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Dwarf Fortress

Joined
Jan 11, 2015
Messages
629
Wait, writing books doesn't use the writing skill? Has Toady gone senile?
 

Quigs

Magister
Joined
Sep 16, 2003
Messages
1,392
Location
Jersey
FWIW Fowyr, your constant posts convinced me to give DF another shot for the first time in years. I went in with hope that the hundred + hours spent on Gnomoria and KeeperRL would help. They did not. Beginners kit and all that added an hour in, and I'm still crap at this game. The ASCII graphics aren't an issue after a little bit, being able to select a tile and see what it is was a huge help. It's the damned UI. I hate it. It doesn't tell me the things I want to know, and it hides from me the things I want to do.

They say memory is stored differently for each person, if I were to say Atlas, you might think of the map or the god, where I would think of the Battlemech, but after some context we'd all probably understand what the other was talking about. Dwarf Fortress doesn't really provide context. It demands you think like they want, and I just can't. Shame.
 

Fowyr

Arcane
Vatnik
Joined
Mar 29, 2009
Messages
7,671
Wait, writing books doesn't use the writing skill? Has Toady gone senile?
Writing books uses two different skills, writing and wordsmith.
As I understand, writing skill makes writing faster and wordsmith makes better written books.

FWIW Fowyr, your constant posts convinced me to give DF another shot for the first time in years. I went in with hope that the hundred + hours spent on Gnomoria and KeeperRL would help. They did not. Beginners kit and all that added an hour in, and I'm still crap at this game. The ASCII graphics aren't an issue after a little bit, being able to select a tile and see what it is was a huge help. It's the damned UI. I hate it. It doesn't tell me the things I want to know, and it hides from me the things I want to do.
Dunno, there are usually two basic keys for interacting with inanimate things - q and t. You try one or other and see that you can do. Just read dwarffortresswiki.org about basic, but somewhat obscure things like how 3D level and floors work.
They say memory is stored differently for each person, if I were to say Atlas, you might think of the map or the god, where I would think of the Battlemech, but after some context we'd all probably understand what the other was talking about. Dwarf Fortress doesn't really provide context. It demands you think like they want, and I just can't. Shame.
I played a lot of *bands, so after some time I transfer UI to my fingers instead of trying to remember key to press.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,266
FWIW Fowyr, your constant posts convinced me to give DF another shot for the first time in years. I went in with hope that the hundred + hours spent on Gnomoria and KeeperRL would help. They did not. Beginners kit and all that added an hour in, and I'm still crap at this game. The ASCII graphics aren't an issue after a little bit, being able to select a tile and see what it is was a huge help. It's the damned UI. I hate it. It doesn't tell me the things I want to know, and it hides from me the things I want to do.

They say memory is stored differently for each person, if I were to say Atlas, you might think of the map or the god, where I would think of the Battlemech, but after some context we'd all probably understand what the other was talking about. Dwarf Fortress doesn't really provide context. It demands you think like they want, and I just can't. Shame.

1# Use starter pack
2# Try to play DF for more than 2-3 days and learn kayboard shortcuts
3# use dwarf therapist for job assign from starterpack
4# follow noob guide to farms, army etc.

DF isn't game where you can discover on your own things. For example you may not know that if you parent civilization doesn't have access to metals and you choose spot where you don't have iron veins you will not be able to smith weapons at all even if you have abundance of copper because you forgot to get anvil at start and you choose spot without access to other civilizations that could sell you one.

DF isn't noob friendly, especially controlls and some of those don't really make any sense (like doubled mlju controls) but they are fast and efficient
 

Incantatar

Cipher
Joined
Jan 9, 2012
Messages
456
DF isn't noob friendly, especially controlls and some of those don't really make any sense (like doubled mlju controls) but they are fast and efficient
Keyboard is definately fast. A problem imo is the sheer number of menu screens. There are like 12 menu screens you can open for one single dwarf. Why? And why doesn't Toady implement the dfhack labor screen? It's not very noob friendly either but it's a lot fucking better then vanilla labor management.
I know all keys in this game by heart and it still feels very clunky and strenuous to maneuver through the menus for a longer time.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,266
DF isn't noob friendly, especially controlls and some of those don't really make any sense (like doubled mlju controls) but they are fast and efficient
Keyboard is definately fast. A problem imo is the sheer number of menu screens. There are like 12 menu screens you can open for one single dwarf. Why? And why doesn't Toady implement the dfhack labor screen? It's not very noob friendly either but it's a lot fucking better then vanilla labor management.
I know all keys in this game by heart and it still feels very clunky and strenuous to maneuver through the menus for a longer time.

Military and stockpile management is always the most annoying thing about starting a new fort.

Yeah. Though military can litereally wait when you get accustomed to game (either way your fort will be dead in 3-4 years with or without army.
As for stockpiles key advice here is that you should use barrels and bins whenever you can
 

Catfish

Learned
Joined
May 8, 2015
Messages
222
Hey, fellow dorf forters. Recently got back into DF after about a year long pause. Did something change in animal farming? I cannot get my pigs to breed :).

It used to be enough to just leave them in a pen and wait. Now the damned p's refuse to produce piglets. Is this just bad RNG or am I doing it wrong?
 
Joined
Dec 17, 2013
Messages
5,392
Hey, fellow dorf forters. Recently got back into DF after about a year long pause. Did something change in animal farming? I cannot get my pigs to breed :).

It used to be enough to just leave them in a pen and wait. Now the damned p's refuse to produce piglets. Is this just bad RNG or am I doing it wrong?

Yeah man, last release version introduced the porcine arousal simulation aspects. Now in order to get your pigs to procreate, you must first stimulate their secret inner-most desires via building an adult pig entertainment center in your fortress.

:troll:
 
Last edited:

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,266
Hey, fellow dorf forters. Recently got back into DF after about a year long pause. Did something change in animal farming? I cannot get my pigs to breed :).

It used to be enough to just leave them in a pen and wait. Now the damned p's refuse to produce piglets. Is this just bad RNG or am I doing it wrong?

How many pigs ?
If you have just pair or two then you can have gay pigs or asexual.

I had similar problem like half a year ago where i caught huge gorrilla in cage and few fameles. Trained them and leaved them in their pasture. After few years i noticed nothing is happening and i really wanted my great ape army.

So i looked animals in therapist and one male was asexual and second one lost dick to some fight earlier.
 
Unwanted

jcd

Punished JCD
Patron
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Messages
10,681
Location
UNATCO HQ
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4731199cc096c03fe9b381819a914929debda030697b911855a17c0b2e3b858f24e00927aed7b1cface45bf5a4f374c6db30d66ce40b783dd815452196b3795a1899888b014e00d0cd1dd545306d266f3eebda4379f1c7aa81c2569295beef9553ccdfe12500566c6cabf48ce5b6018d7694d31103352a99dcdb4a7fc6d6493534f07f63ae8a1c43b66623af326cd3594c2e8ba8c2b890e7fcf33e43da9bcfadc6670487426cee31eec162ce3b71632886fd676b8967a4e63fb1f8f7da50c59daf1b5406ccdeafb1587e0638d9c60af4452809ccd5b187e4d6a8db4c3606673e0c7046fd2b39f5370a918f219631a646decfb9feaa2dc04141c109008400d22cf019364a868f49f481f8943c995ea77554a94e49c79a993dbfbc6fa95ead2a397bf420ffc3467fdf5260160a53a4dcbbe977e1fd54fc60aa9439782dd870b01e9c58ff079922922e2deb3b679f6649f302f8e1dc4e59f38aa7464bb31e37e4cbe89b98554c811f6801448af075eb9bc84eea38d2b704491bdbf5eccd8ee9918afbeab911f2107ec3536ba5d0c745415c6efac31278880f8ac3963cb487718d97957dad9b375238c65460c4498764b028c1fe273c6e3a359915bb9c5e5534377f8fa2b61e335276a1763454fbf949fd5bc6780f5ec97000aea615c7b328f7e8ac51c3437b3c8b4271f599b15c5798101e24bc42ddb650940c43c102439672c5598a6243f181ac24ef3791d9f9339436f25eadbd32a239e64c669af2cd9062b3e6f2c6c4a566cd46541cc7be76e77045ad13a11cc9bb479c3b7a015bf0678f74599a41984879c8f4ffb00645dfde4c5a796e280dfe9585fe153e2115e83741c5ae890e4477a66fbb02601aa0d33241fb777eb2c936232a5344bb02a2789a13ac634d62f373d53f09666cdeb6ae4f67827efad618d6811950fdf6fe97eba818b72d73e4272f437a485fbe603c58707c59310f827a324b695e2068228e3b723fce77ba1c27240508932bba021984c48b2cf84c15902023c6ce36b7cc40ccf7ec4a25854b8c71acaf2c9cb363650ef32d37568a4109106e1b44a11c35ba8ed558483ab41ce031d03517368da23f1fd5c752778fd1e2d199517b23cc0c669c6f7d0e607b6aaac896d4d8e44bef00e650ccf73dab06d513e790dfc67418e2d3433989047bbd9cb9cb634683e5c34dbedb813c65386449f54cfaf602e38cbc1df04f656527308ce1b8582ad630fd023b2bbb54f5e48ace80d783c1b2368cf6bb6f9a9e22f848b39e303423ad68826288157e0ecaae6def592e4de9ccc63a212be84cdd20a65e3d122948e736bb9260faee8ab45d5ad149a7e24cdb047288b17d0d79671bdb43d892436ab54e07e4b5dce1c52240e8881003a1583dc76c5daec5dd2fc408bcbe4d04c9f5c9957059b3dd0b4285f65bb70571b3920e5c3293d75b4ea4c5d2473301982f57a7df734fdca959278727d40fd5dc8398a85493f2454f6cd8b0cf7a8049353b8cdbbea13679c20eb2dee391634be6e9a699b403bbe482eeeaef89a54768c071439333d4c6a28adddf10a44beb97e56d5688bc101109a9775d71aa2a445cb78b7dce7e882822b7bdf650d94f59c86600f282c81040876eff483a0ac749256dfe70f88fb6e5bd126c58964d4a97e931c8a78e3ac6cb2ee735e7fc3ee2dbf5460fde33f8ed9ee899f07b536e05a4633312afa5e34f4e6e34cd801fb91d2bc680352d3e2b28a750824867a3c4dcd97804e05cb41f4493c0832517300b7c7b6aa838b40063fd190c8e79780e4328cdac606b6aa9a547a7ae3dae28753a1ae72214ac04953a3e73c766c5b200c77b5498946406a6f5a6a6d6aa06be7e3badd26d5c8653f9990ecfd3af9aecededf72038c8f0ee62bf565e0949e794429ee14baf97383ca9eaed4cfcf0301eff28efd3937226a42c46366d1e993deb751b9ebf64f7a87d03ec3730f56f3cf706aa7e79bdb2166db81fd49ddd8b08a9276317be71e9551a28a632e4f70b9e6730b3a97614f53c3a611e4707e7d74d1adaf5e4fee906d21daa5738801ed1ada6729e8f9fa62fd10c6b4bc055e79b0381cd1d18dc75d35da14cf1a67cec117505211d8a80c60819663560a01ee7233c670f305677b737e84c8d6edcb35ad96db4d1ffc496a839387d2c97198ebb12aadcbec9bcfbe68bdc136120ae2fc9707df80fcff8f3f9f29ab90c86231af2d2e045bf4119fd8f6a3a835c2a92cf6db727cca5fdd3e345199dcfbe1717dacb1d
 
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Fowyr

Arcane
Vatnik
Joined
Mar 29, 2009
Messages
7,671
One boar and like four sows on embark.

But gay pigs? Really? I only hope the tavern will net a poem about this.
http://www.rpgcodex.net/forums/index.php?threads/experiment-claims-to-cure-homosexual-sheep.16734/
Approximately one ram in 10 prefers to mount other rams rather than mate with ewes, reducing its value to a farmer. Initially, the publicly funded project aimed to improve the productivity of herds.

The scientists have been able to pinpoint the mechanisms influencing the desires of “male-oriented” rams by studying their brains. The animals’ skulls are cut open and electronic sensors are attached to their brains.

By varying the hormone levels, mainly by injecting hormones into the brain, they have had “considerable success” in altering the rams’ sexuality, with some previously gay animals becoming attracted to ewes.
Dwarf Vivisector and Dwarf Hormone Therapist, coming next patch.
:troll:
 
Joined
Dec 17, 2013
Messages
5,392
Nice interview at PC Gamer with Tarn Adams:

http://www.pcgamer.com/dwarf-fortress-creator-on-how-hes-42-towards-simulating-existence/

Some tidbits of note:

The game is 42% towards completion right now with the latest release in terms of its 2600 individual goals.

They are working on a "creation myth" engine for DF which will procedurally generate a unique creation myth for each world which in turn will impact various things in it.

A detailed explanation of how cats get drunk in DF due to the simulation.

An explanation of how they decide which features to implement next, which might help some of you so critical of the game to understand the logic behind the development process.
 
Joined
Dec 17, 2013
Messages
5,392
Pretty cool development plan update on their website, dealing with magic and creation myths in particular, prepare your handkerchiefs beforehand to avoid any unsightly spillage:

"Improvements to Artifacts (pre-magic)

  • World generation preliminaries
    • Worldgen fortress artifacts
    • Worldgen named weapons/armor for heroes
    • Worldgen holy relics
    • Various claims and ownership types for artifacts (heirloom, entity symbol, etc.)
      • Conflict over competing artifact claims
      • Conflict can be resolved/ties deepened with artifact gifts
      • Worldgen invaders loot artifacts
      • Worldgen thieves directed toward new artifacts
      • Some worldgen megabeasts seize new artifacts
  • Background changes
    • Site maps vs. artifacts
      • All sites should understand how artifacts can be stored
        • Based on entity, balance desire to display with guards/traps/etc.
      • Handle kobold site maps
      • Some buildings/items used to display artifacts (all modes)
    • Knowledge/rumors for artifact locations/possessors
  • Artifact quests and agents
    • Quest to retrieve, steal or otherwise obtain artifact for somebody
    • Quests can be taken by player adventurer or other characters
      • Support for the journey
      • Ability to present artifact (quest or not)
      • Recognition of where artifact is placed by player and others
    • Artifacts as rewards for quests
  • Fortress artifact interactions
    • Player's fort mode artifacts can be the target of artifact quests
    • Invaders can demand artifacts and leave with them
    • Ability to send a squad off the map to fetch a stolen artifact
      • Handle the squad's tale upon return or rumors if the squad is delayed or doesn't survive
Creation Myths and Magic Systems

  • Creation myth generation
    • Parameters
      • Magic settings: From none to ubiquitous
        • Non-magical worlds will still have (possibly multiple) creation myths
      • Randomness settings: From Earth-like world to standard fantasy to completely random
      • Hostility settings: No death or violence to regular settings to bleak and horrifying
    • Detailed chronology of creation
      • Creative actions taken by gods and ancient races, cosmic eggs and primordial chaos, resulting in humans, dwarves, the land, and every other in-game object
      • Generated explanations for death, the afterlife and the origins of magic fully integrated into the myth
      • Magical landforms generalizing and/or replacing good-evil regions and the underworld
        • Can be closely tied in to new magic systems
        • Shape/materials related to the creation myth
      • Deities, angels, demons, forces and spirits further integrated into the world
      • New generated race categories: primordial giants/titans, fairies
      • Mythic artifacts and expanded artifact framework
        • New sources: divine, natural, ancient races
        • Connections to the world (magical regions, etc.)
        • Intelligent and semi-intelligent artifacts
        • Automatons and magical prostheses
    • Update world generation screen to display myth information
    • Editors for fixed worlds
      • Maps, sites, entities, historical figures, artifacts, myths, etc.
  • Recorded history
    • Bridge myth and recorded history by converting myth output to world generation start map
    • Wider variety of magical historical figures with new actions and powers, respecting myth
      • New wizards beyond necromancers: by race, by skill, by object, by corruption, by deal with another power
      • Wizards that wander
      • Wizards that live in isolation
      • Wizards that form groups (councils, covens, etc.), must have rationale (group magic, mutual protection, research, etc.)
      • Wizards that involve themselves with civilization
    • Further involvement of deity-level beings and their servants in mortal affairs
      • Basic divine law as a precursor to law framework
      • Manifestation and even integration with civilizations in high-magic settings
      • Conflicts between deities or the confused/imperfect agents of a single deity
    • Magical powers given to civilized creatures and other races in myths must be respected
    • Respect any magical weather, landforms, reagents, materials etc. from myths
      • One-way portals bringing creatures or material into the world (two-way will have to wait)
      • High-magic worlds can have many minor magical objects, usable in play
    • Allow permanent changes to occur to myth-level landforms, magic, gods, etc. during regular world gen
      • Bringing back lost deities/titans
      • Removing or reawakening magic in the world
      • Closing/opening new one-way portals
  • In-play world changes and new activities
    • Broad expansion of interaction system to support generated magic
      • New effect types
      • Interactions can require costs (reagents, rituals, blood, energy, etc.)
      • New situational and other restrictions on interaction use
      • Integration with the generated myth's deities, forces and planes
      • Magical objects beyond artifacts, such as wands, potions, ointments, runestones, etc.
      • Exposure effects (corruption, etc.)
      • Various learning methods from innate powers to difficult research
      • Generated skills and attributes to support diverse magic systems
    • Ongoing supernatural involvement with sites
      • Site afflicted with curse
        • Might be lifted through player action
        • Nested conspiracies and disasters might require an investigation or difficult decision
      • Seeking guidance from the wise
      • Artifact can cause or cure curses/effects by existence or position or ritual etc.
      • Site living in harmony with nature spirits, fairies, ancestral ghosts, angels, etc.
        • The player or others might disrupt this situation
    • Elves more strongly linked to fairies/nature spirits, related conflicts and quests
    • Bogeyman, night trolls and others generalized, respecting myths
    • Various ways to get supernatural companions as an adventurer
    • Magical beings infiltrating and corrupting society, beyond vampires
      • Countering this with inquisitions etc.
    • Stored artifacts with powers can come into use (incl. heirlooms, holy relics, etc.)
    • Incorporate new mythic artifacts into existing artifact quest framework
    • Continue to respect any magical weather, landforms, reagents, materials etc. from myths
  • Wizards
    • Base, generalizing necromancer towers (if applicable)
      • Site with appropriate chambers (laboratory, library, ritual, summoning, etc.)
      • Apprentices and servants
      • Conflict or cooperation with locals
    • Research
      • Develop powers which can change the world
      • Discover nested structure of the inner secrets of magic and the universe
        • Glimpses of the unknown, mysteries which can slowly become more clear
    • Player or NPC activities as right hand or apprentice
      • Benefits: magical augmentation, equipment, special companions
      • Quests and tasks and duties
        • Defeat opposition
        • Steal artifacts/books
        • Collect dangerous reagents for rituals
        • Treat with rivals
        • Guard master during long rituals or out-of-body periods
        • Sacrificed as vessel for demons
        • Smooth over problems from out-of-control summonings
        • Remove an artifact from an area so a wizard can act there
        • Move object from one stronghold to another
        • Help/hinder bloodlines (especially if bloodline magic is present)
  • Magic in the fortress
    • Artifact powers that matter for the fort
    • Generalize artifact moods, respecting myths
    • Various magic types available in fort mode in high-magic worlds
    • Invasions by magical beings beyond necromancers, creating new challenges
    • Diplomacy with magical beings
      • Expanded elf/nature spirit diplomacy
      • Long-term magical residents and other sorts of integration
      • Send a dwarf off as a wizard's apprentice
    • Magical research incorporated into library system
    • Fortresses meaningfully built around magical landforms
    • Impact of simple divine law and other deity/religion interaction
Fortress Starting Scenarios

  • Framework
    • Expand framework of law, custom, rights, property and status as needed to provide a variety of scenarios
    • Foundation of laws, both natural and supernatural
    • Explicit standing of different citizens vs. civilization authorities
    • Possible expansion of religious and family concepts to provide sufficient scenarios
  • Starting scenarios
    • Various possiblities that guide or govern fortress activity: frontier settlement, religious site, prison colony, mining company, military citadel, roadside inn, secondary/future palace of the monarch
    • Drastic changes to migrants based on starting scenario
    • Caravans/diplomatic relationships based on starting scenario
    • Reclaim mechanics should be folded into this
    • Generalize starting scenario relationships to every site foundation
  • Hill/deep dwarves
    • Ability to bring extra dwarves appropriate to the starting scenario
    • Entity populations surrounding your fortress in appropriate environments, both above and below ground
    • Ability to move dwarves in and out of surroundings
    • Relationship with surrounding dwarves
    • Ability to trade/demand food in depot or similar place with surrounding dwarves"
Under Wizards, "Discover nested structure of the inner secrets of magic and the universe" :bounce:
 
Joined
Dec 17, 2013
Messages
5,392
Joined
Dec 17, 2013
Messages
5,392
why not develop a UI ?

Why develop UI in the middle of development? That's not how game development works. You first develop the game-play, and then when that's nailed down, you develop the UI for it. He can't do it yet, because with the 400000 features to come, he wouldn't even know what the final UI would look like.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,266
why not develop a UI ?

There is pretty functional UI. What it needs is mouse support and redesign of direction arrows. It is a joke to use */-+ arrow keys and uhjn at the same time when pgup/pgdwn + arrow keys could do everything like that.
 
Joined
Dec 17, 2013
Messages
5,392
There is one in city builders forum that was started after this one, but DF is not a city builder. As one of the interviews I linked above explicitly states, it's meant to be an RPG type game primarily with stories and so on. The fortress mode just kinda emerged out of it, but ultimately, it's meant to be much more.
 

Old One

Arcane
Joined
Jul 13, 2015
Messages
3,914
Location
The Great Underground Empire
I've just started playing this, but only in Adventure Mode. I can't remember the last game that made me laugh this hard.

After a couple of experimental characters, my cougar-man "Jack Lemon" sneaks up behind a fat stray cat and bites it on the neck. The bite holds so Jack thrashes the cat around back-and-forth until it dies. Then he gets out his knife and slices the carcass up into a variety of meat products and carves the bones into jewelry. Awesome.
 

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