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Author Topic: Dwarfs Arent Scared So Easily  (Read 537 times)

Immortal

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Dwarfs Arent Scared So Easily
« on: December 11, 2007, 10:00:00 pm »

Ok this is a idea I think needs to be put in casue I can't play certain maps casue my dwarfs wont build. How about for a dwarf not to be scared by things that CANT hurt them. I have this fort I wanted to build but they wouldn't build across the river casue the sea lampreys in the water were scaring them away and the worst part is the river was several floors down! Anyways its would just improve this game so much if u could fix it like a tag for creatures even. Deer dont scare, fish dont scare(unless carp),groundhogs dont scare. Like come on a deer doesnt randomly attack dwarfs and groundhogs sure dont. So in closing just make it so dwarfs arent scared by  harmless creatures/fish.
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Wooty

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Re: Dwarfs Arent Scared So Easily
« Reply #1 on: December 11, 2007, 10:05:00 pm »

Im sure this has been suggested before...

I'd rather have it on orders, looking somewhat like this

Standard creatures interrupt dwarves y/n
Dangerous creatures interrupt dwarves y/n

Distant creatures iterrupt dwarves y/n
Nearby creatures interrupt dwarves y/n

Dangerous being anything that will attack dwarves, standard being deer or groundhogs.

Distant being >10 tiles
Nearby being <10 tiles

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TeDDD

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Re: Dwarfs Arent Scared So Easily
« Reply #2 on: December 11, 2007, 10:36:00 pm »

Even better would be an option to take z-levels into account.  I am less concerned about Iron Men when they are stuck in a pit.
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Ralje

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Re: Dwarfs Arent Scared So Easily
« Reply #3 on: December 11, 2007, 10:58:00 pm »

Hm, could you dig to their level and fight them?
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God of Toast

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Re: Dwarfs Arent Scared So Easily
« Reply #4 on: December 12, 2007, 12:36:00 am »

What do you mean, fish shouldn't scare (besides carp.)

GOOGLE CARP. They shouldn't scare dwarves in the first place.

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InquisitiveIdiot

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Re: Dwarfs Arent Scared So Easily
« Reply #5 on: December 12, 2007, 05:23:00 pm »

quote:
GOOGLE CARP. They shouldn't scare dwarves in the first place.

 

[ December 12, 2007: Message edited by: InquisitiveIdiot ]

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Eagle of Fire

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Re: Dwarfs Arent Scared So Easily
« Reply #6 on: December 12, 2007, 05:32:00 pm »

How about a new skill: bravery.

Used (obviously) in military applications, legendary mitary dwarves would still be "green" without combat experience. Would lead said dwarf to run away or panic when confronted to too great a danger.

In civil operations, a new option could be added to dwarves: ignore danger. Toggled individualy, dwarves who usually end up automatically running away from danger (like it is already) would instead make a bravery check everyso often to counteract the scare effect. This would allow a dwarf to do his job even if confronted by immediate danger.

This would be most usefull for dwarves who simply refuse to do anything because it require them to walk past a chasm and they see ennemies a dozain or so z levels below...  IRL, a normal person would know they're perfectly safe, but dwarves don't have intelligence coded that way yet. And even IRL, unprepared people still panick without good reason when confronted to danger. Aforementioned bravery tag might help simulate that.

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Dagonus

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Re: Dwarfs Arent Scared So Easily
« Reply #7 on: December 12, 2007, 06:28:00 pm »

I've been mulling over ways to address this for a while now and I think there's two ways to go.


1. Give me a list of all the animals in the game and let me check off "run away from these" or not.

I don't like this method. It's..... overly painful and requires me to babysit my dwarves too much. I don't want to be the scary guy making sure they're on their best behavior. I just want to let them go be free.

2. ESCORTS! And not the kind in high heels, but the military kind. This would go along with all the other improvements that need be made to the military system(guard posts etc).  What you would do is set a zone and give it the "escort" characteristic. You then set the number escorts needed in that area and link a military unit that is set to "escort" there. X number of soldiers from that unit will then proceed to "escort" dwarves in that zone by standing around and attacking creatures that get near the dwarves there. Dwarves will then ignore most threats while in that region (Wild animals that are not directly attacking.) However, when the cougar bites the mason, the rest of the civilians will decide "Time to get cover" and book it until the coungar is no longer in the zone. Likewise if "hostile" enemies get within normal range of the dwarves they will flee as normal. Yes, this would expose dwarves more by having them stand around until the attack hit, but the obvious trade off is building that bridge across the chasm finally.

Similar work with this could be done by having patrol routes produce similar "zones" around them so if you have a unit patrol from the gate to the river then dwarves will treat that unit's patrol route as safe. Patrolling like this would likely require a # of active and inactive dwarves in the unit.

All dwarves in that unit not actively engaged in escorting or patrolling will be treated as standing down until they come up in the rotation.

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