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Author Topic: Future of the Fortress  (Read 3714487 times)

Gokajern

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Re: Future of the Fortress
« Reply #5865 on: April 01, 2013, 12:08:13 pm »

Will it be possible to modify the layout of human, dwarven, goblin, etc, sites?
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Mr S

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Re: Future of the Fortress
« Reply #5866 on: April 01, 2013, 12:31:31 pm »

Indications are that, eventually, yes, but almost certainly not in this release.

BTW, thanks for the replies Toady!
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Putnam

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Re: Future of the Fortress
« Reply #5867 on: April 01, 2013, 12:39:31 pm »

but also not easily fazed ("doesn't care much about anything anymore") and can handle themselves in a fight.

Note that this is because COMBATHARDNESS goes up at a ridiculous rate in adventurer mode; getting hit can raise it by 2-4 points per hit (source: memhacking).

WillowLuman

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Re: Future of the Fortress
« Reply #5868 on: April 01, 2013, 01:37:09 pm »

Though it's not quite so ridiculous if that particular adventurer has carved a bloody swathe through the bandits and animals of the world.
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Putnam

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Re: Future of the Fortress
« Reply #5869 on: April 01, 2013, 07:48:28 pm »

It is pretty ridiculous when it went up to 100 over the course of a fight against a badger, though.

"I've seen some shit, man. The badger... you don't even know, man. That badger was just... god damn. It scratched my arm. Tore the muscle."

Cruxador

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Re: Future of the Fortress
« Reply #5870 on: April 01, 2013, 11:36:43 pm »

It is pretty ridiculous when it went up to 100 over the course of a fight against a badger, though.

"I've seen some shit, man. The badger... you don't even know, man. That badger was just... god damn. It scratched my arm. Tore the muscle."
That's some heavy shit, man.
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Putnam

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Re: Future of the Fortress
« Reply #5871 on: April 02, 2013, 01:09:39 am »

"The fucking MUSCLE. Do you know what it's like, being scratched that hard?"

"Anyway, let's go on to the next person. How about you, Udib?"

"I've had 3 children. One was impaled on spikes. The second was stabbed in the face by a goblin. The third was beaten to death by her own berserking father".

"Yeah, that's bad... but this badger was something."

MrWiggles

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Re: Future of the Fortress
« Reply #5872 on: April 02, 2013, 05:09:41 am »

Will it be possible to modify the layout of human, dwarven, goblin, etc, sites?
ToadyOne doesnt have any plans in the near future to put the town generation into raws. No strict to my understanding though.
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mastahcheese

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Re: Future of the Fortress
« Reply #5873 on: April 02, 2013, 09:07:00 am »

Will it be possible to modify the layout of human, dwarven, goblin, etc, sites?
ToadyOne doesnt have any plans in the near future to put the town generation into raws. No strict to my understanding though.
I'm pretty sure he has mentioned somewhere before that he plans on making the city rules into raws, but that won't be around for probably a good long time.
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fractalman

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Re: Future of the Fortress
« Reply #5874 on: April 02, 2013, 01:16:10 pm »

[snip]
Will there be any way to use a match as conditional? Example: to not try to add a tail if there's "TAIL" in the base creature.[/color]
...
do you mean "will there be exception-handling for duped raws", or do you mean letting the user say, via the raws, "if (creature already has tail) then {don't add tail} else{add tail}"...

Will world-generation errors be added back in as an available world-generation parameter?

Will there be an option to EXPLICITLY enable the reality-warping power of duped raws if/when you get around to stopping the issues with duped raws?


Yeah.  World-gen errors, for which 2047 or 2048 tall candy spires are not unheard of. I'd say more, but there's already a whole topic about it. 
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Wastedlabor

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Re: Future of the Fortress
« Reply #5875 on: April 02, 2013, 01:26:40 pm »

do you mean "will there be exception-handling for duped raws", or do you mean letting the user say, via the raws, "if (creature already has tail) then {don't add tail} else{add tail}"

The second. When I'm generating random creatures using variations it'd be nice if some of the variation tags were conditional to the base creature.
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Mr S

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Re: Future of the Fortress
« Reply #5876 on: April 02, 2013, 01:34:59 pm »

Dr. Urist McMephesto, Cheif Genetics Dwarf, "Here we have the the four-assed monkey, a four-assed ostrich, a four-assed mongoose, a mouse/duck, a gorilla/mosquito, a rabbit/fish, a four-assed frog, a seven-assed Galapagos Turtle, loads of pissed off turkeys."
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tahujdt

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Re: Future of the Fortress
« Reply #5877 on: April 02, 2013, 01:35:32 pm »

These tree questions may have been asked already, but I couldn't find them.

Will we be able to use whole trees as defenses? That is, will we be able to use a giant oak as a wall or a bridge?

Will there be stumps left behind after we cut down trees? I imagine that stumps would be kind of like boulders, blocking caravans.

Will trees have varying hardness, affecting chopping time?
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Mesa

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Re: Future of the Fortress
« Reply #5878 on: April 02, 2013, 02:28:36 pm »

Will the tree size directly affect the amount of resources obtainable from that tree? Ie. a large branching oak will provide way more wood than something more similar to trees currently in the game.

Simply since the screenshots you previously provide make those trees look goddamn huge (which is a very good thing imho).
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Scoops Novel

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Re: Future of the Fortress
« Reply #5879 on: April 02, 2013, 03:20:38 pm »

Can someone catch me up on the sheer quantity of stuff in this release? :P. I mean, new sites, trees, insurgencys, unarmed and what reads like greater controls to the point of deciding how to parry (YES!), tracking (with at least one example beyond the usual senses) and stealth, even Retiring forts, and all the hidden fun stuff we may discover, and i would not be at all surprised if I'm missing several other things!
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