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Topics - Witty

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31
DF Suggestions / User definable DEMON, TITAN and FEATURE_BEAST tags
« on: January 17, 2014, 02:24:59 pm »
IIRC, older versions of DF had fully customizable demons, that could be edited and changed like any other creature. However, with the advent of the procedural generation switch, that feature was removed. Now all demons, titans and forgotten beasts can and only can come from the game's creature generator. And while the generator is cable of making some great things, allowing modders the ability to create user-defined demons, titans and such within the normal raw files that act and behave just like their procedural counterparts would be a simple addition.


32
DF Gameplay Questions / Blind hammer squad?
« on: January 11, 2014, 10:50:08 pm »
So, my brave force of hammerlords managed to retake the first cavern layer, previously occupied by a giant shrike and its rot-vomit-pain dust. They were successful in their crusade, but were inflicted by a full body rot. The medical staff managed to cut away the tissue, and they seem to be doing just fine (besides from the series of full body scars). However, now that the wounds have scarred over, they have all lost their vision. I'm guessing this is a permanent infliction, or will it heal over time?. Will this affect their ability to fight in anyway?

33
Spoiler (click to show/hide)

Spoiler (click to show/hide)

So... while the other merchants have come and gone, this one decided to stay a bit to look at the grass.
I don't think he's going anywhere, so is there some way I can force him to become a fortress citizen? Or leave? Kill him? I don't want the other merchants to stop showing up because of this one guard here.

34
DF Gameplay Questions / Cleaning a corpse
« on: November 27, 2013, 11:57:49 am »
So my fodder squad managed to strike down a local forgotten beast and its deadly vapors. The syndrome wasn't anything too bad - minor fever, dizziness and a bit of nausea.

However, the FB's corpse is drenched in this extract. I would like to butcher the thing, but I fear that its extract would infect the whole fort. Is there any way I can get my dwarves to clean it? Or will butchering the corpse just automatically get rid of the extract?   

35
DF Gameplay Questions / Fortress Guards and Beatings
« on: November 05, 2013, 04:19:41 pm »
So, I'm currently equipping my guards to make them as non-lethal as possible when they eventually beat up some random hauler. Now, last I heard the best way to do this was taking the weakest and scrawniest of the fort and giving them light crossbows. But, now I'm hearing that the weapon-beating bug was fixed some time ago. Is this true? Has that bug been fixed? And if it hasn't, would a wooden training weapon work just as well for (non-lethal) beatings? If the bug has been fixed, would these super weak dwarves still be capable of killing someone?

36
DF Modding / Modded out animal people, constant crashes.
« on: July 06, 2013, 08:10:44 pm »
So I'm playing in a relatively young fort in the midst of a tropical shrubland. Getting slightly annoyed by the the large influx of animal people, I went through and removed their raw entries from the save file. I had done this before in previous forts without any real trouble, so I'm assuming that a regen is not necessary. However, unlike previous forts, I am now getting periodic and random crashes. The game will not crash again at the same spot once I reload the fort. It has become quite annoying, and I'm relatively certain it has something to do with my modifications. Are creature population preset? Is the game trying to spawn thrips people when they lack the raws to do so? Is that possible?

I'm not playing vanilla. My game is combination of some personal, minor edits (elven leader name changes, giant toad domestication, etc.), various binary patches and the modest mod.   

37
DF Suggestions / More Picky Traders!
« on: July 01, 2013, 10:08:50 am »
Back in the days of old, players could exploit various mechanics to successfully acquire the bones of the elusive mermaid. However, the butchering of intelligent being is regarded by most civilizations as unacceptable. So why would any trader accept, say, mermaid bone crafts?

As a minor suggestion, traders should have a more versatile list of things that sickens them enough to leave. Currently, only elves and their trees are used, but this can easily be expanded upon. As with the the mermaid example above, maybe after a siege, you discover that the commanding spearmaster was wearing a masterwork human bone amulet. Instead of just mindlessly throwing it to the depot, the dwarven trader revolts in disgust and has his fellow traders pack up. Maybe after a certain amount of aggravation, the mountain home will conclude that your fort has gone mad, and will send ambushes on the grounds of your populations immoral behavior.

The goblin caravan is currently bugged, not coming even when your civ is at "peace" with them. But if that was ever fixed, it would provide a completely ethics-free trading opportunity, giving the player ample options in regards to creative trade goods.   

38
DF Suggestions / Diverse Animal Domestication
« on: June 25, 2013, 07:44:15 pm »
Right now, all dwarf civilizations have a list of domesticated creatures, and a list of creatures they are generally familiar with. As a small suggestion, allow some of these GF creatures to become fully domesticated during world gen. It isn't the culture arc, but it would certainly pose an interesting dilemma during embark, and would help make your civ's caravan much more interesting if they brought fully tamed cave crocodiles.

39
DF Gameplay Questions / Local Wildlife Populations
« on: June 23, 2013, 09:50:10 pm »
Are wildlife populations predetermined upon embark, or will they develop as time goes on? I just embarked in a tropical forest with a river, and was hoping to train up some war alligators and elephants. However, DFhack says there a grand total of nine elephants and no alligators whatsoever. Can these numbers increase, or are they permanently set?

40
DF Gameplay Questions / Thralls, Husks, and Zombies
« on: June 21, 2013, 10:13:55 pm »
A silly question really, but what exactly is the difference between these three groups of undead? What exactly is a thrall or a husk and how do they differ from a zombie?

41
DF Gameplay Questions / Equipment Optimization
« on: June 21, 2013, 10:19:51 am »
I currently have masterwork blue gear just gathering dust in the stockpile while most of my military is still trudging around in bronze armor. My legendary troops have equipped some blue gear, but they don't seem to switch it out for higher quality counterparts. Is this intended? How can I get my lesser troops to switch gear without manually assigning it?

42
DF Modding / Toughing up megabeasts
« on: June 18, 2013, 10:39:40 pm »
So, I just checked the legends screen of my current fortress map. I tend to make my worlds relatively long (600-700 years) just so I can get some useful migrants. I noticed however that all of the "generic" megabeasts, like dragons and hydras, had been wiped out in the first hundred years! Not nearly as mega as I was led to believe.

Are there any raw edits that I can make to improve my MB's chance for survival? Because right now, they really seem to be a pushover. I added the [FLIER] tag to dragons, but I'm not sure if that will actually have any effect in worldgen combat. Any suggestions would be appreciated.

43
DF Suggestions / Stores and Property.
« on: June 10, 2013, 11:29:31 pm »
This is a little mechanic I thought of a while back while considering how the DF economy would function. Now, obviously the economy is still some ways away, and how exactly it will function is very much undecided. But for the sake of this suggestion, there is going to be a lot of what-ifs and assumptions.

Anyway, let’s talk about private property. Or more importantly, your dwarves’ private property. Right now, your little guys don’t have much of it. The clothes on their back is pretty much the extent. And that’s fine when you’re just a little outpost or hamlet in the middle of the wilderness, where all your resources need to go into enriching the fort. Both for protection, enticing migrants and attracting merchants.  But as your fort grows, and these threats cease to be an immediate concern, your populace will start developing more self-centered desires.

 In this model, dwarves have two separate types of labor, one private and the other fortress. Fortress labors are the ones you instigate. Initially, all your dwarves will work for the good of the fort exclusively, and will behave kind of as they do now, very communally.  Once the economy is engaged however, your dwarves would be paid accordingly for their work. However,dwarves would not be paid in gold coins like in the old economy; they would instead run on an invisible voucher system that is only redeemable inside the fort. Luxuries like private rooms, food and furniture would be taxed accordingly from the dwarf’s paycheck. These taxes would go into the private fund of your local baron couple as their own source of income. This of course means that not all your dwarves would be able to afford the nice rooms and furniture you provide for them. If they cannot afford the tax, the item is simply confiscated from them, and cannot be placed in their room again until their pay can afford the tax. Furniture could be bought directly by your dwarves, eliminating the tax and your direct control of the item.  Whether or not rooms could be bought in a similar way is debatable.  But you as the fortress overseer would probably want to keep taxes low so all your dwarves could afford the finely crafted things you make for them. Well, nobles would (depending on their demeanor) like to keep the taxes high so they can continue lavish in their own wealth. Striking a balance between these two groups would be necessary to insure domestic tranquility.

Now, the economy would also enable the use of private labors. As they sound, private labors are jobs or actions your dwarves perform on their own accord without your surveillance. In this system, workshops could be “leased” for a small fee for your dwarves to use on their free time. Dwarves of a particular labor would use these workshops to make whatever they please. Paying for any raw materials used would also be necessary, since it is fortress property. Dwarves would receive a pretty hefty happy thought for creating and owning their own gabbro cabinet. These special privately owned items would not be taxed, and would be placed by the dwarf as they see fit. You could confiscate or move them, but they would receive an unhappy thought from such unnecessary meddling. These private items could be cut gems, trinkets, mugs, furniture and pretty much any other item craftable from an appropriate workshop.

 But what if your furnace operator really wants a bone amulet encrusted with tiger eye gems that he lacks the skill to make on his own? Well, you can also set a workshop to be sold for a particular price. A dwarf of the corresponding skill would purchase this workshop and convert it into a store. After receiving a wacky randomly generated name, they would be open for business. Dwarves would make requests at these stores and the store owner would sell them the crafted item for a fee. Skilled dwarves of a particular craft and personality type would start having unhappy thoughts if they weren't allowed to participate in any private labors, meaning the creation of a shop center would be somewhat necessary. But what if you don’t want your master smith running off to make a bronze throne when he could be making some masterwork blue weaponry? Well, you would have the ability to cancel private jobs in some fashion, leaving your dwarf unhappy but getting your designated work done first. Workers of a particular skill could unionize in some way, demanding a certain amount of free time to work as they please and for lower taxes. Outside travelers could also come to your fort, buying various finely-crafted goods. However stuff like foreign shoppers, guilds, store competitivity and your dwarves potentially purchasing goods outside your fort requires a more defined view of the economy, and delves too deep into the hypothetical. 

I think this system strikes a nice balance between dwarf autonomy and allowing the player to still control their fort. It also gels well with the upcoming tavern update, since it would be kind of strange to have a fort-managed pub.  Any feedback or ideas are welcome!

44
DF Gameplay Questions / Random Beatings?
« on: June 09, 2013, 12:53:12 pm »
So I just found one of my woodcutters dead in a rock quarry. Three other dwarves are currently in the hospital for minor injuries. I'm not entirely sure what went down, but I noticed in the justice screen that numerous dwarves are being "convicted" of selling rings to the caravan, a mandate by the mayor I accidently broke. However, none of these dwarves seem even remotely related to the crime since the mayor is also our only trader.

I know beatings are bugged to be fatal, but how exactly were these dwarves related to the crime?

45
DF Suggestions / Better Subterranean Animal People
« on: June 09, 2013, 11:35:19 am »
These are most certainly already planned features, but with the upcoming reintroduction to civilization sites, I think these sorts of related topics are worth a discussion.

Right now, subterranean animal people are rather uninteresting.  Their sites consist of a few spearman, blowguners and some tanned leather scattered around. They will only attack when encountered, and their wood weaponry really can't compete with a competent axedwarf in iron.  Not nearly as dangerous or threatening as the old snakemen from the cave river.

Adding some variety to the various creatures would be a good first step. Not all animal people should utilize spears or blowguns and organize in the same way. Ratmen, for example, are too small to pose a threat of any real kind in small numbers. Different animal people could have different tactics to fully utilize their potential.  I could see ratmen using vast numbers to their advantage to raid your food stockpile, but lacking the more advanced tech of other animal people, like blowguns.  Amphibian and cavefish men could dwell in cavern reservoirs, taking potshots of your livestock or passing dwarves. Antman, if given enough time, could tunnel through your defenses and raid your fort for food or valuable trinkets.

Sites could also see some expansions. Since this is a camp where these creatures live on a day to day basis, having children and crude craftsman wandering around the site would add some realism. Maybe some could construct crude wood huts similar to those in human sites. Again, not all creatures would have similar infrastructure. An antman site would vary drastically from an olm man site.

Wooden weaponry isn’t really an effective counter at any stage in the game. Blowguns do have poisons, but they are not always lethal or effective. Like elves, some other advantages are needed in order to balance their combat potential. Domesticating and mounting large predatory creatures would be a good start. Forgotten beasts could also become objects of worship for a particular camp and some may just be smart enough to exploit this position. A raid of batman would be a lot more threatening if they rode on giant bugbats and were commandeered by a quadruped with deadly dust.

But the issue still stands with behavior. Subterranean animal people won't really leave their site or interact with your fort unless provoked. Since these are hunting/gathering creatures, some animal men could send out small expeditions to explore the surrounding cavern, both on and off your map site. Once they find your fort, they could begin staging more complex assaults, similar to goblin ambushes. These ambushes could later expand into full-on underground sieges, kind of like a full occupation of your cavern with hostile animal people, tamed giant critters and forgotten beasts.

The potential for friendly relations is also pretty vast, but I feel more complex civ interactions in general would be needed first.

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