Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 70 71 [72] 73 74 ... 306

Author Topic: Future of the Fortress  (Read 1846088 times)

flabort

  • Bay Watcher
  • Still a demilich, despite the 4e and 5e nerfs
    • View Profile
Re: Future of the Fortress
« Reply #1065 on: January 04, 2015, 10:27:09 pm »

What reasons did the necromancers have for attacking their zombies? Is it related to the necro siege I got where all the sieging zombies left immediately?
Logged
The Cyan Menace

Went away for a while, came back, went away for a while, and back for now.

Dirst

  • Bay Watcher
  • [EASILY_DISTRA
    • View Profile
Re: Future of the Fortress
« Reply #1066 on: January 05, 2015, 02:16:27 pm »

Quote
I fixed a problem today which sometimes caused dwarves not to fight monsters/invaders, especially if there were lots of other dwarves in line-of-sight.

Praise the lord!  :P

Great to see this bug gone, it caused a lot of headache for quiet a few people.
So dwarves are vulnerable to moral hazard.  Seems compatible with their tendency to go on break just when their skills are needed most!
Logged
Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: Future of the Fortress
« Reply #1067 on: January 07, 2015, 02:41:49 pm »

Toady, in 0.40.24 you say bug #6750 (bloated tubers & muck roots produce invisible seeds) will be fixed, and as I've spent some time on reactions involving plants & plant products, I have some questions.

Did you give bloated tubers & muck roots seeds? If so, will they be plantable/farmable now?

Did you remove the seed product from the brew-from-plant reaction? If so, will we need to get our seeds from radishes, potatoes etc. some other way?

Did you change reaction code in such a way that the existence or nonexistence of the reaction's products in the material no longer determines whether the reaction can begin? If so, what other reactions have been touched?

Or did you just do a quick-and-dirty fix like the instantly-disintegrating fake seed?


40.24 is out and he gave them seeds.

While I'm happy that we'll be able to plant bloated tubers and muck roots now, I'm also sad because I was hoping for changes to the reaction code.
« Last Edit: January 07, 2015, 05:36:45 pm by Button »
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Re: Future of the Fortress
« Reply #1068 on: January 09, 2015, 04:49:31 pm »

(pruned potential derail)
Logged
The Toad, a Natural Resource:  Preserve yours today!

Urist Tilaturist

  • Bay Watcher
  • The most dwarven name possible.
    • View Profile
Re: Future of the Fortress
« Reply #1069 on: January 09, 2015, 04:53:14 pm »

Derails are fun, why prune them?
Logged
On the item is an image of a dwarf and an elephant. The elephant is striking down the dwarf.

For old times' sake.

Footkerchief

  • Bay Watcher
  • The Juffo-Wup is strong in this place.
    • View Profile
Re: Future of the Fortress
« Reply #1070 on: January 09, 2015, 04:58:14 pm »

Derails are fun, why prune them?

From the OP:
The purpose of the thread is to discuss current developments.  [...]  Questions and comments about the development page or DF development somewhat more broadly work here, though any contentious topics that lead to derails are discouraged -- there are threads for those too.
Logged

Urist Tilaturist

  • Bay Watcher
  • The most dwarven name possible.
    • View Profile
Re: Future of the Fortress
« Reply #1071 on: January 09, 2015, 06:28:44 pm »

Since this is a long running and important thread, I can see why derails are somewhat undesirable.
Logged
On the item is an image of a dwarf and an elephant. The elephant is striking down the dwarf.

For old times' sake.

Zarathustra30

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #1072 on: January 10, 2015, 10:30:40 pm »

I am quite excited by the most recent devlog, but I shall strive to remain calm.

Spoiler (click to show/hide)
Logged
How did we pass from inns with merry songs and happy music to temples of doom and medieval torture with so much easiness and eagerness??

endlessblaze

  • Bay Watcher
  • likes dragons for their fiery breath
    • View Profile
Re: Future of the Fortress
« Reply #1073 on: January 10, 2015, 11:43:06 pm »

O.0
I am quite excited by the most recent devlog, but I shall strive to remain calm.

Spoiler (click to show/hide)

.....SO MUCH AEWSOME!

Edit: [glow=Green] also forgot to ask.

Does this

We'll have more information about visitor interactions as we get closer to that. There will be an economic aspect but it won't yet be emphasized. We're going to deal with any remaining issues with multi-species forts for this release, and there'll be opportunities to incorporate some visiting critters into your fort on a more permanent basis (most likely mercenaries/adventurers).


Mean we will be able to have elves and goblins in our forts soon? I'm realy craveing that eleven agility and memory in my troops and and other industry's[/glow]
« Last Edit: January 10, 2015, 11:47:55 pm by endlessblaze »
Logged
Kids make great meat shields.
I nominate endlessblaze as our chief military executive!

Farmerbob

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #1074 on: January 11, 2015, 01:54:49 am »

I am curious if standing orders for finished products, especially drinks and foods, will consider the likes and dislikes of the community.  I'm also wondering how deep standing orders will percolate through the community, and to what degree standing orders might interact with likes and dislikes of fortress dwarves and potential trader interactions.  See below for examples of the types of things I'm thinking.

If a substantial part of the fortress community likes a specific food or drink, the production of that food and drink would have a higher priority than other foods and drinks, and the cooks and brewers would complain if they didn't have the materials to keep stocks at an acceptable level.  That, in turn, would lead to the farmers putting a higher priority into tending and harvesting the components required for making the drinks and foods that the fortress wants.

To make this more... fun... Nobles and officers of the fortress could have exaggerated weighting.  If the king likes plump helmets, he counts as ten dwarves.  A noble might count as five, and a mayor or sheriff three.

This could lead to interesting social conflict.  If the king who really likes plump helmets discovers that they are now gone, he's going to have a bad thought.  If he sees someone eating a plump helmet while he still hasn't gotten one himself, he's going to have an angry thought, and might even call for the hammerer.

This could extend into trade caravans, as automatic weighting.  Traders talk to people.  They learn what the fortress likes, and even without the player requesting anything at all, they will automatically attempt to bring with them things that the fortress dwarves want.  Again, higher ranking dwarves count for more.

We might even see traders bringing gifts to fortress officers, small gifts of varying quality and value that are simply given to the fortress nobles and officers directly.  For a mayor or sheriff, that might be a good high quality serving of booze to be drunk on the spot when the officer meets with the trader.  For a noble, it might be a trinket made of a metal or stone that they favor.  For a king it might be a piece of furniture made of preferred metal, stone, or wood, encrusted with gems they like, and engraved with scenes of the deity they worship.

If the trader has been happy with the fortress's purchasing habits in the past, a very nice gift will be given.  If the fortress has been aggressive in the past, there might be no gift, or a very low quality gift, though nobles and kings would always get at least a token something, if the trader is very unhappy, the gift might be something the noble or king is known to dislike...

Of course gifting in this manner would likely then require a place for items to be placed.  Perhaps a new stockpile type for gifts?  Fortress officers would then store their gifts in these stockpiles, and if anyone else touches the gifts...

I know at least some of this is being planned, but I'm wondering to what degree it's been planned, and how interactive it would be.
« Last Edit: January 11, 2015, 02:07:20 am by Farmerbob »
Logged
How did I miss the existence of this thread?
(Don't attempt to answer that.  Down that path lies ... well I was going to say madness but you all run towards madness as if it was made from chocolate and puppies.  Just forget I said anything.)

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
Re: Future of the Fortress
« Reply #1075 on: January 11, 2015, 01:56:37 am »

Good gods yes this is going to be awesome!

With multi-species forts, will intelligent pets/non-civilized animal-men or whatever (gorlaks!) be eligible for citizenship, or will it only be possible for other already civilized species to become citizens for now?

When a creature signs on to the fortress roster, will you have them keep the ethics and values of their homeland or immediately adopt all of the customs of their adoptive country, or some average inbetween?
« Last Edit: January 11, 2015, 02:03:46 am by Eric Blank »
Logged
I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

WordsandChaos

  • Bay Watcher
    • View Profile
    • Words and Chaos blog
Re: Future of the Fortress
« Reply #1076 on: January 11, 2015, 06:46:36 am »

I'd love to be able to incorporate animal-people. I always remember having a cave swallow-man guarding the entrance to my caves. He was friendly, killed his own tribe to defend my Dwarves, and spent the next several years just guarding my hallway killing the occasional Crundle and other cave denizens with a wooden spear. He even earned a title. I always thought of him as an actual member of my fortress.

smurfingtonthethird

  • Bay Watcher
  • Legendary Shitposter
    • View Profile
Re: Future of the Fortress
« Reply #1077 on: January 11, 2015, 07:41:12 am »

Will there be barfights with the inclusion of taverns and inns? Please say yes.

Logged
RIP Moot ;-;7 Sigtext!

LordBaal

  • Bay Watcher
  • System Lord and Hanslanda lees evil twin.
    • View Profile
Re: Future of the Fortress
« Reply #1078 on: January 11, 2015, 08:06:09 am »

That would seem like a feature for the second release. Also a good way to have your doctors sharp!

Standing orders! Hell yeah! Maybe it could be something between the book keeper and the manager.
Logged
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!

Rose

  • Bay Watcher
  • Resident Elf
    • View Profile
Re: Future of the Fortress
« Reply #1079 on: January 11, 2015, 11:18:17 am »

Or maybe it can be similar to autolabor
Logged
Pages: 1 ... 70 71 [72] 73 74 ... 306