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Author Topic: New good race, to balance all of the evil in this world (Idea)  (Read 8012 times)

LMeire

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Re: New good race, to balance all of the evil in this world (Idea)
« Reply #75 on: September 24, 2014, 03:53:33 pm »

I have no idea if it's possible to change what faction you are but it sounds awesome.

How about questing after relics, as in the old legends of Excalibur, the Holy Grail, or the Golden Fleece? Like the Orc raiding system but with lower chances of success, the main benefit being a small boost to purity just from running it and possibly a special weapon/armor piece. ~65% of nothing, ~5% of killing the worker, ~20% of bringing back some super-valuable furniture, (So it makes people happy when they look at it.) ~10% of bringing back a weapon or armor made of a random material.

A special "incense candle" tool be required to run most (un)holy rituals, made with a bag of leaves, a thread, and a blob of wax/tallow.

Another idea: Pilgrimages: Sending out an expedition to find a legendary location, pay some respects when they get there, and bring something back to put to practical use.

Possible pilgrimage examples:

Take an empty barrel and investigate rumors about a "Fountain of Youth", ~95% chance of unit returning with an ordinary barrel of water, ~5% chance of returning with a barrel of eternal youth potion.

Take a bag and set out to collect a featherwood sapling to process and farm for fort use. Evil equivalent collects glumprong sapling instead, with a risk of killing the harvester.

Pay respects at a legendary tomb, costs incense candles to burn in effigy on location, doesn't do anything but increase purity rating. Evil pilgrimage robs the tomb instead hopefully while the guardians inside are distracted by the placating incense smoke, resulting in a bit of treasure and taint should the robber be successful.

As for the equipment issue: A "Chapterhouse" building, used to communicate with the main organization for resupplying. Really slow reactions due to the bureaucracy, but they provide standard arms and armor in exchange for purity points. (If it's even possible, that is. I'm a history/folklore enthusiast, not a coder.) Negotiation or Persuasion could decrease the time it takes to request goods.
« Last Edit: September 24, 2014, 07:54:32 pm by LMeire »
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taldarus

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Re: New good race, to balance all of the evil in this world (Idea)
« Reply #76 on: September 24, 2014, 08:41:32 pm »

 The lack of knowledge is what kills me. I am really fluctuating on the writ vs purity aspect. As I can use writs kinda like a currency, its within my scope. Also I am kinda hung up without someone to help or explain dfhack to me. Very Boring doing nothing! So back to original idea. Not a big deal, just easier to work with. (Smiles on inside) I would like to integrate corruption. Is it possible to control?

IE: I am thinking of plump helmet men and their revolts. Never messed with them (it is on the list, unfortunately df has a VERY long list for me :) ) If the take over the fort, the player loses or just maintains the usual controls but with a new.... Screw it... gonna make one after the post....

I think people all like the idea of being able to 'fall', and I have no idea how to add that without the last post. Now that I think about it, it was the main reason I dropped my writs...

Just gonna make writs a currency for the faction. I can do something this way, and if someone steps up who can dfhack we can worry about it then. It will function exactly as above, but clutter the fort with 'papers'. Of course, I will study corruption men to see if I can implement corruption without dfhack.

Like the ideas. Pilgrimage is perfect for getting holy relics (Early game currency). Add in a small chance of something actually useful. Still thinking over the rest, but history buffs are useful for ideas! Also could use some hardcore warhammer buffs, more a 40k man myself. Warhammer sounds a bit closer imo.

So its one of my many days off.
Goals for today:
-Study plump helmet men (For corruption, not fun!)
-Create a working writ system
-Figure out negative consequences (May tinker with diplomacy as well some form of anti currency)

Note: I feel this post is out of date. As I totally read the forum rules, I already know the answer, I just want to test the rest of you. Can I repost here? Or should I check with Meph, so I don't clutter things up?
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Meph

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Re: New good race, to balance all of the evil in this world (Idea)
« Reply #77 on: September 25, 2014, 06:34:43 am »

The forum rules I inveted was just to slow down the creation of single threads for single questions, which make more sense to be all together, so that people that have the same problem can find them easier.

You can open as many threads about as many topics as you like. Besides, I am not a moderator, thats only Toady. ;)
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taldarus

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Re: New good race, to balance all of the evil in this world (Idea)
« Reply #78 on: September 28, 2014, 03:18:52 am »

Not a full post, but I have been busy with real life. Supposed to be 'free' time got eaten up. Still more free time ahead though, so I feel that I will be able to have a working system figured out by the end.

To do List:

   * Limit start supplies
   * Study Object mechanics
   * Limit animals (wagon?)
   * Go through workshops (hardcoded) - Try and rename/change function (High Priority?)
      * Get supplies (Food, timber, drink, clothes, medical stuff)
      * Get armor and weapons
      * Questing Site
      * Pilgrimage (Casting materials) (169 Count) (3 reactions?)
         * Search for Trinket (Amulet), Symbol (Scepter), Artifact (Figurine)
         * Blessed Trinket - 81 (50%)
         * Blessed Symbol - 27 (15%)
         * Blessed Artifact - 9 (5%)
         * Holy Trinket - 27
         * Holy Symbol - 9
         * Holy Artifact - 3   (1.7%)
         * Sacred Trinket -9
         * Sacred Symbol - 3
         * Sacred Artifact - 1 (0.5%)
      * Magical Facilities (Blessed, Holy, and Sacred - Each requires an equivalent Pilgrimage, and subsequent buildings materials)
         * 3 Tiers of Shrines
            * Blessed Shrine (Healing Building)
            * Holy Shrine (Stronger Heals, Unit buff's)
            * Sacred Shrine (Strongest Buff's, Potential Powerhouse unit source)
         * 3 Tiers of Temples
            * Blessed Temple (Early Source of writs = Supplies, honors the dead?)
            * Holy Temple (Low level Equipment buffs, Better version of Writs?)
            * Sacred Temple (Powerful Equipment buffs, 1 defense spell)
         * 3 Tiers of Reliquaries
            * Blessed Reliquary (Early Defensive structure, traps and wards)
            * Holy Reliquary (Reformat Biome?)
            * Sacred Reliquary (Ultimate abilities)
               * Create the Mother
   * Economy will function like this - Multiple tiers of embassy type workshops for each (every?) faction. As your faction grows, a random (1% chance'ish) writ will unlock the next tier, symbolizing a growing relationship with the relative faction, it will give access to the higher quality resources better deals.
      * Receive calls for aid (A random, no risk task that leads to receiving, special faction assignments)
         * Defend village, town, city, king
         * Hunt terrorizing megabeast
         * etc
      * Call for supplies
         * 50% food stuffs
         * 50% building mats
         * 45% other
      * Call for aid
         * 30% one member
         * 25% second
         * 20% third
         * 15% fourth
         * 10% fifth
         * 5% sixth
      * Call for armaments (faction specific)
         * 20% armor (per piece, one set)
         * 20% weapons
   * Headquarters
      * Send out patrols (Increases the security of the region, gives a 'document' allowing an increased success chance for diplomatic missions
      * Hunt for enemies (High risk, but gain a writ?)
      * Mass an Assualt (Unlock something special)
         * Need something to simulate leaving soldiers. I see a reverse *spawn citizen* reaction. Need something, not just a flat % for loosing 'one' member
         * Deploy Troops Reaction (Worker is converted into a 'resource' of some sort, need to study warlocks rose 'sleeper' thing). This way they are potentially consumed in the above reactions -- Current focus point. I think it is something that could really put a shine on MW and DF both. Never know how far I will go, but this is a good idea. Gonna try and get it working tomorrow. Oh, crap, might need DFHack...

EDIT:
*Need better names for stuff...
*Need a working nature interaction
*Need a corruption system (Still no idea here)

EDIT 2:
*Already got a worse case scenario for soldier reaction. Run a reaction that always 'kills' the worker. Always creates a token that represents soldier strength deployed in the field (active duty - working title). This can be refunded at the same place. Course, you will loose any skills. I see this as useful with population control, storing citizens in a way. Good for FPS.

EDIT 3:
This will also allow more creativity and balance in the gameplay. See orcs as an example:

Risky raid v Safe raid

Risky has a reduced chance of success, and represents a small incersion type operation. In many ways someone could die, but it almost random. As they sneak into a camp, one of them breaks a twig...
75% - Orc soldier token
75% - Orc soldier token
75% - Orc soldier token
85% - to fail

Safe is likely to suceed, but should loose someone. This can reflect a more 'pitched' battle, where you attack, loose one guy but get the goods.
95% - Orc soldier token
95% - Orc soldier token
95% - Orc soldier token
95% - Orc soldier token
95% - Orc soldier token

 8) <= This is me having fun
95% - Orc soldier token
15% - to fail
« Last Edit: September 28, 2014, 04:13:21 am by taldarus »
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Splint

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Re: New good race, to balance all of the evil in this world (Idea)
« Reply #79 on: September 28, 2014, 05:54:57 am »

I skimmed pages four and 5 I admit but here's my thoughts on this and some of my own suggestions/stupid ideas. For simplicity's sake and since they tend to be the most dominant race in younger worlds anyway (at least in my experience,) this assumes the order is composed of humans primarily. Some of these ideas are taken partly from the good ol' sphess mahreens, and various nobles are inspired by Christian clergy rankings or pulled from elsewhere.

Reproduction: The militant order version isn't strictly one gender and doesn't discourage marriage but doesn't encourage it either. Population ratio is heavily skewed towards males (enforcing that the order prefers to recruit men but won't say no to women of sufficient valor or persistence) Invokes men as the expendable ones from a gameplay standpoint simply because for this "race" they're much more numerous and for the sake of preserving the "race" married folk need to be protected but by the very nature of being in a militant order are just as capable fighters as well (if they aren't order serfs anyway.)

Graphics: Simplification by using humans as the base solves this, even if it's kind of irritating.

Only order serfs and initiates can be converted to ghouls or corrupted beings for the succubi and warlocks. Initiates and above are either immune (Angels, Living Saints) or commit suicide (Templars, Knights, Paladins, Clerics) during the corruption rituals/spells (The interactions kill them or have a case of No Sell)


INTERNAL THREATS
  • Dark Covens will seek to corrupt lesser knights, clerics, and the many varieties of order serf in a similar fashion to the carp cult, aiming to turn them against the rest of the order or severely weaken it.
  • Warlock Spies will attempt to sabotage the citadel from within, using their magic to conceal their true selves.
  • More foolish werewolves may try to join the order to escape their past. Whether or not they are cured or killed is entirely up to the chapters who discover them in their ranks, but they are always a threat if allowed to live until cured.
  • Succubi Infiltrators will try to pick apart the order by undermining the serfs, whispering foul lies and temptations to them resulting in these serfs trying to kill everyone around them out of jealousy, paranoia, or for false promises of reward (in contrast a Dark Coven will try to build a base among the serfs, initiates, and knights before striking; Succubi will simply try to kill as many as possible and as quickly as possible, without getting their own hands dirty in the process.)


CASTES
Most of what was suggested by others seems to fit nicely though I have my own take.

Spoiler: LABOR (click to show/hide)

Spoiler: COMBAT CASTES (click to show/hide)
WORKSHOP IDEAS
Spoiler (click to show/hide)

NOBLES
Spoiler (click to show/hide)

The general feel is a well intentioned order fo religious zealots seeking to protect the world by plopping down citadels and temples, using these as bases of operation to strike at EVILLLL! And if the evil is all dead, then to protect the people from wildlife and bandits so they can still feel useful after all that effort building their fortresses and worship spaces, which is where this all came from. Succubi and Warlocks would need to plan for these bastards first and any other race second.

Splint

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Re: New good race, to balance all of the evil in this world (Idea)
« Reply #80 on: September 28, 2014, 05:56:05 am »

I skimmed pages four and 5 I admit but here's my thoughts on this and some of my own suggestions/stupid ideas. For simplicity's sake and since they tend to be the most dominant race in younger worlds anyway (at least in my experience,) this assumes the order is composed of humans primarily. Some of these ideas are taken partly from the good ol' sphess mahreens, and various nobles are inspired by Christian clergy rankings or pulled from elsewhere.

Reproduction: The militant order version isn't strictly one gender and doesn't discourage marriage but doesn't encourage it either. Population ratio is heavily skewed towards males (enforcing that the order prefers to recruit men but won't say no to women of sufficient valor or persistence) Invokes men as the expendable ones from a gameplay standpoint simply because for this "race" they're much more numerous and for the sake of preserving the "race" married folk need to be protected; however by the very nature of being in a militant order they are just as capable fighters as well (if they aren't order serfs anyway.)

Graphics: Simplification by using humans as the base solves this, even if it's kind of irritating.

Only order serfs and initiates can be converted to ghouls or corrupted beings for the succubi and warlocks. Clerics, Knights, and above are either immune (Angels, Living Saints) or commit suicide (Templars, Knights, Paladins, Clerics) during the corruption rituals/spells (The interactions kill them or have a case of No Sell)


INTERNAL THREATS
  • Dark Covens will seek to corrupt lesser knights, clerics, and the many varieties of order serf in a similar fashion to the carp cult, aiming to turn them against the rest of the order or severely weaken it.
  • Warlock Spies will attempt to sabotage the citadel from within, using their magic to conceal their true selves.
  • More foolish werewolves may try to join the order to escape their past. Whether or not they are cured or killed is entirely up to the chapters who discover them in their ranks, but they are always a threat if allowed to live until cured.
  • Succubi Infiltrators will try to pick apart the order by undermining the serfs, whispering foul lies and temptations to them resulting in these serfs trying to kill everyone around them out of jealousy, paranoia, or for false promises of reward (in contrast a Dark Coven will try to build a base among the serfs, initiates, and knights before striking; Succubi will simply try to kill as many as possible and as quickly as possible, without getting their own hands dirty in the process.)


CASTES
Most of what was suggested by others seems to fit nicely though I have my own take.

Spoiler: LABOR (click to show/hide)

Spoiler: COMBAT CASTES (click to show/hide)
WORKSHOP IDEAS
Spoiler (click to show/hide)

NOBLES
Spoiler (click to show/hide)

The general feel is a well intentioned order fo religious zealots seeking to protect the world by plopping down citadels and temples, using these as bases of operation to strike at EVILLLL! And if the evil is all dead, then to protect the people from wildlife and bandits so they can still feel useful after all that effort building their fortresses and worship spaces, which is where this all came from. Succubi and Warlocks would need to plan for these bastards first and any other race second.

taldarus

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Re: New good race, to balance all of the evil in this world (Idea)
« Reply #81 on: September 28, 2014, 07:15:45 am »

 :o
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smakemupagus

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Re: New good race, to balance all of the evil in this world (Idea)
« Reply #82 on: September 28, 2014, 12:48:15 pm »

I don't see how the proposed knight-becomes-token version adds much strategy to the raid process, as the odds of success are still independent of the guy's skills, attributes, gear, etc.  Although, I look forward to seeing your implementation, maybe you will pull it off :)  So far I am of the opinion that we need to wait for Toady to develop this part much further.

Quote
Run a reaction that always 'kills' the worker. Always creates a token that represents soldier strength deployed in the field (active duty - working title). This can be refunded at the same place. Course, you will loose any skills.

Don't trick yourself by using 'quotes' .... unless I'm misunderstanding what you have in mind, it literally kills the worker, with all the gameplay attributes that entails.  (Burial, grieving family, gear goes back to the armory for a new recruit to use, new name, perfect health, new skills, new attributes, different personality, different job, new positions, confused pets, etc., new legends and life history)  Perhaps this works out fine for the Templar but, in the form i can picture so far, not for the orcs.

I've heard that the counterattack raids (the FORCE scripts) might not work in DFHack in the new DF2014 version but I don't understand the details.  So far I admit I've just been hoping that someone figures it out, I'm not active in DFHack development at all.

dwarf_reform

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Re: New good race, to balance all of the evil in this world (Idea)
« Reply #83 on: September 28, 2014, 10:16:32 pm »

I am also a shameless thread-skimmer, but, unless its already been suggested, some "good rain" types to balance out the evil rains would be welcome (in vanilla DF too, but I already tossed that into vanilla suggestions in case it wasn't there already..)
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slay_mithos

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Re: New good race, to balance all of the evil in this world (Idea)
« Reply #84 on: September 28, 2014, 11:20:37 pm »

I've heard that the counterattack raids (the FORCE scripts) might not work in DFHack in the new DF2014 version but I don't understand the details.  So far I admit I've just been hoping that someone figures it out, I'm not active in DFHack development at all.
Well, it's a piece of script that is not updated.
And I could not find the hook/function needed to make it work in the latest dev version of DFHack.

Granted, I am not at the top of DFHack either, and it is possible that I missed this "df.global.timed_events" table, used to spawn all kind of events, including the raids/sieges.
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For the 55 people who did download V1.5 till now:  You human race is not working.
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taldarus

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Re: New good race, to balance all of the evil in this world (Idea)
« Reply #85 on: September 29, 2014, 03:35:04 am »

Just doing a little organizing: Thanks for the additional posts, great food for thought guys!

I am looking at what to add or cut from the project. Personally, I don't want to see any industry at all in this game, but I think this will annoy many people. As I can just ignore whatever I do not want, I need to know what do people envision this faction using for workshops? I don't mean custom ones, but ones from the original and masterwork files. I don't see them building looms or milking cows...but I don't also see them forging steel. I can see how others would want the steel, but not the cows. Anyway, list off what you do or don't like.

EDIT:
Custom Workshop List
[BUILDING_WORKSHOP:BLESSED_SHRINE]
[BUILDING_WORKSHOP:BLESSED_TEMPLE]
[BUILDING_WORKSHOP:BLESSED_RELIQUARY]
[BUILDING_WORKSHOP:HOLY_SHRINE]
[BUILDING_WORKSHOP:HOLY_TEMPLE]
[BUILDING_WORKSHOP:HOLY_RELIQUARY]
[BUILDING_WORKSHOP:SACRED_SHRINE]
[BUILDING_WORKSHOP:SACRED_TEMPLE]
[BUILDING_WORKSHOP:SACRED_RELIQUARY]
[BUILDING_WORKSHOP:QUESTING_SITE]
[BUILDING_WORKSHOP:HEADQUARTERS]
[BUILDING_WORKSHOP:FACTION_DIPLOMAT]
[BUILDING_WORKSHOP:FACTION_CONSULATE]
[BUILDING_WORKSHOP:FACTION_EMBASSY]

Are the names satisfactory?
« Last Edit: September 29, 2014, 03:45:11 am by taldarus »
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slay_mithos

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Re: New good race, to balance all of the evil in this world (Idea)
« Reply #86 on: September 29, 2014, 03:55:00 am »

It sounds ok, but shouldn't you use the upgrade building scripts, like how human buildings work?
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It is ok, I'm used to that in RL so why should my game be different :p
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Insanegame27

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Re: New good race, to balance all of the evil in this world (Idea)
« Reply #87 on: September 29, 2014, 03:56:13 am »

I WOULD be onboard for this, but i've got my on civ to develop
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taldarus

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Re: New good race, to balance all of the evil in this world (Idea)
« Reply #88 on: September 29, 2014, 04:07:35 am »

 ;D NP Insane

Slay - Need more details (goes to file to study) DFhack thing?

EDIT: Just a quick look seems to show human files have a similar organization...

EDIT 2: On the deploy troops thing: I believe reactions can only kill one member. On a raid, multiple soldiers would probably die, IRL. It would be a good raid where no one is hurt. Using my theory would allow the game to better model the risk/gains of combat (off-site of course). DFHack hopefully could be used to restore the information.

My backup plan is this. Deploy 'troops' each has a caste specific unit available, IE:
Deploy Knight - Consumes a knight class unit. He is then counted by a placeholder (Ie a registery that indicates he is a part of the fort, but not on site)

Restore Knight - Rebuilds the knight. technically a 'new' character with my limited knowledge. However, I think it should be easy to ensure that he has increased combat skills.

Worst Case - parallel veteran versions of castes
Veteran Knight - +2 to each combat stat, or perhaps a discount to upgrade to next tier.
« Last Edit: September 29, 2014, 04:30:21 am by taldarus »
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Splint

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Re: New good race, to balance all of the evil in this world (Idea)
« Reply #89 on: September 29, 2014, 04:13:00 am »

WARNING: Likely to be very rambly and hard to understand

The laborer castes are how I figured the issue of the irreligious aspects can be tackled. Someone has to support them and nobody gives things away for free in DF except as offerings to try and smooth over difficulties or bait a monarch. Of course this still assumes "Militant Order" for the theme.

As to thier basic currency for certain things, the idea of pilgrimages to obtain or having priests sanctifying various items so they can be used for other tasks (like imbuing weapons or armor with holy powers or in various buffing prayers, drawing energy from the holy items retrieved by preachers and pilgrims) was a pretty good one.

Add in perhaps Holy Seals and Scriptures for certain advanced reactions or upgrades (Fixing specific seals to Templar armor to make them immune to stunning or immune to  drowning for example, or using Scriptures in upgrading knights to Templars, Paladins, and Living Saints.) To build on this, seals can be used in place of fewer Holy Items for upgrading weapons, but take slightly longer to get since the seals need paper.

For example, using a large Monastery and Pilgrimage Starting Point Workshops for the tasks
Pilgrim returns with three Holy Items (amulets for the example)
Preacher returns with two Sacred Icons.
Found a werewolf in your ranks? You can use the Icon or three amulets to cure them.
Need lookouts? Take a few Seals of Flame and a Sacred Icon to make a Sanctified Ward, making a hard to destroy look-out that can't be destroyed with fire.
Pasture the Ward on the monastery and use a Scripture, some amulets, and Seal of Holy Light to give the Ward a ranged attack (solidified fire maybe?)
Repeat using a second icon and two Seals of Cleansing Fire, and it gains an AOE flame burst attack to kill enemies who get too close.

For upgrading any armors or weapons, you need Holy Amulets to provide the divine energy for the blessing, and upgrading serfs into initiates and initiates to knights.
For upgrading knights to templars or infusing equipment with Jotun and Magebane abilities you need a Sacred Icon.

Holy Items are single use, akin to souls when used by Warlocks, thus making sending Order Serfs to other holy places extremely important so they'll bring these items back. Seals need to be made by Priests resulting in 'blank seals' and a specific blessing added at a shrine, using an amulet and blank seal. Three amulets can be made into three seals that can buff three weapons or armors or all three amulets can be used upgrading only one weapon or piece of armor, or Icons can be used in place of multiple amulets.
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