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Author Topic: Future of the Fortress  (Read 1416856 times)

Max™

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Re: Future of the Fortress
« Reply #255 on: July 22, 2016, 11:41:36 pm »

Urist Thronebolt McDragonhammer, heir to Lashbrushed the legendary platinum warhammer.
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therahedwig

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Re: Future of the Fortress
« Reply #256 on: July 23, 2016, 04:53:13 am »

Right now the marriage mechanics in Fortress Mode are incredibly micromanagement-intensive, when they didn't use to be.

I hope Toady makes falling in love and having children a more organic process for your dwarves as part of this update.
I was under the impression this was because socialising doesn't work right...
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Stonesense Grim Dark 0.2 Alternate detailed and darker tiles for stonesense. Now with all ores!

Zaratustra

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Re: Future of the Fortress
« Reply #257 on: July 23, 2016, 05:07:41 am »

Maybe humans and dwarves have a more family-oriented inheritance, whereas goblins are more of the "if you kill someone, their stuff is yours" bent?

Then you could have kobold inheritance based on the famous principle of "finders keepers".

FantasticDorf

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Re: Future of the Fortress
« Reply #258 on: July 23, 2016, 05:17:20 am »

Lets not forget elven honor duels to the death in which you eat the combatant victor in a fine roast and if you duel the right people, inherit their things because of screwy elf immortality.
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Inarius

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Re: Future of the Fortress
« Reply #259 on: July 23, 2016, 05:26:53 am »

I'm waiting for the bug fix "No more zombie invasion from dead family members to claim heirlooms"


Toady, can someone have several family tag ? If yes, how will people choose which family group to defend if a conflict happens ? If not, how will family change will work (marriage, adoption, etc.) ?
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LordBaal

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Re: Future of the Fortress
« Reply #260 on: July 23, 2016, 06:54:49 am »

Can animals or prisoners be claimed by families? It is on the plans? I keep imaging wars over dragons or a chicken hehehe or perhaps a incarcerated goblin and things like that.
Also do you have any derivative development low hanging fruits, related or not to families and artifacts with this work yet?
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I'm curious as to how a tank would evolve. Would it climb out of the primordial ooze wiggling it's track-nubs, feeding on smaller jeeps before crawling onto the shore having evolved proper treds?
My ship exploded midflight, but all the shrapnel totally landed on Alpha Centauri before anyone else did.  Bow before me world leaders!

peasant cretin

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Re: Future of the Fortress
« Reply #261 on: July 23, 2016, 09:29:11 am »

Definitely looking forward to heirlooms :)
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FantasticDorf

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Re: Future of the Fortress
« Reply #262 on: July 23, 2016, 02:48:56 pm »

Good news everyone the dev chat just got updated. The heirloom mechanics look nice.
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Whatsifsowhatsit

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Re: Future of the Fortress
« Reply #263 on: July 23, 2016, 03:07:24 pm »

With the upcoming (probably in the far future, but even so) generalization of fantasy races into a system where you can be toward the realistic (just humans) or toward the totally fantastic (naught but procedurally generated creatures), will at some point the stock races also see some more variability? Currently (for example) goblins are rather evil and elves are immortal cannibals; this is certainly not true in all fantasy. In Warcraft, goblins are a bit sneaky and rather capitalistic, but not necessarily evil or violent, and I don't think the LotR elves eat their own dead. Sometimes elves also just live longer lives rather than being fully immortal (to death by aging). Will such alternate possibilities at any point be included, and if so, how much, if any, player control do you envision over such things?
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LordBaal

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Re: Future of the Fortress
« Reply #264 on: July 23, 2016, 04:00:40 pm »

Well currently you can mod the lifespan of almost everything. I certainly do. My dwarves live for 480 years at most and my elves live to 3000 while goblins have a rather short live at 120 years top (the same as humans I think).
But it's indeed a good question. While you currently can mod the races to be like Tolkien, Warhammer, Warcraft or whatever, would they be affected by the randomness at some point? Or could we choose among several stereotypes of each race or predefined characteristics.
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I'm curious as to how a tank would evolve. Would it climb out of the primordial ooze wiggling it's track-nubs, feeding on smaller jeeps before crawling onto the shore having evolved proper treds?
My ship exploded midflight, but all the shrapnel totally landed on Alpha Centauri before anyone else did.  Bow before me world leaders!

FantasticDorf

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Re: Future of the Fortress
« Reply #265 on: July 23, 2016, 04:44:38 pm »

Well currently you can mod the lifespan of almost everything. I certainly do. My dwarves live for 480 years at most and my elves live to 3000 while goblins have a rather short live at 120 years top (the same as humans I think).
But it's indeed a good question. While you currently can mod the races to be like Tolkien, Warhammer, Warcraft or whatever, would they be affected by the randomness at some point? Or could we choose among several stereotypes of each race or predefined characteristics.

I think the DF races mechanically in the game are represented well. Fantasy characters have never been smooth sailing for interpretation (goblins used to be much different before D&D and subsequent pop culture after that with warhammer and WoW when 'greenskins' as we know them were brought into the main-steam)

Both the elves and goblins have excellent natural memory statistics (so that they never rust or forget a song) to compensate for immortality.
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thvaz

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Re: Future of the Fortress
« Reply #266 on: July 24, 2016, 01:00:42 pm »

I'm waiting for the bug fix "No more zombie invasion from dead family members to claim heirlooms"

Toady, can someone have several family tag ? If yes, how will people choose which family group to defend if a conflict happens ? If not, how will family change will work (marriage, adoption, etc.) ?

Quote from:  Devlog
For now, it runs an "importance" check on the family groups during a marriage -- if there is no winner, then it just flips a coin.
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FantasticDorf

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Re: Future of the Fortress
« Reply #267 on: July 24, 2016, 01:26:56 pm »

Another quickfire question for toady.

Are/can slabs be worthy enough artifacts (for both goblins and necromancers) to prompt wars over if they are stolen/claimed by a adventurer or entity? In such a case that goblins may wish to reclaim their demonic master, or as per not engaging in apprentice training, armies of the dead lead by necromancers and apprentices chase down to punish the thief, chasing them and where the tome ends up (potentially in a fortress prompting conflict) all across the land relentlessly as a hostile factional night creature force (like a loyalty cascade where usual night creature pacification rules don't apply, as necro-on-necro macabre pokemon undead infighting)

That humorous bugfix in the post above might be inevitable, but it might also might be a feature in some aspect.
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Whatsifsowhatsit

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Re: Future of the Fortress
« Reply #268 on: July 24, 2016, 01:57:28 pm »

Well currently you can mod the lifespan of almost everything. I certainly do. My dwarves live for 480 years at most and my elves live to 3000 while goblins have a rather short live at 120 years top (the same as humans I think).
But it's indeed a good question. While you currently can mod the races to be like Tolkien, Warhammer, Warcraft or whatever, would they be affected by the randomness at some point? Or could we choose among several stereotypes of each race or predefined characteristics.

Sure, but I was thinking more of a vanilla implementation once these sorts of things become more variable. The option you gave at the end there was something like what I had in mind, yes.

I think the DF races mechanically in the game are represented well. Fantasy characters have never been smooth sailing for interpretation (goblins used to be much different before D&D and subsequent pop culture after that with warhammer and WoW when 'greenskins' as we know them were brought into the main-steam)

Both the elves and goblins have excellent natural memory statistics (so that they never rust or forget a song) to compensate for immortality.

To be clear, I wasn't suggesting I thought there was some problem with the way the stock races were in the game currently. Just to say that they differ sometimes between fantasy stories, and given that it seems like DF is going in the direction of being able to generate fantasy stories of many different interpretations (e.g., magic-heavy, magic-poor; crazy random world or more familiar or just humans with magic, etc.), it might make sense to have some of these different forms of the stock races available in some sense, rather than just the one form that we are familiar with in the game so far.
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BloodAndIron

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Re: Future of the Fortress
« Reply #269 on: July 24, 2016, 02:39:48 pm »

With the approach of the artifact revamp, what do you intend to do with moods? It seems to me that the fey, possessed, fell, and macabre moods are in the same camp as the good/evil biomes, being more placeholders than final features (though you could say that for everything in the game, really). Would you replace the moods with a more generalized, procedural framework that accounts in some way for power sources or actual deities? On a sort-of tangentially related note, would you have artifacts carry some of their inspiration's properties or theme, like a sword divinely inspired by a death god withering plants and binding the undead to the wielder's will?

Also, the impending fiddling with inheritance and family groups brought to mind an interesting question: do you intend to redo the naming system to respect things like family names, clan names, places of birth, patro/matronyms, or notable deeds? What about the naming of non-sapient creatures by civilizations, whose lineages aren't really paid attention to as much? It always seemed strange that creatures like giant dingoes were given the same extensive names as dwarves that were just as random and hard to remember, making for rather underwhelming villains.



« Last Edit: July 29, 2016, 12:17:56 am by BloodAndIron »
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