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Messages - Dae

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226
DF General Discussion / Re: Future of the Fortress
« on: July 12, 2011, 11:42:58 am »
Cyborg aliens.

227
DF Suggestions / Re: Make defenders of your fortress heroes
« on: July 12, 2011, 08:49:40 am »
Aye, I thought about that. The problem is, how do you say exactly how useful someone is to the fortress ? I thought of created value for the fortress, which would be simple to track. It would let indirect usefulness - such as the guy who cooks for the guy who creates - be unrewarded, which isn't fair but is pretty much the way it works. However, it lets the defense of your fortress completely out.

The point would be to keep this fairly simple. Also, elections are not based solely on the number of friends. For all we know, we could add a threshold of social skills or of willingness to take on the role.

228
DF Suggestions / Make defenders of your fortress heroes
« on: July 11, 2011, 05:56:34 pm »
My suggestion is simple, wouldn't be that hard to implement - at least I dare think so - and would add a little bit of flavor to the life of your fortress.

To get quickly to the core : make it so that any people killing an enemy of your fortress gains some friendship points from anyone in the fortress. It makes sense that the people of your fortress would be grateful towards the people protecting them from evil lurking from every direction.
This way, your legendary axedwarf would be an actual hero, loved by the population.
Once the caravan arc is done, I expect people will give gifts to their friends so he'll be the real subject of admiration.
Since elections are strongly influenced by the number of friends you have, he'll get access to power quite easily - thus completing the story of the war hero become leader, or the one who refused leadership each time.

Initially I was going to include only your dwarves but I then thought of the case of caravan guards fending off goblin invasions. It would make sense to see your dwarves giving them gifts as token of gratitude, since they saved the day.
Obviously, you wouldn't want hunting to be concerned with that, so let's limit it to sentient, hostile creatures and hostile legendary beasts.

The only "problem" I see is that many people loving someone that prone to dying would create tantrum spirals too quickly. There are several ways of dealing with that.
The first would be to reduce the negative thought received for the death of a friend proportionnally to the time said friend has been in the military - you can think of it as being prepared to that possibility.
The second mean would be, at the moment a dwarf goes berserk, to keep track of which event triggered that state and who is guilty. Then instead of going berserk, they could enter a martial trance - at least if they're drafted : then we'd have the scenario of the legendary squad fending off goblins when suddenly a troll smashes the very loved leader, triggering the berserk rage of his teammates who quickly retaliate against every little foe. The keeping track part is not really necessary, it would only be needed to set up bonuses against only these enemies/civilisation/race etc and perhaps to the long term make the whole D&D "foe specialist". Plus, if grudges are given to someone who kills a friend, and fight bonus against someone to whom you hold a grudge, it's already in ! We'd maybe need to generalize that grudge to the whole race or civilization though. That tendency to racism could be a new trait part of the personnality rewrite.

Then of course we'd need the funerals, because a hero needs proper burial. So, make the requirement for someone's tomb proportionnal not only to its title but also to how much he's loved, granting real heroes proper tombs, unless you want a great big negative thought for everyone.
Also, I think dwarves currently go visit the tomb of a loved one - I saw that a few times and I think it's not chance, correct me if I'm wrong. So for more flavor, let's make people lay gifts on the tombs of their loved ones.

Currently we don't have gifts because dwarves don't have anything to give nor do they really have a drive to acquire anything. This will probably have changed by the end of the caravan arc. As to what makes a good gift, I think a simple algorithm such as this would work : take the obejctive value of the object, multiply following the receiver preferences. So a copper, lapis incrusted sword would make a better gift than a steel, diamond incrusted hammer for someone who likes copper, lapis and sword.

That's about it. I thought I should suggest it while we are in the development of the caravan arc. Your thoughts ?

229
Your life must be unbearable, I'm sure.

230
DF General Discussion / Re: Future of the Fortress
« on: July 07, 2011, 07:08:52 am »
Ah, apparently Toady is on to adding criminals. How deep will criminals be implemented for this time ? Random formation, ot will it be tied to for example poverty ? Does this means Stalkers will get in too ?

231
DF General Discussion / Re: Future of the Fortress
« on: July 06, 2011, 03:00:38 pm »
Will workshops ever require tools to work? Like, deboning knives for the fishery, hammers and tongs for the forges, stuff like that.  [/color]

Toady has stated multiple times that the tools used are part of the workshops made. If I Recall Correctly, he said that if tools were made a requirement for workshops, building one would be too much of a hassle. So overall, no. I don't know his plans for adventure tools though. The workshop system would work as well I think.

232
DF General Discussion / Re: Future of the Fortress
« on: July 06, 2011, 06:00:45 am »
No missing features compared to a mere game. Just have a look at the development goals and you'll understand how massive DF aims to be. It takes litterally hours just to read the list of features.

233
DF General Discussion / Re: Future of the Fortress
« on: July 06, 2011, 04:20:48 am »
Objectively, building on top of buggy features is generally bad. Buggy placeholders are still a problem, but very much less so. My rational side tells me that as many bugs should be fixed so there are less problems in the future. My selfish side wants moar awesome feature creep.

But that is applyable to normal projects. DF is not a normal project. DF is special because :
  • Its sheer ambition raise placeholder to the level of what would be final release features in other projects, and its final version features would be more at their place in a dedicated simulator. That makes the cost of working on placeholder really significant, up to several months for a one-man team.
  • We are playing an alpha version. In normal projects, the public has access to a version that has to be fully working. A work in progress is not supposed to. It's a work in progress. Things are missing, some are buggy, but the team is working on it. DF is not supposed to be perfect until at least beta, and the fact that we're playing it means we have to acknowledge that. Toady is listening very closely to its public and he pays attention to us more than every other developer I've seen out there : we should be grateful for that.
  • Toady has not been hired to do it. He's dedicating his life to it. As such, the project dies as soon as his interest in the project dies. For the people here who are not coders, bugfixing is frustrating, to say the least. Sometimes you notice the door creaks, so you oil it up and as a consequence the wall crumbles into dust. Implementing features is more fun, and we should see the last period of feature creep as a treat Toady gave to himself, and as soon as the next release is out, a treat he gave us.

I'm not saying you are wrong. As it was said, requesting bug fixes is as acceptable as requesting features, and as long as there will be requests of one there should be requests of the other, because Toady is reading most of this and listening to his fan base. The most recent proof is the most wonderful daily updates.
BUT we have to keep in mind how unorthodox this project is, and as far as requesting goes, ranting or expecting Toady to act exactly as we say looks awfully ungrateful to me. It's more a question of how you say it than what you say.

234
DF General Discussion / Re: Future of the Fortress
« on: July 05, 2011, 09:53:47 am »
There is a significant difference between "fixing a bug" and "replacing a placeholder with the fully-feature" in a game like DF. DF is ambitious on virtually every side of it. Each placeholder is there because a whole other arc of features is missing, so before fixing it said features have to be implemented. If you consider it that way, he is actively working towards fixing your bug. It's only the sheer scale of the projet that makes it a long way.

Also, please consider what you're saying. "Basically, the better metal will win" is the common design in every other RPG and no one ever complains about it. Here it wins because its mechanical properties are more suitable for the weapon used. I don't see why you're complaining.

235
DF General Discussion / Re: Future of the Fortress
« on: July 05, 2011, 05:26:22 am »
Yep, there is no point in spending time on bugs on placeholders if said bugs aren't game breaking. I haven't had a game breaking bug in a long while now.

236
DF General Discussion / Re: This game needs a tag line
« on: July 05, 2011, 04:42:38 am »
Dwarf Fortress : Throwing CPU begging on their knees with more efficiency than a french politician would a maid.

237
DF Suggestions / Re: World generation in not main thread
« on: July 04, 2011, 03:03:22 am »
Nope, it's C++. Does Toady use Boost, I don't know.
Anyway you can never estimate how long some changes will take if you don't even know the code. Even if they tookonly 2 or 4 hours, there would be a much more significant testing period.

238
DF General Discussion / Re: Future of the Fortress
« on: July 01, 2011, 03:30:39 pm »
Also, if he does stalker he might need some more types of stalkers, which means some more types of death. At the moment, people die of old age (not really stalker-worthy), killed in battle or of starvation. He specifically mentionned criminals sentenced to death, which means he'd have to implement some form of crime.

I would say to hold them until marketplaces are around and personal fortune is kept track of. This way we'd have poor people and rich people with actual stuff to steal. Let's just throw a quick check for "am I really poor ? did i use to be richer ? is there someone rich near ? Damn, i might very well try to steal that person." and then take a random decision for the outcome.

Wait, for criminals to be sentenced to death, they need to go to jail somewhere, which means they need to be taken alive. Dungeons could be used as jail, but making people capture other people without killing them, even only in worldgen, could require some significant work, depending on how it is for the moment.

239
DF General Discussion / Re: Future of the Fortress
« on: June 29, 2011, 09:14:26 am »
I know, but what is the use of having raw meat you can't cook or treat ? If food goes bad, it'll probably include illness from eating bad food or stale water, otherwise it's not really gone bad. And raw meat may very well be considered as dangerous to eat.

240
DF General Discussion / Re: Future of the Fortress
« on: June 29, 2011, 03:29:41 am »
I'm pretty sure food rotting will have to come with the caravans and livestock so fresh products are still bought locally and not imported from the end of the world. It wouldn't too bad a bug though, so it could come a little after but I would bet the time between the two will be short.

For the adventurer, rotting food wood be good if we had in the vanilla game some way of getting it from game we'd hunt. Mods such as wanderer's friend already include that so it wouldn't bother me ;) By the way, does wanderer's friend add a way to cook butchered animals' hum... products ? Raw goat intestines aren't really tasty.

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