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Author Topic: Future of the Fortress  (Read 780276 times)

FantasticDorf

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Re: Future of the Fortress
« Reply #2055 on: July 04, 2017, 06:25:48 am »

Backing up Shonai Dweller, there's already 'languages' in the game with different linguistic rules (as seen here) and shonai is also right in that you should take & read suggestions similar to that to the suggestions forum.

I would not bet on your chances of Toady replying indepth, or with a response outside of "sounds good, no timeline" or "There are no immediate plans for that in the next few releases"

« Last Edit: July 04, 2017, 06:27:49 am by FantasticDorf »
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KittyTac

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Re: Future of the Fortress
« Reply #2056 on: July 04, 2017, 07:37:17 am »

Will magical explosions be able to destroy natural tiles?
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leoboiko

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Re: Future of the Fortress
« Reply #2057 on: July 04, 2017, 07:57:58 am »

Backing up Shonai Dweller, there's already 'languages' in the game with different linguistic rules (as seen here) and shonai is also right in that you should take & read suggestions similar to that to the suggestions forum.

I would not bet on your chances of Toady replying indepth, or with a response outside of "sounds good, no timeline" or "There are no immediate plans for that in the next few releases"


The current in-game languages don't have the things I've asked about.

I realize these are basically suggestions, but I searched this thread and saw a few references to a language framework rewrite in the works, related to profecies and stuff; so I was wondering what's planned for this restructuring he's talked about. I'll be glad to make linguistic suggestions, thanks for pointing me in that direction. I might or might not be considering a dfhack script to spice up the current languages within the existing framework..
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edwahjr

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Re: Future of the Fortress
« Reply #2058 on: July 04, 2017, 11:15:05 am »

You have previously mentioned wizard assistants being used as hosts for demons, and you have mentioned sentient artifacts. Would it be possible to bind a demon to an artifact? Would there be any effects based on the demon's attributes?
« Last Edit: July 04, 2017, 02:10:47 pm by edwahjr »
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Random_Dragon

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Re: Future of the Fortress
« Reply #2059 on: July 04, 2017, 11:17:03 am »

You have previously mentioned wizard assistants being used as hosts for demons, and you have mentioned sentient artifacts. Would it be possible to bind a demon to an artifact? Would there be any effects based on the demon's attributes?

Lime green is your friiiieeend. It's how Toady looks for questions.
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PatrikLundell

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Re: Future of the Fortress
« Reply #2060 on: July 04, 2017, 11:30:15 am »

The forum convention is to mark questions to Toady in (lime) green to allow him to find them when answering at each turn of the month.
Both of the things you ask require magic, which isn't implemented in the artifact release, but is the subject of the next major arc (whose development will start half a year or so after the current release is done, given bug fix/improvement/minor addition releases following the major one). Also note that myth & magic is a large area that probably requires more than one major arc to implement, and it is not certain all of those will be performed in sequence, so some things may be pushed into the unscheduled future.
Binding of demons etc. into vessels are things that are probably intended to be implemented, although when is a different issue. As to effects it probably depends:
- An item specifically made to hold a demon/spirit/... to harness its powers would presumably do so.
- An item designed to contain a powerful creature (to keep it imprisoned) would probably try to nullify any effects, but may fail to do so completely (in which case the effects would probably mainly be negative ones).
- An item designed to contain a creature to allow it to enter a realm where it cannot go unshielded would probably be designed to provide the creature maximum agency.
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golemgunk

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Re: Future of the Fortress
« Reply #2061 on: July 04, 2017, 02:08:45 pm »

iirc there's already some framework set up re: separation of body and soul that'll probably allow for things like "soul vessels" later on.
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Fleeting Frames

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Re: Future of the Fortress
« Reply #2062 on: July 05, 2017, 12:15:58 am »

- An item designed to contain a powerful creature (to keep it imprisoned) would probably try to nullify any effects, but may fail to do so completely (in which case the effects would probably mainly be negative ones).
Upon first thought, I'm thinking of an artifact sock that shoots webs everywhere cause someone used it to seal a spider FB.

Upon second thought, I recall how cages that capture FBs may be too hot to be moved (and not sure if they could emit poison gas/miasma too if the occupant uses poison gas/is rotten), so this is already sorta present.

PatrikLundell

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Re: Future of the Fortress
« Reply #2063 on: July 05, 2017, 03:11:17 am »

I believe cages are air/water tight (and has been used to save creatures from drowning during flooding), which would imply gas etc. won't get out (and cages with GCS' don't spew webs). I think the only things that can get out of cages are sperm (impregnating nearby females of that animal species) and reanimated corpses (they are teleported out of the cage on reanimation). Temperature calculation is probably not a good model for how a soul/creature containing item could affect the surroundings, though.
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Fleeting Frames

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Re: Future of the Fortress
« Reply #2064 on: July 05, 2017, 05:31:42 am »

Well, I know for fact miasma escapes buildings even if miasma-producer is inside the building, and cages at the very least can be a building, so I'd guess miasma would escape a cage (don't feel like starving grazer to test unbuilt cage rn).

PatrikLundell

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Re: Future of the Fortress
« Reply #2065 on: July 05, 2017, 07:25:19 am »

Well, I don't get miasma from animals dying of old age (or starving to death) in free standing cages even when I don't bother to clean the corpses out. I haven't had anything dying in built cages, though.
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FantasticDorf

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Re: Future of the Fortress
« Reply #2066 on: July 05, 2017, 09:59:15 am »

I always thought that the cages itemised the creature (still alive etc), like how things don't rot inside barrels/containers even though there's no reason besides flavour explanations & game features for it to hold out for 200 years in pristine condition locked behind a walled off room or something as a example.

Though edible honey was found in egyptian pyramid tombs, but that's besides the point in regards to honey having longetivity when stored, as opposed to something that might rot easily or go stale like a meat-biscuit.
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Beag

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Re: Future of the Fortress
« Reply #2067 on: July 06, 2017, 02:48:15 pm »

1. Will some civilizations prohibit the use of magic?
2. Could some possible corruptions from magic include growing extra limbs such as a tentacle or a tail?
3. Could magic users hide their corruptions under heavy amounts of clothing?
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Bumber

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Re: Future of the Fortress
« Reply #2068 on: July 06, 2017, 05:29:29 pm »

1. Will some civilizations prohibit the use of magic?
2. Could some possible corruptions from magic include growing extra limbs such as a tentacle or a tail?
3. Could magic users hide their corruptions under heavy amounts of clothing?
Looks more like a suggestion to me.

2 sounds reasonable for the magic update, but 1&3 depend on crime and disguises, so no timeline.
« Last Edit: July 06, 2017, 05:35:31 pm by Bumber »
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Shonai_Dweller

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Re: Future of the Fortress
« Reply #2069 on: July 06, 2017, 10:07:37 pm »

Will dwarf civs now attack other sites they find annoying in initial worldgen, or is provoking them enough to retaliate only something the player is able to achieve?

Once they're at war will both sides continue to send armies to attack each other's sites, or will your civ end up turtling in the way dwarves do right now?
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