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Author Topic: Future of the Fortress  (Read 1851829 times)

TBeholder

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Re: Future of the Fortress
« Reply #2760 on: November 04, 2015, 03:05:28 am »

Quote from: iceball3
the dwarf civilians tend to opt for engaging it in combat if it is not threatening enough (say, a wild Dingo Man who got in a scuffle with one of the war dogs), or is the current behavior intended?
I don't think the situation has changed.  Dwarves'll jump into active combats to try to save people they like, but it isn't great in practice and I'm open to improving it.  It would be best not to have to micromanage their behavior though, if possible.
What if there was a species and/or civ value(s) for basic aggresion level? Adjusted by mental characteristics and standing orders.

There's no unhappy thought at this point, though certainly we'll need to do something over time for toys to truly have a point.  Right now they are content to make believe or do music/dance stuff.
Quote from: omega_dwarf
Do children gain social or physical skills from playing with toys? Or even combat skills, like dodging? Toys irl help babies develop their minds and coordination (iirc), so it would stand to reason that a new system of Dwarven Child Care(TM) could be coming about! (You know, to replace other...methods...involving zombies, small animals, and dull spikes, for instance....)
I haven't gotten into anything like that.
What if... toys adjusted probabilities for preference generation? And reduced tendency to spend time on wandering (which is when they may be bitten by badgers) in favour of playing with toy(s) more or less at one tile - generally in quarters or wherever individual possessions are stored?

Quote from: Ribs
So, are monarchs going to be particularly interested in wearing crowns or other type of regal headwear, or you don't see dwarven nobility swinging that way?
Also, will we be able to equip our military with trinkets after this release?
That's all still the same.  It would be nice for there to be more outfits and so on, but it also adds logistic troubles we are already swimming in, particularly with the military.
What if... both office/workplace and personal equipment like this could be defined in raws for civ roles - with lists of tags for variations (including empties for optional things) and values of preference/importance?
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Deinos

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Re: Future of the Fortress
« Reply #2761 on: November 04, 2015, 07:15:38 am »

5/15/2015  Toady One: ...can now emotionally process the experiences of tree felling, butchery and animal caging.

Aw hell, elves don't even like catching animals for training?
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Button

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Re: Future of the Fortress
« Reply #2762 on: November 04, 2015, 10:50:19 am »

5/15/2015  Toady One: ...can now emotionally process the experiences of tree felling, butchery and animal caging.

Aw hell, elves don't even like catching animals for training?

Wait wait wait. Does that mean that if we have elven residents, they can tame animals for us without capturing them first? Just go up to them and say "sup"?
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Knight Otu

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Re: Future of the Fortress
« Reply #2763 on: November 04, 2015, 12:28:25 pm »

5/15/2015  Toady One: ...can now emotionally process the experiences of tree felling, butchery and animal caging.

Aw hell, elves don't even like catching animals for training?

Wait wait wait. Does that mean that if we have elven residents, they can tame animals for us without capturing them first? Just go up to them and say "sup"?
No. Whatever it is that elves do is not yet implemented as an actual job. (though elves do bring animals in cages...)
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Dirst

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Re: Future of the Fortress
« Reply #2764 on: November 04, 2015, 12:32:54 pm »

Wait wait wait. Does that mean that if we have elven residents, they can tame animals for us without capturing them first? Just go up to them and say "sup"?
"Hey Urist, any more elven volunteers?  We aren't making any progress on the dragon training.  This pleases me."
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LordBaal

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Re: Future of the Fortress
« Reply #2765 on: November 04, 2015, 12:42:21 pm »

A lot of things still happens "out of thin air" or abstracted, this would be one of them, where we need to have that "work" and the way is made by the stinky tree huggers done in fortress mode.
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Deinos

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Re: Future of the Fortress
« Reply #2766 on: November 05, 2015, 12:55:00 am »

Is there any chance the FORCED entity tag, to make people wear certain items, could be enhanced? There doesn't seem to be a way to make enemy entities wear full armor, especially on their lower bodies, hands, and feet. I would really like it if there's a way to make enemies wear full suits of armor, and to perhaps make monarchs etc. wear jewelry. It would be much appreciated.
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AceSV

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Re: Future of the Fortress
« Reply #2767 on: November 05, 2015, 01:24:51 am »

Let's say I've modded the game to include 20ish possible civilizations and they don't all show up in worldgen.  Would it be possible for the races that weren't generated as civilizations to show up as visitors?  Also, if a civilization goes extinct during history, can people from it still appear as visitors later? 
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Putnam

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Re: Future of the Fortress
« Reply #2768 on: November 05, 2015, 01:25:21 am »

Visitors almost surely come from somewhere.

Eric Blank

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Re: Future of the Fortress
« Reply #2769 on: November 05, 2015, 01:28:34 am »

Is there any chance the FORCED entity tag, to make people wear certain items, could be enhanced? There doesn't seem to be a way to make enemy entities wear full armor, especially on their lower bodies, hands, and feet. I would really like it if there's a way to make enemies wear full suits of armor, and to perhaps make monarchs etc. wear jewelry. It would be much appreciated.

The forced variable doesn't work like that, actually. It just means that civilizations will always have access to clothing of those type, as opposed to 'common' or 'uncommon' or 'rare' which set the RNG to roll for whether or not a given civilization will have access to those items. High boots for instance are common for dwarves, but not forced, so sometimes, if your civ doesn't know how to make them because the RNG rolled against it, then you can't buy them from the caravans or order them made. If its FORCED, then that item is guaranteed to be available to evey civ of that entity.
It doesn't dictate what members must wear. There currently isn't a way to do that, and asking for that would belong in the suggestions forum, more likely.
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Putnam

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Re: Future of the Fortress
« Reply #2770 on: November 05, 2015, 01:31:35 am »

I think they're asking for it to do that, which is really much more of a "fundamental change in behavior" than an "enhancement".

Random_Dragon

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Re: Future of the Fortress
« Reply #2771 on: November 05, 2015, 03:15:51 am »

Ah. I always wondered how the forced setting worked.
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GoblinCookie

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Re: Future of the Fortress
« Reply #2772 on: November 05, 2015, 07:52:31 am »

If it is not going to be changed in the next release in order to make foreign race AI soldiers use equipment from their own civilization; what equipment are the animal people that now take up residence in sites going to be given since they have no entity of their own with equipment to use? 
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Shonai_Dweller

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Re: Future of the Fortress
« Reply #2773 on: November 05, 2015, 08:08:02 am »

If it is not going to be changed in the next release in order to make foreign race AI soldiers use equipment from their own civilization; what equipment are the animal people that now take up residence in sites going to be given since they have no entity of their own with equipment to use? 
Didn't Toady already say:
Quote
they should use the equipment you make for them regardless of that
In other words, if they don't use equipment you make for them, it's a bug to be fixed during bug fixes.
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GoblinCookie

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Re: Future of the Fortress
« Reply #2774 on: November 05, 2015, 01:47:13 pm »

If it is not going to be changed in the next release in order to make foreign race AI soldiers use equipment from their own civilization; what equipment are the animal people that now take up residence in sites going to be given since they have no entity of their own with equipment to use? 
Didn't Toady already say:
Quote
they should use the equipment you make for them regardless of that
In other words, if they don't use equipment you make for them, it's a bug to be fixed during bug fixes.

I am talking about the AI soldiers *not* your own soldiers.  If an animal person joins an AI settlement and it gets drafted into the army of that settlement, then what equipment is it going to use as it's own entity does not have any equipment.
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