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Author Topic: Future of the Fortress  (Read 3730857 times)

zwei

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Re: Future of the Fortress
« Reply #2955 on: August 14, 2012, 05:52:08 am »

I wonder why he did not simply temporarily use human templates for other race sites - it should not be much more work than dummying them out and much better than current void.

MrWiggles

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Re: Future of the Fortress
« Reply #2956 on: August 14, 2012, 06:18:37 am »

I wonder why he did not simply temporarily use human templates for other race sites - it should not be much more work than dummying them out and much better than current void.

If I were to hazard a guess, I would say it was for two reasons: First is that Dorf and Elf Sites may act fundamentally different then human sites so simply using human sites would break the Elf and Dort Brain trying to use them. (As presumably, they're still thinking under the old rules for the old sites.) And rewriting these Critter Brains may not be worth the time sink. And they probably would still require some sorta minor changes anyway. For dorf sites in particular, they would need to include booze favoritism over using water, else wise having dorfs sober to death.
So even using Human Sites for Elves of Dorfs probably is a none trivial tasks. While simpler then writing and figuring out those two new sites from scratch, its still a negative expenses of man hours.

The other reason, I would guess is because the game right now has a hard time conveying information to the player. It generally provides to much information, or doesn't provide contextual information to explain why something isn't working. So, by having all races use the same template for cities, could make the game harder to navigate and may even make the game seem like it has less content then it does. By adding more of the same, it taking away actual content away from the game.
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Knight Otu

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Re: Future of the Fortress
« Reply #2957 on: August 14, 2012, 06:51:12 am »

I rather suspect that he simply didn't want to replace a placeholder with another, worse-fitting placeholder.
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Re: Future of the Fortress
« Reply #2958 on: August 14, 2012, 07:14:31 am »

I've a question...Hope I'm on the right place here.

Is it possible for monsters and creatures to destroy walls and buildings?

Otherwise it seems a bit unrealistic if everything is undestroyable. But it's a lot easier to create a save fortress. What do you think about it?

Other question. When there is a siege, shouldn't they be able to climb up walls or swim through rivers, or break up doors or closed bridges with tools? Of course there should still be a chance for the fortress to be build save. Maybe building with strong materials.
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Rose

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Re: Future of the Fortress
« Reply #2959 on: August 14, 2012, 07:20:58 am »

Monsters destroying walls and buildings has always been a matter of when, not if.
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Mr S

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Re: Future of the Fortress
« Reply #2960 on: August 14, 2012, 07:22:32 am »

Certain structures can be destroyed by creatures with [BUILDING_DESTROYER] tag.  And there are ways of preventing them access to them destroying said objects while still maintaining their functionality.

Amphibious/aquatic already will use water ways to get to you.  If you have a wall over a river, they may swim under it.

Seige mechanics will be addressed in future Army Arc type development, where questions such as scaling walls and undermining fortifications will be brought into play.

Also, this question could have been found in the Game Play or Fort Mode sections.
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Re: Future of the Fortress
« Reply #2961 on: August 14, 2012, 08:28:52 am »

Thank you very much. :) ..I read the future siege implementation intentions - great :).

It seems as if I have discovered maybe less then 10% of the hole games features...I mostly all the time keep searching for the perfect embark spot, rather than playing. Does anybody know a spot with a volcano and a river which naturally forms a nice first defence wall?
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gimli

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Re: Future of the Fortress
« Reply #2962 on: August 14, 2012, 07:20:00 pm »

Monsters destroying walls and buildings has always been a matter of when, not if.

The sooner, the better! ;) [Same is true about diggers/tunnelers]
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EnigmaticHat

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Re: Future of the Fortress
« Reply #2963 on: August 14, 2012, 10:13:23 pm »

So now vampires sense creatures with blood at a distance.  Which is awesome, but vampirism seems to be increasingly less of a curse and more of an awesome thing that has a minorish cost.  Maybe that will change when feeding on people has more negative consequences (like being hunted down).
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Rose

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Re: Future of the Fortress
« Reply #2964 on: August 14, 2012, 10:15:37 pm »

hasn't vampire always been something awesome with a minor cost in all games?
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Rockphed

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Re: Future of the Fortress
« Reply #2965 on: August 14, 2012, 10:34:33 pm »

So now vampires sense creatures with blood at a distance.  Which is awesome, but vampirism seems to be increasingly less of a curse and more of an awesome thing that has a minorish cost.  Maybe that will change when feeding on people has more negative consequences (like being hunted down).

You mean like having small groups of people who are mad at you track you through the wilderness and attack you when you least expect it?  Odd how that is going to be possible in the upcoming version.
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Auning

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Re: Future of the Fortress
« Reply #2966 on: August 14, 2012, 10:46:01 pm »

So now vampires sense creatures with blood at a distance.  Which is awesome, but vampirism seems to be increasingly less of a curse and more of an awesome thing that has a minorish cost.  Maybe that will change when feeding on people has more negative consequences (like being hunted down).

You mean like having small groups of people who are mad at you track you through the wilderness and attack you when you least expect it?  Odd how that is going to be possible in the upcoming version.
Haha. I hope it's possible to anger a civ or two enough to get armies hunting you down, or individual assassins. May make for some interesting experiences...
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Lolfail0009

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Re: Future of the Fortress
« Reply #2967 on: August 14, 2012, 11:30:04 pm »

Are technological advances based on history length an idea? For example, picks and axes after year 1, crossbows after year 20, metals able to be worked after different times, and mechanisms and minecarts and stuff post~70-ish? Just an idea.

MrWiggles

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Re: Future of the Fortress
« Reply #2968 on: August 14, 2012, 11:40:06 pm »

Are technological advances based on history length an idea? For example, picks and axes after year 1, crossbows after year 20, metals able to be worked after different times, and mechanisms and minecarts and stuff post~70-ish? Just an idea.
Yes, having tech tree is defiantly an idea.

And this thread isn't for suggestions. There an entire sub forum for suggestions.
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Valtam

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Re: Future of the Fortress
« Reply #2969 on: August 15, 2012, 12:07:20 am »

Maybe this already has been posted, or at least there was a pretty similar question regarding night creatures, but,
Could it be possible for goblins and HFS consequences to roam freely around the countryside after toppling a player fortress, and then subsequently slaughter and conquer neighboring sites, claiming them as their own? Or is this behavior only expected (to a limited extent) from bandits and wildlife usually generated in adventure mode?

I envision it as a chain of events that affect the world in a larger and more inmediate scale, so that our own faults leading to the demise of a fortress also reach other places, changing the political (or at least the demographical) landscape. I also wonder that if we're able to track those forces of evil, then we could have a chance of exacting revenge upon them, or at least die trying, without those critters just dissapearing in a few months.
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my first quest was to seige a nemacrcors tower i killed 3 nemacrcors the got killed by a zombie fly.
How on earth did you manage to do that twice?
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