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Messages - Valtam

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31
DF General Discussion / Re: Future of the Fortress
« on: May 17, 2017, 12:33:31 pm »
(Not sure if any of these questions have been asked but if they have feel free to skip them)

With the new magic system will there be ways mod in races with specific inborn magical skills?  Such as telekinesis, mind reading, shape-shifting, ect.
Will the ability to learn and use spells be open to any race or will you be able to define a race that is unable to use 'active' magic.

Also one question to relating to the stuff you've been talking about in the last few FotF reply... (feel free to ignore it)
Will there ever be some sort of modable, perhaps RAW level, file that allows us to add in custom site types (DARK_FORTRESS, CAVE_DETAILED, ECT.) by means of some very basic tile-based RNG thing so we could make a completely new civ type or monster layer?

(The last one I ask because I think it be awesome if we could define a civ type that lives like in underground beehives like structures or great cities that are just one huge tower...  Though if it is something that was being thought about it probably be a long while before we get it)

A bit of SGNT here, but still there's time to answer:

1. Nobody knows how the magic release is going to play out, so we'll have to wait and see. Coming up next is the Myth & Artifact release, which are important in how magic will be defined, but won't have a lot of magic going on, at least not much more than what we already have. The fantasy slider might have something to do with what you're saying, the less mundane it is the more astounding creatures we will get, probably some with innate magic.

2. As above, we'll have to wait and see how magic learning sorts out in a given world or, at least, in the core game.

3. This one sounds more like a suggestion rather than a question. The idea would be us being able to add all sorts of stuff from the ground up using the RAWs, but right now the kinds of structures that are available are pretty limited, so maybe in a few releases down the way we will. Just maybe.

32
DF General Discussion / Re: Future of the Fortress
« on: May 15, 2017, 11:21:28 pm »
Still, it'd probably be ignored, and this thread will continue to be full of, 'will peasant armies ever storm your fortress in search of food?', 'how about cannons?', 'will goblins sell recipe books on how to best stew a hippy?'
Can't be helped, it's an exciting game to speculate about. :)

Or minor annoyances like cannibalism being broken, or headgear having no option for covering the face or neck, or recipes being FUBAR in adventure mode, or not being able to flag other workshops as buildable in adventure mode, or Toady having handled giant desert scorpions in the worst way possible... :V

Funny that you write about face protection, because I was going to ask something about the masks currently in-game that can be outfitted in Arena Mode. So if this has been answered before feel free to step in, but why are those masks currently disabled in both Fortress and Adventure mode?
Here are some questions about a more peaceful life in Adventure Mode:

3. Will our adventurers eventually be able to buy empty plots of land in a civ and be allowed to build their own structure on said plot?


Impressive as it may be, this option is currently implemented in-game and, best of all, it's currently free! There's no need to pay a single copper coin if you want to build a wilderness settlement, even though most of the current zone designations have little to no use and it takes plenty of people to construct something meaningful in a few days (you know, just like an actual fortress). One of the best uses I can think for these sites is creating bridges so your inept companions can cross rivers at ease.

33
DF General Discussion / Re: Future of the Fortress
« on: May 10, 2017, 08:33:27 am »
1.How do you plan to enable more skills in adventure mode, future release?Skills like animal trainer or some farmer skills would make adventure mode even more interesting.
2.Seems magic is implementing,will their be aquatic civ?

1. Those skills are not in the short term yet, so you won't receive a definite answer. Animal training could be implemented as soon as we have rideable horses, and farming might be something that comes up with the revamped economy, but we'll have to wait several years until that happens.

2. Magic won't be fully implemented during this first pass (and even then we don't know when this first pass is going to happen). There aren't any plans or mentions yet of aquatic civs, and we would need boats for their interactions to be meaningful, so a couple of releases will happen before they become a thing.

34
First of all, welcome to Bay12 and to DF!
I laughed a lot with your Minotaur quip.

1. Some dwarves retain relevant skills from worldgen, but NPC fortresses and Mountainhomes are currently waterproof. It could be that they had to ford a river to get to your fortress, but it's something I haven't heard about that often.
In any case, you'll need that novice swimming flair for #3.

2. Grates are useful for many things, usually for sewage systems connected to dwarven showers, because horizontal grates allow fluids and contaminants to go through while dwarves remain in place. You can also create divisions between big rooms without using walls and improve their value, or you can also create a fortification that can be lowered down with a lever, neat enough for marksdwarf shooting ranges. If you're not against checking a game's wiki (and you'll certainly need to check it while playing DF) then read this piece about grates to have a broader idea about them.

3. There are plenty of things that can be done underground. You can carve a palace out of stone or create a working aqueduct with pumps, grates and channels. If you have artifact furniture you can set up some pieces in key places so that valuable building destroyers are stopped by them (Forgotten beasts, Giant Cave Spiders, something else...) and remain like sitting ducks. If you find magma below, then you can start a serious metallurgy project and start creating steel products en masse.

Godspeed! Keep telling us about your dwarven (mis)adventures.

35
You usually have to deduce motives from what you see and the relationships between entities.

As Enemy Post said, goblins are the ones who murder at plain sight without any reasoning, even their own dreaded leaders. Humans, elves and dwarves that kill their kin can usually be attributed to the fact that they eventually turned into a werebeast, they became spouses to a Night Troll or, in pretty uncommon cases, because they were abducted during childhood and they now work for a goblin civ that is at war against their original civ.

Those are the most reported cases, as bandits aren't prone to murder and family feuds haven't been modeled yet.

36
Creative Projects / Re: Some Dwarf Fortress Stuff I draw
« on: April 22, 2017, 02:36:01 pm »
Congratulations! You should be proud of your art, it's amazing.

I would suggest to post it on the so-called "Fan-art competition", as Tofu, Ninedots and company might better appreciate your work.

37
Creative Projects / Re: Random Things you drew/shopped/made/etc.
« on: April 18, 2017, 05:13:07 pm »
Damn, Jopax, just... Damn.
I wish I wasn't as lazy as I am to upload some of the stuff I have been doing recently. Not exactly "shaolin training in the mountains" kind of material, but still, a little bit something every now and then.

Besides Imgur, what other websites do people use here to link/upload stuff? I have seen some use DeviantArt, but I'm hesitant to go there myself before getting to know better alternatives.

38
General Discussion / Re: Happy Birthday, Toady One!
« on: April 17, 2017, 10:15:06 am »
Long live the Toad!

39
DF General Discussion / Re: Future of the Fortress
« on: April 07, 2017, 10:20:01 pm »
Golly gee! Look at that progress report:

Quote from: Toady One
I'm balancing out abstract equipment strength numbers and working more with the post-worldgen raid/battle code, since it wasn't really geared toward smaller numbers of well-equipped player dwarves fighting at sites. That'll merge in with the reports they give when they return, which is the next project.

I probably misunderstood this one, but will this somehow improve current post-world gen battles that happen in different sites? The game currently treats a 3 goblin skirmish and a full fledged 1500 goblin invasion like kind of the same deal in offloaded sites, and they usually end when just one of the attackers dies (which is funny in thousand-goblin cases). Also, will these interventions on foreign sites appear like invasions in Legends Mode, regardless of intention and outcome? Such as "this is part of the Conflicts of Scratching", and so on.

Tangentially related (but not quite), what essential differences exist between visitor (performer/scholar/mercenary) and invader code, besides hostility and intent? Can our exploits be considered "visits" at some point?
There is something weird with post-worldgen visits and it is the clutter generated in the Legends Mode site entry, I don't know if this has been acknowledged (or is currently a bug) and this might sound a bit suggestion-y, but is there a possibility to get more detailed entries regarding visitors (such as what where they doing, what was their initial intention and/or if they were able to make a residence agreement)? If there's no room for those details in Legends Mode, how hard would it be to implement a cull feature, similar to what we currently have for lesser brown events within the Age sub-menu?

40
DF General Discussion / Re: Future of the Fortress
« on: April 04, 2017, 10:23:53 am »
I guess the larger questions are: what do sites revolve around besides being gathering spots for NPCs? Any location with a market of sorts, or a tavern has a reason for being as there's clearly either industry present/a focal point. Will NPCs be seen "at work"? Hunters never hunt, farmers are never in the fields, etc.

Are there any plans to diversify the human seat of power in a hamlet? Instead of just meadhalls, will there be manors, or other structures? Tangentially related, will we be able to mod the term of description for such structures?


The game doesn't have the robust economy/property framework to justify the presence of many sites for reasons other than "we can build them", even though the economy is coded inside the game. Stones, metals, climate, trade nodes, population and natural features influence the existence of these sites, but some of those factors are currently so abstracted and out of play that we barely notice them. As soon as the pertinent updates roll out (along with the scenario embark) then we'll see more plausible reasons for sites to exist within a certain world. However, that's not going to happen anytime soon.

Same with the NPCs question, it has been stated that the eventual goal is to simulate a living, breathing world just like a world-wide functioning fortress, and DF has taken steps toward that direction, with bandits harassing and stealing money (albeit in a rather hilarious way), soldiers patrolling and adventurers doing their stuff during their "important missions". As you have been reading these FotF, expect to see more of that with the next update. As magic and magical artifacts make their slow and steady appearance, they will surely flip the rulebook regarding power structures, and even if they're not editable in the RAWs I think their random nature would be enough until we can fiddle with them.

(Sorry, I have no idea about the ambush/stealth stuff you mentioned and reading through your posts, it seems you have a better understanding of those features than me. A question definitely better suited for Toady himself)

As for the seats of power, the answer is "yes, no timeline yet" We only have meadhalls at the moment because those are the only meaningful interactions developed yet. With future releases we might expect to have influential churches or guilds that provide a similar function, and possibly a proper graphical representation of the different factions that may vie for power in a single site, but only time will tell.

When the myth update deals with the origins of the races, will there be any sort of like potentially semi-divine "first dwarves" or "golden age humans" like sort of the primogenitors of the particular races, who could get sung about for their role in history/cosmogony in songs and depicted in art and stuff?

The few things that have been revealed so far regarding the Myth Generation seem to imply the possibility of what you're asking about, although Toady hasn't mentioned their gameplay impact yet, and I'm afraid it won't be gamechanging during this pass. It is likely we won't be firsthand witnesses of the world creation, although the described events will surely influence what kind of materials and spoilers we find within a given world, and just like that, we will certainly be able to sing about cosmic eggs, divine serpents, spoiler metals and such, or even find physical evidence of these.

41
Other Games / Re: Darkmere's "Because I Can" Game Giveaway!
« on: March 26, 2017, 01:13:07 pm »
Damn, that Super Hexagon was really hard... Thanks a lot, Darkmere!

By the way, I was looking through the thread and saw nothing concerning requests of more than a single game. So, in the least polite and bashful way I can think of, may I ask for VVVVVV as well? I can completely understand being turned down, but one can always try  :P

42
DF General Discussion / Re: Future of the Fortress
« on: March 26, 2017, 01:06:57 pm »
1. Will the law rework include the inclusion of more advanced 'factions within factions'? What I mean by this are things like royal houses, trade companies, ambitious common interest groups, popular movements, religious cults, etc. Factions which do not necessarily control independent land on their own, but have (sometimes significant) influence within their country, their own political interests and the potential to try and topple/secede from the current government if they find it justified enough through rebellions, coups, etc. Or is this slated for a much later release?

2. Similarly, will the embark arc include an overhaul on territorial/titular claims? Right now they seem quite clunky, with every single faction claiming half the world.

3. Will the creation myth update bring any changes to early world-gen? Right now, there's this awkward 'Year 1' where most major factions and cities are inexplicably suddenly founded, with no history prior to that.

4. Is there a plan to change the timeframes in fortress mode? It seems kind of weird that one of the greatest forts in the world gets constructed in a few years, and usually lasts no more than a decade before falling into ruin, while there are a bunch of random minor hamlets/hillocks that are over a millennium old.


Almost none of this has been discussed or even planned yet, and will certainly arise when the corresponding 'arcs' or features are approached, such as the case with the law rework.

1. It would be the idea to have this kind of factions, there have been mentions of planned religious groups with their own agendas, and all of the stuff mentioned there could be plausible. No timeline or specifics yet.

2. As soon as we get to the Embark Scenario update, we might have answers on this.

3. I assume that awkwardness would dissappear (or at least mitigate) as soon as we get some ideas of the actual origin of our generated world. If you have seen the screenshots for the Standalone Myth Generator that Toady and Threetoe have been using as of late, then you might see that some worlds spring from different options, and we might possibly get a new nomenclature (or maybe brand new ages to boot!)
Again, we haven't had any specifics, but this seems to be the most approachable green question.

4. Plans and suggestions have been mentioned from time to time, to eventually merge the Adventure and Fortress Mode timescales to make sense in an unified universe. However, what you mention is less of a time constraint, and more like the mark of "losing is fun" situations and plenty of missing features. Right now there is no way to dramatically alter the way a small hamlet looks and works for different factions and civilizations, so it looks like they stand the same through the ages, in contrast to fortresses that are more fleshed out and have plenty of stuff going on within them, so they seem to change a lot more through the ages. As soon as property and law become more elaborate, we might have other things happening to these hamlets.

Once again, this is all two or three releases away, so my best guess is to wait and see how it unfolds.

43
Other Games / Re: Darkmere's "Because I Can" Game Giveaway!
« on: March 24, 2017, 11:37:13 am »
Hey! So, I have heard pretty sweet things about Super Hexagon (think of it as a Super Meat Boy but for people who grew up with Tetris instead of Mario, something like that), so it would be really nice to have it!

Thank you in advance, Darkmere!

44
Quote from: Anvilfolk
Though, uh, looks like we're developing a big ol' train of dependencies! Let's see what BlackHeartKabal has to say about Vermintide, then you can pick! Is that OK? I definitely don't want to start a thing where we compare people's deeds to figure out priorities, that's just no good :)

Everything is fine! If I still have the chance to pick a game, is it o.k if I go with BROFORCE?

45
So, Anvilfolk, remember this tale?

Anvilfolk, you're the best. Thank you for building this bridge for all of us to share our experiences.

So, the thing is this (is a big one):
Spoiler (click to show/hide)

It's about time I bring her again: my dear friend's scholarship became unavailable for reasons that I don't find necessary to explain in this thread. She became lulled and depressive after that, but I tried to talk to her regularly to keep a check on her activities and feelings. At the beginning of this year she was commited to find a job where she lives and went to work to a couple of unfortunate gigs... Until recently, when she was about to her CV to a position within her field in a government agency. At first she was unsure about doing it (my friend suffers from anxiety and a case of dire pessimism) but we had long-winded talks about the topic. At the end of the day, she went full on and got the job!

***

If there's a chance to get it, I would like to have Warhammer: End of Times with Vermintide DLC.

I love this thread, hope to see more people posting here and sharing their love with the community! At least for the sake of free games :P

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