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Poll

Vote for one. Please only AFTER reading the post. :P

GREAT, AWESOME, LETS DO THIS!!!
Sounds good to me.
I am indifferent.
Sounds like a bad idea (please tell me more why)
NO!!!! THIS WILL CONFUSE EVERYONE! NO THERAPIST SUPPORT, THE HORROR

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Author Topic: Secret Skills - Poll - I have a new idea.  (Read 3887 times)

Lottanubs

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Re: Secret Skills - Poll - I have a new idea.
« Reply #15 on: August 23, 2013, 11:19:11 am »

Honestly Meph. Like what dukea42 said, every change you make to DF means a new experience for me and everyone else using your pack. Whether it was a useful change, a cosmetic change, or a mistake, Masterwork Dwarf Fortress is an organic and growing project that never gets stagnant. This is why I, and many others, love it.
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Godlysockpuppet

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Re: Secret Skills - Poll - I have a new idea.
« Reply #16 on: August 23, 2013, 12:56:56 pm »

I like the idea personally. Keep at it Meph :)
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firons2

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Re: Secret Skills - Poll - I have a new idea.
« Reply #17 on: August 23, 2013, 04:27:22 pm »

I like the idea and i could deal without the therapist.
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Apani

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Re: Secret Skills - Poll - I have a new idea.
« Reply #18 on: August 23, 2013, 04:29:33 pm »

Yea, I guess I can live with it.
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Meph

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Re: Secret Skills - Poll - I have a new idea.
« Reply #19 on: August 23, 2013, 04:33:54 pm »

I might give it a testrun.

Merchant Stalls = Negotiator. Thats a vanilla skill and people know the name. If I dont get negative reports after a while, I'll have a go at non-quality related jobs, like the runesmith, poisoner or bard.

Actually, Runesmith and Poisoner might stay a labor... it seems quite hard to use these two correctly, because of the rather random input item. Anyone has an idea how to make this easier? I myself use locked rooms with all reagents in them.
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Apani

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Re: Secret Skills - Poll - I have a new idea.
« Reply #20 on: August 23, 2013, 04:39:33 pm »

I'm no expert at it, but if a stockpile is set to give to a workshop, then said workshop will only take reagents from it (and the stockpile won't give reagents to any other workshop).
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Meph

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Re: Secret Skills - Poll - I have a new idea.
« Reply #21 on: August 23, 2013, 05:20:00 pm »

Ehm... yeah, I know. ^^

It would just be easier if I could change the raws/reactions to take away that micromanagement from the player.
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Godlysockpuppet

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Re: Secret Skills - Poll - I have a new idea.
« Reply #22 on: August 23, 2013, 06:01:37 pm »

Ehm... yeah, I know. ^^

It would just be easier if I could change the raws/reactions to take away that micromanagement from the player.
Well because reactions cant target by quality level I dont think so :-X
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xaldin

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Re: Secret Skills - Poll - I have a new idea.
« Reply #23 on: August 23, 2013, 06:15:43 pm »

Its funny how people say: I dont like these specialised skills, and on another thread I had to read: I dont like the engraver doing the runes now, please give him his own skill. What ever I do, its wrong. ^^

I usually have most labors enabled on all dwarves, with only woodcutter, miner, weapon- and armorsmith being an exception. I never have idles. But then again, most people that play DF would get OCD-Braindamage from something like that.

I micromanage my labors in that each dwarf may have 2-3 labors and that is all. I never have idles either.  Different ways of playing with different constraints and rules. In fact I'd even say different goals.

The network that I architect security solutions for has over a million computers over the world and each site has a different way of doing things to some extent that have to be reconciled against the greater enterprise solution in some manner. Same concept here; you are trying to reconcile adjustments that people then try to fit into their play-style (sites) so the fact that you get contradictory or 'always wrong' response is understandable. You haven't created a solution to fit everyone's method of operation. What you should worry more about is have you created a system that meets the requirements and can be integrated in some manner into their play style, within limitations.  What are you trying to achieve, what does it take to get there and then what exceptions to the system will the greater structure accept.

The question is do you know what you are trying to produce in the end. If so produce it and then worry about the integration afterwards (setting toggles etc in this case). While I highly respect your work and really won't play dwarf fortress without your mod anymore (or at least components there of, I do disable parts of it), I don't get the feel that you have decided on the desired end state (anymore, you used to have the feel of a goal early on). That makes it very difficult for you as you move forward and attempt to introduce new things.

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Panopticon

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Re: Secret Skills - Poll - I have a new idea.
« Reply #24 on: August 23, 2013, 09:11:26 pm »

I say do it, if it turns out to not be fun it can always be undone.
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Meph

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Re: Secret Skills - Poll - I have a new idea.
« Reply #25 on: August 23, 2013, 11:21:30 pm »

I, my modus operandi for modding is simple, I do what I think is fun. (and read the forum and record all the bugfix/balancing reports, and write the manual, which is less fun)

But I do have a plan. Its just that so many little random parts popped up that my Todolist looked odd. The list has 1 line per topic. Thats from "- Typo in reaction xyz", which takes 10secs to fix, to "- Make new disease and immunization system", which takes probably 20-40 hours. Usually I have a group, a goal I work for, which should be "Inner Threats". What I really WANT to do is these, plus Skaven, Shades and Chaos, three rather special civs.

But I cant. I am travelling, only have a netbook, cant alter my UI, and have to wait. I am adding random features and smaller "testing-versions" of features, like the Supernatural (which will be scrapped most likely) and the custom Siege-Engines (which will be expanded). I cant do the hardcore-inner-threats, because I cant make it optionable atm, and I dont want to force players to use it.

Anyway, what I was getting to: The One-Line topics... about random stuff... they were 16 (!) pages long. I dont even know how many topics that is. But I am down to 1,5 pages of this till I do the next release, and in total its ~8 pages left. So I widdled down on half of the random ideas that showed up over the last... half year or so.

Just in case you are interested, the "Inner Threats":
Quote
Next big thing: Inner threats
 - Regional interaction (or interaction for all dwarves) that raise dwarf corpses as wormfolk/maggots.
 - Needs either a priest to sanctify them, or a dwarven morque / mortician / undertaker.
 - All dwarves can affect dwarvesn corpses with a syndrome that adds a slow animation/transformation into wormfolk, 10x 15% chance.
 - Takes max 2 ingame years. Problem: Resurrection cant be done with syndromes, only interactions. Corpses cant resurrect themselves.
 - Maybe a regional interaction? But then it would affect all corpses at regular intervalls.
 - Undertaker adds syn_class to corpse, possible? Or adds cannot_undead... or not_living.
 - Inner threats section in the manual.
 - Warlocks could be shape-shifters, done when fleeing. Transformed creature has material_weakness.
 - Fleeing warlocks could get prone-to-rage to make them come back.
 - Orcs could get prone-to-rage to stop their fleeing.
 - All warlock items are cursed, dwarves cant use them, need to be purged => religion.
 - Replace batmen (bugged pathfinding): Skaven have super high recuperation and are very fast.
 - Skaven have leather armor, and leave itemcorpse: Warpstone boulder.
 - Shades insta-kill, but die instantly. Can spawn army inside fort, after affecting a dwarf that did not die.
 - Make priests detect possessed dwarves.
 - Make medical guilds detect sick dwarves.
 - Make a reaction that cures a single possession.
 - Remove telltales from possessed dwarves.
 - Add standard description back to dwarves.
 - Raise sick dwarves pop-ratio.
 - Make single reaction in Apothecary to cure sick dwarves. Patient 0 only.
 - Make sure sicknesses subside naturally if untreated, except for Patient 0.
 - Add several causes for sicknesses. Migrants. Archeology. Expeditions. Warpstone. Vermin-bites. (see bog crawler)
 - plague bearing rats
 - Archeology needs to be rebalanced, with the new itemssyndromes/autosyndrome/truetransform reactions.
 - Add raise+transform reaction. Necromorphs. Fungus. Undead.
 - Make secret vampire caste. Transforms dwarves into bloodsuckers.
 - Make secret werebeast caste. Transforms dwarves into werebeasts.
 - Make secret necromancer caste. Raises undeads now and then.
 - Make zombie plague that can be stopped, or waited out for Apocalypse.
 - Make evil lich transformation.
 - Make shade civ, 5:5:5, skulking.
 - Make shade army teleport into fort.
 - Make aggressive thallids/fungi/myconids that transform your corpses.
 - Make maggot-men that can raise from your corpses. Maybe regional interaction, very rare? (what about coffins?)
 - Make saboteur. Stops trade. Drow kill him. (How to detect/cure?)
 - Make friendly guzzler/curiousbeast/leverpuller/buildingdestroyer. (How to spawn?)
 - "Make talisman against vampires" and he can detect them for 1 month.
 - Sudden raise all dead curse
 - Sudden raise all dead, transform into necromorphs
 - Demonic Possession from inorganics, demon-stone.
 - Mutations from warpstone / warpstone lab

After that I plan a overhaul of the mod. Dont add new features, but go through every single one and improve it. Many features are smallish, and only made as a proof-of-concept and test if people like it. Or unfinished, like the Megabeast Reward System, it only works on 50% of the beasts.

After that, a new playable race. If it will be something traditional like Humans, or with a crazy gameplay like Zerg, I cant say. I only know that 4 months ago this happened: Smake started on Elves. Putnam started on Drow. Deathsword started on Goblins. Guthbug started on Wraiths. Fire1666 started on Shades/Revenants. ... ... ... and today? I havent seen anything playable, besides the alpha-release of fires1666 revenants, which was quite buggy.

Back on topic: Adding these skills is a matter of maybe 1h, max. This discussion about it probably took longer. ^^
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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Godlysockpuppet

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Re: Secret Skills - Poll - I have a new idea.
« Reply #26 on: August 24, 2013, 05:09:49 am »

I stopped my reaver yokes because I was only really dabbling in modding and made a mon sensical creature playable. It kinda sucked haha. I might make playable illithids still though, the only obstacle I can't circumvent is transforming invaders into friendly illithids :(
I'd be interested in a goblin den mode but by the time I'd started writing it I'd realised someone else had taken it over. There hasen't been much from that though so I might move back to that. If a month passes wih no news of it I'll take it over :)
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Meph

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Re: Secret Skills - Poll - I have a new idea.
« Reply #27 on: August 24, 2013, 05:32:18 am »

Deathsword wont work on it atm. Its on hold, so you can have a go. Maybe ask him about the raws he finished, if you really wont to try.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Godlysockpuppet

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Re: Secret Skills - Poll - I have a new idea.
« Reply #28 on: August 24, 2013, 05:43:48 am »

Deathsword wont work on it atm. Its on hold, so you can have a go. Maybe ask him about the raws he finished, if you really wont to try.
I'll try it on my own. Unfortunately my laptop charger broke and I can't get a new one for a while.. so yeah :(
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FengYun

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Re: Secret Skills - Poll - I have a new idea.
« Reply #29 on: August 25, 2013, 04:48:39 am »

Really enjoyed reading your notes about the Inner Threats.

As for the subj, I believe, it's OK to rename Negotiator to Butcher and Butcher to Negotiator. Then people can toggle the Negotiator skill on and off in Therapist, which is important, and Butcher will be automatic for everybody. Butcher activity, just like Tanner, does not create quality items, while skill may be important for Negotiator. And dwarves will be born with some inclination to become a Butcher, which is also fine, because it is the same with people: not all of them are able to stand blood and cut animals.
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