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Messages - Manveru Taurënér

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406
DF General Discussion / Re: Future of the Fortress
« on: March 25, 2014, 05:40:48 am »
But still, nothing really clear related to material hardness and endurance against stuff thrown at it.
aha well maybe this one will get to toady.  I had listened to the most recent DF talk (and heard that part )  but that doesn't relate at all to different material strengths, just a vague mention that walls wont be completely invincible.

Far from everything planned is listed or talked about, doesn't mean it won't happen. Personally to think that this isn't set in stone to happen already is downright silly, considering the amount of detail going into everything else in the game :P

407
DF General Discussion / Re: Future of the Fortress
« on: March 24, 2014, 06:53:09 pm »
I think we can be fairly certain a complete pathfinding rewrite is coming at some point regardless. There are a lot more planned features than just multi-tile creatures that needs it.

408
DF General Discussion / Re: Time for bets. New release date?
« on: March 24, 2014, 10:52:50 am »
August. I suspect (hope?) bugfixing will take longer than a lot of y'all are giving credit for.

It's hard to tell because Toady is already fixing bugs as he goes. If he spots a bug while testing some new feature, he usually fixes it.

Indeed, and he's also only going to fix the most obvious and really bad ones. The rest are up to us discover and be fixed after the first release.

409
DF General Discussion / Re: Time for bets. New release date?
« on: March 24, 2014, 01:14:17 am »
INB4 "in 2-3 months".
Hell, even the JOKES about people saying "in 2-3 months" are getting stale now. Let's just say it will take a shitton of time. There were people who had actually predicted the next release for March... of 2013.

It will come, eventually, I guess.

That was Toady making that estimate actually, iirc :>

410
DF General Discussion / Re: New Races
« on: March 23, 2014, 03:11:49 am »
We will be getting procedural beast race civilizations at some point, but I kind of doubt we'll be getting any new stock races on top of that. From what Toady has said in the DFtalks etc he doesn't seem too keen on adding any more of them, that's how I'm interpreting this quote anyway (bolded part in particular):

Quote
But there are a lot of interesting questions like that ... it happens any time we have a new mechanic that's related to one of the main creatures we have to go through and ask ourselves five different times what does it do, and we aren't interested, really, in building up our stock universe, but we figure we have five different groups ... they're not incredibly diverse, they're somewhat diverse ... and then as we start adding in things like ant-men, like all the animal peoples are starting to get their own civilizations now.
Capntastic:   Yeah I've noticed that.
Toady:   Especially in this version that's coming up; they're actually going to have them. Because back in 2D you had bat-men riding giant bats and they had blowguns made out of cave spider legs that they shot cave spider chitin - or whatever it's called, darts - through that were poisoned with cave spider venom and so on. So they had a civilization up to the point where they were building objects and they'll have that again for the next release. Then that leads to the question, what are the ethics of a bat-man. We know a lot about Batman's ethics I guess from reading the comic books and stuff but then there's ant-men; what are their ethics? What are the ethics of lizard-men? Are they all the same? And so on. We have all these non-inventive animal peoples races but it should allow us to explore some new ground anyway, especially in terms of geographic determinism, in terms of the different environments they have should change their civilizations a lot. So it's going to be interesting to go through; I don't know what happens when a lizard-man starts drinking.

Quote
Threetoe:   Okay, this next question is from James, he asks 'Will you ever begin to include randomized main races, or will the player interactable races always be limited to token dwarves, elves, goblins and humans? And a smattering of chimera tribes' ... the animal people.
Toady:   Is that what he means by the smattering of ... I don't know how to say these words, is it chimera? Yeah, it must be the animal people. Unless you meant something else.
Threetoe:   Yeah, we could always just call the animal people something else, other than turtle man, we could make it some other name and still be a turtle man.
Toady:   I think it's always been in the plan to have randomized main races, it was up on the old dev pages, I don't remember if it made it anywhere on the new dev pages or not? I think it might actually be there. Maybe not. It would be the last one, because doing randomized civilizations is an extra step beyond randomized monsters. Because we've kind of been easing in, we have the forgotten beasts now, we've got the titans, those are randomized. We have some of the underworld creatures randomized and we wanted to ease in to having some of the regular kind of monsters in the woods and stuff, randomizing those with a few extra night creature entries at some point and then kind of ease in to having some randomized regular creatures and then finally adding in randomized civilization creatures. The problem with randomized civilization creatures is there needs to be a lot of exposition or you're just going to be completely confused about what's going on, but it would definitely be an option, I think there would be a slider or something for how strange you want your world to be because we definitely think having dwarves and elves and goblins is cool for a lot of people just to kind of understand what's going on without having to do a lot of extra reading.

Taking all that into account and also the fact that we will be having parts of the current races/civs splinter off and form their own groups at some point, possibly even including changes to their appearance, there wouldn't really be that much point to adding new standard races as well. Not to mention when all that is done creating your own custom civ through modding should be easy.

411
DF General Discussion / Re: Time for bets. New release date?
« on: March 22, 2014, 07:25:16 am »
My bet is on June 21, at the summer solstice :>

412
DF Suggestions / Re: A warrior - male profession
« on: March 20, 2014, 06:37:52 pm »
Dimorphism. And yeah, I definitely agree this is something that should be implemented further, especially when we consider future randomized beast race civilizations or whatnot. They would have a lot more playing room for making races with much larger or interesting sexual dimorphism than the current stock races, such as races where the females (or males) are vastly larger like in some animal species or where one or the other gender have special attacks or abilities.

As for the stock races I feel humans should largely mirror reality. The other races have some more leeway but I feel it's still important to keep them familiar in their original forms. Dwarves and goblins in my opinion should stay the same between genders physically to reinforce them not having any strict gender roles, whereas elves could be given some minor stuff favoring women what with their female leaders to balance things out.

413
DF General Discussion / Re: A new version?
« on: March 20, 2014, 04:54:42 pm »
"e author=smjjames link=topic=134698.msg5107147#msg5107147 date=1395347898]
2-3 months, probably.

FFS...

We've waited two years for this awesomeness, we can wait a few more months.
"

Except I've been hearing "2-3 months" ever since I first joined these forums.
And I'm kinda extremely tired of it.
[/quote]

Well, there'll always be people throwing out estimates like that and they're not likely to stop. And seeing as there's very little chance they'll get it right with how DF development works it's better to just ignore them.

414
DF Suggestions / Re: Drow
« on: March 18, 2014, 06:34:37 pm »
Calling them drow would probably not be possible due to copyright and all, but having underground elves is something I'd love to see myself as well. I don't think Toady has ever said anything about whether it's something he's got planned or not. Hopefully it'll be made possible when we get variable civilizations, which is something that's planned and could very well include civs changing their preferred biomes. Bring on the mushroom retreats I say!

Drow come from old Orkney/Shetland folklore, and most certainly isn't copyrighted.

My bad then, had somehow gotten the idea it was a dungeons and dragons invention :S

Regardless, calling them drow would probably be a bad idea. Better to have something set up to randomly pick a name based on underground themed words such as mushroom elves, deep elves, cavern elves etc, seeing as we already have all these made up words waiting to be used for something ;P

415
DF Suggestions / Re: Drow
« on: March 18, 2014, 05:30:18 pm »
Calling them drow would probably not be possible due to copyright and all, but having underground elves is something I'd love to see myself as well. I don't think Toady has ever said anything about whether it's something he's got planned or not. Hopefully it'll be made possible when we get variable civilizations, which is something that's planned and could very well include civs changing their preferred biomes. Bring on the mushroom retreats I say!

416
DF General Discussion / Re: Not really a GAMEPLAY question...
« on: March 18, 2014, 04:25:44 pm »
Not sure but I think so? You'd have to change it in the same file in your save folder though :>

417
DF General Discussion / Re: Dwarf Fortress and future processing power
« on: March 18, 2014, 04:23:25 pm »
Not sure what world gen settings you've been using, but I play unmodded and my civs usually have around a hundred thousand citizens, with battles between armies in the tens of thousands :>

418
DF General Discussion / Re: Future of the Fortress
« on: March 18, 2014, 03:47:58 pm »
And it's not like he's intending for it to go this long between releases. He said that about the 2010 release that he never wanted another release cycle to take that long, he just isn't all that good at making it happen. After all, the initial release estimate for this release was march last year iirc.

419
DF General Discussion / Re: Not really a GAMEPLAY question...
« on: March 18, 2014, 01:04:51 pm »
DF folder > raw > objects > creature_standard, then ctrl+f beard and you'll find this part:

[CASTE:FEMALE]
      The gender tag lets it know how breeding works.
      [FEMALE]
      [MULTIPLE_LITTER_RARE]
      To add beards, put square brackets around the following:
      BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS






420
You should probably take these questions to Fortress mode discussion and/or search for answers there.

I was originally looking for the new features since the wheelbarrow+minecart and hauling overhaul update.

Unless I'm forgetting something minor added right after that, there aren't any. The last update was almost 2 years ago, a new one is hopefully not far off now though :P

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