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Difference between revisions of "User:Knight Otu/Drafts"

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[[../|Back to my user page]]
 
[[../|Back to my user page]]
 
== Draft version [[Night creature]]==
 
 
Introduced in v0.31.17, and further expanded in v.3?.01, '''Night creatures''' are a class of hostile creatures. Many of them are generated procedurally, whether as a full creature, through an [[interaction]] changing a normal creature, or a mixture of both. Due to their larger exposure, [[night troll]]s are generally called night creatures on the forums.
 
 
Each type of night creature is depicted in the game as either a ñ or Ñ of a different color. The currently existing night creatures are the following:
 
 
* [[Night troll]]s, which abduct certain civilized creatures of the opposite gender, transform them into a spouse, and mate with them. They are represented by a dark green Ñ.
 
* [[Bogeymen]], which ambush lone travelers at night, chasing them relentlessly until the victim can retreat indoors or manages to survive until daylight. They are represented by a dark grey ñ.
 
* [[Ghost]]s, the restless spirits of the dead that weren't properly memorized. Depending on circumstances, they have various ways to interact with the living. They are represented by a white Ñ.
 
 
* [[Undead|Animated dead]] are the skeletons and zombies that arise in evil regions or under the thrall of a necromancer. They are represented by a dark cyan Ñ that slowly flashes over their basic creature tile.
 
* [[Necromancer]]s are historical figures that have found secrets of life and death, becoming immortal and gaining the ability to animate the dead. They are represented by a light magenta Ñ.
 
* [[Mummy|Disturbed dead]] are the dead rulers of civilizations, interred in grand [[mausoleum]]s. They will arise if disturbed by graverobbers and lay curses on the trespasser. They are represented by a yellow Ñ.
 
* [[Werebeast]]s are people cursed by the gods for profaning their temple, or those to whom they transferred that curse. At the full moon, they will transform into a ravenous monster. They are represented by a brown Ñ.
 
* [[Vampire]]s are undead blood drinkers that can often pass for living, moving on when suspicion on them grows too much. Occassionally they might start immortality cults instead, and might make a bid to seize power over a whole civilization. Vampires that don't pass for living are represented by a dark red Ñ.
 
 
In addition to the existing night creatures, [[Dwarf Fortress Talk]] #14 reveals future plans for other types of night creatures, which are as follows:
 
 
* Dark magenta night creatures will be [[stalker]]s, undead that arose from brutal killings and executions, taking on aspects related to their death.
 
* Light cyan night creatures will be [[intelligent undead]] - undead creatures that do not fit into the other categories of undead.
 
* Light red night creatures will be [[constructed creature]]s. These are creatures like Frankenstein's monster, with mismatched limbs, sutures, and grafted weapons.
 
* Light grey night creatures will be [[animated furniture]], to be found in certain haunted houses, making sounds, moving about, and attacking the unwitting soul entering them. Their Ñ is supposed to be flashing over their basic furniture tile.
 
* Light green night creatures will be various sorts of evil beasts, such as evil rotten cabybaras or evil animated trees.
 
* Dark blue night creatures will be monsters of the sea, including aquatic hags and trolls such as Grendel.
 
* Light blue night creatures will be cursed people of the sea, such as undead pirates or seafarers.
 
 
==Draft version [[Night troll]]==
 
 
'''Night trolls''' are a type of [[night creature]] introduced in v0.31.17. They are supernatural monsters which kidnap non-[[goblin]] [[civilization|civilized]] beings, transform them into spouses, and then mate with them to produce young.  The children are all the same sex as the night troll, never that of the spouse.  In [[adventure mode]], night trolls and their spouses can be given as quests.
 
 
Like [[bogeymen]], [[forgotten beast]]s, and [[titan]]s, each night troll is randomly generated and different from all the rest. Not all night trolls are named as such - the possible names, apart from words indicating night, evil, or darkness, include crone, freak, hag, horror, man, monster, ogre, ogress, troll, and woman.
 
 
Their lairs are mounds or holes in the ground with doors or hatch covers. Depending on the night troll, they can contain various tools, small amounts of discarded coins and clothing from their victims, corpses, organs of sentient creatures prepared as food, cauldrons of blood, bone meal, and ground vermin.
 
 
The night trolls' lairs, [http://www.bay12forums.com/smf/index.php?topic=60554.msg1729406#msg1729406 according to Toady One], have a unique tag that causes items placed there to not be scattered around or rot.
 
  
 
=Dwarf Fortress Talk=
 
=Dwarf Fortress Talk=
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|-
 
|-
 
|"Pretty much everything will be broken ... but it'll be pretty easy to fix too". Supporting old mods is nearly impossible with major releases.
 
|"Pretty much everything will be broken ... but it'll be pretty easy to fix too". Supporting old mods is nearly impossible with major releases.
|-
 
|'''How large do you think the community is; what kind of feedback tells you about how widespread your work is and where do you think you're getting the most press these days?'''
 
 
|-
 
|-
 
|'''How exactly long, wide and tall is a tile in Dwarf Fortress? Are they cubes?'''
 
|'''How exactly long, wide and tall is a tile in Dwarf Fortress? Are they cubes?'''
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|-
 
|-
 
|Toady One reads less books than he would like. Several of those that he had read at the time are related to the design of the game in some fashion.
 
|Toady One reads less books than he would like. Several of those that he had read at the time are related to the design of the game in some fashion.
|-
 
|'''When starting a game what is your software architecture approach?'''
 
 
|-
 
|-
 
|'''Is magnetite armour going to be picking up stuff?'''
 
|'''Is magnetite armour going to be picking up stuff?'''
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|'''Do you have any plans to make the dwarves have the ability to [prospect]?'''
 
|'''Do you have any plans to make the dwarves have the ability to [prospect]?'''
 
|-
 
|-
|The real problem here might be that mineral distribution is sub-par, so a better distribution might make this less important. Others may want to know where features are to avoid those breaking their fortress layouts. Mostly, it's a question of finging an implementation that keeps the feel of the game.
+
|The real problem here might be that mineral distribution is sub-par, so a better distribution might make this less important. Others may want to know where features are to avoid those breaking their fortress layouts. Mostly, it's a question of finding an implementation that keeps the feel of the game.
 +
|}
 +
 
 +
==Dwarf Fortress Talk 2 - Sieges and Megabeasts==
 +
Posted Sep 1 2009; [[http://www.bay12games.com/media/df_talk_2_transcript.html Transcript]]
 +
 
 +
The second Dwarf Fortress Talk talks about sieges, as voted on by the community, and megabeasts before moving into hearer questions. It has a guest host, Ampersand.
 +
 
 +
{| class="collapsible collapsed" style="width:80%; border-spacing: 1"
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|- style=background-color:#ccf
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! Dwarf Fortress Talk 2
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|- style=text-align:left
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|- style=padding-right:1em
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|''How long have sieges been in Dwarf Fortress and what is their purpose?'''
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|-
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|Sieges have been in since before the first release. They could come from the underground animal people, the ever-increasing [[goblin]] sieges, and an attack by the [[undead]]. They are a way to add some combat to perform as well as a challenge. Right now, sieges are a bit better at respecting the civilizations of the world and their relations, but artificial ramping up of the sieges with non-existing populations still happens. That should improve in the future.
 +
|-
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|'''I put up a bunch of traps and they all die, then they run away.'''
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|-
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|Traps are ridiculous right now. They allow that a core element like sieges can be treated as an optional challenge. That needs to be fixed, and traps nerfed, though the details are not worked out yet. Siegers also need to become smarter about things like this, and have countermeasures. The players should need to adapt their strategies, though player cleverness is likely to beat the AI often still. But making use bridge building, dirt ramps, siege engines, fantasy warbeasts, and flying and digging can help them. Digging is a controversial thing, if only for fortress aesthetics, so that particular tactic might be an init option. There are other ways in which siege AI needs to be improved, such as understanding terrain, moving bridges, and pathfinding.
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|-
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|'''Are you planning on allowing trap disarming in fortress mode?'''
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|-
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|It's a reasonable idea. They'd probably need to see it in action first, but could become suspicious of similar circumstances.
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|-
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|'''Do invaders actually have goals when they invade?'''
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|-
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|Kind of, depending on the creature. Humans want to kill everyone, as do goblins in large numbers. Elves try to shoot you, but aren't necessarily out to kill everyone. Snatchers and item thieves only try to make it in, to their target, and then out again. Hopefully this improves as real army movement goes in. A siege might end up with a diplomatic meeting.
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|-
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|'''Is there ever going to be a time when goblins actually ... demand tribute ...?
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|-
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|There are kind of fake tribute relationships in worldgen that amount to nothing, so that should eventually happen. There are several goals towards more complex diplomacy on [http://www.bay12games.com/dwarves/dev_single.html the dev pages]. A lot of improvements in that regard and other war-related issues require the Caravan Arc to be completed.
 +
|-
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|'''Is there a possibility through the siege mechanisms to start eliminating entire populations?'''
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|-
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|This is part of the reason that actual populations and moving armies should go in early. Right now, losses mean very little to the opponent, and they really should.
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|-
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|'''So will sieges tie into wars? Will you be able to siege other peoples and then it'll show their place...?'''
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|-
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|Inspired by Civil War documentary, such actions will probably take place mostly on a zoomed-out map with units and army lines and such. This is also important due to the probable number of combatants in the area and the scale of the conflict - there can't be thousands of soldiers on a dwarf mode map at once. There is also the question of what happens when those thousands of soldiers come to your fortress and its environs. You'd probably first contest them with your outside army before they reach your fortress, and then they might send two hundred soldiers or so at a time, and various circumstances might lead them to give up.
 +
|-
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|'''I can see a few things that would possibly trigger ... a war ... like a stolen artifact ..., or ... goblins kidnapping the king's son'''
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|-
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|
 
|}
 
|}

Latest revision as of 20:52, 2 March 2012

Back to my user page

Dwarf Fortress Talk[edit]

Dwarf Fortress Talk is the official podcast of Dwarf Fortress, hosted by Toady One, Capntastic, and Rainseeker.

The podcast usually has a topic. This was in the past decided upon by forum polls, but later podcasts had current developments as their topics. Most talks feature questions from listeners, as well as outtakes (such as mistakes that did not belong into the edited versions). The isn't on a regularly schedule due to time constraints of the hosts, though ocassionally, only two of the hosts will be part of a cast.

Dwarf Fortress Talk 1 - Forum Questions[edit]

Posted Aug 6 2009; [Transcript|http://www.bay12games.com/media/b12_call_1_transcript.html Transcript]

The first Dwarf Fortress Talk mostly uses forum questions to start discussions on various development plans.

Dwarf Fortress Talk 2 - Sieges and Megabeasts[edit]

Posted Sep 1 2009; [Transcript|http://www.bay12games.com/media/df_talk_2_transcript.html Transcript]

The second Dwarf Fortress Talk talks about sieges, as voted on by the community, and megabeasts before moving into hearer questions. It has a guest host, Ampersand.