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Author Topic: Give races a passive "death by misadventure" rate  (Read 1976 times)

ArmokGoB

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Give races a passive "death by misadventure" rate
« on: March 05, 2020, 01:54:04 am »

I think implementing something like this would help reduce the lag that is present in goblin sites without affecting their immortality.
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Shonai_Dweller

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Re: Give races a passive "death by misadventure" rate
« Reply #1 on: March 05, 2020, 02:07:02 am »

I think implementing something like this would help reduce the lag that is present in goblin sites without affecting their immortality.
Goblins murder each other on a regular basis. That's probably supposed to do exactly what you want. Lag is most likely caused not by the goblins but by their thousands of trolls, beakdogs and other stuff living at their sites.

"Killed by a log" should definitely be added to worldgen though.

Immortality is overrated. The main warlike race in my worlds start dying of old age at around 20 and are all dead by 30 if they haven't discovered the secrets of life and death. They're consistently in the top 3 most populous civilized races along with goblins and humans (also not immortal).
« Last Edit: March 05, 2020, 02:14:39 am by Shonai_Dweller »
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Azerty

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Re: Give races a passive "death by misadventure" rate
« Reply #2 on: March 05, 2020, 03:41:57 pm »

I think implementing something like this would help reduce the lag that is present in goblin sites without affecting their immortality.

Could this be linked to skill levels? For exemple, a dabbling miner would be more likely to die during a caving in.
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Shonai_Dweller

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Re: Give races a passive "death by misadventure" rate
« Reply #3 on: March 05, 2020, 05:53:53 pm »

I think implementing something like this would help reduce the lag that is present in goblin sites without affecting their immortality.

Could this be linked to skill levels? For exemple, a dabbling miner would be more likely to die during a caving in.
Do dabbling miners die in mining disasters more than skilled ones? If you're deep underground in a mine run by a cost-cutting, corrupt, gorlak I doubt your skill will keep you alive when the place collapses, blows up or someone is ordered to mine the candy.
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Blastbeard

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Re: Give races a passive "death by misadventure" rate
« Reply #4 on: March 05, 2020, 08:01:33 pm »


If you're deep underground in a mine run by a cost-cutting, corrupt, gorlak I doubt your skill will keep you alive when the place collapses, blows up or someone is ordered to mine the candy.

That's uncalled for. Some of my best friends are golaks and they're quite generous. For example, my manager Likot Craftedtong frequently donates to the temple of Limul Glazedkeys, the gorlak god of wealth. There's no need for anti-gorlakism

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Immortality is overrated. The main warlike race in my worlds start dying of old age at around 20 and are all dead by 30 if they haven't discovered the secrets of life and death. They're consistently in the top 3 most populous civilized races along with goblins and humans (also not immortal).

It could just be me and my worlds, but I think the biggest thing contributing to goblin survival rates is emigration from goblin civilizations to ones where murder is actively discouraged. I frequently see dwarven and human civs where there as many goblins as members of the parent race, and occasionaly the goblins outnumber them by an extreme margin.

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"Killed by a log" should definitely be added to worldgen though.

I've watched enough woodcutters get brained by falling logs to agree with that.

Fishing has been fairly hazardous in the past, between things like carp and a general lack of swimming skill, I'd say anything involving water should come with a chance for death by drowning. Also, perhaps historical figures who are wounded in combat should have a chance to die from their wounds later on as a result of infection or other complications?

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Shonai_Dweller

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Re: Give races a passive "death by misadventure" rate
« Reply #5 on: March 05, 2020, 08:31:37 pm »

Ah, sorry, one bad experience with a gorlak and I've started blaming them for everything. :)

The suggestion is a pretty good one regardless of the comment about fps which is pretty much unrelated. People only die in violent ways or "of old age" in DF right now. Whereas anyone who's played a fortress well knows how common deadly accidents are.

The issue is how much processing power it'd take to calculate all of this. I mean, you could apply it randomly, "Urist Beast slayer, slain by a log in 176", but it would be better to link it to profession at least. And maybe skill in some cases. And when you start adding "natural deaths" that's a crazy large rabbit hole.

There are books dedicated to all the bizarre mishaps that killed the poor saps of Tudor England. Killed by a falling maypole, gored by a bull, reading in bed (major cause of fires, apparently), shot himself in the head with an arrow(!?), "crushed while playinge chistenmas games"...etc. Let's calculate the probability of a particular historical dorf getting caught up in these kinds of accidents. I guess linking to festivals and throwing contests is a good place to start. :)

And if we're going to go there then I can see Toady stumbling right into the gaping pit of illness and disease. Year long wait for the "Plague Release". Oh yes.  :)
« Last Edit: March 05, 2020, 08:40:13 pm by Shonai_Dweller »
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delphonso

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Re: Give races a passive "death by misadventure" rate
« Reply #6 on: March 06, 2020, 12:32:14 am »

Killed by falling log.
Drowned while trying to swim.
Died encased in ice.
Crushed under a bridge.
Fell into magma.
Drank self to death.

MaxTheFox

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Re: Give races a passive "death by misadventure" rate
« Reply #7 on: March 06, 2020, 01:25:44 am »

Mauled during animal training.
Fell down the stairs (happens often, if you fall into a staircase in this game the stairs don't stop you, and the stairs might lead down dozens of Z-levels).
Wandered in the firing path of a ballista.
Struck by lightning (once it's implemented).
Got lost and starved to death.
Choked on food.
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Blastbeard

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Re: Give races a passive "death by misadventure" rate
« Reply #8 on: March 06, 2020, 01:37:47 am »

Fell off a horse
Fell off a stepladder
Fell for the 'hot singles in your area' trick(mugged by a pack of fire imps)
And my favorite
Tripped on your own beard
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FantasticDorf

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Re: Give races a passive "death by misadventure" rate
« Reply #9 on: March 06, 2020, 04:39:28 am »

Here's a choice few.

Fell out of a tree - (one for migrants to elf sites, elves themselves are too agile)
Ambushed by a pack of <animal>
Strangled by a ghost
Devoured by C.H.U.D - (human site sewer feature, occasional incursion if players aren't quested to clear the area out enough)
Hit by stray ballistae bolt arrow - (following the science that a bullet keeps going until it hits something, missed bolts going offsite keep flying)
Bored to death in a <poetry recital> event
crushed at a <object throwing contest> / <footrace>  event
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delphonso

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Re: Give races a passive "death by misadventure" rate
« Reply #10 on: March 06, 2020, 04:48:18 am »

I'm really liking this.

Starved to death while collecting fruit.
Starved to death while climbing a cavern wall.
Starved to death trapped behind a misplaced statue.

Shonai_Dweller

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Re: Give races a passive "death by misadventure" rate
« Reply #11 on: March 06, 2020, 04:49:20 am »

Gladitorial contests and wrestling should be a bit more fatal I feel. And agree on poetry too, a nasty business.

And have you ever visited a Forest Retreat Fantasticdorf? Elves flying out of trees all over place!
« Last Edit: March 06, 2020, 05:02:20 am by Shonai_Dweller »
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FantasticDorf

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Re: Give races a passive "death by misadventure" rate
« Reply #12 on: March 06, 2020, 05:04:51 am »

Gladitorial contests and wrestling should be a bit more fatal I feel. And agree on poetry too, a nasty business.

And have you ever visited a Forest Retreat Fantasticdorf? Elves flying out of trees all over place!

Yes but the key difference is that elves are nimble enough to land on their feet & give a little bow, dwarves and humans just end up landing on their heads.
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Shonai_Dweller

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Re: Give races a passive "death by misadventure" rate
« Reply #13 on: March 06, 2020, 05:32:44 am »

Gladitorial contests and wrestling should be a bit more fatal I feel. And agree on poetry too, a nasty business.

And have you ever visited a Forest Retreat Fantasticdorf? Elves flying out of trees all over place!

Yes but the key difference is that elves are nimble enough to land on their feet & give a little bow, dwarves and humans just end up landing on their heads.
Not in Dwarf Fortress. I suggest you take a stroll in Adventurer to a crowded forest retreat one day. Watch your head though... :)
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delphonso

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Re: Give races a passive "death by misadventure" rate
« Reply #14 on: March 06, 2020, 05:41:59 am »

Died, crushed by falling elf.

Second on the gladiatorial combat/wrestling thing - even just __ was struck down by ___ during the wrestling competition in ___ in 125 - could be a nice nod to add in Died while wrestling a carp.
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