Dwarf Fortress > DF General Discussion

Dwarf Fortress Talk #17: Feedback

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monk12:

--- Quote from: Neonivek on November 13, 2011, 09:17:20 pm ---Weee! one of my questions was asked :D

:D :D :D Weee!

--- End quote ---

A good question, too.


And a good Talk overall- quite enjoyable, gentlemen!

KaelGotDwarves:

--- Quote from: Toady: DF talk #17 ---So if it comes to it, if we have legitimate reasons to blow things up then I'm definitely for that.
--- End quote ---
:D

Cruxador:
Seems to me that the thing with the game recognizing constructions would be not too hard to do using just those i-button zones. The game can determine how splendorous it considers your construction by the number of tiles filled with non-natural wall (constructed, or smoothed/engraved) and/or the total monetary value of the walls and constructed furniture.

Randomly generated languages could work fine - you add a dictionary of banned words that the program checks against, and if the word is one of those it's not used. There are plenty of lists like this in the world, probably there are folks on this forum who could link to one or two good free ones.
You could also do just slight variation stuff, with perhaps a larger array of premade words and variant grammar rules for, say, different human kingdoms to pick from, leaving most of the language the same so they're more like odd dialects in the way that Jamaican or Ebonics or Scots are very similar to English but still recognizably different. Since there's nothing spoken, spellings can remain the same and accents need not be things that are particularly represented.

Regarding the corralling of your companions on shore leave: You could have a horn that you'd blow, and they'd all know "oh, he's blowing the horn, he needs us" or there could be some sort of a "meet back here in three days" plan, when you give them leave to mess around you say how long you're doing it for. And depending on their personalities, insufficient leave might cause trouble.

Kadzar:
I think it would be appropriate for you to be able to give orders to your companions about how they should spend their time in town, whether they should gear up or if they can just do whatever they want. Of course, to do most things, they'll need money, so there will have to be some sort of system for divvying up the loot. And I don't know how they'd pick what they need to buy normally, but I'd expect, especially at first, that you'd have to set up some sort of uniforms for them. Hopefully you wouldn't have to have very tight specifications to prevent them from spending all their money on one jewel-encrusted sock with a picture of a goat and trees. Although that does make me think that it would be cool if you could order specific companions to perform certain tasks while you're in town, like taking everyone's cloaks to the clothier's to get your team logo sewn on them.

What would really be interesting is the game had a way to deal with those situations where you need to leave town fast. I'd love it if I could guess based solely on their personalities where my companions might be. And if it's possible to set up meeting times and places, hopefully there'd be some sort of system so that you can set contingency plans, in case there's a full moon and everyone in town is werewolves, for example, to meet somewhere outside of town.

melkorp:

--- Quote from: Cruxador on November 13, 2011, 10:23:47 pm ---Regarding the corralling of your companions on shore leave: You could have a horn that you'd blow
--- End quote ---

This is really simple, and there's already trumpets in the game.  Departing cruise ships in harbor blow the horn to summon late crewmembers, one blast for each malingerer.

Building a world recognized Temple could be as simple as (c)onstructing a stone Altar and sizing the room, or rooms, multi-z-level designations are coming if I remember.

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