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Author Topic: Dwarven conversation and the spread of information  (Read 4060 times)

Granite26

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Re: Dwarven conversation and the spread of information
« Reply #15 on: December 07, 2008, 05:18:37 pm »

Actually, the bit over in engravings could apply pretty well to historical significance, at least so far as culling goes.

It wouldn't need to track every plus or minus thought, unless those thoughts were connected to something important.

Yaddy1

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Re: Dwarven conversation and the spread of information
« Reply #16 on: December 08, 2008, 09:25:38 am »

Quote
My father was slaughtered by a six-fingered man

Ha, that was clever.
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Footkerchief

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Re: Dwarven conversation and the spread of information
« Reply #17 on: December 08, 2008, 08:16:22 pm »

Quote
My father was slaughtered by a six-fingered man

Ha, that was clever.

Hoped somebody would catch that.  I have no idea how the game would actually "notice" those kinds of distinguishing characteristics, though, as they can't be hardcoded.
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Fieari

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Re: Dwarven conversation and the spread of information
« Reply #18 on: December 08, 2008, 08:19:11 pm »

Well, luckily, the new RAWs will support individual identification like that.
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Foa

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Re: Dwarven conversation and the spread of information
« Reply #19 on: December 08, 2008, 08:35:51 pm »

So if this means I can create a machine that not only kills anything, but also removes the evidence of it being killed, therefore not getting any sad thoughts from the Dwarves, if I kill said nonentities' friend, then yes, I support this.

Tl;dr; if I can make a machine that kills things without any bad end results, then yes, I support this.
« Last Edit: December 08, 2008, 08:37:36 pm by Foa »
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Footkerchief

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Re: Dwarven conversation and the spread of information
« Reply #20 on: December 08, 2008, 08:53:26 pm »

So if this means I can create a machine that not only kills anything, but also removes the evidence of it being killed, therefore not getting any sad thoughts from the Dwarves, if I kill said nonentities' friend, then yes, I support this.

Tl;dr; if I can make a machine that kills things without any bad end results, then yes, I support this.

That's actually an interesting point.  When Geshud disappears without a trace, do the other dwarves decide he's dead, or what?  In this case, the prolonged absence of an event -- other dwarves seeing/talking to Geshud -- should count as an event in itself.  Hmm... maybe for each dwarf, the game would record the last time the dwarf saw/talked to his friends, and then check periodically to see if any of the friends had "gone missing."
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Foa

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Re: Dwarven conversation and the spread of information
« Reply #21 on: December 08, 2008, 10:06:02 pm »

So if this means I can create a machine that not only kills anything, but also removes the evidence of it being killed, therefore not getting any sad thoughts from the Dwarves, if I kill said nonentities' friend, then yes, I support this.

Tl;dr; if I can make a machine that kills things without any bad end results, then yes, I support this.

That's actually an interesting point.  When Geshud disappears without a trace, do the other dwarves decide he's dead, or what?  In this case, the prolonged absence of an event -- other dwarves seeing/talking to Geshud -- should count as an event in itself.  Hmm... maybe for each dwarf, the game would record the last time the dwarf saw/talked to his friends, and then check periodically to see if any of the friends had "gone missing."
Urist lately has been wondering where his friends have been disappearing, though he enjoyed the disappearance of Ace Dick.
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Granite26

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Re: Dwarven conversation and the spread of information
« Reply #22 on: December 08, 2008, 10:29:57 pm »

7 years after the last sighting they're declared dead and everyone gets a dead thought?

Also, it almost seems like a 'hasn't talked to urist lately' thought might be in order

Footkerchief

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Re: Dwarven conversation and the spread of information
« Reply #23 on: December 08, 2008, 10:48:01 pm »

Also, it almost seems like a 'hasn't talked to urist lately' thought might be in order

Definitely.  As more time passes, some dwarves could come to their own conclusions (depending on how pessimistic they are, etc).  Declarations of death and other factual declarations are an interesting case -- if Urist's wife was holding out hope, but has a high respect for authority, or a positive relationship with the official making the declaration, she might be persuaded that he's dead (using the disagreement system I mentioned above).  So this might result in an abrupt sad thought for her, though Urist's other friends got over it a long time ago.
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Patarak

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Re: Dwarven conversation and the spread of information
« Reply #24 on: December 08, 2008, 11:08:13 pm »

Wow, if the actual framework was set out for this, the possible arc branches could be;

Trials

Actual annoyance - (Urist was forced to talk to talk about cows for 3 minutes)

Insults - (Urist has been ecstatic lately. He has taken joy in slaughter recently. His mother was called a cow recently.)

Conspiracies + Assassination plots (Urist let Kol in on his plan recently)
 
Interrogation (Kol interrogated Urist's friends recently. He found an assassination plot recently.)

Courtship - (Urist insisted that Lover did not look high in her -Carp Leather Dress- recently)

Motivational speeches + "Speech area" - (Urist listened to a speech about the virtues of Mining recently)

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Granite26

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Re: Dwarven conversation and the spread of information
« Reply #25 on: December 08, 2008, 11:12:39 pm »

Also, it almost seems like a 'hasn't talked to urist lately' thought might be in order

Definitely.  As more time passes, some dwarves could come to their own conclusions (depending on how pessimistic they are, etc).  Declarations of death and other factual declarations are an interesting case -- if Urist's wife was holding out hope, but has a high respect for authority, or a positive relationship with the official making the declaration, she might be persuaded that he's dead (using the disagreement system I mentioned above).  So this might result in an abrupt sad thought for her, though Urist's other friends got over it a long time ago.

Not even so much that as they've both been working a lot and they like seeing their friends

Footkerchief

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Re: Dwarven conversation and the spread of information
« Reply #26 on: December 08, 2008, 11:27:57 pm »

Not even so much that as they've both been working a lot and they like seeing their friends

Oh right, that too.
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Jurph

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Re: Dwarven conversation and the spread of information
« Reply #27 on: December 22, 2008, 08:50:22 pm »

You may have an interesting problem on your hands.  Imagine two dwarves, alike in dignity, in fair Boatmurdered where we lay our scene:

URIST:  Did you see that cow in the cage over in the new statue garden?
REG:  I couldn't help it!  The thing has been bellowing night and day.
URIST:  Yes, those haunting moos are dreamy.
REG:  Are you joking?  The only good cow is a finely minced quarry bush leaves and cow meat stew.
URIST:  No, cows are our friends!
REG:  "Cows are our friends food." FIX'D LOL 
URIST:  Take that back!
REG: Bites his THUMB
URIST:  Do you bite your thumb at us, sir?
REG:  I do bite my thumb, sir.
URIST:  Do you bite your thumb at us, sir?
REG (to HAMMERER, aside): Is the law on our side if I say "aye"?
HAMMERER: No.
HAMMERER smites REG for picking a fight in the dining hall.
URIST: Courage, man, the hurt cannot be much.
REG: No, 'tis not so deep as a chasm, nor so wide as a
wagon; but 'tis enough,'twill serve.
REG dies.  Exeunt URIST and HAMMERER, pursued by fire snakes.
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Dreambrother has my original hammer-shaped Great Hall.  Towerweak has taken the idea to the next level.

Mel_Vixen

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Re: Dwarven conversation and the spread of information
« Reply #28 on: December 23, 2008, 09:51:54 am »

This "Gossip" system could be interresting for adventure mode.

Say you sit in an tavern at the ass of the world and you overhear an conversation of two drunks about an "artifact" Adamantine sword that is believed to be stolen by an tribe of Kobolds. Nothing interresting so far cause you dont know the tribe or its location nor do the drunks.
Two cities down the line you here an very similiar tale that mentions the Kobolds and where they life as well as that they keep some pet grizzlys and have an big tressure. Uppon asking the storyteller asures you that the adamntine sword is among the treasure.

It would be neat for detectiv stories too.

Thumps up for this suggestion!
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Timst

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Re: Dwarven conversation and the spread of information
« Reply #29 on: December 23, 2008, 10:14:38 am »

Very nice suggestion, but will need a lot of work from Toady and from the game's engine, I think.
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