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Messages - LordBaal

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4951
DF General Discussion / Re: Future of the Fortress
« on: June 22, 2013, 09:52:18 am »
Umm maybe a solution would be making walls with some floors over them like a "T" or a upside down "L" where the floor on top serves as roof for the assaulting units.

Unless they a re mounting giant spiders, in which case you are pretty much f**ked up.

4952
DF General Discussion / Re: Future of the Fortress
« on: June 21, 2013, 03:40:15 pm »
I think that, for the benefit of DF, by default should not include some things yes, but it shouldn't exclude them from implementation either. And I'm talking about all the touchy things, feces, urine, slavery, rape, sex, drug abuse, prostitution and whatever makes you shiver (surprisingly, representation of senseless death and killing are accepted in our society even being something far worst).

I know is a rather hypocritical call, similar to Total War approach, where they don't include violent (as in realistic) effects to the battles in oder to have certain rating but then after a while they release the money-grab DLC with them anyway. This way they get to stay on the desired rating to boost sales (because somehow teens killing humans is okay as long as they don't see the blood, as if shooting someone is okay as long your close your eyes) and then please (and get revenue from) the older, bloodthirsty fans.

Of course not that Toady should care about stupid artificial and meaningless ratings that exist only to "comfort" the "worried" parents of today. But is understandable he want to keep the game image clean in order to attract a broader audience.

In the end he's making the game and it all comes down, as always, at what he's personally comfortable working with and what he thinks is better for the game.

4953
DF General Discussion / Re: Future of the Fortress
« on: June 21, 2013, 10:40:41 am »
I for one, welcome our new crap titans overlords.... ;P

4954
DF General Discussion / Re: Future of the Fortress
« on: June 20, 2013, 02:41:31 pm »
Now perhaps clowns aren't just evil in a can but more malevolent entities that have more griping over the world via Goblin towers, utilizing them and it's occupants as base of operations and minions.

4955
DF General Discussion / Re: Future of the Fortress
« on: June 20, 2013, 01:38:23 pm »
For the looks of them yes, at least some of them. I'm guessing not all of them but the most important/ancient/central or starting locations ones.

4956
DF General Discussion / Re: Future of the Fortress
« on: June 20, 2013, 08:36:59 am »
Unless you hate goblins... I crave the day we will be able to invade a goblin site and crumble the tower into a gory mess of debris, lava and charred bodies.

4957
DF General Discussion / Re: Future of the Fortress
« on: June 17, 2013, 03:29:45 pm »
One have to keep in mind that this alternate reality simulator is a monumental task to be done. It's both deeply boring over the long time and incommensurately exciting to watch over it's development at the same time (I'm talking developing-wise for the spectators).

However, from the dev page it'self:
Quote
It has also proven too time-consuming to maintain all of the notes in a presentable form, so we're sticking with incomplete lists for the foreseeable future. This page doesn't represent everything we'd like to do. It just has some of the things we're thinking about doing sooner rather than later. We'll be adding to it as specific roadmaps are drawn up and we are closer to using them.

4958
DF General Discussion / Re: Future of the Fortress
« on: June 10, 2013, 08:38:49 am »
Dwarf Fortress, the only game where mere, simple and humble placeholders mind rape inside out "full features" of other games.

4959
DF General Discussion / Re: Future of the Fortress
« on: June 07, 2013, 08:44:10 am »
In that approach you could have the best of both worlds. Perhaps craft inclined dwarves would make crafts on their free time or as an occupation, filling your deposits in time. But if the need arises you could still order X amount of crafts from X dwarfs or from "professional" craft dwarfs only, something you can already make.

But honestly, in this regard I think that a better manager would suffice. Better as in being able to tell him to "maintain booze stockpile at this levels" or "always have X logs in the deposit". Then the manager would either send the jobs, and if the jobs are not available (i.e. no trees left in the map), then the manager could even make suggestions on the trade agreement screen. If we go a tad further down the road, we could even let the manager auto manage the entire trade agreement if you choose to.

4960
DF General Discussion / Re: Future of the Fortress
« on: June 07, 2013, 06:45:52 am »
I still think that reaching a point in which your fortress starts true civilian activity and you only have to mark it's space (build houses here, workshops here, market here every Tuesday and so on would be really fun.

4961
DF General Discussion / Re: Future of the Fortress
« on: June 01, 2013, 09:01:55 pm »
Exactly as Monk12 has said.

4962
DF General Discussion / Re: Future of the Fortress
« on: May 30, 2013, 02:00:57 pm »
Well imagine a vampire that needs to drink blood only to regenerate injuries. Of course it could have the usual thirst and would drink blood at every chance, but if deprived of it, he/she wont outright perish or withe away, but instead keep going as usual but can't recover from injures.

That kind of vampire would be ideal for Hugo (whom I still imagine is secretly Huge Jackman) administrative tasks. Such vampire, after being imprisoned for a long time would outright assault and drink dry any unsuspecting fool unlucky enough to let him out, regardless of being caught or discovered as a vampire.

I'm guessing something along this lines would be among the possibilities once they get to be procedurally generated.

I would rather them to either whiter away, not dying but becoming really really weak, never actually dying but losing all their powers and/or becoming becoming something easy to kill. Or also becoming either feral creatures like monstrous wolves (or gross creatures) or fanged zombies/skeletons. Also I would like them to have a point of no return, where even if they drink blood they keep the way they are now.

PD: By pure chances I'm listening to a song called Vampiro (vampire in spanish).

4963
DF General Discussion / Re: Future of the Fortress
« on: May 30, 2013, 01:05:00 pm »
Well as a curse, the subject might try to redeem him/her self by pleasing the God? Maybe if is the God of Life and Hugs the vampire could try to be good, but if is the God of War and Death... well you see where I'm going with this.

Or maybe the vampire does exactly the opposite to redeem itself, just in spite of the curse put upon him. Or maybe he doesn't care for anything and exploit it's own powers to his benefit or that of other simply because. But yes I agree, vampires by definition should be evil creatures, be it ravaging savage animals or scheming and sophisticated.

As for the feeding. I know that by most definitions if not all vampires need life force, be it blood or something more ethereal like the soul, vital energy or feelings of a person. I too consider that a defining trait on a vampire. Then we have vampires that drink the color red out of things leaving them intact.... >.>

However given the nature of Dwarf Fortress (and that's why I asked Toady about specifics to round up this debate), if Toady chooses to we could have vampires that simply suffer from blood thirst but really don't needed to survive, being basically thinking zombies that don't root and might have some extra powers.

My position to have negative consequences on a vampire that don't feed upon whatever the Dice God decides (once that is implemented) goes beyond the folkloric fidelity and is more focused on gameplay balance. You should be able to yes, allow or seek out to have a vampire only fortress that yes, would have combat advantages but it should not come with it's own disadvantages or at least extra share of challenge.

Such challenges could be anything really, given a procedurally generation process we could have vampires that don't need to drink blood but just to regenerate and heal injuries in one world (a interesting option and a compromise between your and Hugo position) and have vampires that will burst into flames if don't drink blood at least once every year. However all this is highly speculative, hence, again, why I asked Toady about specific possibilities.

4964
DF General Discussion / Re: Future of the Fortress
« on: May 30, 2013, 12:17:14 pm »
The original vampire! That's something too. Generally the ones that go off to start their own empires are either strong willed like you said, or the original vampire turn them into vampires but doesn't take away it's personality/thinking/reasoning for personal reasons. The second one usually comes back and literally bite them on the rear.

4965
DF General Discussion / Re: Future of the Fortress
« on: May 30, 2013, 09:01:03 am »
I can't answer your questions unless you put them in... let me thing... blue, but I'll pass it this time. :P

Spoiler (click to show/hide)

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