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Author Topic: Future of the Fortress  (Read 179202 times)

FantasticDorf

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Re: Future of the Fortress
« Reply #1320 on: December 15, 2018, 04:39:34 am »

Is it possible for two religions to claim the same city as their holy city?

Can't see why not, calibrating 'holy city' as a coined term of capital province for that group in a abstract way that the world would run out of space to have a holy city each, but Toady would be able to flatly answer this i think unless he changes his mind mid development.
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Death Dragon

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Re: Future of the Fortress
« Reply #1321 on: December 15, 2018, 07:06:17 am »

With all the work on religion will it be possible to choose what god your adventurer/s worships and at what "level"?
I wonder how the new adventure mode setup screen looks like in general. It was reworked like 5 months ago, but I don't think Toady ever showed a picture of it.

Is it possible for two religions to claim the same city as their holy city?
Looks like they can at least have a temple in a holy city of another religion, looking at the maps of Rainy Sect and Fenced Faith.
I wonder if sharing a city is gonna create conflict between different religions. I'm guessing that would have to wait for the status update after the magic update though.
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Killermartian

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Re: Future of the Fortress
« Reply #1322 on: December 17, 2018, 02:52:15 am »

Quote from: Death Dragon link =169696.msg7900991#msg7900991
Looks like they can at least have a temple in a holy city of another religion, looking at the maps of Rainy Sect and Fenced Faith.
I wonder if sharing a city is gonna create conflict between different religions. I'm guessing that would have to wait for the status update after the magic update though.
Im definitely interested in seeing if this could create something resembling a crusade.
« Last Edit: December 17, 2018, 02:55:03 am by Killermartian »
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Random_Dragon

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Re: Future of the Fortress
« Reply #1323 on: December 17, 2018, 12:19:38 pm »

Im definitely interested in seeing if this could create something resembling a crusade.

And now I'm wondering how interaction between pantheons and regional forces will look like in that scenario.

Suppose that would be "Dii vult" in this case? :3

Miuramir

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Re: Future of the Fortress
« Reply #1324 on: December 17, 2018, 01:38:01 pm »

How accurately do you plan to make the map rewrite simulate geology? The 3 yards to one vertical block scale would make it unlikely for dwarves to get to magma, so I'm assuming not that accurately, but can we expect to see proper geological folds and igneous intrusions, with accompanying rock types, as well as the sorts of structures on the surface that one would expect to see due to erosion? How about glacial deposits? Would geological ages be included in the pre w.g. myth stage?

I just wanted to note that the current setup is less "doesn't simulate Earth geology well enough" than "fantasy setting doesn't run by the same physical laws".  The best available info is that the DF world is a more or less artificial construct of fairly recent age (certainly by geological standards); approximately designed to look similar to a natural planet on the surface by the god(s) or meta-godlike entities that created it.  The whole question of why / how the world appears to a thin shell of rock over a slade (scrith) foundation perilously suspended over (or floating on) an infinite pit of demons and hellfire is troubling at various levels if you think about it much. 

Among other things, there is no current in-game evidence of subduction, sea-floor spreading centers, or even such Victorian ideas as planetary cooling crustal shrinkage.  The topology is created in an initial state, gets a few volcanic hot-spots punched through, gets eroded a bit depending on settings and local rainfall, and that's what you end up with.  The DF world may well be a temporary stop-gap by the god(s), and as presented would fall victim to the erosional problems of classical steady-state

Regarding glacial deposits, some of the sedimentary layer arrangements found in the lowlands can be interpreted as such, although there is no specific mechanism for large-scale glaciation (or any other non-steady-state major changes). 

In any case, the upcoming Myth arc will radically change the way the worlds work; one of the examples from the talk was "fragments of the Cosmic Egg", and various other popular takes like "a disk supported on the back of seven giant olms" are likely to come up.  The "geology", if one can even call it such, of such fantasy worlds is likely to be even less Earth-like, and ideally strongly connected to the myths of the world's creation at all but the lowest-magic levels. 

That said, I'd love more interesting geology, realistic or otherwise.  Intrusions / dykes, 3D ore veins, and so on would be a real improvement that would be useful in a variety of world systems. 
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therahedwig

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Re: Future of the Fortress
« Reply #1325 on: December 17, 2018, 02:27:32 pm »

I guess what would make religions properly scary if they could carry and impress ethics on believers, as well as the high priests having the ability to change these ethics and the like. That would make a high priest villain super scary, but I also have the feeling this is all firmly in the scenarios arc. (Because by the same measure having villains in a civ government and having them change laws during play is scary too)

Alas, we'll proly just have to do with the high priests selling all those temple instruments to spoony traveling bards.

I have to admit I am also kinda looking for more geological features if only because some real life features are quite odd, like hot springs, geysers, oases, weird gas vents, buttes, funny finger mountains like in meteora, or even just things like mud flats and proper working river behaviour(Though, I guess the latter would need some more intensive map rewrite to handle liquids better and allow for 1/7th layers of mud and the like).

But I dunno, I just like wandering around in adventure mode, and am really looking forward to the weirdness coming in the myth arc, it just doesn't need to be magical specifically. :p
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Beag

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Re: Future of the Fortress
« Reply #1326 on: Today at 02:47:02 pm »

1. Seeing as investigating villainous plots will be a new activity in the villain fleshing out update I am wondering how easy or hard it could potentially be to discover said plots. In the examples you have given the player finds out about the plot dealing with local troubles but will it also be possible to learn about plots by just walking around in town ease dropping on people? For example could you learn about a plot being conducted by the civilization's spy master by just hanging out around the castle in the center of town?
2. With religious structures getting more variety will we start seeing monasteries on the side of major roads outside of a civilization site?
3. On a similar note will smaller civilization sites like hamlets and hillocks now have the possibility of including small religious structures like shrines?
4. Currently one special purpose some religious structures can have is being a catacombs, with all the new kinds of religious structures will new kinds of religious structures with special purposes come into being possible? If so can you name a few.
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FantasticDorf

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Re: Future of the Fortress
« Reply #1327 on: Today at 03:26:54 pm »

1. Seeing as investigating villainous plots will be a new activity in the villain fleshing out update I am wondering how easy or hard it could potentially be to discover said plots. In the examples you have given the player finds out about the plot dealing with local troubles but will it also be possible to learn about plots by just walking around in town ease dropping on people? For example could you learn about a plot being conducted by the civilization's spy master by just hanging out around the castle in the center of town?

That was covered in the recent talk Toady did i think if initial plans for staged/convenient clues fell through (the same one wherin he discussed villians and how they broadly operate)
2. With religious structures getting more variety will we start seeing monasteries on the side of major roads outside of a civilization site?
3. On a similar note will smaller civilization sites like hamlets and hillocks now have the possibility of including small religious structures like shrines?
4. Currently one special purpose some religious structures can have is being a catacombs, with all the new kinds of religious structures will new kinds of religious structures with special purposes come into being possible? If so can you name a few.

Suggestion territory that isn't really that far linked into the current development work or development questions and may just warrant a 'I haven't thought about it' response but would be nice anyway. I think you could well say that Toady will improve the little off-beaten track sites in the future but actually manifesting the invisible ones without the pre-ordained 'lot spaces' in existing settlements like asked in a previous question would be a whole other seperate issue to address with the site rework/rewrites.
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PlumpHelmetMan

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Re: Future of the Fortress
« Reply #1328 on: Today at 03:35:26 pm »

Didn't Toady outright say in a recent devlog that all civilized sites now have the potential to display religious art and shrines in certain areas?
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Shonai_Dweller

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Re: Future of the Fortress
« Reply #1329 on: Today at 04:38:58 pm »

Didn't Toady outright say in a recent devlog that all civilized sites now have the potential to display religious art and shrines in certain areas?
Yes. Latest devblog discusses monasteries, shrines and their statues and religious art in a city (commissioned by the very religious ruler of the town).
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Beag

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Re: Future of the Fortress
« Reply #1330 on: Today at 04:52:02 pm »

Well, I tried, I'll wait till next month before asking more questions or until I have more material to work with.
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