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Messages - Bandreus

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1
DF Dwarf Mode Discussion / Re: Necromancer Fortress
« on: January 18, 2016, 05:54:45 am »
From the latest release:

Quote
  • Stopped reanimated corpses from being stuck on wrong side of conflicts

2
DF General Discussion / Re: Future feaures
« on: May 20, 2014, 09:34:03 pm »
I agree with Manveru here. It's not one specific feature, but rather the interaction among new/old features and the possibilities which are going to arise as development progresses.

The activation of the world being one of the best things to date.

I should also mention inns/taverns, starting scenarios (Moria style expeditions), controlling a drunk dwarven army (while drunk!), exploring the ruins of an ancient civilization, reclaiming entity-sites or founding your own in adventure mode, and the list goes on, and on, and on

3
DF General Discussion / Re: Future of the Fortress
« on: May 20, 2014, 09:15:49 pm »
(nothing exclusive -- what they didn't say is that I acknowledged at the event that people were trying to guess the release date and to avoid spoiling all the fun the 38% figure was very approximate...  it could be anything!)

the 38% figure was very approximate...  it could be anything!

it could be anything!

it could be anything!

it could be anything!

it could be anything!

4
DF General Discussion / Re: Future of the Fortress
« on: May 19, 2014, 05:29:45 pm »
I think that sites getting covered by soil layers is something which will likely happen during world gen only. Although sites being destroyed/altered in different ways is already planned (i.e. by occupying civ or after other entities did a reclaim)

5
DF General Discussion / Re: Time for bets. New release date?
« on: May 15, 2014, 05:15:04 am »
I find it a bit hilarious how people feel so confident at guessing how bad/abundant (or not!) the bugs Toady is hammering might be.

Truth is, game developing is hard, and bug-fixing is no easy task. Furthermore, the more code you write, the more likely you are to be introducing bugs affecting things you implemented before. This also gets worse and worse as the development goes on and the code-base gets more bloated (as a software developer, I don't even want to know how many thousands of LoC DF hit at this point).

TL;DR; you don't have any idea about the mess code maintenance is, and I mean it in a completely respectful way.

6
Yeah, makes sense, fort mode player-controlled armies are for a future release.

7
Definitely interested in hearing about how adventure mode plays after this update. This is the update for towns as well, right? And factions? Basically the "living world" that is a precursor to moving armies about the place?

I might be wrong, but I got the impression armies will be moving around the map in the next release already?

8
DF General Discussion / Re: Mod That Fixes the game.
« on: May 04, 2014, 12:05:56 pm »
Is this turning in a duplicate of this other thread from the same author?

9
DF General Discussion / Re: New Races
« on: April 18, 2014, 03:47:26 am »
Well, my reasoning is simple: fewer but more varied races > higher number of less interesting races.

That being said, I can easily see a future when number/kinds of civilized races is a world gen parameter. Similarly to how magic is supposed to work way down the road.

I can see why Toad might be contrary to having too many civilized races in the game, but then that doesn't need to be the default world gen option.

What I think would be kind of problematic is the fact that in a game shark-bear people might be an intelligent/civilized entity group, while in the next that same race would be otherwise. The same applies to randomly-generated civilized races, in a sense.

Either way, it'll be very interesting to see how things pan out.

10
DF General Discussion / Re: New Races
« on: April 17, 2014, 09:15:07 am »
Rather than additional races, I'd like different civs to be more diversified in meaningful ways (traditions, ethics, customs, culture, etc.). I think that's where DF is going in the long run, and I like it.

Also, different civs developing different power hierarchies depending on stuff happening in world gen. City-states vs. Empires/Kingdoms with proper rulers vs. more Democratic structures like councils/senates/republics, that sort of stuff.

11
DF General Discussion / Re: Time for bets. New release date?
« on: April 16, 2014, 01:26:16 pm »
June 27th

12
DF General Discussion / Re: Future of the Fortress
« on: January 28, 2014, 05:01:57 pm »
The way I understand things, the game doesn't really care much for connectivity when it comes to handling entities in an abstarct sense (i.e. all interactions are done at site level).

The "popping up to the surface" of followers when sleeping in the sewers/caves in adv mode thing is an aftereffect of that, I suppose.

Actual pathfinding only happens in-game I guess (I could be wrong).

13
DF General Discussion / Re: Future of the Fortress
« on: January 26, 2014, 05:41:59 am »
Quote
Updated how animals think of their encounters (there will be animal-animal interactions now in dwarf mode, however that'll work out), updated meandering, updated sleeping/resting

Does that include breeding thus are the Spores gone for the Forts own animals? Will Males be aggressive to other Males say if you have territorial Animals? Hunter/prey relationships? Will pets be begging for food? Will cats knock over dwarven Keyboards?

Will we need to start a nobles cattle raising program in order to keep our local War Grizly Bear community fed? In other words, are carnivores going to actually need to keep themselves fed up appropriately just like grazers?

14
Yes, but the important question is: is it a DF-like?

15
DF General Discussion / Re: Release anticipation hype thread
« on: January 17, 2014, 05:16:23 am »
You can only climb scenery fixtures in this release. No creature climbing.

You should be able to climb pretty much any surface except for smoothed walls. Also, the main issue with climbing creatures is pathfinding, so it's not entirely unfeasible if Toady can do something about it before release.

When DF2014 gets released I'll likely experiment with new adventurer stuff and forts retirement/reclaim. Also all kinds of bugs-induced !!FUN!! and exploring the new sites.

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