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DF Suggestions / civilian terror threat levels.
« on: November 18, 2007, 10:53:00 pm »I think alot of other people are too.
What I'd like is to be able to have a sliding bar under orders to set the threat level, for example:
[0====] White: Civilians ignore all animals/other races.
[=0===] Green: Civilians cancel jobs/run away from aggressive animals/enemies.
[==0==] Yellow: Civilians cancel jobs/run away from all animals and enemies.
[===0=] Orange: Civilians cancel jobs/run away from any non-tame, non-dwarf.
[====0] Red: Civilians that see any non-tame, non-dwarf NPC automatically sets a station to their location for the nearest on-duty squad. Then they run away.
It's really stupid that a groundhog can scare away 5 woodcutters that are strong/agile/tough etc.
DF Suggestions / Re: Three suggestions
« on: December 15, 2007, 06:48:00 pm »*edit* although you'd have to make sure your dwarves are all swimmers or they'd all jump in and drown in 7/7 depth goodness!
[ December 15, 2007: Message edited by: puffs ]
DF Suggestions / Blinking cursors on re-center
« on: December 13, 2007, 08:28:00 pm »DF Suggestions / Re: Digging Dirt
« on: December 13, 2007, 08:25:00 pm »DF Suggestions / new trap components/rube goldberg enabled
« on: December 12, 2007, 12:37:00 am »Suggestions:
1) pressure plate activation by items/item weight
2) chutes and the ability to make balls to roll down the chutes
3) catapults/seesaws with modified bridge flingify
4) elevators (needs power and uses buckets...lots of buckets, a water wheel or two)
DF Suggestions / Re: Looking.
« on: December 12, 2007, 01:16:00 pm »
DF Suggestions / Fluid interactions
« on: December 10, 2007, 06:47:00 am »DF Suggestions / Re: Blasting charges?
« on: January 17, 2008, 05:38:00 pm »DF Suggestions / Re: Magic: some rough concepts/musings
« on: December 06, 2007, 11:54:00 pm »quote:
Originally posted by Brog:
<STRONG>Here's a possible implementation that might actually work in terms of gameplay:
- First, specify the effect you want. Higher crop yields, stronger steel, fiery defenses, submissive demons, whatever. This could use a simple scripting language, this part needs more thought.
- Next, set a mage to research it. This takes some time, and he may require certain materials. Just make him demand random items and make no further progress until they've been obtained, similar to a strange mood.
- Eventually the mage completes his research and provides you with a blueprint containing a map of what you need to build, and whatever inscriptions need to be made on it. The complexity of the blueprints is proportional to the complexity of the desired effect.
- Finally, build the structure. (A non-trivial engineering project in its own right.)</STRONG>
I'd think it'd be interesting to have a hidden point-buy system where a higher degree of difficulty of the effect lowers the probability that the mage will be succesful in researching it or casting the spell. That way you can have a skill progression so that beginning wizards will only be able to do minor lay magic, while legendary wizards might be able to change your biome or cause an eclipse or single-handedly turn a bronze colossus into a huge pool of molten bronze/whatever.
It'd be interesting if there were wizarding enclaves/societies which operated as a separate civ and/or race, and periodically sent their representatives to gather spell components or research in your particular region and would definitely add a new gameplay aspect, especially when larger-scale civ interactions are implemented. I'd imagine that a wizard-ruled civ would make any neighbor tread lightly around them...imagine if some power-hungry wizard turned your lush forest into dead, barren wastelands in order to cast some demon summoning, but you couldn't do jack about it because they'd murder you even if you went to seige the wizard tower with every dwarf in your fort!
DF Suggestions / Re: Magic: some rough concepts/musings
« on: December 05, 2007, 12:52:00 am »If we are using the term "magic" loosely, as something that can't be explained by normal occurence or is something incredibly rare or counterintuitive and defies common sense, then we can escape the traditional wizard/sorcerer fireball-lightning-throwing machines.
The problem with this approach is that, when it boils down to it, true magic defies simulation. And since DF is taking the "simulate everything as much as possible" approach, magic is very hard to implement in a flexible manner. In fact, I'd argue that it's impossible to simulate magic in a game. You can simulate wizards, but at some point you need to define their abilities. These abilities will have to come from a set table or matrix, simply because there is no way for the game to create "new magic"/unexpected behavior on the fly. The amount of possible interactions is limited by the number of attributes and data you can manipulate.
That being said, there's a lot of room for creative magic. For example, you could hire a professional miner to dig out a cavern to check for certain ore, or you could hire a traveling rock-diviner to map the cavern for you without touching a single stone(with certain inacurracies due to the limits of dwarven communication, of course). A farmer tantruming because his wife died to wild animals? A priest will help him contact her soul and give him peace of mind (as well as blame her for all his troubles to her face). Want light in your mountain hall without having to leave regularly spaced piles of your !!XclothingX!!? Your neighboring civ has a pyromancer who makes ever-lit torches, only f1123 each! That possessed dwarf who made an artifact warhammer? Rumor has it that anyone who wields it develops a strange attraction to purring maggots after a while.
Often, the presentation of magic can make-or-break its perception. Magic should be unexpected, uncommon, and have effects that are unusual. Otherwise, it becomse a stale same-old and not very magical. The effects can range from useful to annoying, amusing to disastrous, but any magical abilities that controllable dwarves possess should be freak occurences (possessions/moods).
From there, you can designate what individuals and or environments possess magical properties or abilities. Maybe an enchanted forest biome has certain areas that make any dwarf entering it cancel his task: caught in an illusion with his dead father and the giant plump helmet that killed him, etc.
You can specify under what conditions they can use it - perhaps a traveling sorcerer wants money, items, or food... or in fact he just wants to see a guy who likes cats for their aloofness. Maybe there's a chasm which bridges itself for dwarves who handle stress well. Or a spirit that makes the river turn into a violent whirlpool every spring until you sacrifice a mule to it.
In any case, the basic thrust of this post is that however creative you decide to make magic, the most important way to set it apart from normal dwarf interactions is to make it non-micro-able.
DF Suggestions / Re: Magic: some rough concepts/musings
« on: December 04, 2007, 11:48:00 pm »DF Suggestions / Re: Defecation (meaning taking a leak or a dump)
« on: January 08, 2008, 12:41:00 am »DF Suggestions / Re: Idea for "smarting up" the dwarves a bit
« on: January 05, 2008, 04:58:00 pm »[ January 05, 2008: Message edited by: puffs ]
DF Suggestions / Auto-forbid items on restricted traffic tiles?
« on: January 02, 2008, 07:25:00 pm »Another idea would be to have auto-forbid/reclaim zones.