Bay 12 Games Forum
Dwarf Fortress => DF General Discussion => Topic started by: vorpal+5 on April 13, 2012, 04:41:54 am
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For you, what it is?
I'm hesitant between
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
and
Military
Dwarven armies
Ability to send out fortress dwarves to lead larger groups of surrounding dwarves out around mid-level maps (or just go alone)
what about you?
What is not there in the dev log that you think would be awesome and should be done too?
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I believe I speak for a vast majority of the community when I say "Meet the Cyberfist"
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Time traveling... nah I kid.
Grappling hooks would make sieges a bit more difficult to defend from if they can go over your fort.
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"Ability to use grappling hooks"
Oh god, dwarf fortress is going ninja!
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Oh having boiling pots of oil pouring over the lads scaling the walls would be nice.
EDIT: oh right... lava.
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I hope there will be a way to counter diggers/climbers. Otherwise they could make elaborate traps and fortress design considerations pretty useless.
I don't have a problem with losing a fortress but I don't want it to be such that I may as well revert to log walls if building anything more complicated would be a waste of time due to being circumvented anyway.
I do want to see what happens with that, though.
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Bigger walls would be harder to climb and maybe if you make buildings out of smooth rock blocks instead of the just the normal rough rocks it might be harder to climb since you have nothing to grab on to? Also lack in strength or tiredness might cause the climber to fall causing fall damage. If they get shot they also might fall. Just some ideas.
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I'll go with Improved sieges too. I approve anything that makes the game more realistic, difficult and/or harder to predict.
Outside the devlog, I would like to see stuff like natural disasters (http://www.bay12forums.com/smf/eternal_voting.php#vote97) and need for ventilation etc. (http://www.bay12forums.com/smf/eternal_voting.php#vote177) implemented someday.
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Bigger walls would be harder to climb and maybe if you make buildings out of smooth rock blocks instead of the just the normal rough rocks it might be harder to climb since you have nothing to grab on to? Also lack in strength or tiredness might cause the climber to fall causing fall damage. If they get shot they also might fall. Just some ideas.
Really it's the diggers I'm concerned about, since the climbers/bridge builders/whatever will just be like different versions of fliers.
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Yeah improved sieges and the entire military bit will be undoubtably awesome, I'm excited about personality. Having dwarves predisposed toward some things from birth, but shaped from experience, making moral and ethical decisions based on who they are. I can especially see this going well with how different dwarf culture is to our own. I mean sure, my ultimate goal is to make a willy wonka style fortress where greedy or otherwise flawed dwarves are lured into a deadly situation, but I think it would be nice to see who those little bastards really are. Even if it is by seeing if they go for the forbidden exploding booze over the claimed dwarven syrup roast.
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I didn't even think about the diggers.
*Cringe*
Could cause some unwanted cave-ins or flood your whole fort if you have a moat or a water source nearby.
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I didn't even think about the diggers.
*Cringe*
Could cause some unwanted cave-ins or flood your whole fort if you have a moat or a water source nearby.
That sounds... Awesome?
I'm all up for more challenges and ways to have Fun.
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Definitely more dangerous sieges where they bring ladders and grappling hooks and picks and battering rams.
Tactical placing of the fort would matter a lot more than it does now. High walls built of smooth blocks. If you were really hardcore you could make walls out of glass, making them unclimbable. That would be neat.
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But diggers would invalidate all these defenses.
The quote implies that diggers are going to be configurable so I'll likely turn these off.
The only effective defense I can think of is lava waterfalls.
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Bigger walls would be harder to climb and maybe if you make buildings out of smooth rock blocks instead of the just the normal rough rocks it might be harder to climb since you have nothing to grab on to? Also lack in strength or tiredness might cause the climber to fall causing fall damage. If they get shot they also might fall. Just some ideas.
Really it's the diggers I'm concerned about, since the climbers/bridge builders/whatever will just be like different versions of fliers.
Diggers are not that bad, constructed walls, floors and ceilings will mitigate them I'm pretty sure. It would be fun to set up artificial weak points to lure the diggers into certain 'traps' though =) I'm more worried about ramps and bridges, but even then a solid constructed roof 'should' protect against those.
What we really need for challenge is siege equipment that can destroy your constructions (catapults busting your walls yo..!) That will make the diggers and the rampers effective. Maybe even give good reason for you to counteract enemy seige equipment with your own.
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Multi-race fortresses.
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Continueing world gen during and after fort mode.
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DF reaching a sentient state and genetically engineering us so that we all become alcohol-dependant, and women grow beards
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More than seiges, I want the ability to send out troops to conquer things. I'd also like to lead and fight with armies in adventure mode. The dwarf mode commerce ovrhaul with inns and taverns will be awesome too though.
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Continueing world gen during and after fort mode.
Multi-race fortresses.
These would be awesome.
Also I hope the trade arch has some neat features, like being able to manipulate foreign civ's through trade. Like causing starvation in an elf civ, and an iron shortage in a goblin civ. Or on a positive note, bolster your own civ's resources, or a neighboring friendly civ's so they can defend themselves better or expand more. Maybe make a civ that didn't have steel available at embark, have it for future embarks. Or lower and raise the embark point cost of certain items. Or at a more granular level make societies like certain religions, or guilds (castes) within civs more powerful or dominant, or less so.
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Performance improvements, so I can have all the other awesome features without melting my computer.
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I want to see AI improvements, really.
I want to see dwarves and other NPCs with personalities and quirks and backstories with depth that will make people actually care about individual characters and see them as thinking beings with a personality, rather than just wholly interchangeable automatons.
I want to see the Sims beg for mercy when DF becomes not just a simulator of construction or a world, but capable of zooming down to the individual, and still telling a story worth listening to without having to have players interject their own narratives into it.
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More interesting sieges, definitely.
But only if the AI and interface allow you to defend against them in a reasonable way instead of the Ultimate Stupidity we have to make do with today.
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Multithreading!
But for gameplay, being able to send out expeditions to war/trade with neighbors will be cool.
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The core of the Magic framework.
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The core of the Magic framework.
We already have that...
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Bigger walls would be harder to climb and maybe if you make buildings out of smooth rock blocks instead of the just the normal rough rocks it might be harder to climb since you have nothing to grab on to? Also lack in strength or tiredness might cause the climber to fall causing fall damage. If they get shot they also might fall. Just some ideas.
Really it's the diggers I'm concerned about, since the climbers/bridge builders/whatever will just be like different versions of fliers.
Diggers are not that bad, constructed walls, floors and ceilings will mitigate them I'm pretty sure.
How much constructed floors and walls do you think you will need to cover your ENTIRE fortress?
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Yeah, diggers would be pretty bad. Balanced by being pretty slow, so you can see them coming. And marksdwarf emplacements would be able to pick off a lot of them, leaving the diggers themselves to be hacked to bits by your troops.
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The core of the Magic framework.
We already have that...
We have a magic system that's procedurally generated on every world? Wanna point me to the dev notes for that? Right now we have a single power and a rationalization for how we get it. Even Toady has said it's an isolated example he's hard-coded into the game.
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The core of the Magic framework.
We already have that...
We have a magic system that's procedurally generated on every world? Wanna point me to the dev notes for that? Right now we have a single power and a rationalization for how we get it. Even Toady has said it's an isolated example he's hard-coded into the game.
No, we don't have that, but we do have the core: the interaction system already built into the game. Already, some amazing magic has come out of that; see Dwarf Chocolate especially for that.
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I can't wait for ladders/ropes/whatever so we can dig sheer sided pits without leaving crap at the bottom. The main reason there was such an uproar when channeling was changed.
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Honestly, I just want FPS optimizations. I'm sick of having every fort die to FPS boredom after 4-6 years. Every feature he adds before he works on this is just gonna make it worse.
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PowerGoal 139, A BATTERY OF AA MECHANICS, (Future): You receive the holy relic of Aa from a manifestation of the deity. You bring it to the Temple of Aa and set it on the altar. People dance as you chant the prayer of Aa. Word spreads quickly that a prophet of Aa has arisen, and the religion of Aa sweeps throughout the land.
I want to start a crusade against the heathens.
The whole old power goal, bloats, and etc. are here: http://dwarffortresswiki.org/index.php/Consolidated_Development:_Arcs,_core-items,_bloats,_Reqs_and_Powergoals (http://dwarffortresswiki.org/index.php/Consolidated_Development:_Arcs,_core-items,_bloats,_Reqs_and_Powergoals)
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PowerGoal72, YEAH!, (Future): The explorers make their way down the cave river, past dangerous stalagmites in the rapids, turn to face each other and do a high-five.
But seriously, I'm super psyched about Caravan Arc Release 5, when all the worldgen events happens in actual play and you can affect civilizations and their populations with your actions apart from killing them.
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No, we don't have that, but we do have the core: the interaction system already built into the game. Already, some amazing magic has come out of that; see Dwarf Chocolate especially for that.
Having something to do with the interaction menu or mods is not the same as Toady's framework for procedurally generated magic. Otherwise you could argue that butchering meat = the magic system because it uses the x menu.
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It is the framework for magic, not randomly generated magic.
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No, we don't have that, but we do have the core: the interaction system already built into the game. Already, some amazing magic has come out of that; see Dwarf Chocolate especially for that.
Having something to do with the interaction menu or mods is not the same as Toady's framework for procedurally generated magic. Otherwise you could argue that butchering meat = the magic system because it uses the x menu.
...the only "secret"-type interaction in DF is necromancy, which is pretty explicitly magic.
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Modding the procedural generator.
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Modding the procedural generator.
mmm, yeah...
In fact, the overall raw-ification of the game is what I probably look most forward to.
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I hope there will be a way to counter diggers/climbers. Otherwise they could make elaborate traps and fortress design considerations pretty useless.
I don't have a problem with losing a fortress but I don't want it to be such that I may as well revert to log walls if building anything more complicated would be a waste of time due to being circumvented anyway.
I do want to see what happens with that, though.
Build your wall with steel, and floor your fortress with it as well. Or any strong metal really, the goal would be to completely encapsulate your fort with a layer of metal that a digger could not dig through. The wall of steel would be immensely hard to climb (a steel wall *should* be very smooth) and also be too strong to dig through, unlike a wall built of microcline.
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The core of the Magic framework.
We already have that...
We have a magic system that's procedurally generated on every world? Wanna point me to the dev notes for that? Right now we have a single power and a rationalization for how we get it. Even Toady has said it's an isolated example he's hard-coded into the game.
No, we don't have that, but we do have the core: the interaction system already built into the game. Already, some amazing magic has come out of that; see Dwarf Chocolate especially for that.
The interaction system isn't the core of the magic system, according to Toady. The eventual magic system might not even use interactions.
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Real mountainhomes, retreats and dark forts would be nice too.
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I believe Toady once mentioned being able to set up a fortress til its relatively self suffiecient then being able to leave it to start another fort without actually abandoning the one you are working on. You can then trade with your old fort in Fortress mode and visit it and its inhabitants in Adventure mode.
I would really like to see that.
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Personality rewrite. I'd love dwarves with more personal goals, likes and dislikes and generally opinions about the world and events.
Second most waited would be improved sieges. I believe diggers could be hindered by deep moats, but having enemy siege engines fire from afar would be more challenging. I'm pretty sure we'll have our own catapults capable of firing to other z-levels by then too.
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Honestly, I just want FPS optimizations. I'm sick of having every fort die to FPS boredom after 4-6 years. Every feature he adds before he works on this is just gonna make it worse.
We got some recently. Fortress mode went up about 25 FPS on average for me on the new 0.34.xx version. I used to get 40 FPS with 115 Dwarves, now I get 75-85 FPS with 150 Dwarves. Its freaking great.
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Honestly, I just want FPS optimizations. I'm sick of having every fort die to FPS boredom after 4-6 years. Every feature he adds before he works on this is just gonna make it worse.
We got some recently. Fortress mode went up about 25 FPS on average for me on the new 0.34.xx version. I used to get 40 FPS with 115 Dwarves, now I get 75-85 FPS with 150 Dwarves. Its freaking great.
Yeah, I usually run pretty solid FPS on my forts even with over 200 dwarves living in it. However, it does tend to tank when I reach the magma sea. Between all the magma popping into view and all the caverns I tend to breach getting there my framerate drops considerably.
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I still wait for the ancient Powergoal of Trollball to come to realization.
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I hope there will be a way to counter diggers/climbers. Otherwise they could make elaborate traps and fortress design considerations pretty useless.
I don't have a problem with losing a fortress but I don't want it to be such that I may as well revert to log walls if building anything more complicated would be a waste of time due to being circumvented anyway.
I do want to see what happens with that, though.
Maybe they could only dig through stone walls. Metal walls would be a bit tougher.
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It's more of a mid-term goal, but I'm really looking forward to having inns in fortress mode.
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Digging and building/using workshops in adventure mode, having little shops, and being a massive troll with both in towns - literally undermining your competition.
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Boats and sea travel + Kraken
Also Afterlife
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FPS optimization and pipes
that is all
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countering the diggers is easy.
one needs just to remind the Toad Overlord that diggers in the middleages were tasked with building in "months" a tunnel, which would be structurally "weak" so that the walls above would fall down on their own weight. that's what a digger is. now, if we have goblin moles who dig straight entering tunnels, that's a problem, though if it's made to be a bit more *realistic* probably it will be suicide squads which will dig till the walls, and then the walls would crumble.
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Boats and sea travel + Kraken
Also Afterlife
Oh, yeah. How could I forget? You reminded me that I'm one of the Dune-nerds that wants sandworm megabeasts.