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Author Topic: Noble Execution  (Read 5327 times)

Toybasher

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Re: Noble Execution
« Reply #30 on: August 20, 2010, 12:28:52 pm »

COuldnt the player kill the search party and investigaters, then kill the search party FOR the search party, etc?
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ECrownofFire

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Re: Noble Execution
« Reply #31 on: August 20, 2010, 03:19:49 pm »

COuldnt the player kill the search party and investigaters, then kill the search party FOR the search party, etc?
I think they'd get a bit suspicious after their search party didn't return :P
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NW_Kohaku

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Re: Noble Execution
« Reply #32 on: August 20, 2010, 03:32:36 pm »

I think it would be a bit more effective if, when the search party came, you showed them the totems you created out of the skulls of the last search party, and told them to report that it was totally natural causes, and that there's nothing else to report about here.

If the search party that comes after the investigators that came after the duchess dissapear, then it's probably time to send in the army.  If the army doesn't come back, then it's time to build a Magmaduct to your fort and Boatmurder you in.
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Shade-o

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Re: Noble Execution
« Reply #33 on: August 20, 2010, 05:57:22 pm »

Simplest solution might be to have the squad of investigators wander about, as if checking all the dwarves. They would meet randomly with citizens like a diplomat with a mayor, which would prove annoying. Finally, the head investigator would go and speak to your mayor or some other leader. Then you would have to navigate a conversation, affected by how good your conversation skills are. Based on your responses you might not be charged at all, or be kept under watch. Maybe have caravans limited, or at double prices. They might set random dwarves to be Hammered. There might be dwarves who have personality traits that predispose them to supporting the monarchy, which could lead to tantrums or insanity. All rather simple, and with pre-existing mechanics.
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alamoes

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Re: Noble Execution
« Reply #34 on: August 21, 2010, 06:03:32 pm »

The royal inquisition sends Inquisitor Mc Dwarf to find and punish those who murdered the king. 
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ECrownofFire

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Re: Noble Execution
« Reply #35 on: August 22, 2010, 10:10:33 pm »

The proper way to deal with the inquisitor is to seal up your fort, then put a lever outside that says "Pull to open fort". Link that lever to the magma floodgates in a noble house.
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Vyckeil

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Re: Noble Execution
« Reply #36 on: August 22, 2010, 11:26:55 pm »

Some ideas and recaps glues together:

Kings/Duchesses could have a useful purpose, like getting free stuff when Mountainhome caravans arrive, with free armed guards or whatnot. Maybe receive a small army support...

If the king/duchess dies, the next time liason comes, he notices...

Investigators should try to find the culprit. If one exists, he should be taken away, with aplied negatives to the fort such as no caravans, double prices, the decreased mood of all friends of the culprit, etc. If they don't find a culprit due to player intervention (or goblins), the Liar skill should be useful (but be somewhat high to work). If that doesn't work, have them search the fort, removing beds, deconstructing in-use workshops and walls (supporting walls... major cave-in anyone?) and other vital activity disturbances. If they leave without finding the Noble, negative stuff should happen (no caravans for years, precious stock seizure, worst?)

Should the Investigators be killed, the Inquisition should come after. They must meet with the Leader, then suffer a mass Interogation of all appointed nobles, mayors, etc. making the fort without leaders while decreasing everyone's mood to content max. Then decide to punish a random dwarf and take him away for trial (and never to be seen again in your fort).

Should the inquisitors be killed, full-blown war!
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Medicine Man

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Re: Noble Execution
« Reply #37 on: August 23, 2010, 12:08:00 am »

Magma can solve that war :D
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ECrownofFire

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Re: Noble Execution
« Reply #38 on: August 23, 2010, 12:10:41 am »

Magma can solve that war :D
Magma can solve ANY war :))
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Pandarsenic

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Re: Noble Execution
« Reply #39 on: August 23, 2010, 12:35:49 am »

So it sounds like this just leads to increasing quantities of murder, which... totally isn't a problem to anyone who already knocked off a noble anyway.
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Eugenitor

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Re: Noble Execution
« Reply #40 on: August 23, 2010, 04:25:39 am »

Making war with other dwarves should be the most dangerous thing in the game. We've talked about goblin diggers before, but enemy dwarves really should be TRAPAVOID, able to mine/deconstruct, and wear steel. Unless you have weaponized lava (= aboveground magma) or a walled-in FB in their way, it's going to get very ugly inside your fort very fast.

Of course, the dwarfy solution would be to dig a pit right to HFS and let those two armies fight it out :D
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NW_Kohaku

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Re: Noble Execution
« Reply #41 on: August 23, 2010, 07:50:07 am »

Investigators should try to find the culprit. If one exists, he should be taken away, with aplied negatives to the fort such as no caravans, double prices, the decreased mood of all friends of the culprit, etc. If they don't find a culprit due to player intervention (or goblins), the Liar skill should be useful (but be somewhat high to work). If that doesn't work, have them search the fort, removing beds, deconstructing in-use workshops and walls (supporting walls... major cave-in anyone?) and other vital activity disturbances. If they leave without finding the Noble, negative stuff should happen (no caravans for years, precious stock seizure, worst?)

And how does the game determine if someone is a culprit?  I already covered this, but unless they actually swung the weapon that dealt the fatal blow to the noble (which is almost impossible short of tantrums), it's essentially impossible for the game to track who actually killed the noble.  While WE can figure out that whoever pulled a lever that opened a floodgate that let the magma flow hit the noble was responsible, there's essentially no way that the game can reverse-engineer whatever Rube Goldberg device we set up through mechanisms to kill off our nobles, and if the noble him/herself is the one that pulled it, then does it count as suicide?

What about the duchess's safari into the caverns, where she was killed by elk birds?  How does the game tell the difference between an elk bird somehow getting past a locked door into the fortress, killing off a couple cats, injuring a child, and cornering and slaying the duchess because of a player's honest mistake in setting up the defenses, and having the duchess's room simply being designated in a totally unguarded area in the caverns, and waiting for the nearest elk bird to kill her.

The game can't tell the difference between the noble dying because of premeditated action or mistakes on your part... although if you have a really good liar skill because you trained it just for this moment, odds are, you'll wind up punishing the people who made honest mistakes, and letting the murderers go free.
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

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TheyTarget

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Re: Noble Execution
« Reply #42 on: August 23, 2010, 09:53:40 pm »

Making war with other dwarves should be the most dangerous thing in the game. We've talked about goblin diggers before, but enemy dwarves really should be TRAPAVOID, able to mine/deconstruct, and wear steel. Unless you have weaponized lava (= aboveground magma) or a walled-in FB in their way, it's going to get very ugly inside your fort very fast.

Of course, the dwarfy solution would be to dig a pit right to HFS and let those two armies fight it out :D

Cause its so hard to kill dwarfs.
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This is a platinum warhammer. All craftsdwarfship is of the highest quality. it menaces with spikes of platinum.
there is an image of the goblin Utes Gozrusrozsnus and dwarves in elf bone. The goblin is making a plaintive gesture. the dwarves are striking a menacing pose.
this image relates to the slaying of Utes Gozrusroz
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