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Author Topic: Future of the Fortress  (Read 1834485 times)

therahedwig

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Re: Future of the Fortress
« Reply #3195 on: January 04, 2016, 10:10:22 am »

Toady, what are the current plans for boats? I'd love to adventure to fareaway land or make a fortress on an island that isn't completely disconnected from the rest of the world. Though I understand this implies making harbors and a loooooot of related stuff.
check adventurer role:explorer

The next development goal is integrating the myth generator and having that tie to the artefacts, after which there's more reasons to build a fort for the starting scenarios...

So unless Toady decides that 'make a harbour' is a very important starting scenario, or that the myth generator must absolutely have Arks and other legendary boats, and that therefore we need boats in worldgen as well, it'll take a while.(Afaik one of the big problems was that without multi-tile created boats are a little bit underwhelming...)
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Random_Dragon

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Re: Future of the Fortress
« Reply #3196 on: January 04, 2016, 10:30:54 am »

Ooh. Just now noticed on the main page that general zombie nerfing. Personally I didn't mind how tough they were (modded maul to the face FTW), but I DID mind how skilled they were at landing insta-KO attacks.

"Get your flails boys, we're going zombie-hunting!"
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"Hey idiots, someone hacked my account to call you all idiots! Wasn't me you idiots!" seems to stretch credulity a bit.

MuseOD

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Re: Future of the Fortress
« Reply #3197 on: January 04, 2016, 10:49:40 am »

In the forseeable future will you do for food what has been done with music/dance/poetry? I'd really like to see legendary chefs execute extremely complicated signature dishes, and I'd like more complex food preparation reactions to be possible: meat preservation, fattening animals, etc. 
« Last Edit: January 06, 2016, 01:00:12 pm by MuseOD »
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Shonai_Dweller

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Re: Future of the Fortress
« Reply #3198 on: January 04, 2016, 10:52:55 am »

Although, with the artifact arc comes evil villains and their plots to steal precious things. And what evil villain mastermind doesn't want to hoard his stuff on an island base? Thus, artifacts requires boats in order for adventurers to go find bad guys. Can't let bird people have all the fun.
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Dirst

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Re: Future of the Fortress
« Reply #3199 on: January 04, 2016, 10:53:30 am »

In the forseeable future will you do for food what has been done with music/dance/poetry? I'd really like to see legendary chefs execute extremely complicated signature dishes, and I'd like more complex food preparation reactions to be possible: meat preservation, fattening animals, etc.
I would go more in the book direction (generated titles) than the instrument direction (generated words).  If everything in the fort has generated words, logs are going to start reading like Dr. Seuss stories.

To the thingamajigger!
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(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Knight Otu

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Re: Future of the Fortress
« Reply #3200 on: January 04, 2016, 12:26:50 pm »

In the forseeable future will you do for food what has been done with music/dance/poetry? I'd really like to see legendary chefs execute extremely complicated signature dishes, and I'd like more complex food preparation reactions to be possible: meat preservation, fattening animals, etc.
Part of that was going to happen during the tavern section, especially the recipes and signature dishes, but since the first release took so long and the remainder would benefit from the economy, that has been postponed for now, and it's unlikely that they're part of the foreseeable future (that being mythology/artifacts and starting scenarios/law/status). After that, maybe it'll be revisited.
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ZM5

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Re: Future of the Fortress
« Reply #3201 on: January 04, 2016, 01:19:45 pm »

Adventure mode related: don't know if this was addressed already, couldn't comb over the whole thread, but, are we gonna see personalized (and customizable in the "speech" folder) speech patterns for different races? It's kind of a strange dissonance right now that goblins and hostile bandits/criminals are as polite as any friendly race/group. Same goes for similar always-hostile modded civ. You'd think they'd "greet" you with insults and angrily tell you to "Go away!" as a "goodbye", and so on and so forth for the trade window and other talk options.

On a similar note, will we see customizable embark messages for modding purposes?
« Last Edit: January 29, 2016, 01:12:53 pm by ZM5 »
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Button

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Re: Future of the Fortress
« Reply #3202 on: January 04, 2016, 01:39:59 pm »

Adventure mode related: don't know if this was addressed already, couldn't comb over the whole thread, but, are we gonna see personalized (and customizable in the "speech" folder) speech patterns for different races? It's kind of a strange dissonance right now that goblins and hostile bandits/criminals are as polite as any friendly race/group. Same goes for similar always-hostile modded civ. You'd think they'd "greet" you with insults and angrily tell you to "Go away!" as a "goodbye", and so on and so forth for the trade window and other talk options.

On a similar note, will we see customizable embark messages for modding purposes?


Please remember, questions to Toady go in limegreen :).
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LordBaal

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Re: Future of the Fortress
« Reply #3203 on: January 04, 2016, 01:44:14 pm »

When do you think locking this thread up and starting a new one for the new release?
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SimRobert2001

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Re: Future of the Fortress
« Reply #3204 on: January 04, 2016, 02:36:55 pm »

When do you think locking this thread up and starting a new one for the new release?

Why would he? He hasnt before.
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Toady One

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Re: Future of the Fortress
« Reply #3205 on: January 04, 2016, 03:10:24 pm »

(usually do it when I change the dev page, so when I post the revised myth/artifact/magic stuff, it'll probably be locked and remade)
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LordBaal

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Re: Future of the Fortress
« Reply #3206 on: January 04, 2016, 03:20:10 pm »

Why would he? He hasnt before.
I'm going to leave this thread open for a while and start up a new one once we have the next path forward up on the dev pages.  We'll do some bug-fix releases before we get around to that.
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I'm curious as to how a tank would evolve. Would it climb out of the primordial ooze wiggling it's track-nubs, feeding on smaller jeeps before crawling onto the shore having evolved proper treds?
My ship exploded midflight, but all the shrapnel totally landed on Alpha Centauri before anyone else did.  Bow before me world leaders!

Random_Dragon

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Re: Future of the Fortress
« Reply #3207 on: January 04, 2016, 05:38:37 pm »

Am I the only one hyped at the idea of a zombie nerf? ;w;
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Silverybearded

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Re: Future of the Fortress
« Reply #3208 on: January 04, 2016, 06:14:16 pm »

Adventure mode related: don't know if this was addressed already, couldn't comb over the whole thread, but, are we gonna see personalized (and customizable in the "speech" folder) speech patterns for different races? It's kind of a strange dissonance right now that goblins and hostile bandits/criminals are as polite as any friendly race/group. Same goes for similar always-hostile modded civ. You'd think they'd "greet" you with insults and angrily tell you to "Go away!" as a "goodbye", and so on and so forth for the trade window and other talk options.
You mean, other than what the [LISP] tag already does.
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On a similar note, will we see customizable embark messages for modding purposes?
You're gonna have to ask Meph about that one. His DF Masterwork contains customized messages.
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Daniel the Finlander

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Re: Future of the Fortress
« Reply #3209 on: January 04, 2016, 06:17:02 pm »

Will civilizations that don't value knowledge and thus don't build libraries be able to develop technologically once practical uses for inventions are created?
« Last Edit: January 04, 2016, 06:18:38 pm by Daniel the Finlander »
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