Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 54 55 [56] 57 58 ... 166

Author Topic: Future of the Fortress  (Read 470877 times)

feelotraveller

  • Bay Watcher
  • whip cracking mad overseer
    • View Profile
Re: Future of the Fortress
« Reply #825 on: August 26, 2018, 11:18:21 pm »

I've been following that thread - albeit at some distance.

Dwarfs now do individual socialising (that occasionally coincides).  They are poorer at forming relationships.

Mass gatherings though, are something else altogether.  We used to have them.  We don't have them now.  We might have them in the future of our fortresses.  It seems reasonable to ask about them, now.
Logged

IndigoFenix

  • Bay Watcher
  • All things die, but nothing dies forever.
    • View Profile
    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Re: Future of the Fortress
« Reply #826 on: August 26, 2018, 11:49:39 pm »

When we tab to a party member, will we be able to control them directly, or simply give them general orders? Will we be able to "switch" to them?

Assuming we are still concerned about the player abusing their ability to switch to historical characters by taking control of an enemy leader and committing suicide or intentionally making bad decisions, making the player "unlock" historical figures by gaining their loyalty or admiration as an earlier adventurer could be a way of balancing that, by making sure the player has some "investment" in the story of that group before allowing them to possess its leaders.

If powerful historical figures are playable by default, will there be any method of preventing players from taking control of an enemy leader and committing suicide or intentionally making bad decisions, or is that just not a concern?

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #827 on: August 27, 2018, 01:38:09 am »

I've been following that thread - albeit at some distance.

Dwarfs now do individual socialising (that occasionally coincides).  They are poorer at forming relationships.

Mass gatherings though, are something else altogether.  We used to have them.  We don't have them now.  We might have them in the future of our fortresses.  It seems reasonable to ask about them, now.
What's happening in your taverns? Mine are full of dorfs dancing, singing, fighting, dying, wishing they could play proc gen gambling games.
Logged

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #828 on: August 27, 2018, 01:41:45 am »

When we tab to a party member, will we be able to control them directly, or simply give them general orders? Will we be able to "switch" to them?

Assuming we are still concerned about the player abusing their ability to switch to historical characters by taking control of an enemy leader and committing suicide, making the player "unlock" historical figures by gaining their loyalty as an earlier adventurer could be a way of balancing that.[/color]
When was the last time you hired an important leader to come adventuring with you? Is it even possible?

(Current sysyem as explained in last month's fotf is to allow direct control of starting party members and not so much of histfigs who join later)
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Future of the Fortress
« Reply #829 on: August 27, 2018, 01:43:34 am »

a lot of htem have the DUTY_BOUND token which makes them unable to follow you

KittyTac

  • Bay Watcher
  • Impending Catsplosion. [PREFSTRING:aloofness]
    • View Profile
Re: Future of the Fortress
« Reply #830 on: August 27, 2018, 01:51:21 am »

a lot of htem have the DUTY_BOUND token which makes them unable to follow you
You could mod it out.
Logged
Don't trust this toaster that much, it could be a villain in disguise.
Did you know that cats that have mysteriously disappeared from home can come back after a few months without warning?

IndigoFenix

  • Bay Watcher
  • All things die, but nothing dies forever.
    • View Profile
    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Re: Future of the Fortress
« Reply #831 on: August 27, 2018, 03:15:01 am »

This is more for other historical figures, although I have found former civ rulers wandering the wilds and got them to join up, basically an Aragorn situation.  I expect that such a character would find it much easier to return to a position of leadership than a random peasant.

For playing as most existing rulers, some other limitation would be necessary, maybe being respected enough by the leader.  Assuming the plan isn't to just "let the player take control of whoever they want whenever they want".

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #832 on: August 27, 2018, 03:50:48 am »

a lot of htem have the DUTY_BOUND token which makes them unable to follow you
You could mod it out.
Yes, you could, but the option to mod something doesn't obligate Toady to add the mechanics to deal with it. Modded adventuring leaders would just be those who 'wander off' one day. Actual leaders (beyond 'bandit camp boss') need mechanics which don't yet exist, if not a whole new 'kingdom mode' to make them actually playable.
« Last Edit: August 27, 2018, 03:56:20 am by Shonai_Dweller »
Logged

feelotraveller

  • Bay Watcher
  • whip cracking mad overseer
    • View Profile
Re: Future of the Fortress
« Reply #833 on: August 27, 2018, 08:01:25 pm »

I've been following that thread - albeit at some distance.

Dwarfs now do individual socialising (that occasionally coincides).  They are poorer at forming relationships.

Mass gatherings though, are something else altogether.  We used to have them.  We don't have them now.  We might have them in the future of our fortresses.  It seems reasonable to ask about them, now.
What's happening in your taverns? Mine are full of dorfs dancing, singing, fighting, dying, wishing they could play proc gen gambling games.
At any given time there are only a few dwarfs in there.  Basically they go there to eat (note to self: stop putting of moving the drink pile  :P) and might stick around for a day or two if someone is telling a story or something.
Logged

Enemy post

  • Bay Watcher
  • Modder/GM
    • View Profile
Re: Future of the Fortress
« Reply #834 on: August 27, 2018, 09:38:32 pm »

Will angels ever behave benevolently in the game world, or are they meant to remain antagonistic?
Logged
My mods.
Minimalism and Milk:I,II,III.
Enemy post has claimed the title of Dragonsong the Harmonic of Melodious Exaltion!

KittyTac

  • Bay Watcher
  • Impending Catsplosion. [PREFSTRING:aloofness]
    • View Profile
Re: Future of the Fortress
« Reply #835 on: August 27, 2018, 10:43:34 pm »

Will angels ever behave benevolently in the game world, or are they meant to remain antagonistic?
Of course. Procgen magic and all. Vaults will be most likely removed and replaced with procgen magical dungeons.
Logged
Don't trust this toaster that much, it could be a villain in disguise.
Did you know that cats that have mysteriously disappeared from home can come back after a few months without warning?

Dozeb˘m Lolumzalýs

  • Bay Watcher
  • what even is truth
    • View Profile
    • test
Re: Future of the Fortress
« Reply #836 on: August 27, 2018, 11:06:02 pm »

By the way, the old mechanic you're thinking of is parties. (There may have been others, but I can't remember them.) They'd happen at dining rooms and statue gardens.

I've been following that thread - albeit at some distance.

Dwarfs now do individual socialising (that occasionally coincides).  They are poorer at forming relationships.

Mass gatherings though, are something else altogether.  We used to have them.  We don't have them now.  We might have them in the future of our fortresses.  It seems reasonable to ask about them, now.
What's happening in your taverns? Mine are full of dorfs dancing, singing, fighting, dying, wishing they could play proc gen gambling games.
At any given time there are only a few dwarfs in there.  Basically they go there to eat (note to self: stop putting of moving the drink pile  :P) and might stick around for a day or two if someone is telling a story or something.
Try reducing the labor requirements of your fortress or manually disabling a few dwarves' labors. They should hang around the tavern and socialize. As it is, dwarves no longer automatically take breaks. I'm thinking of seeing if there's a way to automatically disable/reenable labors with DFHack.
Logged
Quote from: King James Programming
...Simplification leaves us with the black extra-cosmic gulfs it throws open before our frenzied eyes...
Quote from: SalvanÚ Descocrates
The only difference between me and a fool is that I know that I know only that I think, therefore I am.
Sigtext!

Death Dragon

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #837 on: August 28, 2018, 09:38:14 am »

When we tab to a party member, will we be able to control them directly, or simply give them general orders? Will we be able to "switch" to them?

Assuming we are still concerned about the player abusing their ability to switch to historical characters by taking control of an enemy leader and committing suicide, making the player "unlock" historical figures by gaining their loyalty as an earlier adventurer could be a way of balancing that.

If powerful historical figures are playable by default, will there be any method of preventing players from taking control of an enemy leader and committing suicide, or is that just not a concern?
With tabbing you will be able to control party members directly, yes.
There was an answer about this stuff already in last month's Q&A:
I could be missing something obvious, but no, there's nothing stopping us except the existing relationships and positions, as you suggest.  The position part is pretty big; taking over a civ-ruler would just be silly now, like they were possessed and became a wanderer.  I mean, not that that's a bad thing for game-game fun-time, but it cuts against what we are trying to do enough that it hasn't been a priority.  That will continue to change as we go.  Certainly doing something like taking over an existing bandit gang is well within reach now, and might be pretty fun.

In particular, control over your later-added companions is more of a roleplaying thing; they aren't meant to be as loyal and we wanted to leave some room there.  Once we quantify loyalty a bit (part of this release!), we might have them cross a threshold where you can induct them into party status, and then you'd be able to TAB over to them freely.  You might not want to do this if you are trying to roleplay a villain and don't care to have your loyal subordinates as part of a party, or otherwise want to maintain the integrity of your original group.
Logged

KittyTac

  • Bay Watcher
  • Impending Catsplosion. [PREFSTRING:aloofness]
    • View Profile
Re: Future of the Fortress
« Reply #838 on: August 28, 2018, 09:45:52 am »

When we tab to a party member, will we be able to control them directly, or simply give them general orders? Will we be able to "switch" to them?

Assuming we are still concerned about the player abusing their ability to switch to historical characters by taking control of an enemy leader and committing suicide, making the player "unlock" historical figures by gaining their loyalty as an earlier adventurer could be a way of balancing that.

If powerful historical figures are playable by default, will there be any method of preventing players from taking control of an enemy leader and committing suicide, or is that just not a concern?
With tabbing you will be able to control party members directly, yes.
There was an answer about this stuff already in last month's Q&A:
I could be missing something obvious, but no, there's nothing stopping us except the existing relationships and positions, as you suggest.  The position part is pretty big; taking over a civ-ruler would just be silly now, like they were possessed and became a wanderer.  I mean, not that that's a bad thing for game-game fun-time, but it cuts against what we are trying to do enough that it hasn't been a priority.  That will continue to change as we go.  Certainly doing something like taking over an existing bandit gang is well within reach now, and might be pretty fun.

In particular, control over your later-added companions is more of a roleplaying thing; they aren't meant to be as loyal and we wanted to leave some room there.  Once we quantify loyalty a bit (part of this release!), we might have them cross a threshold where you can induct them into party status, and then you'd be able to TAB over to them freely.  You might not want to do this if you are trying to roleplay a villain and don't care to have your loyal subordinates as part of a party, or otherwise want to maintain the integrity of your original group.
He meant civ leaders.
Logged
Don't trust this toaster that much, it could be a villain in disguise.
Did you know that cats that have mysteriously disappeared from home can come back after a few months without warning?

IndigoFenix

  • Bay Watcher
  • All things die, but nothing dies forever.
    • View Profile
    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Re: Future of the Fortress
« Reply #839 on: August 28, 2018, 11:47:45 pm »

Also, it's not just about suicide; any abuse of the metagame to remove major obstacles without challenge is probably something to be avoided if possible. Granted there is only so much you can do to prevent this (besides simply making powerful individuals unplayable), but making the player put in effort before they can just possess a world leader would at least discourage its overuse.

Edited original question to clarify.
Pages: 1 ... 54 55 [56] 57 58 ... 166