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Messages - Manveru Taurënér

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601
DF Suggestions / Re: Artifact overhaul
« on: November 26, 2013, 08:51:03 am »
Already planned/implemented. Weapons can already achieve semi-artifact status if used to kill a lot of enemies/special enemies. As for the rest, from the first DFtalk, August 2009:

Rainseeker:   Okay, and one more - I kinda like this one [Kilo24] - 'One of the arcs is focused on artifacts. What are some examples of quirks that you've thought to apply to them, and will artifacts be able to be created in more ways than a dwarf commandeering a workshop?'
Toady:   We haven't thought that much about what the artifacts are going to do. We've thought about it a little bit and in fact they used to have powers, but their powers were pretty simple; it's like one of them might have more storage space than they're normally allowed to or a weapon might just be better, change it's damage type, something like that. It wasn't really that inventive, back when we had that system. So, it's not something we've thought that deeply about. We certainly want to make magic seem magical, that's part of what we want to do. So we don't want tp just have a weapon that just says 'oh this is +3 fire sword' or something, we don't want to do any of that; not that we wouldn't want a weapon that can burn things or something like that. The other part of the question you'll have to remind me, because I'm having a heat stroke.
Rainseeker:   Are you going to allow artifacts ...
Toady:   Oh yeah, other ways to make them. There's a first step that's related to what we're doing now which was individual weapon familiarity and a dwarf maybe naming his or her weapon after the dwarf kills a certain number of creatures or a big creature or something, they'd be like 'I call this "Dragonslayer"' or whatever, that kind of thing. That in a sense shares all of the relevant things with artifacts right now because it would be a named object that gets saved in the histories and that's really all artifacts are right now, they have better quality I guess but they don't have any magical powers right now, and in that way I think that an artifact shouldn't be restricted to dwarves completely. I think the dwarven artifacts ... there should be something special about them, but I also think there should be older objects that are maybe even created during the beginning of world generation and other things that come up during world generation so that the world isn't completely devoid or interesting objects if you want to start with adventure mode or something, but at the same time ...

"ere's more of a specific question; Is magic in [...] Dwarf Fortress ... what are you planning on doing with it? Are you planning on letting people fly with it ... or create trees, or grow things more quickly or maybe create gems in the side of a mountain; generate your own kind of stuff.
Toady:   It's hard to say, because you want magic to feel magical in a way, and if it starts to become this thing where you have 'these are my magic runemaster dwarves and they get a series of powers and I use the powers to make mining easier and I use the powers to make wood' or something, then it's kind of industrial and it doesn't feel like a fantasy world ... it feels more like a sci-fi thing in a way, like how it's become kind of a technological thing that's used that way rather than something that has hidden consequences and stuff like that, or something that seems somehow intangible. I know people have really really varied feelings about magic, it's one of those things where I've avoided the controversy because I haven't started it yet. I know people are going to want to do all kinds of things and they want their dwarves to be more magical in a sense ... some people don't want any magic with their dwarves at all, and other people don't want any magic period. We're just going to go with our original thing there for the stock universe and then whatever support ends up being possible we can start to put in for people that want to do something that's more standardised magical for the dwarves. Our own idea is pretty much to restrict dwarven magic to artifacts and to have the artifacts be magical in ways that you don't really know at first, and that you might have to discover over time as you mess with them. Now, there's a problem with that in the sense that your control is so indirect that it's a little difficult to get at things like that; it's not like you can be an adventurer and just mess around with stuff directly. The reason that the vision on that is a bit unformed is because we aren't there yet, we haven't really thought about the specifics.
Rainseeker:   I can just see it now, a dwarf is erecting his door artifact and the door actually transports people across the map which is really bad because it's in your front entrance.
Toady:   There's all kinds of things, right? You could have a cabinet [such that] when you put something into it and take it out it becomes an improved item, and you might notice that when the guy's doing that with his clothes but you wouldn't really notice because who has time to go 'v, enter' on all of the dude's clothes. So it should be something that's more along the lines of those advisor things we were talking about where the dwarf has something to say to you - like the guy I mentioned having conversations with his dwarves - the dwarf should be like 'hey I just took my shirt out of my cabinet and now it's gold-studded and that's pretty cool and I think I should tell you about that', and it should be a huge thing that the guy can tell you instead of something you'd have to piss around with, and in that way magic can kind of remain magical and it doesn't always have to be little things like that there could be larger effects that are related to it or, if some guy makes a fell mood object and then all of a sudden all the dead bodies in your fortress start to rise up and you have to try [to] dump the thing down to a chasm before you all get eaten alive ... that'd be pretty cool. So there's options
Rainseeker:   Very shocking ...
Toady:   Well it should be kind of shocking, it's supposed to be magic. I'm hoping that that's how it works, I'm hoping that magic would be introduced through artifacts like that and also through the demons and other adversaries that are unique and rare and you'd get this thing where weird things happen or the whole sun is blotted out and the plants start to die or whatever, things get colder, and that could happen and then you'd have to figure out why it's happened; it doesn't tell you. There's all kinds of things that it can do and then the issue becomes ... the other mode of the game is adventure mode and a lot of people probably look forward to being able to use a spell caster, and the thing I've just outlined doesn't really fit very well with the notion of levelled spells and treating it like that where you work at it for long enough and then you can do fireball. But at the same time it's not as if that's a wholly unwholesome way of thinking and it shouldn't be supportable and I don't think it's impossible to have everything work out either way with parameters because it's not ...
Rainseeker:   You could have it even more story based, as people get their powers more in a story-based ways.
Toady:   Yeah, thinking of things like the deals witches make and other ways where people source their magic or how they got it, and they get it from the fairies or blah blah blah, stuff like that. Then you just need to have a starting scenario set up ... is it possible to make your magic still feel magical even though you're the one that knows how to do it, that comes up and how well do you know how to do it? How well do you even understand the things that you're doing? I think there are a lot of interesting questions there that you can explore in this type of setup that have really only been explored properly before in a plot setup, where you might have had magic seem magical but it was going through a game on rails, or you have magic that doesn't seem particularly magical[;] it can be randomised, but it's still just like 'Book One', 'Book Two', 'Book Three' or whatever. I'm not sure what I'm going to be able to do, it'll be interesting to give it a shot. Magic is kind of officially post version 1 material but the artifact arc is pre version 1 material so those are going to have a little tug-of-war I think when we get to working on artifacts to see how much magic actually makes it into version 1.

DFtalk 7, February 2010: (part on artifact type being influenced more by the maker, their history, personality etc, and other stuff)

Capntastic:   So right now fell moods are pretty rare; is that mechanic going to change in the future, and will that be determined partly on the region where they are located or the gods they worship?
Toady:   Right now fell moods seem kind of rare - and they are in effect - because when you've got dwarves running around, if you just spruce up their bedrooms a little bit or give them a masterpiece or legendary dining room to dine in they're all running around just giggling and rolling with their little fat dwarf tummies, even if their families die. The problem with the fell mood is that it's driven completely by the happiness the dwarf, so if a mood hits a dwarf and their happiness is above fifty percent - which just means 'I am fine' - then they can't get fell moods or macabre moods. If their happiness is below fifty percent then there is a fifty percent chance for them to get a macabre or a fell mood. So they should actually be pretty common if everyone weren't just zipping around on anti-depressants all the time, like the anti-depressant dining rooms ... The rarity there is partly a problem with balancing out the happiness numbers again to make it a more sane place but aside from that right now the fell mood is a kind of a strange non-magical event where a dwarf just decides to go a little crazy and kill somebody and then no-one cares, it's just part of life and death in the fortress. But certainly if you were in a region with all sorts of undead hippos and things then having artifacts - I talked a bit about having an artifact that wasn't really inspired by the gods or anything but was just such a perfect object that the surrounding nature couldn't help but infuse into that, it was just magic by virtue of being a perfect object - and if you're in a bad area that kind of thing could very well not turn out well for you, even if it isn't a fell mood. But then there's also the idea of expanding it beyond just happiness and unhappiness, the dwarf might not be permanently unhappy but the dwarf was wronged by somebody, and there are grudges in the game and so on right now that don't have a lot of meat on the bone. But we had various ideas ... even if your cat killed their mouse when they got away or whatever; this person might not be capable of making a normal artifact but would instead make an artifact that was evil in some way.
Rainseeker:   He has invented the leash!
Toady:   It's just a leash, yeah ... That's more of a tech tree thing, but yeah, people who are wronged might drive the technology in the fortress because dwarves are little curmudgeons. But there's also the question - I think you might have mentioned it too - about where are the villains and criminals? Where are the people that have their issues and all that kind of stuff? All of that can be fed into artifacts; what you get can really be filtered through the history of the dwarf that's creating it and not just by virtue of the fact that they've got a love for cheese which leads to pictures of cheese on their artifacts, but instead the actual history of the dwarf; were they present during a goblin invasion, or was their child killed during a goblin invasion, would that effect the kind of artifacts they make? It really should. Or if you've got these petty criminals in the fortress that snatch other people's things and you have to keep your eye out for them why they go about their regular jobs then those kind of dwarves - whether they're happy or not - might have a propensity to make problematic artifacts or something like that.
Capntastic:   So will artifacts in the future have neutral effects that are mostly artistic or cultural in their value; like 'This is a painting that marks a very important time in art' and that sort of stuff, where it's not valued because it does anything but just because it looks cool.
Toady:   Part of it is almost like words in a sense, because what is an artifact in Dwarf Fortress when you already have the masterpieces they make? In a sense the masterpieces should become a little rarer and maybe get names themselves. Some of them have names - a lot of the engravings have names - but if you make a masterpiece painting or sword or something like that, then even if it's not through the artifact process and even if it's not through the attachment kill-the-dragon process then those things maybe should oftentimes be elevated to the semi-artifact status where they can be known. Because there are all kinds of stories about people stealing a named diamond or something; it's not magical, except for the fact that it's cursed, and anyone who has the diamond will die! But aside from that - the obvious curse that every stolen object has - then a lot of mundane objects should be able to attain that kind of elevation, and when we flesh out exactly what it is that the artifact maker is doing - whether there's a god involved or whether there's this perfection of nature idea involved, or that kind of thing - then those might not be neutral objects, but the semi-artifact status really needs to be expanded.

DFtalk 7.2: (Part on the different magic effects artifacts might recieve in the future and how it'd depend on what manner it was created)

Capntastic:   So what powers and what abilities will artifacts have in the future?
Toady:   It’s basically a magic question at the end of the day, so you have to step back and ask yourself again what have we got planned for magic and then how does it fit into fortress mode and all that kind of thing. There’s an extent to which we haven’t been able to plan this out because we’re still not sure exactly what we want to do. What we want to focus on is making it so that if there’s a magical object that’s really a rare special magical object then it should be something that you don’t really understand that well and that’s not necessarily reliable. It depends on the source; where does the magic come from? Was the dwarf inspired by all those gods that don’t actually exist in the game right now, that are just names, or did the dwarf create something so perfect that it just gets infused by magic because it’s a perfect thing, or did the dwarf really have some understanding of magical forces and create such a thing. If that’s the case you’ve got to watch out for the industrialisation of magic; why doesn’t he just do it seven or eight more times? The magical nature of these things is what separates artifacts from the masterworks that already exist. So if it is something that’s not really within the dwarf’s control then you can start to have effects that are beneficial at one time but could be unpredictable or could bring disaster down on your fortress, and that kind of thing. Just as a general question - what are the effects of the artifacts – there’s a bunch of categories they could fall into; if you have weapons and armour you can kind of see what effects might be there. You don’t want to say something like ‘it’s a +3 flaming sword’ but if in effect the sword is just on fire and burns things and stuff, that’s certainly a fair artifact to put in; just because it’s a cheesy Dungeons and Dragons thing doesn’t mean that it’s the end of the world. But it could be the end of the world if having the artifact sword is somehow drawing your fortress closer to some kind of world of fire and then suddenly it like sucks into some kind of fire plane and your whole fortress catches on fire and then everyone wonders why there’s a new volcano.
Rainseeker:   ‘This sword causes your organs to turn into frogs.’
Toady:   It’s cool to think about how to make magic unreliable, unpredictable, all that kind of thing, but of course if you go too far in that direction so that every artifact is a death trap waiting to happen then there’s just going to be a lot of mood dwarf crushed under bridges. So you don’t want to go to nuts with it. The other kinds of magic there is where it’s not an industrial process are things like having conditions, so if one dwarf were inspired by the god of the harvest to create a chest that you can bring with your armies so that they never have to have supplies or food, then that artifact could in fact be very reliable; it would not be understood and the god might say ‘if you want to keep using this then never march during the full moon’ and if you do then we can really indulge in catastrophic horrible things because it’s your fault; the werewolves can come out of the chest and eat everybody, or whatever needs to happen. So that kind of thing where you don’t necessarily want to make – since craftsmanship is kind of the hallmark of the dwarves – I wouldn’t necessarily say that all the artifacts would be god inspired; it’s just a possible root that can be taken among many, but you want to not necessarily avoid the dwarves actually understanding and being able to construct magical things, but there should be a lot of consequences to dwarves understanding. So let’s say that we have a dwarf that understood how to apply runes of fire to a sword to make flaming swords, then assuming that process doesn’t take twenty years – and that wouldn’t be practical because games rarely last that long, or if they do it’s a very dedicated process, it’s not something you can expect a regular kind of casual or even not casual player to do, just sit there and play out a twenty year fort – then you have to wonder ‘why can’t I just make a ton of flaming swords?’ And there’s nothing necessarily wrong with that, to have all the dwarves that come from this fortress have these swords with these fire runes on them or something, but it’s kind of a strange magical process if that’s what you’ve got going on ... it’s kind of depressing in a way if magic isn’t mysterious. But at the same time you do have armies of magically armed creatures; it’s not an unheard of thing, so you could be the ones doing that, it’s just something that I wouldn’t necessarily indulge in, especially as a default thing. I certainly don’t have any problem if you can amp up your init options or your world parameter options more likely to be like ‘yeah my dwarves can float, and fly on carpets, and make big guns that shoot fire guns ...’
Capntastic:   Tactical nukes.
Toady:   And steam, yeah, all that kind of stuff. But it’s one of those things where our starting point most likely – because you really have to think about your starting point because it’s not like Dwarf Fortress is ever done or anything – the starting point is artifacts that are beneficial, not that well understood and possibly have conditions on them. Something that makes the game have something interesting just happen to you; something interesting that you’re going to have to think about a little bit, but that you don’t necessarily want to crush under a bridge the second you hear about. And this is just magic we’ve been talking about, so this is ignoring the other things that come out of artifacts which I’m sure we’ll get to.
Capntastic:   So it seems like the important thing to keep in mind is the source of the artifact’s power and how it was created, like if you made it because you’re possessed by your great-great-granddwarf who was a master smith then it might be a bit different than if a fairy a playing a prank on you.
Toady:   Yeah exactly. It all comes down to the motivations and understanding, and what is magic, and those kinds of magic are very different things.

More on artifacts being created from having a legendary "history":

So the semi-artifacts you mentioned earlier where they’re a non-special item that’s been used to slay a particular dragon and it becomes well known and attached to the character and has its own story going along with it – it becomes a kind of player in the world on its own – how exactly does that work?
Toady:   So the process that’s currently in the game – not the released version but the one that’s coming – where we’re starting to explore this whole semi-artifact idea, it looks at how much time the dwarf has been holding the object, does he like the materials it’s made out of, and eventually if you’ve got a match then the dwarf can get an attachment to it. Once an item is elevated to that state ... or actually for every single item now, it’s kind of insane the out of information that’s being tracked sometimes ... It tracks every item’s kills, and once the item gets up to the attached state with a dwarf then it can look at those kills, especially as they continue to be added as that dwarf continues to do amazing things, it can look at the historical events attached to those things in the historical figures – so if it kills a dragon that dragon has a history – and it’s already got methods for calculating the importance; like ‘what is the era importance of a dragon?’, well that’s one hundred because it can name eras after a dragon, and when you’ve got something with high numbers then the artifact’s importance level, once it reaches a certain amount the dwarf can name it, it can become an artifact. At the present time it’s about as exciting as other artifacts, but essentially what would happen at that point is that it would enter the same mechanic pool that we’re planning for artifacts; people would know about it, like if a trader arrives and talks to your other dwarves then they would know about that sword just as likely perhaps as they’d know about your magical chest that any time you put something in it you get two back, or whatever, so they would say ‘there’s also the sword that killed the dragon’ or whatever. Then if someone became jealous about that, or someone asked for that for their community civic project, like they want to use your named dragon killing axe to chop down trees ... that’s not going to happen, but that’s the spirit anyway ... then it would just enter the same pipeline as the rest of the artifacts. Now it could be that the process of naming it, killing dragons and so on, there’s nothing that says that the item might not actually become magical itself as well, but even without that it would still have access to all the same sort of code stuff.
Capntastic:   I think that’s interesting because maybe the sources of power ... like a nature spirit might say ‘this hammer was used to kill a dwarf that was mean to elves, so I’m going to enchant it and now it’s really good at killing dwarves’ or a demon could say ‘oh well, this sword was used to kill a king and I’m going to enchant it to become a king-killer; whenever you kill a king with it the king turns into a demon’; seems interesting.
Toady:   Yeah it should be really cool, because in a sense those semi-artifacts – as we’ve been calling them – that these guys have had for years and become attached to and killed dragons with, in a sense they have as much of a right, or more, to become magical than the workshop created artifacts where you just go and grab a pine log and a turtle shell and make a little hat. They’ll be treated with their proper respect once these mechanics are up that start to consider artifacts more and more.
Rainseeker:   That kind of segues into my question; are there going to be new ways to create artifacts aside from that, such as at the creation of the world or by gods or some other ...
Toady:   Originally we thought of this as kind of a tricky question; just at first when the game was smaller we were like ‘Dwarves ... they make the artifacts’ but I think dwarven artifacts in a sense are special because you made them but really you have to let go of that as being their unique properties; they might have the best artifacts among civilizations, but an artifact is just an important object, and important objects ... you’ve got to pass that around. So whether there are items that have been created by gods, items that have been created by other civilizations – maybe not as prolific as the dwarves, but I think one of Zach’s stories had an elven sword that was put in a stream for a thousand years, that certainly wouldn’t be a common artifact – but you’ve got it there, and the ones that they become attached to and so on, that’s certainly fair game for the other civilizations. And things like, if there’s some kind of evil swamp that isn’t really attached to gods at all, it’s just this evil swamp, it might have a beating heart beneath it that’s some kind of object, and you might have to dig that out to make the undead dear go away, and the undead alligators ...
Capntastic:   Undead skunks ...
Toady:   That’s right, undead skunks being shot out of a crater ... it’s all scary. But definitely we want to use artifacts in lots of places. They shouldn’t be commonplace but they should be varied.

Sorry for wall-of-texting you, but not really any other easy way to do it. There's even more info on artifacts in the various DFtalks, 7 in particular if you're interested :P

602
DF Suggestions / Re: Semi sentient items
« on: November 24, 2013, 08:59:27 am »
Don't think this has even been referenced yet, so might as well quote it in case someone's missed it. From the very first DFtalk back in 09:

"Rainseeker:   Actually if you want to do some older ones I can grab some more old ones I've asked. Here's one [Kilo24]; 'can souls be applied to inanimate objects and/or as part of artifacts?'
Toady:   So, for the current release - the one that's coming up - there aren't going to be souls beyond what I just added for the creatures. Right now the creatures can hold a number of souls but in practice they only hold one; that was to support possessions and so on in the future. But really all the soul is in the game is, it's got a name, it's got some historical information, the main thing it's got is skills and the personality, and the idea behind that kind of separation was to allow them to be put almost anywhere. They can be floating around in some kind of ghost or they could be stuck in an item, some of the framework's not there for that but they were created with that in mind, so that if you wanted to have some kind of artifact singing sword that hollered things as you walked down the dungeon corridors, and then you could stop and talk to it and ask it if you want to go left or right, and it'd be like 'I'm scared and I want to leave' or something, you could do that, and it wouldn't be that hard to set up, actually. It's in the future, certainly way in the future perhaps, but the framework is building up for that."

603
DF Suggestions / Re: freak weather events
« on: November 21, 2013, 07:36:01 pm »
Found some further info for those interested ^^

"Capntastic:   Will there be hurricanes and tornados? From this will there be lightning, and crazy monsoons?
Toady:   To the extent that the flows don't get out of control there, it'd be really cool. Things like a hurricane would be pretty easy to do; it doesn't have to depend that much on the weather simulation, you can just have them crop up on occasion, and then the weather simulation could just start running a little cyclone or anti-cyclone or whatever the heck they end up being going along some lines; it could just define some lines either from the sea to the coast or up one of the coasts, something like that, and when you're locally in a hurricane then it could just start having driving rain and insane wind that can actually pick up items; whatever items are on the ground it could just occasionally give them a push and send them flying for a hurricane, and I guess a tornado would look like that even more insanely and locally. I think it's a dev item and it would a lot of fun to do that. Lightning strikes ... that's just kind of mean I guess, like you're playing dwarf mode and then all of a sudden it's like 'BAM!'; oh well, shouldn't have been above ground ... People are going to be milking their cows and growing aboveground crops and stuff, and maybe the dwarven god of thunder will target you a little more often; get you back under the surface when you belong, and then the dwarven god of magma can have fun with you."

604
DF Suggestions / Re: freak weather events
« on: November 20, 2013, 06:34:05 pm »
Well, I'd dare say they are as well. Not really much point to list every possible weather effect in existance just because. I believe I've seen volcanic eruptions with all that comes with that (probably including ash clouds) discussed at some point in either DFtalk or FotF at least :>

605
DF Suggestions / Re: freak weather events
« on: November 20, 2013, 06:19:03 pm »
Planned, or at least most of it anyway. From the old dev pages:

"TERRAIN/WEATHER/SWIMMING/FLYING/BOATS: Boats of some kind might go in early to make different regions more accessible, but you won't be able to be a pirate or an undersea civ for quite a while. Rivers freeze with daily temperatures instead of seasonal temperatures. Realize river and ocean squares when you visit them (forcing town layouts to adapt). Realize interesting canyons and so on in such areas. Track hurricanes and other major storm/disasters, in-game and during world gen. Thunderstorms with lightning strikes (with corresponding lighting effects) and hail. Levels of rainfall. Eating snow, making snowballs and picking up hail during and after hail storms. Tornados with wind flows that push items, projectiles and creatures. Proper eclipse modeling. Tides, deep oceans and pearl-diving, etc. More intricate interplay between cliff faces, inner rivers and outer rivers, using Z coord and waterfalls.

Also, evil/good zones are planned to be scrapped at some point and replaced with sphere biomes, ie for example a forest of fertility, swamp of death or a mountain of lightning. Full list of current spheres can be found here. (as for whether all spheres will have corresponding biomes is another matter). So, your suggested zombie blizzard would possibly be encountered in a glacier of death. Or you might find an area where the blizzard makes you younger, makes you commit suicide, makes you pregnant etc ^^

606
DF Suggestions / Re: Angry mobs.
« on: November 20, 2013, 05:34:01 pm »
First though, we'd have to fix the loyalty cascade problem.

Not really. Loyalty cascades are obviously not an issue during crimes being commited, as proven by how we don't get loyalty cascades every time a dwarf has a tantrum and hits someone.

Also, how do hammerers cause problems? They're just following orders. Corrupt or sadistic nobles sure, those I can definitely see as a target. That and whoever is in charge during any major crisis caused by bad management (starvation, lack of booze, lack of housing etc). It would be a nice mechanic to give players an incentive to take better care of their dwarves, or they might revolt ^^

Edit: Eh, scratch that, just me not thinking like people in general :P

607
DF General Discussion / Re: DF on laptops: Resolution vs Size
« on: November 20, 2013, 11:12:19 am »
Well, if bulky isn't an issue why not go all in with a 17"? Had one myself for a few years now. Sure, it's a bit unwieldy when travelling at times, but for me it's worth it having a proper screen. Also not to forget a complete keyboard with numpad and all.

608
I feel some clarification in the OP/poll could be useful. I assume you mean spend time fixing the UI now/in the near future, if not then I didn't get it at least. Regardless, some minot clarification would be helpful for people like me ^^

609
DF Dwarf Mode Discussion / Re: How will sailing work?
« on: November 16, 2013, 06:01:32 pm »
From the latest DFtalk:

Quote
Threetoe:   Ok, the next question's from Akos: Will you ever implement ports that make sieges and trading possible on isolated islands, how much do you plan to make oceans part of the gameplay, will you have navies or pirate ships that can fire on fortresses?
Toady:    So we love this stuff, right? We have, we played Pirates! and Ancient Art of War at Sea and stuff, and...
Threetoe:    And multiple submarine simulators.
Toady:    Right now I'm reading the whole kind of history of one of the big greek wars and there's triremes ramming everyone and doing all kinds of things and so on. So yeah, we love boats. We've talked in the past about how boats might work so we don't need to go into kind of the technical details, those'll be in the transcripts of the old talks. But it's definitely one of the things that we're planning to do. And kind of incorporate it fully into gameplay everywhere.

So if you care to dig through the older Dftalks as well it's apparantly fully fleshed out there (not sure if I can bother to myself) ^^

610
DF Suggestions / Re: Chronic (non-syndrome) diseases
« on: November 14, 2013, 03:10:49 pm »
Thought I'd dig up some quote as well, the latest mention I could find in the DFtalks were from march 2011 (on the topic of mosquitos as a possible disease vector):

Quote
Rainseeker:   Ah, will they spread disease?
Toady:   Well, that's the question right? When you get to the mosquito you can be satisfied in a way just making a creature that bites you that doesn't really suck an appreciable amount of blood necessarily - unless it's a giant mosquitoman, which is disgusting - but it give you this really annoying itchy thing ... If we did all that then mosquitomen would be considered a success for the swamps and so on, probably. But really you want to get to ... you know, do you add diseases and blood borne illnesses and that kind of thing? I don't know, I don't know. It's a question with all of these, really. Bees won so I spent a lot of time on them, and I just don't have time to spend a month on every animal.
Rainseeker:   Please do not.
Toady:   Yeah, that would be five years. It would be a great animal game at that point, but it'd be a long time. It's hard to say with any given animal exactly how much time I'm going to spend on that, because diseases is something we were going to put in in the big nineteen month release - I think it was one of the few items that got redded out on that list, along with formations and brain death and a few other things - so it didn't make it in and so it's fair to say that the game is ready for it and if you want to have world generation and then after that experiencing diseases and plagues and stuff, it's a really important force in world history and if the mosquitoes are the vector for that then that'll be great for them, that addition to the game. I don't know, they're coming though, at some point. We're getting the penguin first though, penguins next. I don't know exactly what's going in with the penguin either, you have to think about it. Every single animal you get to you have to think 'what little feature do I want to try and add to the game'.

...
However, I respectfully disagree with your reasoning: though I'm only [dabbling] at history, I've never heard tell of a time when undead giant ravens ate people; never heard of Keas stealing 2000 lb gold minecarts; never heard of anyone finding adamantine (even now, the LHC hasn't created that particular element!). . . . etc.  It's not the realism that matters (e.g. doesn't matter what the conditions are named, or how they work, particularly); it's the potential to flesh out parental/family caring as opposed to administrative indifference. 
...

I also must respectfully disagree with this argument of yours. Toady obviously takes realism where realism is due quite seriously, so anything lifted from the real world is going to end up as realistic as possible, including any real world diseases. Realism most certainly matters where appropriate. You are of course quite right in that the mechanics are what's really interesting, and it wouldn't be hard to imagine some fantasy disease if any particular niche needs to be filled without there being an appropriate real world disease for the job. However, the prevalence of undead giant ravens etc is completely irrelevant to the discussion, imo ^^

611
DF Suggestions / Re: Chronic (non-syndrome) diseases
« on: November 14, 2013, 02:23:28 pm »
Well, one thing to remember is that many conditions we now consider chronic would've been fatal or at least much more crippling back in the day DF is somewhat based on. Even many things we now consider to be a nuisance at most could kill.

As for the general idea diseases are definitely planned, and some of them will certainly fit what you're asking for. No timeline though as with most things :>

612
DF General Discussion / Re: The list is being continued along with?
« on: November 12, 2013, 05:21:09 pm »
The list is being continued along with. 11/09/2013

We've been continuing along with the list. 11/05/2013

I took is as a humorous remark by Toady to the fact that it's still just a bunch of fixing going on and not all that much to update about :>

613
DF Suggestions / Re: Exotic food from other races
« on: November 09, 2013, 10:13:50 am »

I believe further variety in the types of processed foods to make (or import) is very much planned, as with most things no timeline though.

We already have valley herb which fits your description of "Spice", and I'd assume more will come at some point when cooking gets redone.

Fruit is coming next version, both for ingredients, raw eating and booze afaik.

614
DF Suggestions / Re: conquering other cities in fortress mode
« on: November 08, 2013, 08:03:11 pm »
Planned :>

615
I think that whenever the value modifiers get redone to more reasonable levels that should mitigate the situation much better than having some treasure horde mechanic to game the system with tbh. Keeping wealth in nearby stockpiles and slowly funneling into the horde as you see fit wouldn't make much sense from a realism pov, which is exactly what many people would do like this.

As for the general idea, I'd rather see much of it evolve on its own with more advanced AI and whatnot. That is that the rooms with the highest values end up the targets of thieves and whatnot, regardless of designation, which any player player constructed horde would obviously fall into. The general concept of a horde is one I very much support though ^^

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