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Messages - Azerty

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286
DF Suggestions / Re: Personal and Inheritable Coats of Arms
« on: January 27, 2020, 02:45:05 pm »
It would depend of the civilization.

In some, such emblems would be clan-level; in others only nobles could have them. There's plenty of variation for this.

287
Some of these fluids should have syndroms.

288
DF Suggestions / Re: Dear Armok; May us Dwaves have Pools of Blood?
« on: January 20, 2020, 04:34:59 pm »
Likewise, could we create the equivalent of aquifers for other fluids (pettroleum, gas)?

289
DF Suggestions / Re: Terrible Suggestions Thread
« on: January 16, 2020, 02:09:22 pm »
Some dwarves are allergic to plump helmets. If they eat plump helmets, they generate massive amounts of miasma and magma until they are hungry again.

Allergy might actually be a gooc mechanic.

290
DF Suggestions / Re: Allow/Forbid hunting of specific animals
« on: January 15, 2020, 03:33:27 pm »
Indeed, it might even be a request from internal groups.
External groups as well! We need to make elves more annoying than before!

"Oh hey, dwarves! How about you stop hunting mountain goats? Their population in this region is below two hundreds!"

"Sure, we agree to that." *Queues up 20 more hunters.*

*Remove any limitation to elf hunting*

291
Good idea. This should be optional, to allow more experimented players to play their way. Should this tutorial change relative to the map (for exemple, no need to have fishing when the map has no water)?

292
DF Suggestions / Re: Allow/Forbid hunting of specific animals
« on: January 13, 2020, 02:44:34 pm »
This would be great. It would also be useful for role-playing purposes, you could forbid 'sacred' animals based off religions or fortress/civ symbols for instance.

Indeed, it might even be a request from internal groups.

293
DF Suggestions / Re: Terrible Suggestions Thread
« on: January 05, 2020, 01:29:00 pm »
Smoke from fires can harm creatures and plants.

294
DF Suggestions / Re: Terrible Suggestions Thread
« on: January 01, 2020, 02:00:07 pm »
Items made with rock salt will degrade when exposed to water.

That's not a terrible suggestion however.

Indeed, when salt will become useful, some might deem easier to just pump water into a salt mine and pump out the salted water to have evaporated.

295
DF Suggestions / Re: Some ideas for full generated civ-unique architecture.
« on: December 29, 2019, 08:44:56 pm »
Good ideas.

296
General Discussion / What did you do for Christmas? (2019 edition)
« on: December 25, 2019, 04:59:30 pm »
As I did the previous years, I want to ask you what you did for Christmas.

As for me, I was at my mother's house to eat with other relatives and friends.

297
DF Suggestions / Re: Ideas for Dwarf Fortress Economic System
« on: December 08, 2019, 08:32:58 pm »
As to why the Dwarves in DF should want to use money... assuming the economy is turned on, and they are allowed to buy jewelry, clothes, and personal items  from other dwarves, visitors, merchants and the fortress itself, money can fill in the gaps of barter trading (if a dwarf's spare craft they are bartering away is worth 120 and they want something that costs 160, they fill in the gap with a few coins, with some variable amount of coins between 0-40 traded based on the bartering and appraisal skill of the dwarf they are trading with).  To incentive the player to introduce money, the dwarves could get positive thoughts from trades that are nearly even on value (thanks to coins smoothing out the difference), and negative thoughts on heavily skewed trades or trades that are stopped because they are too uneven and their is nothing to facilitate the exchange (because the player failed to make money).

I think the steps I propose could encompass multiple types of player fortresses (communist fortresses with a high UBI and workshops not put up for sale/rent or the economy kept only at partial activation.  Capitalistic Fortresses with all of the rooms and workshops going on sale.  Feudalistic fortresses (by editing the raws to grant nobles rights over workshops and farm plots), where the means of production are owned by nobles who rent them out and make money from an underclass that way).  The key from a play standpoint is making sure the player is rewarded/incentived and that basic supply/demand rules are used to keep prices and costs in a reasonable range for the dwarves.

Good suggestions about the transition between primitive communism and pre-modern capitalism. I could even see mixture between these regimes, like with some industries under total control of the fortress and freer ones.

One of the motives of migration might be the desire of the settlers to become rich; to modelize this, once the Economy is enacted, part of the property of the fortress, excluding items such as weapons, prisons, libraries and other related to public order and government, shall be given to the first seven settlers (for exemple 40%), with each of them receiving a share, with the leader receiving the double. This way, they could become a sort of nobility, or patricians.

Small nitpick: feudalism would have involved the privatization of public powers and the patrimonialisation of public law (fiefs were eessentially territories whose owner was also the ruler and could levy taxes and have militias; in the Holy German Empire, jurisdictions were bale to be sold and bought); I could see some of the deeper caverns having large autonomy under the rule of their owners.

Anyway, I posted some ideas about the modelisation on the thread Torts, Contracts and Marriages, or Civil Law in Dwarf Fortress.

298
DF Suggestions / Re: Ideas for Dwarf Fortress Economic System
« on: December 07, 2019, 05:53:09 pm »
We have not actually discussed very much how money fits into the whole setup.  What does it do and why is it there?

I had the idea some time ago of making money work as the ultimate item in a heirachy of demands, on an infinite loop.  When the entity gets a given amount of money, it just logs in a demand for another stack of money forever.

We could have money be absent to begin with and then be actually invented when a suitable party gets to a point where all it's demands are met.

Or exchange would be originally based on using barter and then, once they exchange with further partners, they use coins as this is a neutral medium.

299
DF Suggestions / Re: Bounty Hunters
« on: December 07, 2019, 02:36:14 pm »
It might be revelant, especially since some jurisdictions had no permanent police (England had no public police forces until 1829), instead relying on commandering local citizens (posse comitatus) or bounty hunting, whether by victims or rulers.

Beast Hunter and adventurers basically are bounty hunters. Other sites post missions for beast slaying, etc., which they take up (to be compensated when an economy exists some time in the future).

The only missing link is to be able to hire in-fortress mercs to go rescue children/kill monsters/recover artifacts (and if you put them in a squad that's basically what you're doing anyway).

This is how the game Majesty manages the heroes: the player has to put bounties on monsters to make them act.

300
DF Suggestions / Re: Preists as mobile religious prayer sites
« on: December 04, 2019, 05:20:40 pm »
Chaplains would be useful for caravans, hospitals, prisons and the military.

And, for less effect, could darves pray by themselves?
Dwarves already pray by themselves.
Might be an idea to have one of the new small shrines set up in the barracks and hospital though for minor praying needs. I don't think anything's been done with them in fortress mode yet.

We could even have non-denominational shrines, to ensure the traveller worshipping a god only known in his homeland is able to pray.

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