Bay 12 Games Forum
Dwarf Fortress => DF General Discussion => Topic started by: KittyTac on September 04, 2018, 11:44:47 pm
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Title. Start up the train!
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I can't wait to see all the glitches. Like dorfs plotting world domination because a grudge got out of hand.
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I was rained on. I must release the caged hydras!
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I can't wait to see all the glitches. Like dorfs plotting world domination because a grudge got out of hand.
Sounds like intended behavior to me. I'm more expecting people to plot their own assassination.
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I can't wait to see all the glitches. Like dorfs plotting world domination because a grudge got out of hand.
Sounds like intended behavior to me. I'm more expecting people to plot their own assassination.
How about stealing their own family heirloom?
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Sounds like intended behavior to me. I'm more expecting people to plot their own assassination.
"In a time before time I attacked myself"
(who plays too much adventure mode...)
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What exactly is the Villain Arc?
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Sounds like intended behavior to me. I'm more expecting people to plot their own assassination.
"In a time before time I attacked myself"
(who plays too much adventure mode...)
"Just now, I killed myself"
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Dwarves are likely going to be leaving on their own sooner or later, and possibly sooner in the arc (since it supports in-fort villains, and also leaving due being unhappy).
The time to start planning autoimmolation devices for them is now. Since they're going to trigger pressure plates and visitors don't, could place one in the visitor entrance. I think you might be able to make it weight-sensitive so that military don't trigger it, and order-sensitive so that incoming migrants don't immolate the one after them either.
Only issue is that it will melt any civilian going outside the walls of fortress. Maybe a holding room would be safer in case of mistakes due. e.g. dead wildlife corpse retrivial.
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The mastermind dwarf who manages to steal a priceless artifact from... himself.
Because for whatever reason he keeps on assassinating his own teams of theives & assassins with even more assassins due to a breakdown after he started carrying the artifact around personally, and the old teams kept raiding his lair starting fights enraging the old dwarf in a endless cycle loop.
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What exactly is the Villain Arc?
The arc right before the Big Wait, improves on villains.
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What exactly is the Villain Arc?
The arc right before the Big Wait, improves on villains.
Well, there's armies to come according to the notes (and Improved Sieges, but perhaps it'd be done at the same time).
But only if villains is completed in good time. With August skipped, looks like time might be tight.
Or Toady will just extend his deadline. He's the only one counting, after all. :)
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Armies were 0.44.01?
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Armies were 0.44.01?
No, those were squads.
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any group of units (including an individual unit) marching across the map is an army, and these small groups make armies, so it seems pretty army to me; the only real distinction is that every member of your own army is a hist fig, so you don't have hordes of abstract numbers following you
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any group of units (including an individual unit) marching across the map is an army, and these small groups make armies, so it seems pretty army to me; the only real distinction is that every member of your own army is a hist fig, so you don't have hordes of abstract numbers following you
The Army arc will expand on large squads (hundreds of people), I think. Along with things like battles.
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Pre Mythgen devnotes (not yet done bits - not all will get done though) :
Seizing position-holders as prisoners (see below)
Assassinations of position-holders
Basic hill dwarf / administered site interactions:
Shows all your off-site armies, send a squad or messenger to activate them
Defensive off-site armies, ability to stall and report on incoming sieges
Army-army battles, offensive orders for off-site armies (see Army Improvements below)
Portions of Improved Sieges (below) are on the table
Also: prisoners from attacking soldiers surrendering/yielding
Prisoner trades, executions, release
Adventurer military improvements:
Gaining civ-level entity positions (e.g. baron) by reputation or intrigue
Basic command of large armies on travel-scale map
"Improved sieges" includes:
Eliminate remaining edge-of-map exploits
More highly trained attacking soldiers when appropriate
Many trap exploits are handled above by requiring more to produce a trap, things like cage traps should make more sense vs. large creatures etc. (respect strength/ability vs. material, large cages might be separate object)
Coming up with a plan to overcome pathing obstacles to reach fortress innards
Ability to dig (optionally, default on)
Ability to build bridges/ramps
Ability to use grappling hooks/ladders/climb
Learning from mistakes if first attempted assault plan fails badly
For instance, if many siegers are killed, caged, etc. in a given hallway, they shouldn't generally go that way again, even if that means building/climbing/digging
Siege engine improvements depend on state of boats, lifts/moving fortress sections, since these should all use the same framework
(But traps and siege engine improvements have been ruled out for this time - probably be with boats and moving fortress parts).
"Army Improvements" includes this lot (doubt much of it will make it, but we can always hope) :
Make armies/beasts that attack fortress come from actual groups moving on world map (partially done).
Ability to fight other armies with your dwarven armies
Larger armies should spread over multiple mid-level map squares
Ability to create fortifications/lines/etc. instead of spreading haphazardly
There are complications to be worked out if you can zoom in to battles and control them at the local level, concerning what happens to your fortress
If you can zoom in, situations like being surrounded need to be respected and have the desired results regardless of what area is zoomed in on
Allow villains to attempt to demand tribute from you
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So (double post, sorry)
Yay for villains. Bandit forts, castles and Better Towers.
Yay for more Hidden Fun.
Seems like a fine arc indeed.
But when I can raise a thousand hill dorfs and have my axe lords lead them into battle against legions of elephant riding elves I'll be very happy.
And post-mythgen when I may actually be able to watch the battle it'll be even better. That and watching other sites in real time, laughing as elves and gobbos run about on fire after I drop a meteor on them. It'll be a nice change from all these years of watching my own dorfs faff about dying ridiculously.
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Yay for the lack of invincible forts (digging invaders)!
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hype, i guess
Mostly just waiting for the point where I can mess with procgen magic systems, in a few years time. Villains are pretty nice, but honestly I'm mostly invested in DF for the devlogs at this point.
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I'm keen for the inevitable error where the threshold for villainy is too low, and everyone has plots against everyone. Urist McBeekeeper laughs darkly...
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hype, i guess
Mostly just waiting for the point where I can mess with procgen magic systems, in a few years time. Villains are pretty nice, but honestly I'm mostly invested in DF for the devlogs at this point.
Yeah, I'm more hyped for magic. We'll throw a big party once it comes out.
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Magic will be such a game-changer. I can't decide between excitement and dread. I sort of like "mundane, except elves and evil rain and magic mushrooms and magma monsters and adamantine and gods and demons."
But that would be the Magic hype thread. I don't think it exists yet. Would it be too early?
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Magic will be such a game-changer. I can't decide between excitement and dread. I sort of like "mundane, except elves and evil rain and magic mushrooms and magma monsters and adamantine and gods and demons."
But that would be the Magic hype thread. I don't think it exists yet. Would it be too early?
Yeah, too early. It's coming in 2 years.
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any group of units (including an individual unit) marching across the map is an army, and these small groups make armies, so it seems pretty army to me; the only real distinction is that every member of your own army is a hist fig, so you don't have hordes of abstract numbers following you
Possibly subject to future change, also reactionary counter-raid sieges draw from usually 1 site so they bring the faceless along anyway, marking out some errors in your statement. I personally use the kills screen as opposed to anything else to determine who was actually histfig rather than non-fig with a name also that only existed for the purpose of a siege this moment.
A evil emperor sends out their histfig champions, leaders and generals and a faceless horde of nonfig grunts after executing a number of evil plots to consolidate power by assassinating their political rivals for leadership to enact his revenge against the enemy civilisation that exiled him.
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Putnam didn't say that non-histfig abstract army members didn't exist, they said that players cannot send non-histfig abstract armies, since they can only send fortress members and all fortress members are histfigs. They can certainly receive them.
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Well, I know the pets aren't by default. (Though they can become, in which case you can have, for example, turkeys get married in retired forts after defending it from elven attack.)
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Hmm... they're not historical figures, but they're not entirely abstracted, right? (Stats and skills and scars persist afterward. But do they play a role in the battles? Will a Legendary Biter dog help more than a weak skillless dog?)
Pets would seem to be halfway between histfig and abstract army, then.
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Hmm... they're not historical figures, but they're not entirely abstracted, right? (Stats and skills and scars persist afterward. But do they play a role in the battles? Will a Legendary Biter dog help more than a weak skillless dog?)
Pets would seem to be halfway between histfig and abstract army, then.
If they get into combat with a histfig and gain skills from it, they become a histfig and are tracked.
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Obtaining a name through killing a historical figure counts - like the practice to name trolls by having them slaughter migrant pet before they topple a statue in temple.
Even just talking may count; (it supposedly does in adv.). At the very least I've watched visiting swarms of animal people go from 'sterile' to 'fertile' icon with relations-indicator, meaning they have become historical from interrupting my dwarves, even without killing anybody. That was in 43.03, though, so may not work so much anymore now that Toady reduced fort-mode talking.
Though bringing this back to villain arc, this means you could potentially have your last fortress's milita captain's pet dog be the villain plotting to end your current fort.
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Obtaining a name through killing a historical figure counts - like the practice to name trolls by having them slaughter migrant pet before they topple a statue in temple.
Even just talking may count; (it supposedly does in adv.). At the very least I've watched visiting swarms of animal people go from 'sterile' to 'fertile' icon with relations-indicator, meaning they have become historical from interrupting my dwarves, even without killing anybody. That was in 43.03, though, so may not work so much anymore now that Toady reduced fort-mode talking.
Though bringing this back to villain arc, this means you could potentially have your last fortress's milita captain's pet dog be the villain plotting to end your current fort.
The dog was the mastermind (https://tvtropes.org/pmwiki/pmwiki.php/Main/TheDogWasTheMastermind).
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I am hoping that some new interesting stuff comes out for modders :D
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New blog post says cool stuff about new links being formed. Cant wait for the villain arc to finally be playable
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I wonder when we'll get the first release. This month, or next month? Or maybe the month after?
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Forgive me for my ignorance but I'm yet to find out what the whole villain thing really entails. The dev notes aren't exactly clear since Toady just comments on how villains form relationships for reasons but I still don't understand the purpose of it all.
How do these "villains" affect the game? Are they just quest objectives or do they have anything special going on for them? Are they going to be involved in fortress mode in any significant way? The notes say "extort from the fortress" but that sounds mostly identical to the current sieges.
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Forgive me for my ignorance but I'm yet to find out what the whole villain thing really entails. The dev notes aren't exactly clear since Toady just comments on how villains form relationships for reasons but I still don't understand the purpose of it all.
How do these "villains" affect the game? Are they just quest objectives or do they have anything special going on for them? Are they going to be involved in fortress mode in any significant way? The notes say "extort from the fortress" but that sounds mostly identical to the current sieges.
it really means that relations mean a hell lot more now and might start and end wars.
it might create politics like during the crusades, where peacetreaties were made by arranging a marriage between the two rivals' children.
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Of course, I see the ability to create more detailed and engaging stories in both modes as enough of a purpose unto itself. DF is a fantasy story generator above all else, after all. In that sense, antagonists with actual concrete motivations behind their villainous actions are absolutely necessary in the long-term for immersion's sake (forming more complex relationships with other NPCs in worldgen is a part of that).
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Forgive me for my ignorance but I'm yet to find out what the whole villain thing really entails. The dev notes aren't exactly clear since Toady just comments on how villains form relationships for reasons but I still don't understand the purpose of it all.
How do these "villains" affect the game? Are they just quest objectives or do they have anything special going on for them? Are they going to be involved in fortress mode in any significant way? The notes say "extort from the fortress" but that sounds mostly identical to the current sieges.
Villains will create networks (hence the necessity of fleshing out relationships a bit more) and will plot to achieve a variety of things like theft, assasination or conquest. Agents of such villains should be eventually able to infiltrate your fort and work against you (sabotaging your defenses, for example).
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Forgive me for my ignorance but I'm yet to find out what the whole villain thing really entails. The dev notes aren't exactly clear since Toady just comments on how villains form relationships for reasons but I still don't understand the purpose of it all.
How do these "villains" affect the game? Are they just quest objectives or do they have anything special going on for them? Are they going to be involved in fortress mode in any significant way? The notes say "extort from the fortress" but that sounds mostly identical to the current sieges.
Villains will create networks (hence the necessity of fleshing out relationships a bit more) and will plot to achieve a variety of things like theft, assasination or conquest. Agents of such villains should be eventually able to infiltrate your fort and work against you (sabotaging your defenses, for example).
I'm reasonably sure bits of this are already a thing. Bards can be on goblin payroll and mark down the locations of traps, spies and vampires can visit the fort while assuming a false name, and wereelephants created in one fort can show up as migrants in subsequent ones, unless you take care to kill every last one.
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Forgive me for my ignorance but I'm yet to find out what the whole villain thing really entails. The dev notes aren't exactly clear since Toady just comments on how villains form relationships for reasons but I still don't understand the purpose of it all.
How do these "villains" affect the game? Are they just quest objectives or do they have anything special going on for them? Are they going to be involved in fortress mode in any significant way? The notes say "extort from the fortress" but that sounds mostly identical to the current sieges.
Villains will create networks (hence the necessity of fleshing out relationships a bit more) and will plot to achieve a variety of things like theft, assasination or conquest. Agents of such villains should be eventually able to infiltrate your fort and work against you (sabotaging your defenses, for example).
I'm reasonably sure bits of this are already a thing. Bards can be on goblin payroll and mark down the locations of traps, spies and vampires can visit the fort while assuming a false name, and wereelephants created in one fort can show up as migrants in subsequent ones, unless you take care to kill every last one.
I was thinking only about new stuff, but you are right. I'm not sure if thieves are already in also. I had a couple of visitors who pretended to came just for relax who where actually looking for artifacts and eventually turned hostile, but in a very weird fashion - being outside of the fortress, not having stolen anything and with a threatening announcement. I guess it'll be fixed with the new release.
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How do these "villains" affect the game? Are they just quest objectives or do they have anything special going on for them? Are they going to be involved in fortress mode in any significant way? The notes say "extort from the fortress" but that sounds mostly identical to the current sieges.
It's supposed to tie mechanics together and create a narrative.
For example you get attacked by some bandits, but if you look more into it, you find out that they were actually ordered/ paid (if only we had an economy) to raid you by some guy who for some reason wants control over one of your hillocks or whatever and if you look into it even more then you find out that he was actually influenced into doing this by some goblin demon king who wanted to destabilise the region.
At least that's the thought behind the villain arc. We'll only really see how detailed this stuff gets once the thing is actually released.
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Forgive me for my ignorance but I'm yet to find out what the whole villain thing really entails. The dev notes aren't exactly clear since Toady just comments on how villains form relationships for reasons but I still don't understand the purpose of it all.
How do these "villains" affect the game? Are they just quest objectives or do they have anything special going on for them? Are they going to be involved in fortress mode in any significant way? The notes say "extort from the fortress" but that sounds mostly identical to the current sieges.
Villains will create networks (hence the necessity of fleshing out relationships a bit more) and will plot to achieve a variety of things like theft, assasination or conquest. Agents of such villains should be eventually able to infiltrate your fort and work against you (sabotaging your defenses, for example).
I'm reasonably sure bits of this are already a thing. Bards can be on goblin payroll and mark down the locations of traps, spies and vampires can visit the fort while assuming a false name, and wereelephants created in one fort can show up as migrants in subsequent ones, unless you take care to kill every last one.
Tarn has also hinted at in the devlog that some things will happen if your nobles/administrators get turned over by the villains, but that he won’t spoil the details and let us work out what they are for ourselves.
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How do these "villains" affect the game? Are they just quest objectives or do they have anything special going on for them? Are they going to be involved in fortress mode in any significant way? The notes say "extort from the fortress" but that sounds mostly identical to the current sieges.
It's supposed to tie mechanics together and create a narrative.
For example you get attacked by some bandits, but if you look more into it, you find out that they were actually ordered/ paid (if only we had an economy) to raid you by some guy who for some reason wants control over one of your hillocks or whatever and if you look into it even more then you find out that he was actually influenced into doing this by some goblin demon king who wanted to destabilise the region.
At least that's the thought behind the villain arc. We'll only really see how detailed this stuff gets once the thing is actually released.
true.
i hope they create such great plots. the more unexpected, the better it becomes. thinking of Baldur'sGate's Plotline with all its ties to sideplots and its unexpected backgroundplot.
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UristMcPlotting Pants:
“In a time before time, I attacked myself.”
“Release the hounds.”
*magic update happens, and he transforms the hounds into strawberries*
‘here lies, Blighted-Wool, esteemed Hound. Blighted-Wool is 2 inches in diameter, it’s flesh is rosey red. Small seeds cover encrust it’s body. Now you know why they fear the night!’
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This thread has missed the biggest bonus from this arc. Relationship improvements. We no longer need marriages to have kids! And if someone marries and the spouse dies, they'll go back out on the market and find a new one. This, right here, is the strongest point for this whole arc for anyone who does generational forts.
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This thread has missed the biggest bonus from this arc. Relationship improvements. We no longer need marriages to have kids! And if someone marries and the spouse dies, they'll go back out on the market and find a new one. This, right here, is the strongest point for this whole arc for anyone who does generational forts.
Well, we don’t know how this carries over to Dwarves (considering societal standards/values might affect this), or how much of this is getting into Fortress mode quite yet, so I wouldn’t get my hopes up too much. Especially since dwarves currently barely make friends (I believe it has with the TOLERATES_VALUES facet), and romance might still be based off friendship even after this update. The friendship bugs are due for fixing before the big wait though, so hopefully it’ll work before then.
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We no longer need marriages to have kids!
Thanks! I hate it
I was using ORIENTATION to prevent reproduction by preventing marriage, which I guess was always hackish, so now with children-out-of-wedlock I guess I need to figure out some other way.
Especially since dwarves currently barely make friends (I believe it has with the TOLERATES_VALUES facet)
Nope, straight-up bugs. Also, you're looking for TOLERANT, which dwarves are perfectly neutral on, same as humans in that regard.
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I presume it now has same check as with animals, so I speculate you could make them asexual (or gay, whichever you prefer).
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No can do. Species is pannormative.
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We no longer need marriages to have kids!
Thanks! I hate it
I was using ORIENTATION to prevent reproduction by preventing marriage, which I guess was always hackish, so now with children-out-of-wedlock I guess I need to figure out some other way.
If I don’t misunderstand how the ORIENTATION token works (you use it to make all your dwarves gay, right?), them being able to have children-out-of-wedlock shouldn’t break anything. After all, it would be bugged behaviour if gay dwarves had straight affairs and sexual relationships in the first place.
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No can do. Species is pannormative.
Wait did you just say an entire species can be collectively gay? What species in particular, and is it seals?
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I use it to make all of my modded creatures incapable marrying, like I said. They can take lovers of either sex.
No can do. Species is pannormative.
Wait did you just say an entire species can be collectively gay? What species in particular, and is it seals?
Homestuck trolls, and while I find gay to be a highly useful umbrella term in many cases the relating to myself it's too non-specific in this one
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Could you just remove [MALE] and/or [FEMALE] tags from the relevant creatures? Or would that result in pronouns always being "it" etc?
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Yes, it would result in "it".
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Ah, darn. Maybe you could pester Toady to add a "willingness to reproduce" facet* in addition to the current willingness to form a relationship and willingness to have a marriage?
*Is facet the right term? There's a few different things that make up "personality" and I don't have them very straight.
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Facets are PERSONALITY tokens, values are VALUE stuff in the entity.
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You can use the orientation tag to completely control your dwarves' love lives. The center value on that tag is willingness to even take a lover of that sex. Just set it to 0 for the opposite sex and you're good.
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Pretty sure the issue is that trolls should have relationships, but not reproduce normally because troll reproduction is naturally very strange.
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Pretty sure the issue is that trolls should have relationships, but not reproduce normally because troll reproduction is naturally very strange.
Normal trolls or night trolls?
Speaking of them, will night trolls be classified as villains? I'll ask a FOTF question.
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Pretty sure the issue is that trolls should have relationships, but not reproduce normally because troll reproduction is naturally very strange.
Normal trolls or night trolls?
Speaking of them, will night trolls be classified as villains? I'll ask a FOTF question.
Homestuck trolls, I believe. They have a whole reproduction system based around pails, robots, and a queen bee sort of entity.
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Damnit man, now I have to start reading Homestuck again.
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So... this is a shorter arc, right? With a due date sometime soon, after which there will be a longer arc? Cause if so, I can actually bring myself to play it a while after release. I usually wait until the beginning of a long arc.
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This is a half-long arc, which is supposed to be finished at the end of the year, bug fixes and all. The first (unstable?) version should hopefully come out within a few weeks. Then begins the Big Wait, which is supposed to last a few years, before the myths&magic update/arc.
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PTW
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I can hold on as long as we get at least monthly devlogs. We usually get them every week or two, even during those long hauls, so I'll be fine.
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I can hold on as long as we get at least monthly devlogs. We usually get them every week or two, even during those long hauls, so I'll be fine.
I can hold on as long as the current version runs without unbearable bugs (like Mousequery messing up, as it currently does in 44.12r1)
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I can hold on as long as we get at least monthly devlogs. We usually get them every week or two, even during those long hauls, so I'll be fine.
I can hold on as long as the current version runs without unbearable bugs (like Mousequery messing up, as it currently does in 44.12r1)
Isn't that a util/dfhack plugin thing?
Work on those won't stop.
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I can hold on as long as we get at least monthly devlogs. We usually get them every week or two, even during those long hauls, so I'll be fine.
I can hold on as long as the current version runs without unbearable bugs (like Mousequery messing up, as it currently does in 44.12r1)
Isn't that a util/dfhack plugin thing?
Work on those won't stop.
it worked in 44.09 and since they merged twbt and dfhack, they chose to dump the working one and used the one that refused to work on nonwidescreens
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I can hold on as long as we get at least monthly devlogs. We usually get them every week or two, even during those long hauls, so I'll be fine.
I can hold on as long as the current version runs without unbearable bugs (like Mousequery messing up, as it currently does in 44.12r1)
Isn't that a util/dfhack plugin thing?
Work on those won't stop.
it worked in 44.09 and since they merged twbt and dfhack, they chose to dump the working one and used the one that refused to work on nonwidescreens
And that has nothing at all to do with the development of Dwarf Fortress. "they" will keep working on 3rd party utils throughout the Big Wait, probably more so as there won't be any version catch up to put up with for a couple of years.
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Forgive me for my ignorance but I'm yet to find out what the whole villain thing really entails. The dev notes aren't exactly clear since Toady just comments on how villains form relationships for reasons but I still don't understand the purpose of it all.
How do these "villains" affect the game? Are they just quest objectives or do they have anything special going on for them? Are they going to be involved in fortress mode in any significant way? The notes say "extort from the fortress" but that sounds mostly identical to the current sieges.
What it means is there will be actual villains with plans and cronies and such to create narratives. He mentioned if you pester them Enough in adventure mode they may hire people to assassinate you. You could interrogate people to find more information and such It basically means adventure mode can actually have some kind of procedural narrative for you to follow. I can’t wait to uncover global conspiracies and stuff and track down and end them. In adventure mode, this is incredibly exciting. If you have read many of the threetoe stories this is the piece of the pie we need to actually start creating proto-versions of those kind of immersive narratives.
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I can hold on as long as we get at least monthly devlogs. We usually get them every week or two, even during those long hauls, so I'll be fine.
I can hold on as long as the current version runs without unbearable bugs (like Mousequery messing up, as it currently does in 44.12r1)
Isn't that a util/dfhack plugin thing?
Work on those won't stop.
it worked in 44.09 and since they merged twbt and dfhack, they chose to dump the working one and used the one that refused to work on nonwidescreens
And that has nothing at all to do with the development of Dwarf Fortress. "they" will keep working on 3rd party utils throughout the Big Wait, probably more so as there won't be any version catch up to put up with for a couple of years.
well, maybe i have to poke them enough to fix it then :D
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I'm definitely excited about having more characters react to my actions and forming grudges.
In all honesty, I'm also looking forward to all the new memes the bugs of the first release is bound to create almost as much. Like, maybe towns will make peace with wild animals by marrying their daughters to them, spies infiltrating armies as warhorses, or power of friendship solving all the world's problems. It is inevitable.
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I'm definitely excited about having more characters react to my actions and forming grudges.
In all honesty, I'm also looking forward to all the new memes the bugs of the first release is bound to create almost as much. Like, maybe towns will make peace with wild animals by marrying their daughters to them, spies infiltrating armies as warhorses, or power of friendship solving all the world's problems. It is inevitable.
Those all sound like features to me
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I'm definitely excited about having more characters react to my actions and forming grudges.
In all honesty, I'm also looking forward to all the new memes the bugs of the first release is bound to create almost as much. Like, maybe towns will make peace with wild animals by marrying their daughters to them, spies infiltrating armies as warhorses, or power of friendship solving all the world's problems. It is inevitable.
you forgot the king declaring war to the clams and sending all their soldiers to drown inthe river.
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Nonsense. Everyone knows the giant sponges are the worst threat in the water.
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I'm definitely excited about having more characters react to my actions and forming grudges.
In all honesty, I'm also looking forward to all the new memes the bugs of the first release is bound to create almost as much. Like, maybe towns will make peace with wild animals by marrying their daughters to them, spies infiltrating armies as warhorses, or power of friendship solving all the world's problems. It is inevitable.
you forgot the king Caligula declaring war to the clams on Neptune and sending all their soldiers to drown in the river sea.
Sounds realistic to me
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I'm definitely excited about having more characters react to my actions and forming grudges.
In all honesty, I'm also looking forward to all the new memes the bugs of the first release is bound to create almost as much. Like, maybe towns will make peace with wild animals by marrying their daughters to them, spies infiltrating armies as warhorses, or power of friendship solving all the world's problems. It is inevitable.
you forgot the king Caligula declaring war to the clams on Neptune and sending all their soldiers to drown in the river sea.
Sounds realistic to me
finally someone understood the reference.
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I understood it, I just didn't feel the need to respond to it
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I understood it, I just didn't feel the need to respond to it
oh... i forgot that possibility
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I understood it, I just didn't feel the need to respond to it
oh... i forgot that possibility
I have that same problem
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Latest FotF was pretty good. It tells us that if a corrupt/ honest prophet spawns a religion and spreads it, it might actually increase or decrease the amount of villains in that area or determine how easy/ hard it is for villains to roam there.
Update release in 3 months, what do you think?
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Latest FotF was pretty good. It tells us that if a corrupt/ honest prophet spawns a religion and spreads it, it might actually increase or decrease the amount of villains in that area or determine how easy/ hard it is for villains to roam there.
Update release in 3 months, what do you think?
I think the first release will be by the end of January and then a bugfix-polishing interim by Feb-March to finish w.g things, that's my idea of how Toady could schedule at the moment, however pessimistically that means that we won't likely be getting fortress features until April and sets back the nice and clean early year start for the big wait to dedicate his time. That's just my conjuctive opinion though.
Oh well i guess he'll just have to slot in another arc to occupy time until next January ;D ;D
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I'm gonna say initial release will be early to mid February, with a further several weeks of bug-fixing after that.
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any group of units (including an individual unit) marching across the map is an army, and these small groups make armies, so it seems pretty army to me; the only real distinction is that every member of your own army is a hist fig, so you don't have hordes of abstract numbers following you
Non-hist figs are still parts of armies. There simply aren’t enough hist figs for the large armies, so they just draw from site populations. And have one or two actual hist figs.
In fact even the player is tracked as an army when you are moving in adventure mode.
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Putnam didn't say that non-histfig abstract army members didn't exist, they said that players cannot send non-histfig abstract armies, since they can only send fortress members and all fortress members are histfigs. They can certainly receive them.
All armies are tracked the same, from the player in adventure (which is actually tracked as an army, to the bandits sending folks to towns, to the dwarves you are sending out, all of them are considered “Armies” by the game. They use the same data structure, which is called an “Army” and that is what toady means when he says “Army”. So yes, armies already exist in game, he just plans to track them a bit better, with more info. And to let the player send our “faceless grunts” too.
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I just got hyped with a possibility that I don't know if it is a possibility
Did toady said something that we as a dwarf fortress overlord could HELP someone's plot? I mean, if the villian is my king, who I discover that he want more power and titles or dunno, I would surely want to send his agents to places where he doesn't have that much influence to make him start civil wars on neighbooring civs and seeing him becoming the law-giver of humans and king of dwarves and bring entire civs under my banner by mischievous planning
I know that there are stuff that we might be able to do, lava-dump other nobles who aren't suporting the villian which I think that would be a better king, send people under his influence to other hamlets that are under my fort's sphere of influence and a lot of other shenaningans that the players here will surely invent, probably including genocide but whatever
but maybe there will be a way to interfere directly?
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Putnam didn't say that non-histfig abstract army members didn't exist, they said that players cannot send non-histfig abstract armies, since they can only send fortress members and all fortress members are histfigs. They can certainly receive them.
All armies are tracked the same, from the player in adventure (which is actually tracked as an army, to the bandits sending folks to towns, to the dwarves you are sending out, all of them are considered “Armies” by the game. They use the same data structure, which is called an “Army” and that is what toady means when he says “Army”. So yes, armies already exist in game, he just plans to track them a bit better, with more info. And to let the player send our “faceless grunts” too.
Yeah, basically the only thing keeping players from "proper" armies with hordes of whatever is a little phase where your dwarves go into the nearest city and say "we're looking for some warriors to join our fight who's in"
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am i the only on logging in every 3 days to check if its released yet?
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am i the only on logging in every 3 days to check if its released yet?
I'm checking every 2 weeks.
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reading in the forums like daily.
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am i the only on logging in every 3 days to check if its released yet?
It will be awhile, and toady makes a devlog about every 7 days now.
He hasnt actually touched adventurer or fort mode since he went on this awesome worldgen spree, so he needs to get all of that working in adventurer and fort mode next, then bug fixes. So it may be a couple months or even longer.
Even so, its exciting to see this progress DF is getting to the point toady has been aiming for for years. I expect a ton of awesome new game play to come out of this, especially for adventure mode, which may actually be able to hold its own against fort mode soon.
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Yeah, my guess at a release is somewhere in July right now. At this point the main thing that is still missing from worldgen is dungeons, interrogations and punishment/justice (and maaaaybe hospitals...), so until those are covered I am not seeing us get out of worldgen yet.
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I am excited for this to actually happen:
(http://i.imgur.com/MxKND0g.png)
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that image has always cheesed me off a good deal