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Author Topic: Things that made you go "WTF?" today o_O  (Read 14442991 times)

Putnam

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Re: Things that made you go "WTF?" today o_O
« Reply #88560 on: October 26, 2015, 10:30:54 pm »

i kinda want to make a dwarf fortress mod focused around not doing a violence

but, to my utter horror, i can't think of any way to make it interesting that isn't violent

Bauglir

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Re: Things that made you go "WTF?" today o_O
« Reply #88561 on: October 26, 2015, 10:42:07 pm »

the obvious strategy is to rename everything

instead of body parts, dwarves have various personality traits, and instead of weapons, they have arguments

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The spinning ad hominem strikes Urist Thunderurist in the self-esteem, bruising the facade and tearing the soul!
Urist Thunderurist has been humiliated!
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In the days when Sussman was a novice, Minsky once came to him as he sat hacking at the PDP-6.
“What are you doing?”, asked Minsky. “I am training a randomly wired neural net to play Tic-Tac-Toe” Sussman replied. “Why is the net wired randomly?”, asked Minsky. “I do not want it to have any preconceptions of how to play”, Sussman said.
Minsky then shut his eyes. “Why do you close your eyes?”, Sussman asked his teacher.
“So that the room will be empty.”
At that moment, Sussman was enlightened.

Baffler

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Re: Things that made you go "WTF?" today o_O
« Reply #88562 on: October 26, 2015, 10:43:35 pm »

i kinda want to make a dwarf fortress mod focused around not doing a violence

but, to my utter horror, i can't think of any way to make it interesting that isn't violent

You could try to simulate political stances in dwarves by making castes with certain early modern-era political labels, who are strongly weighted toward certain ethics. They wouldn't show up in the the dwarf's name, but the description on the z-screen would tell you. Dwarves with certain political leanings would be more likely to dislike each other (due to ethic and personality differences), but could be converted (via syndrome transformations? It'd be a bit silly if you could heal grievous wounds by converting a dwarf from a monarchist to a republican, but I don't see another way to do it) by special dwarves that belong to leader castes for their faction. Maybe restrict which factions can be converted into each other, but maybe not.

Bonus points if you can figure out ways to add in different sorts of advocate, like tubthumpers, intellectuals, and the like, and making certain types of "follower" dwarf more susceptible to conversion by a certain type of advocate, and with certain factions favoring certain types of advocate. If a faction other than the monarchists gains critical mass, they'll start causing trouble around the fortress, with certain factions more likely to cause certain types of trouble. Urist McAnarchist would be more inclined to act alone and topple buildings or release coughing gas, while Libash McLiberal would be more inclined to go rioting with his buddies, but only in the presence of overwhelming numbers.

Edit: onus->bonus, I'm on a roll today.
« Last Edit: October 26, 2015, 11:05:06 pm by Baffler »
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Rolan7

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Re: Things that made you go "WTF?" today o_O
« Reply #88563 on: October 26, 2015, 10:54:35 pm »

"onus points" are for when you pass or satisfy the burden of proof :P
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Frumple

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Re: Things that made you go "WTF?" today o_O
« Reply #88564 on: October 26, 2015, 10:57:37 pm »

O... kay...

* Orange Wizard boils bacon with impunity.
You could actually probably manage something pretty decent with baking marinated bacon, if you instead went with the baking-covered-in-questionable-liquids direction. Baking bacon is a perfectly acceptable means of making bacon, after all, and I have trouble seeing how submerging it in delicious juices would make things worse.

Boiling is less a bacon thing than it is a more general pork thing, if you're looking to boil it. One of the ways to end up with pulled pork style meat, iirc.
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Bauglir

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Re: Things that made you go "WTF?" today o_O
« Reply #88565 on: October 26, 2015, 11:03:26 pm »

i recommend stovetop candied bacon, maybe with a touch of barbecue sauce

not for health reasons obviously
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In the days when Sussman was a novice, Minsky once came to him as he sat hacking at the PDP-6.
“What are you doing?”, asked Minsky. “I am training a randomly wired neural net to play Tic-Tac-Toe” Sussman replied. “Why is the net wired randomly?”, asked Minsky. “I do not want it to have any preconceptions of how to play”, Sussman said.
Minsky then shut his eyes. “Why do you close your eyes?”, Sussman asked his teacher.
“So that the room will be empty.”
At that moment, Sussman was enlightened.

Eric Blank

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Re: Things that made you go "WTF?" today o_O
« Reply #88566 on: October 26, 2015, 11:46:20 pm »

Pineapple and Ham. Pineapple and ham FOREVER
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EnigmaticHat

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Re: Things that made you go "WTF?" today o_O
« Reply #88567 on: October 26, 2015, 11:58:33 pm »

i kinda want to make a dwarf fortress mod focused around not doing a violence

but, to my utter horror, i can't think of any way to make it interesting that isn't violent
Something that can kill off dwarves that isn't enemies.

I still think the best thing for fortress mode right now would be a farming revamp, ideally with a bigger concept of cost of labor.  DF is nominally set in a medieval fantasy setting but it has a labor distribution like a modern society.  Farming is handled by a specialized few who can none-the-less create an excess of food.  In actual medieval societies the vast, vast majority of the labor goes into food production for what is functionally sustenance farming while the upper class shaves a little off the top (that the lower classes might not actually be able to reasonably offer) in order to survive.  Something like pests, drought, crop disease, should very much be a threat that could wipe out the whole of a fortress.  You could definitely have an interesting conflict there, probably less so until your dwarves have the option to leave the map to hunt or steal food from others.

(bare in mind, have not been actively following the DF development for at least a year)
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i2amroy

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Re: Things that made you go "WTF?" today o_O
« Reply #88568 on: October 27, 2015, 12:51:45 am »

Something that can kill off dwarves that isn't enemies.

I still think the best thing for fortress mode right now would be a farming revamp, ideally with a bigger concept of cost of labor.
I know that that was pretty much one of the first things that I did for my person DF mod. Having realistic multi-season growth times, and much lower crops per plant numbers made the managing of food a much more important fact, and was quite fun. :P IIRC I also raised crop prices by quite a bit too, so you couldn't just buy vast amounts of food from traders to make up any difference.
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Bohandas

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Re: Things that made you go "WTF?" today o_O
« Reply #88569 on: October 27, 2015, 12:55:39 am »

Surfing wikipedia tonight somehow would up looking up stuff about jellyfish. Apparently some of them (the box jellyfish) have eyes (like real proper eyes that see color and images, not just light sensing eyespots or somehing cheap like that). Also apparently the portugese man-o-war looks like a giant testicle.

Also, and this one I knew about already but I'm gonna share it anyway, the siphonophorae, nature's human centipede
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Bohandas

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Re: Things that made you go "WTF?" today o_O
« Reply #88570 on: October 27, 2015, 12:58:10 am »

i kinda want to make a dwarf fortress mod focused around not doing a violence

but, to my utter horror, i can't think of any way to make it interesting that isn't violent
Something that can kill off dwarves that isn't enemies.


Lava and aquifers come to mind
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Flying Dice

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Re: Things that made you go "WTF?" today o_O
« Reply #88571 on: October 27, 2015, 01:18:12 am »

i kinda want to make a dwarf fortress mod focused around not doing a violence

but, to my utter horror, i can't think of any way to make it interesting that isn't violent
Something that can kill off dwarves that isn't enemies.

I still think the best thing for fortress mode right now would be a farming revamp, ideally with a bigger concept of cost of labor.  DF is nominally set in a medieval fantasy setting but it has a labor distribution like a modern society.  Farming is handled by a specialized few who can none-the-less create an excess of food.  In actual medieval societies the vast, vast majority of the labor goes into food production for what is functionally sustenance farming while the upper class shaves a little off the top (that the lower classes might not actually be able to reasonably offer) in order to survive.  Something like pests, drought, crop disease, should very much be a threat that could wipe out the whole of a fortress.  You could definitely have an interesting conflict there, probably less so until your dwarves have the option to leave the map to hunt or steal food from others.

(bare in mind, have not been actively following the DF development for at least a year)
~Eeh, that's because DF dwarfs basically do live in a modern social structure which bears the trappings of a feudal medieval society. I know that intrafortress economics is supposedly a thing, but in practice they're hard-line communists in the vein of "from each according to their ability, to each according to their need", and their manufacturing is essentially pseudoindustrialism which gets away with brute-forcing the automation with manual labor (or in some cases elaborate minecart systems &c.).

You'd have a couple ways of approaching the problem of making food more scarce and labor-intensive (we'll ignore whether they're possible to implement fully).

1. Make hunger increase more often. This isn't practical in gameplay terms; you'd have dwarfs breaking to eat so often that nothing else would get done, once you tossed in all the other interruptions.

2. Make all farming-related activities consume much larger spans of time. Likewise not practical; you'd have farmers interrupting plantings and pickings to do other shit, little would get planted and most of that would rot in the fields. It's hard enough to get the buggers to gather crops to begin with.

3. Drastically increase the time it takes to grow crops. This would be the simplest and best, I think.

The problem is, that option still doesn't deal with the heart of the issue: Dwarfs are ludicrously efficient, despite all the memes about them being stupid fools. You normally wind up with a handful of specialist farmers and a ton of dabblers who gather crops because that's all you need, even for hundreds of tiles of crops. Sure, you could push things enough that a healthy fortress of 80-100ish dwarfs need three thousand tiles of crops to feed them all over the course of a year, but then you run into other problems: First, now you're playing Farmville Dorf Edition. Second, you could still get away with a relative handful of specialists, just slightly more than before. Bump up from 4-8 to 12-16 and you're probably good. The main problem is still gathering stuff before it rots, and the main solution is still to beat the entirety of your population over the head until they do it.

But wait, you've just turned up the grow times. Certainly, the dedicated farmers are going to spend a few weeks or months planting, but the gathering is brief, since anything that isn't brought in will rot. So you've still got the same situation with a handful of specialists and a bunch of dabblers, only with more starvation because the little shitters not gathering crops is a bigger problem (and even that can be brute-forced by turning off all other labors and forcing everyone to gather come picking season).

Again, it goes back to Fortress Mode not really being a feudal subsistence society at heart. Dwarfs are just too efficient for that to be realistic, and there aren't actually nobles in the feudal sense--you've got the ruler who is genuinely useless (when they show up), and assorted nobles who can be put to work in administration, with any who are too troublesome quietly brushed into a burrow in a nice warm room with magma-proof floodgates for walls. A single useless individual, with everyone else contributing something meaningful to society, and no particular task demanding an extraordinary amount of labor.

If you want a real DF equivalent to feudal subsistence farming, it would probably be stone smoothing. Absolutely necessary, and so labor-intensive that even 95% of the population working together can't get it done fast enough. :P

--

In reference to Putnam's original quote: AsylumFort? No external threats, no traders, a set (large) starting population, maybe 120 or so, sealed inside a fortress. Guarantee that there are at least one vampire and one werething. Massively ramp up the rate of strange mood incidence, but exclude from the asylum environs several key types of material in order to ensure that most moods result in some form of madness. See how long you can hold the place together. There's naturally going to be some violence involved, but it's rather different from the soldiering or slaughter-death-murder-runs of traps.

IDK how much of that is possible, but it's different.
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EnigmaticHat

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Re: Things that made you go "WTF?" today o_O
« Reply #88572 on: October 27, 2015, 01:45:33 am »

i kinda want to make a dwarf fortress mod focused around not doing a violence

but, to my utter horror, i can't think of any way to make it interesting that isn't violent
Something that can kill off dwarves that isn't enemies.

I still think the best thing for fortress mode right now would be a farming revamp, ideally with a bigger concept of cost of labor.  DF is nominally set in a medieval fantasy setting but it has a labor distribution like a modern society.  Farming is handled by a specialized few who can none-the-less create an excess of food.  In actual medieval societies the vast, vast majority of the labor goes into food production for what is functionally sustenance farming while the upper class shaves a little off the top (that the lower classes might not actually be able to reasonably offer) in order to survive.  Something like pests, drought, crop disease, should very much be a threat that could wipe out the whole of a fortress.  You could definitely have an interesting conflict there, probably less so until your dwarves have the option to leave the map to hunt or steal food from others.

(bare in mind, have not been actively following the DF development for at least a year)
~Eeh, that's because DF dwarfs basically do live in a modern social structure which bears the trappings of a feudal medieval society.
The point I'm making (which I think you got), is that they shouldn't be able to do that.  Sustenance farmers were sustenance farmers because they didn't have the technology of an industrial society.  Its not like if someone introduced them to the ideas of the modern nation state and the middle class they could have all turned in their plows and gone off and learned medicine or whatever.  But that's basically what happens in DF after the first, well, it varies based on who's playing, but the first year for sure.

That's all ignoring how farming in DF laughs in the face of conservation of energy.  Photosynthesis?  What photosynthesis?
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Neonivek

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Re: Things that made you go "WTF?" today o_O
« Reply #88573 on: October 27, 2015, 02:26:44 am »

Why is it that any game that desperately could use NPC guards you could hire... never do?
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Flying Dice

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Re: Things that made you go "WTF?" today o_O
« Reply #88574 on: October 27, 2015, 02:29:58 am »

Yeah, I get that--I was just saying that they do do so, and the means by which the feat is accomplished is integral to how the game functions, and that the major levers one could use to adjust that wouldn't really accomplish the intended effect. DF is inherently not a medieval feudal society, so it's sort of silly to treat it as if it were. If real-life humans could plant and grow enough food to feed a dozen people for a year over the course of a few weeks, using nothing more than their bare hands and a few meters of muddy dirt, I can guarantee you that those economic and social structures wouldn't have formed (at least not in the same ways) here either.

If it's that much of a disconnect, chant the MST3K mantra and remember that we're talking about the economics of alcoholic-dwarf society in a fictional series of fantastical worlds chock full of other absurdities.  :P

Why is it that any game that desperately could use NPC guards you could hire... never do?
Examples? My tentative response would be that most situations where such followers would be useful would also have much of their danger and suspense removed if you could hire up two dozen mercenaries to protect you at the drop of a hat.
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