• Dwarf Fortress v14 - Clean Socks Save Lives
    4,081 replies, posted
[QUOTE=hobothehero;32954665]While this would be incredibly awesome you would really have to work on refining it so it doesnt require an enormous amount of bookkeeping, eg you try to throw some sand at an elf and it takes about ten minutes to do all the calculations etc. Im sure there will be a way to get lots of depth in an easy to handle way without each action taking half an hour but you will have to do a lot of work on a system to get it down to that. Anyway best of luck to you in creating it. If you need any help from professional and/or experienced rpg makers try [url]http://forum.rpg.net/forumdisplay.php?11-Game-Design-amp-Development[/url]. I have found it very useful for getting feedback and constructive criticism etc[/QUOTE] Which is why I'm thinking that this is much harder than it first looks. By the looks of my initial system I'm going to need a Dwarven Bookkeeper just to haul the stuff around. Character generation should still be a mildly complicated process. Combat should be "cracked the skull and piereced the brain" fast and brutal. Or I can ditch the rest of the idea and use the a modified version of an existing game. But I REALLY don't want to do that. It takes away fun, which is what DF is all about. [editline]25th October 2011[/editline] [QUOTE=hobothehero;32955030]Dont actually use a hundred sided die tho, just use two ten sided dice one for tens and the other for ones[/QUOTE] Good idea.
[QUOTE=hobothehero;32955030]Dont actually use a hundred sided die tho, just use two ten sided dice one for tens and the other for ones[/QUOTE] What's wrong with hundred sided dice?
[QUOTE=AzureAngelic;32947375]I wasn't even aware DF even had rocs. Also, several elks got loose in my fortress and killed my miners :l[/QUOTE] DF does have rocs, a breeding pair can take anything down and they make great sources of eggs and meat. they also tend to be larger than dragons.
Devlog. Sounds fucking awesome. [quote]After testing out the numbers for their resistance to physical damage, the first thing I did was clean up the aging code for vampires. The default behavior is now for their physical body to not age at all, so child vampires will stay children for example, whereas the old behavior was growing old and never dying. The system put in place will also make it easy later to do anti-aging effects (like fountains of youth etc.) as well as supernatural aging where somebody advances ten years after something happens while also knowing what age the creature "should" be (so that time might "catch up with them" in the future). Then I did the blood conversion testing, which involved a lot of lapping up vampire blood off of various arena surfaces. It can only track the vampiric status of historical figure blood, but you can get historical figures in the arena if you control them as an adventurer first, so I'd create a vampire, control it, go back and create a new and powerful human, control it, kill the vampire, and then lick all the blood. And hopefully become a vampire myself, which eventually worked. The historical figure blood tracking issue isn't a problem during regular play, because all vampires are historical figures as things currently stand. The last thing I got to was getting the historical dwarven vampires from world gen to come as migrants on occasion. Next up will be getting them to feed. This will leave one of your own dwarves routinely doing troubling things to the rest of your population, without you knowing immediately who is responsible. In order to make this a fun thing rather than an annoying thing, we're going to revamp the justice system a bit so that you can have crimes that have been committed (in the Justice screen, say) where the perpetrator is not known. In this case, the plan is to then have a witness to a bloodfeeding be able to report that to a guard/sheriff/etc., and then that'll be available for you when you decide on somebody to accuse/arrest/punish. You'll be able to accuse the wrong dwarf, and we might have the vampire or grudge-holding dwarves level false accusations that'll muddy the witness accounts a bit. It should be entertaining once it is tweaked and tested, but first I need to get the guts of it in.[/quote]
[QUOTE=Orkel;32956250]Devlog. Sounds fucking awesome.[/QUOTE] YOu know what this means right? ANOTHER WAY TO GET RID OF NOBLES.
[QUOTE=Orkel;32956250]Devlog. Sounds fucking awesome.[/QUOTE] When is a DF devlog not fucking awesome.
[QUOTE=PunchedInFac;32956569]YOu know what this means right? ANOTHER WAY TO GET RID OF NOBLES.[/QUOTE] Brings a whole new level to the Count... Forcible noble vampirism!
[QUOTE=Tampong;32955202]What's wrong with hundred sided dice?[/QUOTE] Generally they're considered bad in tabletop games and are usually replaced with 5d20 unless you want a truly random number (eg. dungeon master decides on a random item from a table). It's a lot more likely to get a 1 or a 100 from a d100 than it is to get a 4 or 100 from 5d20. [editline]25th October 2011[/editline] I suggest you go with the traditional D&D style attribute choosing, though. It's a lot more balanced and doesn't fuck up your character entirely if you roll a 1.
[QUOTE=Orkel;32956250]Devlog. Sounds fucking awesome.[/QUOTE] Does this mean we can execute anyone at whim?
[QUOTE=Falchion;32957771]Does this mean we can execute anyone at whim?[/QUOTE] "What is your decision, sir?" "All the nobles are vampires, execute them!" "Uh sir, I don't think-" "ARE YOU QUESTIONING MY ORDERS?" [editline]25th October 2011[/editline] You'll probably be able to punish the king / queen (or the hammerer) and make shit hit the fan when the first buggy patch comes out.
The game that always brings me back to DF is Elasto-fucking-Mania. Question: Can I somehow barrel water? :v:
Vampire dungeon master wearing twelve cloaks Badass
[QUOTE=HALP Cat;32957809]"What is your decision, sir?" "All the nobles are vampires, execute them!" "Uh sir, I don't think-" "ARE YOU QUESTIONING MY ORDERS?" [editline]25th October 2011[/editline] You'll probably be able to punish the king / queen (or the hammerer) and make shit hit the fan when the first buggy patch comes out.[/QUOTE] Even the hammerer gets in trouble.
[QUOTE=HALP Cat;32957809]"What is your decision, sir?" "All the nobles are vampires, execute them!" "Uh sir, I don't think-" "ARE YOU QUESTIONING MY ORDERS?" [editline]25th October 2011[/editline] You'll probably be able to punish the king / queen ([B]or the hammerer[/B]) and make shit hit the fan when the first buggy patch comes out.[/QUOTE] Hammerer accused, Hammerer assigned to deal out punishment. Only one hammerer in fortress. Endless recursive loop of pain.
Sheriff is spotted drinking blood. Witness reports to sheriff his own misdeeds. Witness disappears under mysterious circumstances, GCS blamed. Repeat. All goes as planned.
One thing I'd love would be Dwarves forming different social classes. For example poor, well off and rich/noble. With possibilities for revolts and stuff (tantrums are not revolts, those are just blood frenzies targeting anything and anyone, I'm thinking of something way more structured). Then being able to separate the classes, like poor people living in huge common rooms, and rich living in their own rooms (you can kinda do that already, but you have to manually set them and it's in no way the same thing, they aren't coordinated or holding together, except for friendships). How you would determine each Dwarf's wealth (and what they want as environment) would need an entire system though. However it would be awesome to have the peasants forming a revolt and trying t loot the Noble area (and the military slaughtering the rag-covered mud-smeared masses). [editline]25th October 2011[/editline] That and we need a nursery zone, both because having babies running around isn't very safe, but mostly because then I can get to see a berserk dwarf smashing into a nursery screaming and tearing apart babies left and right.
[QUOTE=PunchedInFac;32955008]I'm thinking that instead of 1d100 that I make 4d20, but only for skills and they will only go up to adept at chargen. My idea is that Skill will have the largest modifiers out of any character attribute, eg: A Mighty adept swordsman will be beaten easily by a weak high master in a swords only fight, So a lucky player will breeze through the early levels without challenge due to massive skill modifiers. Attributes will still follow the 1d100.[/QUOTE] I am most familiar with the d100 combat system thanks to Dark Heresy but its really open to interpretation. [quote]For Talent Levels (points spent on talents by using exp) 1-6 Dabbling 7-13 Novice 14-20 Adequate 21-27 Competent 28-34 Skilled 35-41 Proficient 42-48 Talented 49-55 Adept 56-62 Expert 63-69 Professional 70-76 Accomplished 77-83 Great 84-90 Master 91-95 High Master 96-98 Grand Master 99-00 Legendary [/quote] So say I had an adequate swordsdwarf ([I]20 points invested in swords[/I]) fighting a novice([I]5 points[/I]) speardwarf. Rolling to hit would use a 1d00, if the swordsdwarf rolled 20 or under, it hits. His skill gives him a 20% chance to hit at his mediocre level, investing more points in his skill makes him more accurate. Naturally, as he gains experience, he becomes more accurate and powerful if he invests his points wisely. Unfortunately for him, so would the enemies he faces. Modifiers like armor, agility, terrain, sight, buffers, would either help/hurt his ability to do damage to his opponents. [quote][B]Ideas for Combat Modifiers:[/B] [B]Aiming[/B] - +10 for half action aiming/+20 for full action aiming [B]Difficult Terrain[/B] - -10 to hit target/ -20 for harsh terrain [B]Cover[/B] - Not aim-based but provides additional armor to unit based on material. Cover can be destroyed if damage threshold is met [B]Overwhelmed[/B] - Outnumbering an opponent 2-1 gives a +10 to hit [/quote] Things like agility, armor, blocking, and dodging would follow the hit roll. Roll to hit>Enemy roll to dodge/block>Does attack pierce armor?>wounds done>wound location>crits?
Oh this update is going to rock.
[QUOTE=Tampong;32955202]What's wrong with hundred sided dice?[/QUOTE] Its just much more common for people to have two ten sided dice lying around than a hundred sided die. Two ten sided die are also easier to read for me and it is more fun to roll two die than one!
[QUOTE=Nitrowing;32961826]I am most familiar with the d100 combat system thanks to Dark Heresy but its really open to interpretation. So say I had an adequate swordsdwarf ([I]20 points invested in swords[/I]) fighting a novice([I]5 points[/I]) speardwarf. Rolling to hit would use a 1d00, if the swordsdwarf rolled 20 or under, it hits. His skill gives him a 20% chance to hit at his mediocre level, investing more points in his skill makes him more accurate. Naturally, as he gains experience, he becomes more accurate and powerful if he invests his points wisely. Unfortunately for him, so would the enemies he faces. Modifiers like armor, agility, terrain, sight, buffers, would either help/hurt his ability to do damage to his opponents. Things like agility, armor, blocking, and dodging would follow the hit roll. Roll to hit>Enemy roll to dodge/block>Does attack pierce armor?>wounds done>wound location>crits?[/QUOTE] You are putting down some good ideas but I dont like the idea of swinging a sword 3 inches from the wall and missing the damn thing. I'd like to account for glancing hits or innefectual hits.
[QUOTE=PunchedInFac;32964150]You are putting down some good ideas but I dont like the idea of swinging a sword 3 inches from the wall and missing the damn thing. I'd like to account for glancing hits or innefectual hits.[/QUOTE] For things like walls and unconscious enemies would be an automatic hit. Sort of like in regular adventure mode and in other TT games. I think they call it a coup de grâce. As for the levelling is sort of makes sense. A person who has never touched a sword before would be extremely lucky to get a hit in on a moving target. If one person has a 50% chance to hit as compared to a 10% chance to hit gives the skilled person an obvious advantage while allowing a minute hope for the little guy. Combat, like DF itself, should be screamingly brutal against the unfortunate.
[QUOTE=Orkel;32956250]Devlog. Sounds fucking awesome.[/QUOTE] I certainly hope this means he'll expand on grudges and whatnot and include more crimes like say... murder. I'm definitely interested in playing Dwarf Clue. It was Urist in the pasture with a pigtail sock!
Urist McNoble places a mandate for the production of a billion silver mugs. Urist McMetal has no silver. Urist McNoble sentences Urist McMetal to a hammering, rending him unable to perform work. Three years later, a vampidorf is confirmed to be lurking in the fortress! Urist McMetal convinces his old war buddies to accuse Urist McNoble of being a vampidorf. During the trial, Urist McJustice is bribed by Urist McNoble with a masterpiece slice of cheese. As soon as Urist McNoble is declared not guilty, Urist McMetal initiates a riot, ending with the lynching of Urist McNoble, Urist McJustice, several cats, and the slaying of 1/5th of the lower-class population by the senile old drunk hammerman. In the end, it turns out the vampire was actually [sp]the cats!!!!!!![/sp]
I just looked up my old fort, thinking I might start playing it again... Dunno if I want to do that or start a new fort. A bunch of my dwarves had nicknames, and I can't remember why I assigned half of them. Like one was named "Thucydides" and I had no idea why. Turns out it was because he made an artifact with an image that told of a battle the fort had been through. There's one named Wolverine... I think that's the soldier who killed a hard-shelled forgotten beast by clawing it. There's one named Joker... Not sure about that. And Silky, and Lefty [editline]26th October 2011[/editline] Ok, pretty sure I named one Joker because he killed a giant bat. But I have no idea on Silky and Lefty. I would've thought Lefty was missing an arm or a leg or something, but apparently not.
Does silky wear silk clothes and is lefty left handed? Though left handedness is very common with dwarf fortress characters.
Made an arena mode mockup. :D [IMG]http://i1209.photobucket.com/albums/cc387/Dbuhos/def-1.png[/IMG]
[QUOTE=Dbuhos;32974130]Made an arena mode mockup. :D [IMG]http://i1209.photobucket.com/albums/cc387/Dbuhos/def-1.png[/IMG][/QUOTE] You usually sheathe swords.
Yeeah probably, I wasn't sure about that verb so I though that was the best choice. Guess it wasn't.
The heck. What are the odds that my proficient mason makes something for the first time and it becomes a masterpiece? Two times in a row
[QUOTE=Dbuhos;32974130]Made an arena mode mockup. :D [IMG]http://i1209.photobucket.com/albums/cc387/Dbuhos/def-1.png[/IMG][/QUOTE] I hope DF combat becomes that descriptive. It would be so brutal, even moreso than it is now.
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