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Author Topic: Future of the Fortress  (Read 2453693 times)

Mel_Vixen

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Re: Future of the Fortress
« Reply #7740 on: October 09, 2013, 05:27:31 pm »


Just think of the possibilities! You could breed in profound, irrational hatreds... or phobias... or obsessions... or manias. Regarding pretty much anything the game is coded to recognize, at least potentially, once Toady starts rubbing in the polish.

In a year or two we might be able to breed the archetypal Dwarven Caligula or Marquis de Sade, inclined to have their parties on the torn remains of their pet cats while insisting that every surface in the fortress is painted in cat blood. Or who believe that fluffy wamblers are the avatar of Armok's wrath. Or who can not feel comfortable unless their bedroom is stuffed with weapons and bladed surfaces.

MUCH more fun than an elephant that vomits magma.

I personaly think what many religions, especialy religious extremism does. The social stuff just caters to it. Authority from the pew also gives you a chance do indoctrinate and breed bigger groups. So i for one wait for organized religion to pervert it and my dorfs.
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WillowLuman

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Re: Future of the Fortress
« Reply #7741 on: October 09, 2013, 05:39:48 pm »

Blessed are the cheesemakers, for they will be called children of Armok.

SHIT! I wish I'd thought of that one. My hat tips for you, good sir.

Spoiler (click to show/hide)
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Bronze Dog

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Re: Future of the Fortress
« Reply #7742 on: October 09, 2013, 05:57:27 pm »

So i for one wait for organized religion to pervert it and my dorfs.
When talking about adventurer roles, I had an idea for a different sort: The cultist. I was going to generate worlds until I got a demon posing as a god and then I'd slavishly follow his whims and preach his name.
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Bronze Dog has been feeling rather happy lately. He is fond of scimitars, black bronze, turquoise, and kobolds for their underdog status.

Cruxador

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Re: Future of the Fortress
« Reply #7743 on: October 10, 2013, 02:34:49 am »

Blessed are the cheesemakers, for they will be called children of Armok.

SHIT! I wish I'd thought of that one. My hat tips for you, good sir.

Spoiler (click to show/hide)
And here I thought it was a biblical reference.
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Helgoland

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Re: Future of the Fortress
« Reply #7744 on: October 10, 2013, 06:35:52 am »

Blessed are the cheesemakers, for they will be called children of Armok.

SHIT! I wish I'd thought of that one. My hat tips for you, good sir.

Spoiler (click to show/hide)
And here I thought it was a biblical reference.
Are references by proxy still references? It could make Godwin's law much more difficult to avoid.
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Arguably he's already a progressive, just one in the style of an enlightened Kaiser.
I'm going to do the smart thing here and disengage. This isn't a hill I paticularly care to die on.

monk12

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Re: Future of the Fortress
« Reply #7745 on: October 10, 2013, 10:49:50 am »

Blessed are the cheesemakers, for they will be called children of Armok.

SHIT! I wish I'd thought of that one. My hat tips for you, good sir.

Spoiler (click to show/hide)
And here I thought it was a biblical reference.
Are references by proxy still references? It could make Godwin's law much more difficult to avoid.

Okay, that's siggable

Helgoland

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Re: Future of the Fortress
« Reply #7746 on: October 10, 2013, 03:16:12 pm »

Twice in one day - I must be getting good at this :D
Toady, how deep will social interactions become in the next release? Stuff like group/clique formation, prejudice, peer pressure etc.
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Arguably he's already a progressive, just one in the style of an enlightened Kaiser.
I'm going to do the smart thing here and disengage. This isn't a hill I paticularly care to die on.

MrWiggles

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Re: Future of the Fortress
« Reply #7747 on: October 10, 2013, 04:06:39 pm »

Twice in one day - I must be getting good at this :D
Toady, how deep will social interactions become in the next release? Stuff like group/clique formation, prejudice, peer pressure etc.
Probably no deeper then what we have now. A lot of that stuff, from the groups and peer pressure, ect, are things he wants when Guilds are back in play.
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Sunday

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Re: Future of the Fortress
« Reply #7748 on: October 10, 2013, 10:35:56 pm »

Hope everyone's OK. Best wishes, and such.
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monk12

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Re: Future of the Fortress
« Reply #7749 on: October 10, 2013, 11:12:04 pm »

Indeed, I hope it wasn't anything serious.

smirk

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Re: Future of the Fortress
« Reply #7750 on: October 11, 2013, 08:32:37 am »

Time to donate again. Hospital bills are always serious, even if the reason isn't.

Best wishes for you and yours, Mr Adams. Here's hoping it's nothing much.
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When i think of toady i think of a toad hopping arround on a keyboard
also
he should stay out of the light it will dry out his skin
his moist amphibian skin
.

Knight Otu

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Re: Future of the Fortress
« Reply #7751 on: October 11, 2013, 09:51:33 am »

Indeed, I hope it wasn't anything serious.
Agreed. Hope everything is all right now.
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smjjames

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Re: Future of the Fortress
« Reply #7752 on: October 11, 2013, 09:54:00 am »

Yea, I hope it wasn't anything serious, but if it is, the community is with you Toady One.

Just out of curiosity, are there any new creatures in the next update?

Will all of the creatures have the gait stuff in their raws eventually? I understand if the humanoids just have those gait stuff at first because finding out the gaits of other stuff requires research that takes time. Also, gotta get the cheetahs speed in, right? :D

As far as research goes, there is a good deal of research into locomotion, just have to find it, and there are plenty of people in the community willing to help out with putting the data in.
« Last Edit: October 11, 2013, 10:10:58 am by smjjames »
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LordBaal

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Re: Future of the Fortress
« Reply #7753 on: October 11, 2013, 10:23:51 am »

Hope you are okay, hospital visits are NEVER pleasant, no matter how superfluous or serious the problem might be.
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Knight Otu

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Re: Future of the Fortress
« Reply #7754 on: October 11, 2013, 10:36:13 am »

Will all of the creatures have the gait stuff in their raws eventually? I understand if the humanoids just have those gait stuff at first because finding out the gaits of other stuff requires research that takes time. Also, gotta get the cheetahs speed in, right? :D
I believe all creatures will have gaits in the next version, though maybe not all perfectly-researched ones.
Quote from: Toady One, on 03/29/2013
In addition to cleaning up random unfunny bugs, I've been entering all of the gait data into the raws now that that part of combat is definitely settled. Creature variations can now take argument strings which replace argument markers in the variation definition (the arguments are different speed numbers in this case). The use of lines of the variation can also be made conditional on these arguments. There isn't enough resolution in the game's time system for speeds to make sense entirely, without letting critters like cheetahs understand moving more than one square per click. Fixing it isn't as easy as making projectiles go more than one tile per click. In any case, critters that should be faster than a dwarf or human at full speed are much faster at their full speed, while one creature's full speed is generally much faster than its walking speed, so it'll be an improvement.
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