I have to be adding to the huge pile of questions, but, but... there are simply too many things I need to ask!
The situation could change again when supply/demand goes in and that information is considered as acquirable knowledge, but at that point there could be something like a "chat with merchant" option or something that immediately illuminates all the rough pricing information, or that could just be automatic or something.
Isn't this what the Appraising skill is supposed to simulate? I mean, why have separate systems when we already have skills? The "chat with merchant" option could probably train the skill or add temporary bonuses.Yeah, it would be a good angle on adding temple rituals etc. in a non-boring way, as well, since they'd be there for your infiltration. Of course, then there'd need to be some kind of button to let you kneel in front of the sacred rock or whatever.
Have you considered how things like "kneeling in front of the statue" will be controlled in terms of interface, etc? I'm a bid afraid that as you keep adding more and more moves/things to do in Adventure mode, the list of commands will become so enormously long it would be unusable. I'm thinking rare things like these might be triggered through some item in environment - like the statue here. Rather than having the next-to-useless "kneel" command available at all times, the player would click "interact" or something on the statue, and the game would list all possible things to do there, including kneeling. Or something... The other issue is that the player might not know he
can kneel in front of the statue and that the game would react (and kneeling everywhere just to try if it does something is a bit over the top), so a menu like this would definitely help.
The question here is if you have thought about how to handle controls in adventure mode in a way that would both allow the miriad of functions and still stay user friendly at the same time?The previous problems with cave rivers make me wary of them, but it would be cool to get the place looking nicer. The underground is pretty dreary right now. The treasure hunter role is the best bet there, probably, though that might focus on areas of concentrated local interest at first. I guess enough of those makes for an exciting underground, but we'll probably need to find some middle ground stuff to avoid over-saturation. Dwarf mode wants interesting stuff all over underground but it makes adventure mode cave exploration goofy.
How about if some features were added at embark? You could generate the word with the feature frequency optimalised for adventure mode, and then throw in some extra features when the player embarks in fortress mode. Or alternatively scan the neighbouring map squares and move the features from there to the embark idea or something. Or something...
The question is whether retrospecting "cheating" like this (that could probably help even in other ideas) is something you might consider, or a thing that doesn't fit into your idea of simulating the world.Another example might be ore veins and gems. Generate the world with realistic (low) amount of these, then throw in some extra ones to the embark area. Presumably hardcore players could turn off these extras in init, playing a realistic fortress in an area with a single metal vein, not veins of every metal possible. (Site finder would be needed to avoid completely empty areas, though)
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And a brand new question that popped in my mind when you were talking about ordering companions, having your own farm, and moving the time forward.
How about switching from adventure mode to something like fortress mode when ordering minions? You could control you farm like in dwarf mode, then switch back to your adventurer at any time and continue adventuring. Is switching game modes (or more precisely, levels of control) something you would like to explore, or again something you don't like?The reason why I ask is that I'm almost terrified when I imagine having to command a farm from the "first person view". Imagine a farm with a couple of fields, some cows and pigs, and 7 servants. Still quite a small establishment I think. But the horror of having to find each servant, then order him using tal(k) interface, then some horribly complicated console thing for typing commands and locating them on the map...
How much easier would it be to switch to fortress mode, issue professions using the same system (v-p-l), quering a couple of jobs in workshops, drafting one guy to a military and setting him to guard the "farm burrow", then switching back to adventure mode. Now I can go kill an ettin and be sure the farm won't explode.
The game mode wouldn't have to be an exact copy of dwarf mode, nor do we want it to, I suppose. It could be heavily simplified, and could run in adventure-time instead of the faster fortress-time. I just think it would be much easier to control a farm/castle/hideout/cave/manor/etc. this way. We already have working code for stuff like this, so why not use it?
EDIT: It would be useful even for digging or building houses along with more people.
I think the issue here might be that it's too "god-like" and gives you more control than you would have if you stayed in "first person". But I disagree. Thinking about how dwarf mode works now, not only you can't control dwarves directly, but also all orders you can issue to your dwarves you could easily issue in "first person" too. For example issuing labours in v-p-l is like saying "You are responsible for handling animals and you two for fields". Quering a farmer's workshop to "make milk" and setting it to repeat is like saying "Brian, could you please milk Betty each morning?" And designated some trees to be cut is like "Guys, let's grab axes and get us some timber!" Perhaps it isn't so roleplayingish, but would be much, much more user-friendly.
EDIT: Also, this "farm mode" (for a lack of terms) could double as a way to fast forward time (if it used fortress-time) while staying in direct control.