Remark: Ok, I am noob in DF. I see, this game is hard for startup but nice when going Ok.
Also, I don't know english language anyhow.
Overview:
The DF is hard to startup and it has no normal AI blocks for Adventure mode. But we can see: this game is item class based game, so it is not heavy problem.
As I see main problems is:
1) No tutorial for noobs or on-play help (I hadn't see it for first 5 days. Also, I can't use it because remark's line 2.)
2) No good AI for Adventure mode: as I had see it's no AI activity (except attacks) without player's help.
Suggestions:
Add 4 stat.bars (for each and every element of life of character)
- Fear
- Respest
- Boredom
- Loyality
Add Bulletin Board for characters (boards: own, work, etc.)
Add Orders
- "Do not do anything here!"
- "Probably aviable".
Add For every character - local map.
Add For every skill - typical order stamp sets.
Add All skills for Adventurer mode.
Stats
Fear is generated by some probably bad: pain, hunger, boredom increasing, etc.
If %object% make some bad to %class% all objects of %class% in fear of it.
If %object% make some good to %class% all objects of %class% in losing fear of it.
Respect is generated by some actions that maked for character from other. If quest failed respect failed too.
Boredom is generated by unlike actions as sleeping, working not by likeness or skills, no any work, etc. If charcter bored enough it can start some order, which making is had lesser "boredom" status. If character do that it likes then it can make is so long as only it can (till hunger or thirst get him off to food or it falls asleep).
So, it's no need to player to play in sims. And sometime charcters can play without player (It's brilliant for play on one map with AI city).
Loyality is generated as statistic function. It's just "personal life satisfaction": difference between "best and medium" and "actual" work, health, boredom and etc satisfaction. If it's no difference - it is best.
If somebody's Respect+fear is not enough then character will make no thatbody's actions.
If loyality is low then character may leave his plase itself to other plase.
PS: How about to play "Fortress mode" in "Adventurer" mode? Just be respectable and save the loyality!
Bulletin Board
BB is main part for automated playback. It is limited by q'ty of posts (many new & no asks? Forget it!).
It had 3 parts (own, work, etc) and 3 modes (for me, to me, from me)
- own.
It is interests and possibilities of a character. So, it may want to own a gobblet or a coffin. Or make. Or present to someone. Or build a wall/crush the wall/build a well.
In this part only character's body and skill bulletins and stamps are aviable.
- work.
It is interests and possibilities of a chracter's workplase. Character may no need of stone blocks or logs but it is needed for work completion.
- etc.
It is any other orders and stamps.
Bulletin selection is calculating: estimated profit and losses.
Note: Death is 100% loss only of EXPECTED profit from future (so bored and low-loyaled char can do suicide). So, if profit from death will be highter then expected profit from life...
"Stamp" - is ordering shedule. It may be "get log-make bed-place in room", "if no %need% aviable make an own adversiment!", "can't make itself? Say your ad. to all who you know!" or building sequense "dig from here 3 forward and 3 left - it's a room", "room must be in 1 tile from Probably Aviable corridor", etc.
If char don't understand adversiment or it's loyality to asker low it will forget ad. as soon as possible.
Orders
- "Do not do anything here!" is prevent to damage your structures and project orders from adequate, feared or loyal characters. All other (inc. that who is do not know your order) will ignore this order.
- "Probably aviable" is need to create a group of strustures. So, it like as puzzle: it need something in someplase to do it's own etc work.
Character's local map
It is need to do single character possible to make his work himself without any player helpings. Also it can make realistic RTS: some figts on your side, some flees, some leave you and built their own outpost.
Not very need but will be nice for illusion of an alive world.
Stamps.
Stamps is the BB posts which contains orders "to do". It is mastered by skills of Character but some stamps may be not from character's skill:
Farmer can built a field. He cannot dig, but know the field stamp. So he will ask somebody do make needed stamp. When it will be done farmer will make the field.
Stamps may be created by player (as macros), or be "reserched" by character (as classic reserch tree from Civilization). Char can know what it need without skills, but it cannot make that or reserch better variants, only copy trained stamps.
All skills in Adv. mode
It's need just for RPG. Why player cannot be a professional fiherdwarf or engraver?
As possibility: get Adventurer mode to "Fortress" mode rails.
Endind:
So, it's all.
Where the "noob learning"? It's already included: AI knows what it is need to do. So novice player can just look for it's Fortress (or settlement) live and works. Look and learn.
After that - player can go to Adventurer mode and roleplay the farmer or engraver to look a live as it is.
And after all of that, by knowing how-to and what-to player can make his own loyal party and go to build his own Fortress or settlement.
.......As picture:
Farmer: (oh, I am bored and want to work!) Hey guys, I want work, but I need a underground cave to make the field.
All: ?
Miner: (oh, I am bored and want to work!) Ok, I'll dig it! What and where?
Farmer: Don't know, but 3x3 I need.
Miner: Ok, 3x3. Any one, architector?
Farmer: (exp. respect 1 to miner)
Arch: Wassup?
Miner: It's work: need to build an underground room 3x3. Where? (exp. respect 1 to Arch)(exp fear 1 to Farmer)
Arch: Here. (oh, that was boring) (fear +1 to miner)
Miner: Thanks! (respect +1 to Arch).
Miner: (Yeah! Work!) Ok! Complete! (fear -1 to Farmer)
Farmer: Thank you! (respect +1 to miner)