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Author Topic: Future of the Fortress  (Read 1847316 times)

TheFlame52

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Re: Future of the Fortress
« Reply #3000 on: December 10, 2015, 05:20:51 pm »

Will we ever get more Legends Mode tabs? Like for music/instruments, maybe?

Evrett33

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Re: Future of the Fortress
« Reply #3001 on: December 10, 2015, 06:44:01 pm »

Will the amount of food that can be fairly effortlessly gathered off the surface from trees and bushes be nerfed a bit to help food/drink resource management not feel so trivial?
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thvaz

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Re: Future of the Fortress
« Reply #3002 on: December 10, 2015, 07:06:32 pm »

Will the amount of food that can be fairly effortlessly gathered off the surface from trees and bushes be nerfed a bit to help food/drink resource management not feel so trivial?

I don't think it will be nerfed. What may happen is that unprocessed food may soon not be as nutritious as processed food, or different foods may have different value of nutrition, so to feed a meal to a dwarf you may need one bread, or 2 plump helmets, or 5 apples, for example.
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Amperzand

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Re: Future of the Fortress
« Reply #3003 on: December 10, 2015, 07:41:31 pm »

Because three lettuce leaves and three prepared elephant hearts do not have the same nutritional value.
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Muh FG--OOC Thread
Quote from: smirk
Quote from: Shadowlord
Is there a word that combines comedy with tragedy and farce?
Heiterverzweiflung. Not a legit German word so much as something a friend and I made up in German class once. "Carefree despair". When life is so fucked that you can't stop laughing.
http://www.collinsdictionary.com

Dozebôm Lolumzalìs

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Re: Future of the Fortress
« Reply #3004 on: December 10, 2015, 09:36:25 pm »

...honestly, which is more filling? Most people... don't eat elephant hearts.

THEY DO NOT KNOW THE HORROR OF THE BOATMURDERED
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Quote from: King James Programming
...Simplification leaves us with the black extra-cosmic gulfs it throws open before our frenzied eyes...
Quote from: Salvané Descocrates
The only difference between me and a fool is that I know that I know only that I think, therefore I am.
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Random_Dragon

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Re: Future of the Fortress
« Reply #3005 on: December 10, 2015, 09:37:37 pm »

In Soviet Russia, elephants eat your heart.

Wait, that's the norm. o3o
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On DF Wiki · On DFFD

"Hey idiots, someone hacked my account to call you all idiots! Wasn't me you idiots!" seems to stretch credulity a bit.

Dozebôm Lolumzalìs

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Re: Future of the Fortress
« Reply #3006 on: December 10, 2015, 10:02:49 pm »

In Boatmurdered you mean. :P
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Quote from: King James Programming
...Simplification leaves us with the black extra-cosmic gulfs it throws open before our frenzied eyes...
Quote from: Salvané Descocrates
The only difference between me and a fool is that I know that I know only that I think, therefore I am.
Sigtext!

MrWiggles

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Re: Future of the Fortress
« Reply #3007 on: December 10, 2015, 10:06:46 pm »


I bet weapons are to exacting to be rng'ed up.
I doubt it. The main problem right now is that there isn't much to vary for random weapons (and even less so for other items), as I've noticed in my random entity creature script. The main difficulty would be the "exposition" I guess.



Exposition would defiantly be the load bearing feature. If you take thing like, swords or spears or hammers, as simply descriptive instead of prescriptive, the game could just generate us some very broad, dull "swords" that'll use the sword skills, but they're maces or hammers. If we get abstracted description of the sword that might help us? But unlike musical instruments, where its mostly abstraction, for combat there a fair bit of simulation.

Eventually the playerbase would learn what the descriptor mean for weapons, and we'll be able to tell when it give us fat swords or light hammers.
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Amperzand

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Re: Future of the Fortress
« Reply #3008 on: December 10, 2015, 10:43:18 pm »


I bet weapons are to exacting to be rng'ed up.
I doubt it. The main problem right now is that there isn't much to vary for random weapons (and even less so for other items), as I've noticed in my random entity creature script. The main difficulty would be the "exposition" I guess.



Exposition would defiantly be the load bearing feature. If you take thing like, swords or spears or hammers, as simply descriptive instead of prescriptive, the game could just generate us some very broad, dull "swords" that'll use the sword skills, but they're maces or hammers. If we get abstracted description of the sword that might help us? But unlike musical instruments, where its mostly abstraction, for combat there a fair bit of simulation.

Eventually the playerbase would learn what the descriptor mean for weapons, and we'll be able to tell when it give us fat swords or light hammers.

Certainly I think the majority of the weapons would have to remain unprocedural, but perhaps each civ could have a "Signature weapon" of sorts.
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Muh FG--OOC Thread
Quote from: smirk
Quote from: Shadowlord
Is there a word that combines comedy with tragedy and farce?
Heiterverzweiflung. Not a legit German word so much as something a friend and I made up in German class once. "Carefree despair". When life is so fucked that you can't stop laughing.
http://www.collinsdictionary.com

TheFlame52

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Re: Future of the Fortress
« Reply #3009 on: December 11, 2015, 06:32:12 pm »

Currently, underground plants are seasonal and aboveground plants can be grown at any time. This makes no sense. Will it ever be fixed/changed?

Amperzand

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Re: Future of the Fortress
« Reply #3010 on: December 11, 2015, 06:39:28 pm »

You'd think the reverse would make sense, wouldn't you.
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Muh FG--OOC Thread
Quote from: smirk
Quote from: Shadowlord
Is there a word that combines comedy with tragedy and farce?
Heiterverzweiflung. Not a legit German word so much as something a friend and I made up in German class once. "Carefree despair". When life is so fucked that you can't stop laughing.
http://www.collinsdictionary.com

Verdant_Squire

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Re: Future of the Fortress
« Reply #3011 on: December 11, 2015, 06:44:00 pm »

Right now, human villages aren't very interesting when compared to their towns, who now have several different types of buildings. Are there any plans to expand the buildings available to the smaller sites, so that we can perhaps see the occasional small inn, shop, or shrine in them?
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Random_Dragon

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Re: Future of the Fortress
« Reply #3012 on: December 11, 2015, 06:52:06 pm »

Right now, human villages aren't very interesting when compared to their towns, who now have several different types of buildings. Are there any plans to expand the buildings available to the smaller sites, so that we can perhaps see the occasional small inn, shop, or shrine in them?

The funny thing to me is that, while towns are more interesting than hamlets overall, the mead halls are more interesting than keeps. Keeps seem to never have supplies to take.
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On DF Wiki · On DFFD

"Hey idiots, someone hacked my account to call you all idiots! Wasn't me you idiots!" seems to stretch credulity a bit.

TheFlame52

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Re: Future of the Fortress
« Reply #3013 on: December 11, 2015, 06:54:40 pm »

You'd think the reverse would make sense, wouldn't you.
I JUST WANT TO GROW PIG TAILS YEAR ROUND WITHOUT FEELING LIKE I'M CHEATING

Dirst

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Re: Future of the Fortress
« Reply #3014 on: December 11, 2015, 07:37:21 pm »

You'd think the reverse would make sense, wouldn't you.
I JUST WANT TO GROW PIG TAILS YEAR ROUND WITHOUT FEELING LIKE I'M CHEATING
You could mod shearable tails onto pigs... :)
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map
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