].

By default (no civ-group token), it would cause them to be totally independent, equivalent of [CIV_GROUP:0]. They do not trade, cannot make alliances and are always at war with everyone. This would be on animal peoples.

Dwarves, elves, and humans would default to [CIV_GROUP:1]. They are by default friendly and allow trading, etc. This is normal, current behavior.

Goblins and kobolds would be [CIV_GROUP:2] and 3. They are not friendly to anyone and only trade with themselves, but they are not true independent civs.

The generic animal-civ group would be [CIV_GROUP:0]. They cannot trade, never make treaties or alliances, and don't even show up in the civs screen. Kobolds could also be here instead of a separate group.

Now you can add tokens to force certain entity behaviors:

[ALWAYS_WAR_WITH_GROUP:1] would be on goblins. They can never make peace with anyone in group 1.

[KIDNAP_FROM_GROUP:1] would also be on goblins - they can babysnatch from humans, elves, or dwarves. To allow them to snatch kobolds you would add [KIDNAP_FROM_GROUP:3] and from animal peoples or all independents, [KIDNAP_FROM_GROUP:0]. To allow kidnapping from other goblin civs - [KIDNAP_FROM_GROUP:2]. Easy!


There's an endless variety of tokens that could be added to modify entity behavior, but I think this civ group method is the easiest baseline to start with.

5
DF General Discussion / Why don't dwarves have butts?
« on: August 22, 2014, 10:11:32 am »
Serious question. The game models individual teeth, genetic, hair styles, broken pinky fingernails. It has full lists of rib bones and body fibers and fat layers.

I'm genuinely curious why Toady left out some obvious body parts. Squeamishness? Because of the precious children who might be playing DF (hahaha) and have never heard of a butt??

Yes I know there's been mods that add those but I'm talking about vanilla, and the reason why they weren't included.

In conclusion, I want to cut off a goblin's left buttock and smash it through his brain

6
Just add a simple token to items so they can boost skills or stats by X. Let's call it BOOST. Ie. [BOOST:SKILL:DODGING:1] where the 1 is how many 'levels' it adds temporarily. Dwarves should be smart enough to use one if it would increase a task they're about to do. Allow dwarven boost item behavior to be a toggle, like the web collecting and have dwarves become attached to certain items so they carry them around often for tasks they frequently do (rather than constantly running back to fetch it out of a stockpile).

For example, a climbing harness worn on the torso might look like this:

[ITEM_ARMOR:ITEM_ARMOR_CLIMBING_HARNESS]
[NAME:climbing harness:climbing harnesses]
[MATERIAL_PLACEHOLDER:leather]
[ARMORLEVEL:1]
[LAYER:ARMOR]
[COVERAGE:30]
[LAYER_SIZE:20]
[LAYER_PERMIT:50]
[MATERIAL_SIZE:4]
[LEATHER]
[BOOST:SKILL:CLIMBING:2]

Or a rope, which can be used as a makeshift whip:

[ITEM_TOOL:ITEM_TOOL_ROPE]
[NAME:rope:ropes]
[VALUE:10]
[TILE:'S']
[SIZE:150]
[SKILL:WHIP]
[TWO_HANDED:22500]
[MINIMUM_SIZE:8000]
[MATERIAL_SIZE:1]
[BOOST:SKILL:CLIMBING:3]
[ATTACK:BLUNT:1:30:lash:lashes:NO_SUB:2000]
   [ATTACK_PREPARE_AND_RECOVER:4:4]
   [ATTACK_FLAG_BAD_MULTIATTACK]

How about adding Analytical Ability when holding a puzzlebox?

[ITEM_TOY:ITEM_TOY_PUZZLEBOX]
[NAME:puzzlebox:puzzleboxes]
[HARD_MAT]
[BOOST:ATTRIBUTE:ANALYTICAL_ABILITY:3]

Or a pair of armored bracers that increase strength and wrestling?

[ITEM_GLOVES:ITEM_GLOVES_BRACERS_ARMORED]
[NAME:armored bracer:armored bracers]
[ARMORLEVEL:1]
[SHAPED]
[LAYER:ARMOR]
[COVERAGE:50]
[LAYER_SIZE:20]
[LAYER_PERMIT:15]
[MATERIAL_SIZE:2]
[SCALED]
[BARRED]
[METAL]
[HARD]
[LEATHER]
[BOOST:ATTRIBUTE:STRENGTH:1]
[BOOST:SKILL:WRESTLING:1]

You get the idea.

7
DF General Discussion / A long essay about dwarven military vs. RL
« on: August 15, 2014, 09:51:50 am »
So I'm bored in pharmacy class and started writing some stuff in my spare time. Enjoy! Discuss!

"Move swift as the Wind and closely-formed as the Wood. Attack like the Fire and be still as the Mountain."
   - Sun Tzu, The Art of War

This is just a few thoughts on dwarven militaries (both fantasy genre and DF). As a military history nut I've done a lot of studying up on various nations and their military strategies, particularly pre-Colonial wars. I'd like to contrast and compare a few examples and gauge their value in the dwarven mindset. Read on if you like, you might learn something! Theorycrafting can be just as rewarding as legendary cheesemaking.

First we'd need to consider the variables associated with typical dwarven combat, both at the individual level and at the strategic level. First and foremost is their environment-- as dwarves are bound primarily to mountains and hills, their wars are heavily influenced by their living habits and terrain. It's typical dwarven fashion both in DF and fantasy to 'turtle up' and play defensively, building lavish yet functional homes and defending them to the last. It's very rare to find anything in the fantasy genre where dwarves are on the offensive - so rare in fact that I can't think of a single example, and I've read a LOT of mediocre fluff fantasy.

The turtle strategy works well for dwarves. Subterranean tunnels are easily trapped and very easily defended due to natural chokepoints. This allows very few dwarves to defend against much larger groups of enemies; it can thus be inferred that the dwarven tendency towards solitary heroics, heavily armored defenders, and shields are due to the necessity to make every dwarf count. Much like the Roman legions against the unarmored Gallic hordes, a small, elite group with intense training and strong discipline can very easy outmatch much larger, more disorganized forces.

A second variable to take into consideration is the physical capacity of individual dwarves themselves. Sturdy, mechanically-inclined, resistant to diseases and poisons, and short (compared to most surface races), they are nonetheless slow in movement by comparison and not particularly agile, like more slender races such as elves or goblins. This maximizes their strengths in defense, but gives them poor mobility and a certain difficulty against enemies able to very quickly adapt their tactics.

"He should also, as a matter of course, know his tactics; for a disorderly mob is no more an army than a heap of building materials is a house."
   - Socrates

However, real-life history has shown that purely defensive wartime tactics are difficult to use effectively - enemies on the doorstep are typically a bad sign, and a lot can go bad by only reacting to enemy movements, rather than acting independently. The ancient Greek city-states - Athens, Sparta, Syracuse, Ephesus, etc - fared well against their neighbours and against each other, but rarely took the offensive as kingdoms like Macedon or Rome did, and eventually suffered for it. This was because the traditional military unit for centuries in the Mediterranean was the hoplite.

The hoplite phalanx had some strict requirements. It was typically formed of several rows of infantry armed with spear or pike, and shield. The front rank would lock shields and extend their spears, while subsequent rows would angle their spears to catch arrows and discourage cavalry charges. If the formation was lost, the protective 'shell' and fighting effectiveness was nullified; if attacked unexpectedly in the flank or rear, the phalanx was unable to cope, as the men would be all shoving forward against each other. Two phalanxes meeting in the battlefield typically ended up as a pushing match between two walls of spears, with cavalry trying to poke the flanks and skirmisher lines throwing javelins or using slings/bows to disrupt the phalanx walls.

What if dwarves used the phalanx formation? It's relatively unheard of in fantasy literature for them to use it, though I have seen some examples of the related shield-wall. In the shield-wall formation, the front rank lock or raise shields to form a single defensive barrier. Since dwarves don't typically use spears, this is an understandable compromise -- it speaks well to the dwarven ethos of cooperation and discipline to protect each other and allow the enemy to break against an impenetrable wall of shields and axes.

"Archery is no test of manly bravery; no! he is a man who keeps his post in the ranks and steadily faces the swift wound the spear may plough."
   - Euripides, Greek playwright

In subterranean tunnels, the phalanx would work well, given a few assumptions - one, rather than the pike, dwarves would need much shorter spears, likely made of pure metal or metal-tipped fungus wood. Even then they would need an alternate transport method -- it would be impossible to hold them upright, for one. However, given the right circumstances and tactics, a wall of beards, spears and shields marching forward down a tunnel would be devastating for any enemy. A serious weakness, though, would be the same as the real life phalanx -- an enemy who came from behind, perhaps from a side tunnel, would make quick work of them and their supply train. They would likely to drop their spears (or design collapsible spears?) just to turn around.

In the open, a dwarven hoplite phalanx would have amplified strengths and weaknesses of the human one. Virtually impenetrable from the front, their small size and low speed would make them extremely vulnerable to attacks from the flank or rear. Not only that, but the traditional hoplite protected their flanks with cavalry wings, which the dwarves lack.

"Let us form one body, one heart, and defend to the last warrior our country, our homes, our liberty, and the graves of our fathers."
   - Tecumseh, Shawnee Chief

In later warfare, around the Renaissance, the phalanx made a sort of resurgence, as the Spanish Tercio. Typically this was a hollow square of disciplined pikemen, with swordsmen in the middle and crossbows on the flanks; later this evolved into purely pikemen with musketeers. The ranged units could move to the flanks quickly or be protected from heavy cavalry (such as the heavy knights fielded by most nations) by moving into the square. The tercio dominated 16-17th century warfare.

Dwarves by nature would excel using this formation-- with a twist. Rather than pikes or spears, their traditional weapons would be used instead, axe, hammer, or sword plus strong, heavy shield, with a core of crossbowmen. This would make them more vulnerable to cavalry, though this can be mitigated by using longer axes or hammers with hooks, similar to the glaive or voulge. Due to their extreme defensive abilities, the crossbow tercio could effectively be a mobile turtle on the battlefield, impenetrable to all but heavy artillery and capable of laying down a constant, withering rain of bolts.

This formation would be difficult to use underground, however. It would be most effective in a modified form: a tunnel-mobile 'sandwich' of heavily armored axe or hammerdwarves with a group of crossbows in between. Given enough space between individuals, the crossbows could maintain fire on sighted enemies and remain protected by their more armored guards. In a protracted battle, they could fill gaps in the battle line by using short axes or hammers.

One more interesting Middle Ages unit that the dwarves would find highly effective is the Genoese crossbowman. Unlike most ranged military units, the Genoese crossbowmen wore fairly heavy armor - usually helmet, chainmail shirt, and large shield, and armed with either a sword or dagger and a heavy, well-built Genoese crossbow. They were so effective a fighting force that they were sent out as mercenaries throughout Europe and the Middle East, taking part in a staggering variety of battles and conflicts. The heavy shields they wore would usually be worn on the back or jammed in the ground ahead of them, creating a protective barrier while they reloaded. In Eastern warfare, this type of armored ranged + melee unit was fairly common, such as the Japanese ashigaru.

Dwarves would find this mobile, modernized combat method extremely effective, given again a few differences. Number one that most dwarven combat takes place up close and personal- a dagger would be far too flimsy a weapon for them, yet their heavier weapons would mean less room for their crossbows, shields, and bolts. A superb force in the Genoese style would be a mix of everything: light crossbows, heavy shields, chainmail armor, and hand axes or small warhammers for the entire force. It would be effective against everything from ranged and armored foes to subterranean hordes, allow them to form an impromptu shield wall, and change formations on the fly when necessary.

One more note: The Roman legions were well trained and equipped to be more like warrior-engineers, which the dwarves would obviously excel at as well. A Roman army was expected to be able to create a temporary fort, or more permanent structures like stone roads and bridges, many of which still exist and are used to this day. One might infer, therefore, that a dwarven army would function in a very similar capacity - in fact, it would likely be their only method of surface or tunnel construction, given that outside their homes they face a fairly hostile world, either surface or subterranean. In addition, dwarven militia at least can easily switch between military and civilian tasks without much trouble and are often skilled at more than simply warfare; therefore it is quite likely they would have skilled miners and stonemasons capable of carving building materials straight out of nearby stone formations. This would allow them to craft extremely defensible redoubts in a wide variety of surroundings.

Therefore we can infer that the most effective dwarven combat unit would have the following:

* Light or medium crossbow
* Hand axe, short sword, mace, or warhammer
* Steel-plated helmet or steel-rimmed cap (face mask optional)
* Chainmail shirt or steel halfplate armor (depending on mobility requirements)
* Either steel greaves, chainmail leggings, or chain shirt that reaches below the knee (aka hauberk)
* Large shield, preferably metal-embossed wood or hardened leather
* Satchel or backpack with supplies and bolts
* Entrenching tool (bit of a modernized anachronism, but something the dwarves could conceive of - pick + shovel + blade)

Advantages:
Well-balanced against most enemies
Effective in or out of narrow tunnels
Good mobility and capable of changing formations as needed - tercio when surrounded, shield wall vs. a frontal charge, skirmish line vs. ranged enemies
Mostly self-sufficient
Easy to equip or unequip if surprised or ambushed
Protected when reloading crossbows

Disadvantages:
Less effective against cavalry, particularly heavy cavalry charges
Requires a supply of bolts or a method of fletching in the field
Lots of heavy equipment means good strength training and discipline are needed, plus expensive
Need a LOT of training -- melee, crossbow, shield fighting.
Crossbows are ineffective in the rain
Difficult to replace broken crossbow strings in the field
Possible to accidently hit friendlies in close-quarters or narrow tunnels

In combat, they would first open fire on any enemies in range, using a rolling reload -- first rank fires then moves back and reloads, while the second rank moves up. If enemies begin to close, front rank pulls shield wall while subsequent ranks fire overhead or through gaps. When attacked from behind, the rear ranks about-face with shields and melee weapons while inner 'core' fire crossbows at any targets of opportunity. The front and rear ranks, if they aren't using their bows, can drop their quivers in the center for more ammunition.


We've discussed dwarves, let's talk about their enemies.

Dwarves typically fight other subterranean creatures - goblins, for the most part, though they can also fight elves, humans, and a wide variety of other races in fantasy literature, such as drow elves, trolls, gnomes, and so on. Again they almost always fight on the defensive against invaders rather than doing the invading -- their style of combat exemplifies 'home turf' advantage. Their enemies are usually the opposite, and are well adapted to doing so.

Goblins typically fight in loosely (or not) organized bands, though are known to gather in large armies (aka hordes), similar to fantasy orcs. In real life, this somewhat mirrors the fighting style of the Gallo-Celtic clans of the ancient world, though in later days they were disciplined enough to use the shield wall. The Celtic tribes would simply charge at the enemy much like the more modern Chinese 'human wave' doctrine, where simply throwing enough bodies at the enemy would be enough.

"The Romans were terrified by the fine order of the Celtic host, and the dreadful din, for there were innumerable horn -blowers and trumpeters, and the whole army were shouting their war-cries."
   - Polybius, 2nd century BC

This is far more efficient for poorly-armed countries than rich ones -- where the Romans had the infrastructure and income to outfit their troops with excellent equipment (though early on, they had to buy their gear themselves), disorganized tribes such as the Gauls, Dacians, or Galatians, while having good mining techniques, had no centralized professional military and as such their warriors were equipped based on their personal wealth. A sword and armor was a luxury; most levied 'troops' were simply given a spear and wooden shield. Personal bravery was paramount and led to a variety of tactics to raise morale for themselves and lower it for their enemies -- ambush tactics, war drums, displays of aggression, and so on.

"Odin’s men [berserkers and úlfheðnar] went armor-less into battle and were as crazed as dogs or wolves and as strong as bears or bulls. They bit their shields and slew men, while they themselves were harmed by neither fire nor iron."
   - Yngling Saga

Certain Germanic/Celtic/Scandinavian tribes also used something often surprisingly lacking in fantasy tropes - the 'berserker', who went above and beyond the typical (lack of) bravery of the common levy and entered a terrifying battle frenzy, usually with the help of various substances (mushrooms or booze). In fact, in most fantasy genres the berserker is idealized due to their fearlessness and bravery; rarely will you see it in goblins or orcs, and certainly not less aggressive races like elves. In D&D, the berserker frenzy is typified by the 'barbarian' class, though it rarely plays out as a true berserker rage and more just a temporary 'hulking out' of strength.

"They cut off the heads of enemies slain in battle and attach them to the necks of their horses. The blood-stained spoils they hand over to their attendants and carry off as booty, while striking up a paean and singing a song of victory; and they nail up these first fruits upon their houses... they embalm in cedar oil the heads of the most distinguished enemies."
   - Diodorus Siculus, 1st century BC

The goblins that dwarves face most often are reasonably equipped, almost never with standardized equipment (like the Celtic warriors) but instead with equipment they probably acquired themselves. They too typically try to affect an enemy's morale - abusing corpses of enemies, raiding unattended livestock, wearing trinkets constructed of sentient beings, etc. This is usually not effective against disciplined dwarven warriors, but the untrained and inexperienced would surely find it disturbing. Most dwarven enemies (save humans) lack much in the way of mechanical or smelting knowledge, giving dwarves a large advantage, though certainly they can mimic dwarven technology in their crude way (leading to goblin crossbowmen or archers, for example). Some tropes paint goblins (and sometimes gnomes) as the 'crazy inventor' counterpoint of sturdy, engineering-oriented dwarves, with dangerous and unpredictable results.

"The whole race... is madly fond of war, high-spirited and quick to battle... and on whatever pretext you stir them up, you will have them ready to face danger, even if they have nothing on their side but their own strength and courage."
   - Strabo, 1st Century BC, on the Celts

One area that dwarves are at a distinct disadvantage in most fantasy tropes is in their lack of magic. While some describe dwarves using magical runes, most often the typical dwarf distrusts the use of magic. Certainly not -priestly- magic, which seems to appeal to the natural conservatism and traditionalism that's at the heart of every dwarf; dwarven clerics and priests are common. This is most obvious when dwarves face necromancers -- sometimes even dwarven necromancers, who have risen above their natural distrust and ethics to achieve their goals. Dwarves have virtually no defense against a necromancer attack, as their defensive abilities can be worn down by the relentless dead. In a war of attrition, the undead win every time, and typical dwarven defense-is-the-best-offense fighting style makes finding and killing the necromancers a difficult proposition.

Though elves in DF don't (YET) use any sort of magic, except their supernatural (or ultranatural?) ability to tame dangerous animals, it can be thus implied that if they ever did master the arcane, they would have a very potent weapon against dwarven settlements and troops. A dwarven group that lacked protective magic of their own (such as warding runes) would be terribly vulnerable against any sort of magical attack. If dwarven protection against magic relied on priests or clerics, they would have to be extremely well-defended, since dwarven approaches to magic or guile are less than optimal.

Much like the Roman legions (who I use a lot as examples because they share a significant proportion of similarities to dwarven armies), the dwarves would be at their more vulnerable against fast, mobile attackers who outranged them in the open. Dwarves keep to the tunnels for good reason - the style of close quarters fighting suits them well, and a few dwarves can easily defend a tunnel against much higher numbers, much like a goalie blocking a hockey net. Their worst nightmare would be the very same as that of the Romans -- the horse archer. The Romans attempted several times to invade north of the Danube in eastern Europe (modern-day Ukraine), and failed with often catastrophic results, much like Darius I of Persia. He attempted to invade the Ukraine and the horse-mounted bowmen there, the Skolotoi (aka Saka, aka Scythian), and things didn't go so well for him.

Dwarves would fare just as badly against mobile archers as they did- probably more so. Composite bows are extremely powerful; the Romans discovered much to their dismay that a powerful enough bow could launch arrows through steel boots and pin their infantry to the ground. Crossbows, while excelling against armored targets, reload much too slowly to match against experienced mounted archers, who can also carry significantly more ammunition and retreat to get more if necessary. Granted, this also requires that the battle is taking place out in the open field, or large enough caverns, and no sane dwarf would ever allow their army to fight that way.

"In our country there are no towns nor cultivated land. If however you are determined upon bloodshed, one thing there is for which we will fight - the tombs of our forefathers. Find those tombs and try to wreck them, and you will soon know whether or not we are willing to fight."
   - Scythian King Idanthyrus to Darius of Persia



More to come eventually once I have some more free time. Feel free to add your own comments or interesting tidbits.

8
DF Modding / Rome Fortress or Teldin's Creaturepack, anyone have them?
« on: August 07, 2014, 09:40:21 am »
Hey guys, so I'm back again. Nobody remembers me, that's cool, but some people might remember the guides and stuff I wrote, and two of my most popular mods, Rome Fortress with its full Latin library, and the Creaturepack, which added a whole slew (like 200+?) of D&D fantasy monsters/creatures.

So I'm rewriting both of those for the latest versions, but the issue is that I got a new computer quite some time ago and completely forgot to transfer over all my old DF files. The versions I had in my old Wikispaces page aren't anywhere near the final versions I released (plus that page is defunct) so I'm wondering if anyone out there might have them. The Creaturepack in particular also had playable Drow and Drider entities and for the life of me I can't find any copies of it anywhere; the only one I could find was pre-domestics, ie. I had included a ton of custom creatures like chickens, pigs, goats which have been included as standard in DF for years now. I also couldn't find a copy with any of my custom interactions.

Anyone who can shoot me a copy of either, I'll add you to the readme!

9
So thinking I could maybe put these fires out or something I surrounded myself with them before I went to bed. Then I was awoken by who knows what (I can't see it) and the campfires are a) still burning and b) completely surrounding me. I can't alt-walk over them, interact with them (except to melt ice) or throw water on them to put them out. I can't sleep or travel because there are apparently monsters nearby. WHAT DO

10
DF Modding / Teldin's Creaturepack 3 & Latin Language Pack
« on: January 21, 2012, 03:51:42 pm »
I don't even know if anyone remembers the old creaturepacks, but they were a fairly popular download for a while. Well I've finally got around to updating some of the creatures for 0.31.25; bear in mind the first pack was for 2D and the second was long before stuff like syndromes or tissues. So it was a bit of work, and it's still somewhat in progress. Every few days I'll be re-releasing the creaturepack with more creatures in it.

So what is Teldin's Creaturepack, if you must ask? It is exactly what it says on the box: a nice solid pack of D&D fantasy creatures for your enjoyment. This pack can be inserted directly into any modded or vanilla game and (after a new world gen) should be present. I used a fairly specific naming scheme (T_name) for both the creatures and various files, so there should be no overlap whatsoever in creature/body part/etc naming.

This current version of the Creaturepack does not include any new civilization entities, though if people clamor for them I can release those as well or instructions on how to replace an existing race with them (there are 3 new civable creatures currently in the pack, with more on the way).

If you want to use the creaturepack or parts of it in a mod, feel free to do so as long as you add credit where it's due. Which reminds me, a big thanks to my friend Abby who gave a hand on a few things when she could and came up with some of the new races.

I will update this download as I add new creatures day to day. It will require a re-world gen to update though.

Anyhow, on to the list:


Spoiler (click to show/hide)

And the download: http://dwarfstuff.wikispaces.com/file/view/Teldin%27s+Creaturepack.rar/294100622/Teldin%27s%20Creaturepack.rar


In addition, I'm now uploading a latin language file, which you can use in your own mods as you see fit. Just change the language in the entity to LATIN (rather than ELF, GOBLIN, etc).

You can download it by right click, save as.. right Here

11
DF Modding / I need inspiration!
« on: November 22, 2011, 03:57:47 pm »
So I just got back from my stint in electronics training for the RCAF and I am raring to go with all these new things I haven't seen yet. I think the last time I sniffed my way through a raw file was back about a year or two ago and all these new toys seem fun and exciting, but I just can't decide what to make. I was considering remaking my Drow Fortress or Rome Fortress mods for the latest versions complete with all the castes and tissues and so on (hello purring hornets, I missed you my darlings), or I could start something completely new. My personal favorites are fantasy-based, though I can go in a multitude of directions.. say, a steampunk Dwemer-esque Elder Scrolls Fortress perchance? The more complicated it is to mod, the better. Strike me with a fey mood, modding forum. It's time to work feverishly!

12
Let's theoretically say that there was a recent release of old-school 2D Dwarf Fortress, back when you had a single cliff heading east, then your river, chasm, magma layers. Let's say all those old, horrible bugs were fixed (oh god channels), the dwarves had personalities, there was a vastly simplified UI, and so on. A lot of today's stuff.

Would you prefer that over the present day's 3D DF, with all the increasingly-complex mechanisms for playing? The new military, for example, is almost incomprehensible, but that may just be because it's so buggy.

Personally, I would prefer a much more simplified, streamlined DF with high FPS and less complexity. Think about it: what is DF going to look like in 5 years from now? An Aspergian nightmare of commands-within-commands, letting you trim individual dwarven nose hairs? Or would you prefer a simpler, intuitive game?

This is an honest question: simple or complex?

ps. saying "both" is cheating.


Also: hi guys! I'm back again!

13
DF Suggestions / Temperature View
« on: April 18, 2010, 01:55:15 pm »
I would find it very helpful during either Fortress Mode or Adventurer Mode to be able to see the actual temperature values of objects, creatures, and rooms themselves, either with a number when you hit K or with a view that displays the temperature in a color, similar to how defining high\low-traffic rooms are shown. While it may not be too useful to most people, I would find it extremely useful in debugging certain modded critters who generate/absorb heat.

14
I've only noticed this behavior in the latest (.02) version and it constantly baffles me. I'm sure there's likely a bug notice about it on tracker but there's no way I'm going to wallow through there to find it.

Has anyone else noticed that dwarves just absolutely love to sleep in any random room they find, even if it's owned by someone else? I have a seperate bedroom for every dwarf in my fortress yet none of them ever sleep in their own rooms. I just had an immigrant peasant wander into my mayor's bedroom and go to sleep in his bed while he was tallying the stocks, then my mayor had to find a new bed of his own which generated an unhappy thought because he "slept without a proper bedroom". Augh!

15
DF Suggestions / Caste-level triggered morphing
« on: April 11, 2010, 01:18:29 pm »
Currently castes act mostly as seperate entities in a creature; males and females are entirely seperate, for example. What I'd like to see is the ability via modding to turn one caste into another, preferably via a caste-level tag such as [MORPH:agemin:agemax:kills:size:caste_tag], where the ages, kills, and size tokens would be triggers (or any number of formats could be used, such as :triggertype:value, ie 'AGE_YEAR:6'). It would change a specific creature to an entirely different caste once those triggers are reached.

Esssentially caste-level morphing would give a huge range of functionality in terms of modding; creatures like ant-men who have distinct castes (queen, drone, etc) could be triggered to morph into a specific caste at certain dates in their lifespan. A chicken creature could begin life as a baby egg, then hatch into a chicken thanks to caste-level body tag changes.

The only tricky part coding-wise is ensuring body parts translate properly between creatures with vastly different body tokens, ie. should an ant-man drone with a missing leg that morphs into a queen also be missing a different leg? Then you'd also have to check for scars, clothing, and so on (woe to the flying creature that morphs into something without wings!).

Anyway, just a thought.

Pages: [1] 2 3 ... 8