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Author Topic: Future of the Fortress  (Read 1834318 times)

Random_Dragon

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Re: Future of the Fortress
« Reply #3810 on: March 28, 2016, 11:25:15 am »

Will magic enable Elves to create metal weapons and armor or will they be able tp get their own magical enchanted metal that they can craft into what they need?

Will philosophers and poets be able to create their own myths or adept other cultures to their own?


I doubt that forest-native elves will get such a thing unless we get different entities for different flavors of elves. The issue isn't a moral distaste for metalworking, but lacking the technological developments.

Being able to have better material qualities for different types of wood is a more likely solution.
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ZM5

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Re: Future of the Fortress
« Reply #3811 on: March 28, 2016, 11:51:37 am »

Will magic enable Elves to create metal weapons and armor or will they be able tp get their own magical enchanted metal that they can craft into what they need?

Will philosophers and poets be able to create their own myths or adept other cultures to their own?

Aside from what Random_Dragon said about them lacking technological advancements, I think the more likely solution would be them getting special, unique types of wood that have similar effectiveness to different metals.

Max™

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Re: Future of the Fortress
« Reply #3812 on: March 28, 2016, 01:50:34 pm »

After playing around with material properties, yeah, it's possible now (and I may have to tinker with it later when I get a bug to try) to put metal type edge/yield/stiffness properties in special rare woods, and even add reactions for the elves to make said woods from others.
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Random_Dragon

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Re: Future of the Fortress
« Reply #3813 on: March 28, 2016, 02:16:33 pm »

Or flesh out the wood properties so density isn't the only thing that matters. Ironwood, maybe?

Stone could use a similar degree of fleshing out. In addition to the obvious idea of beefing up the max edge for native copper/silver, it would be nice if chert could be usable. :V
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Shonai_Dweller

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Re: Future of the Fortress
« Reply #3814 on: March 28, 2016, 10:11:39 pm »

Will adventurer sites become inhabited by refugees/wandering kobolds/dance troupes/marsh titans if they're abandoned? Is it possible to abandon an adventurer site or will it always be taken over by some random person after the adventurer is dead?
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expwnent

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Re: Future of the Fortress
« Reply #3815 on: March 28, 2016, 10:43:47 pm »

How is Scamps doing?
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Alfrodo

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Re: Future of the Fortress
« Reply #3816 on: March 29, 2016, 03:19:12 pm »

Will Adventurer Sites have the same limitations as dwarf sites?
In essence, can we build a monastery in the middle of a mountain range or a stationary "boat" over an ocean, where you can't build fortresses?


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PTTG??

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Re: Future of the Fortress
« Reply #3817 on: March 29, 2016, 04:52:19 pm »

How is Scamps doing?
A Scamps Activity Liveblog would be ideal.
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Random_Dragon

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Re: Future of the Fortress
« Reply #3818 on: March 29, 2016, 05:02:45 pm »

Even better, every blog post is some variation of "meow meow meow"
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ZM5

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Re: Future of the Fortress
« Reply #3819 on: March 29, 2016, 05:10:18 pm »

Will civilizations be able to send soldiers to adventurer-created sites to reclaim them, should the adventurer die, or to forcefully take them over should the adventurer still be alive?

expwnent

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Re: Future of the Fortress
« Reply #3820 on: March 29, 2016, 05:22:27 pm »

How is Scamps doing?
A Scamps Activity Liveblog would be ideal.

Or a picture or whatever.
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Dirst

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Re: Future of the Fortress
« Reply #3821 on: March 29, 2016, 05:27:38 pm »

How is Scamps doing?
A Scamps Activity Liveblog would be ideal.

Or a picture or whatever.
Scamps allows Toady to post once in a while.  You want this cat to submit to being photographed as well?
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Shonai_Dweller

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Re: Future of the Fortress
« Reply #3822 on: March 29, 2016, 06:10:18 pm »

How is Scamps doing?
A Scamps Activity Liveblog would be ideal.

Or a picture or whatever.
Scamps featured in full leg scratching glory in a Tweet when Toady got back from the gdc. No photo sadly.
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Button

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Re: Future of the Fortress
« Reply #3823 on: March 30, 2016, 12:12:18 am »

I've noticed that when you start Fortress mode, the world explodes into war. What are the differences between how wars start in worldgen and during fortress mode? What would you say is the intended median wars per civ per year in each mode?

For context of where the game's at now, here are the before-and-after-embarkation war counts of the civs in my most recent (42.06) world, leaving out kobolds. I embarked in spring 300 and retired in spring 305. Please keep in mind that each war is being counted twice, once for each civ involved.

CivilizationRaceWars started 1-299Wars started 300-304Status
The Late KnivesDwarves17Active
The Demon of SpeechGoblins142Active
The Union of PaperHumans4N/ADead
The Thorn of PlayingElves3N/ADead
The Sweetness of GlossElves39Active
The Sling of SmoothnessDwarves029Active
The Grapes-empires of ShadowHumans3N/ADead
The Lie of PricesGoblins4N/ADead
The Shaken GateDwarves11Player
The Growths of EmbracingElves124Active
The Lurid DevilGoblins167Active
The Blameless KingdomsHumans1N/ADead
The Ram of DiversionsElves3N/ADead
The Nation of ChastityHumans718Active
The Squashed ArchesDwarves019Active
The Pure SeaElves147Active
The Staff of WeaknessDwarves612Active
The Furious RealmHumans3N/AExile

Total wars 1-299: 23 wars across 18 civs across 300 years = 0.00426 wars/civ/year
Total wars 300-304: 117.5 wars across 11 civs across 5 years = 2.14 wars/civ/year

Yeah, somehow I came up with an odd number of wars in the 5 year period. It's almost certainly an error on my part, but this took a while even with Legends Viewer, the numbers are so different that a couple wars here or there are insignificant, and I need to go to bed.
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PTTG??

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Re: Future of the Fortress
« Reply #3824 on: March 30, 2016, 02:11:11 pm »

Quote from: Toady
Let's see... wrapped up adventurer site creation. They are claimable by player entities and retire-in-able, so it all seems to be working, but I'm sure it'll be an entertainly bumpy ride on this first release. The XML dump provides exact site rectangles now. Next up, I want to bring manager work orders into line with the last release's job detail settings, and a few other quality of life issues (removing the 30 limit, etc).

Hmmm, lots of this sounds interesting. I'm not going to add any sugguestions, but definitely looking forward to the QOL changes. More exciting is the idea of making an adventurer, going into the wilderness and building a cabin, retiring there, then embarking onto the cabin and adopting the adventurer, then retiring the fort and taking over the adventurer...
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