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Author Topic: Future of the Fortress  (Read 2347311 times)

G-Flex

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Re: Future of the Fortress
« Reply #2985 on: August 16, 2012, 04:28:28 am »

There several items on the dev expunging on players being tracked down and captured all that jazz.

I think you mean "expurgating."

He's allowed to type creatively, because he captured all the jazz.
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Mr S

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Re: Future of the Fortress
« Reply #2986 on: August 16, 2012, 07:54:15 am »

The spinning =<*Free Form Jazz*>= strikes the Poster in all the senses, ya' dig, utterly blowing the mind!
The Status Quo has been struck down!
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Dae

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Re: Future of the Fortress
« Reply #2987 on: August 16, 2012, 11:54:54 am »

The wait is killing me. The entire forum holds its breath as Toady One is slowly building the Wall of Text.
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Torchy

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Re: Future of the Fortress
« Reply #2988 on: August 16, 2012, 12:53:50 pm »

There several items on the dev expunging on players being tracked down and captured all that jazz.

I think you mean "expurgating."

He could have also meant "expounding", a word I prefer to 'expurgating' because it sounds a little less like something an axe wound does.
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TheDJ17

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Re: Future of the Fortress
« Reply #2989 on: August 16, 2012, 01:16:01 pm »

The spinning =<*Free Form Jazz*>= strikes the Poster in all the senses, ya' dig, utterly blowing the mind!
The Status Quo has been struck down!
I'm gonna sig this little piece of magic :')
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The spinning =<*Free Form Jazz*>= strikes the Poster in all the senses, ya' dig, utterly blowing the mind!
The Status Quo has been struck down!

Aseaheru

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Re: Future of the Fortress
« Reply #2990 on: August 16, 2012, 01:50:05 pm »

it is lovely, no?
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Helgoland

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Re: Future of the Fortress
« Reply #2991 on: August 16, 2012, 04:07:19 pm »


With the simulation aspects of the game, like economy, trade, warfare etc currently being fleshed out, are there any plans on simulating ecological systems?

Say you have a certain density of cave moss in an area, some dralthas and some GCS's. Ecologic simulation basically refers to Draltha population rising and cave moss density declining, slowly leading to a Malthusian catastrophy (or at least a slow decline in Draltha population), while GCS's and Dralthas have a similar relationship. Would probably need information on food chains, lifespans and reproduction rates.

Hmmmm... Let's see if NW_Kohaku has made a suggestion on this :P
« Last Edit: August 17, 2012, 12:00:30 pm by Helgoland »
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CaptainArchmage

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Re: Future of the Fortress
« Reply #2992 on: August 16, 2012, 05:22:56 pm »

With the tracking in will it be possible for in-game caravans to be tracked by bandits? If so, does that mean we might get a caravan in fortress mode followed by a wave of bandits?
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Valtam

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Re: Future of the Fortress
« Reply #2993 on: August 16, 2012, 08:56:45 pm »

With the tracking in will it be possible for in-game caravans to be tracked by bandits? If so, does that mean we might get a caravan in fortress mode followed by a wave of bandits?
If the entity/critter world map abstraction that is going to rule their movement is also applied to caravans, then I'm unable to see why this chance of getting unsuspected bandits could not happen. However, if human bandit entities are considered neutral (or currently without an actual relationship) then they should have some sort of flag that allows them to pursuit caravans.
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Mr S

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Re: Future of the Fortress
« Reply #2994 on: August 17, 2012, 08:07:18 am »

I could also see the caravan guards skirmishing with the bandits enroute.  That's what the caravan guards are there for, by design.  It's assumed (however erroneously) that your trade depot is supposed to be safe and secure.

Depending on how well this works, the number of caravan guards may wind up being tweaked.  More guards needed based on savagery of a given region, leading to price inflation?

Also, depending upon the tenacity of the bandit gangs, the skirmishes may just be a hit and run, or the stragglers may follow all the way to your Fort.

This could also introduce a demand for medical care by the caravan personell upon arrival to your Fort (an interesting idea).  Say Human Caravan Guard Tivish has a broken ankle after bravely fending off a raiding party while en route.  He may have to spend the season that the traders are on site in your hospital seeking treatment before departing with the caravan (or afterwards, depending upon severity).  This opens up a can 'o worms as far as multiple factions interacting within your Fort in more than just benign or hostile ways.

Deep, man, deep.
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FearfulJesuit

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Re: Future of the Fortress
« Reply #2995 on: August 17, 2012, 08:16:27 am »

This could also introduce a demand for medical care by the caravan personell upon arrival to your Fort (an interesting idea).

I, too, look forward to the day when I can implement death panels.
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@Footjob, you can microwave most grains I've tried pretty easily through the microwave, even if they aren't packaged for it.

Mr S

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Re: Future of the Fortress
« Reply #2996 on: August 17, 2012, 08:22:28 am »

Which would probably still be more kind than the sort of arbitrary amputations I'd be expecting Dwarf Doctors to administer to battlefield injuries.

BTW, is amputation possible currently?  (As a medical procedure, not the usual sort of workplace shenanigans.)  I mean if that Smashed Open finger is badly infected with gangrene, will they just take the blardy thing off?
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Jheral

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Re: Future of the Fortress
« Reply #2997 on: August 17, 2012, 09:57:33 am »

I don't think they amputate, no. At least, I've never seen it happen, despite a lot of infected, smashed and broken limbs.
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Askot Bokbondeler

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Re: Future of the Fortress
« Reply #2998 on: August 17, 2012, 02:52:20 pm »

if i recall correctly, it would cause some issues toady didn't want to tackle yet, like having surgeondorfs amputating infected stomaches and heads

misko27

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Re: Future of the Fortress
« Reply #2999 on: August 17, 2012, 03:10:28 pm »

if i recall correctly, it would cause some issues toady didn't want to tackle yet, like having surgeondorfs amputating infected stomaches and heads
Simultaneausly, It would also open up the possibility of dwarves made entirely of prosthetics.
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