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Author Topic: Can the player create evil ?  (Read 1005 times)

Gimli007

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Can the player create evil ?
« on: October 09, 2011, 05:16:27 am »

I whould like to know if the play could make a unevil region evil if his dwarfs die a lot and one or some dwarfs become berserk and started a dwarf's Texas massacre.

Does this make a place evil then if the player would reclaim it again?

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IMAC 24"

Kappas

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Re: Can the player create evil ?
« Reply #1 on: October 09, 2011, 05:19:31 am »

The only way biomes change is the human deforestation during world gen. I recall also savage regions may also become more civil during world gen.
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Lexx

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Re: Can the player create evil ?
« Reply #2 on: October 09, 2011, 06:43:38 am »

Check the last talk that was had. It touches upon what they want to do with evil regions being generated. Right now they are only made in world gen or start out evil.
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Spinning Welshman

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Re: Can the player create evil ?
« Reply #3 on: October 09, 2011, 06:48:29 am »

It would be really interesting if biomes could change during play, so instead of the biome dictating the residents, the residents, to an extent, dictate the biome? could add a lot of depth to fortress mode :)
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I also just had a human diplomat enter from the surface, hold a meeting, then exit the map via hell.... I guess he thinks he's pretty hardass.

Flattermann

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Re: Can the player create evil ?
« Reply #4 on: October 09, 2011, 07:09:23 am »

Quote
Rainseeker:    Question here from Gorobay, he asks: 'If befoulment, as in Threetoe's story Forest Befouled, will be an interaction?'
Toady:    Well that was a pretty messed up story if I remember that ending there, where the poor ... there were various dead things ... Yeah, so it kind of leads to the main overall question, like 'Where did these evil regions come from?' Some of them probably started out that way, but ... they obviously have to arise during play, I think, because that would be very interesting if you've got some kind of evil thing sweeping over the landscape or some horrifying event that happened that caused a whole place to turn corrupted in some way. So there are various ways to consider it and if he means would befoulment be an interaction in the sense of interactions ... he must be talking about interactions as we've been talking about them, as in a kind of magical effect that changes the world, and I think that's the best way to do it, because it's either that or it's some kind of scripted thing that says 'This region became evil' which is kind of how they're made now right at the beginning of the world; it just picks some regions and makes some evil.

But if it has internal consistency to it then it can lead to all sorts of interesting things as ... you know, it's kind of how we've strived to make all of our mechanics so that they all lock together, so if there's an interaction somehow, like if you take the evil thing example, that some horrifying thing happens - I mean there would have to be some kind of like 'How horrible is this event?' meter; in that story I don't remember quite what it was but it was bad, what happened in the water, there was something very bad that happened in the water in that story, that you are welcome to read - and that would count as ... The game should be able to recognize - especially if its matters of life and death, it's the easiest thing to recognize - 'Something bad just happened to a bunch of innocent critters' and that means that the interaction ... what I was getting at is that the interaction, then, there could be a regional interaction that has a trigger of something happening - there might have to be other conditions because you don't want it to happen necessarily all the time - but if something horrifying happens, whether or not it's a specific sacrifice or just some bad event, then what it could do is call down the effect with the target being the region, and the effect would be some kind of evilification procedure. Then that would go ahead and happen and what that would do would be to put evil regions on the same footing as cursed individuals, meaning that there would be a rhyme and reason now to what's happening, and I think that's definitely how it's going to go when we finally do answer the question about where all these evil regions came from; there are going to be procedures by which they're generated.

I think ... it's not just that, right? There could be ones that still are starting as evil regions because I think that's also a traditional way of doing things; 'This place is bad, it's always been bad, and no one asks why' and there is no why, right, there's just a bad area, but it's more interesting when there's a story behind it so generally I think that's how it'll actually go. We've already got some regional effects that are the region acting on people in the region, like something that ... you could make an evil region that gives you blisters or make an evil region that curses you for the rest of your life so that you can never perform a skill roll again, which is bad news, so you wouldn't go there. But the regions ... it isn't in now, but the region could just as easily be a target for that kind of thing, it's just the sort of thing that needs the will to push through the couple or three days it takes to do it, and that's it. Hopefully that answers the question ...

read more @ http://www.bay12games.com/media/df_talk_16_transcript.html
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