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Author Topic: Future of the Fortress  (Read 717811 times)

Random_Dragon

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Re: Future of the Fortress
« Reply #2610 on: October 13, 2017, 09:59:30 pm »

DF2018 sooooon? :3

Might be 2017. Depends.
Closer to 2018 if you're waiting for something half-way "stable" (in the DF sense of the word).

It's mostly just me joking about the fact we're already past the semptember estimate for next update, and before I've also joked, close to the 1-year anniversary of last update, that I'd be happy to see the update actually hit in this year.

Shonai_Dweller

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Re: Future of the Fortress
« Reply #2611 on: October 13, 2017, 10:05:02 pm »

DF2018 sooooon? :3

Might be 2017. Depends.
Closer to 2018 if you're waiting for something half-way "stable" (in the DF sense of the word).

It's mostly just me joking about the fact we're already past the semptember estimate for next update, and before I've also joked, close to the 1-year anniversary of last update, that I'd be happy to see the update actually hit in this year.
Well anyway, looks pretty certain that it'll be end of October/start of November. No mention of delays in today's report. So that's good.

Of course the version we'll all be playing during the dark years waiting for mythgen will be one released in 2018.
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Rockphed

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Re: Future of the Fortress
« Reply #2612 on: October 13, 2017, 10:07:47 pm »

In the October 13th dev-log, you mention invaders getting spooked and going on a rampage.  Is there any way to keep in the getting spooked part and just have them run away?  I think releasing captive animals near the demanding invaders to scare them off would be an awesome way to deal with them.
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Only vaguely. Made of the same substance and put to the same use, but a bit like comparing a castle and a doublewide trailer.

Shonai_Dweller

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Re: Future of the Fortress
« Reply #2613 on: October 13, 2017, 10:11:24 pm »

In the October 13th dev-log, you mention invaders getting spooked and going on a rampage.  Is there any way to keep in the getting spooked part and just have them run away?  I think releasing captive animals near the demanding invaders to scare them off would be an awesome way to deal with them.
I imagine they'll kill them all, same as they do right now. The only difference being that it won't make them automatically forget negotiations and become hostile to everyone in your fortress.
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Knight Otu

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Re: Future of the Fortress
« Reply #2614 on: October 14, 2017, 05:51:19 am »

Well, there is precedence for an animal ruining negotiations. Wouldn't be too fun, though. ;)
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Direforged Mod v1.3b for 0.43.05 (Updated Dec 28th 2016)
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations for 0.42.06 (Updated Mar 27th 2016)
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iceball3

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Re: Future of the Fortress
« Reply #2615 on: October 14, 2017, 05:11:44 pm »

Thank you for the responses, Toady!
Quote from: iceball3
Will we, as fortress overseers, be able to arbitrate the arrest of fortress visitors (with or without diplomatic penalties with whoever they're associated with), now that the risk of a siege worth of party-goers accumulating in the pub is now very real?

Haven't done anything with this yet, and not really sure how much that'll come up until we understand the justice system a bit better.
Interesting. Would the preemptive response be to attack them using current stopgaps be military, or organize unfortunate accidents for them? Until the Justice system is fleshed out, that is.
In the event that we kill a suspect individual, do diplomatic repercussions affect relations with entities by the victim's cover identity, or their real identity?

ShinyandKittens

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Re: Future of the Fortress
« Reply #2616 on: October 15, 2017, 09:11:31 pm »

Will magical artifacts give Dwarves (and others who use them) extra attacks, such as fire jets and syndrome inducing stuff? And would it be removed if a dwarf removed the item?
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LulllberJack

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Re: Future of the Fortress
« Reply #2617 on: October 16, 2017, 11:07:36 pm »

Hi Toady! In next release you will add a feature to send a squads off the map for stole/return artifact. Will you add ability to attack enemy's sites? I just look forward to this opportunity
« Last Edit: October 17, 2017, 07:49:19 am by LulllberJack »
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Rockphed

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Re: Future of the Fortress
« Reply #2618 on: October 16, 2017, 11:22:08 pm »

Hi Toady! In next release you will add a feature to send a squads off the map for stole/return artifact. Will you add ability to attack enemy's sites? I just look forward to this opportunity

Unless I missed something, it looks like there are currently 3 missions available for squads sent out in to the world.

Quote from: Devlog 03/18/2017
We have little missions for groups of squads, and they can leave the map now. The current possibilities are rescue missions for kidnap victims, artifact recovery missions, and generic raids if you just want to start trouble. There are myriad issues to sort out, as expected. I'll let you know if anything amusing happens!

So, you should be able to do a raid and start trouble.  Trying to conquer a site for your civ, however, is not currently available.

Also, if you want Toady to see your questions, high-light them lime green.  Welcome to the boards.
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Only vaguely. Made of the same substance and put to the same use, but a bit like comparing a castle and a doublewide trailer.

Shonai_Dweller

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Re: Future of the Fortress
« Reply #2619 on: October 17, 2017, 01:32:23 am »

Hi Toady! In next release you will add a feature to send a squads off the map for stole/return artifact. Will you add ability to attack enemy's sites? I just look forward to this opportunity

Unless I missed something, it looks like there are currently 3 missions available for squads sent out in to the world.

Quote from: Devlog 03/18/2017
We have little missions for groups of squads, and they can leave the map now. The current possibilities are rescue missions for kidnap victims, artifact recovery missions, and generic raids if you just want to start trouble. There are myriad issues to sort out, as expected. I'll let you know if anything amusing happens!

So, you should be able to do a raid and start trouble.  Trying to conquer a site for your civ, however, is not currently available.

Also, if you want Toady to see your questions, high-light them lime green.  Welcome to the boards.
And, just recently announced, you can send squads to rescue other kinds of prisoners too. Including the survivors of your own failed squad raids.
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pikachu17

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Re: Future of the Fortress
« Reply #2620 on: October 17, 2017, 09:16:31 am »

Are the new kobold sites an actual new site, or is everyone living in a cave going to have egg chambers?

FantasticDorf

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Re: Future of the Fortress
« Reply #2621 on: October 17, 2017, 09:26:42 am »

Are the new kobold sites an actual new site, or is everyone living in a cave going to have egg chambers?

The implication is that the kobold civ will probably have additional tags (like how structures are built in the world such as outdoor tombs for humans) that will modify the cave they are currently inhibiting. But additional questions like this help for clarity. I could be totally wrong about it and you rightly point out it could be a different site setting.

Update is not quite imminent but upcoming so we might get a practical answer for ourselves in time.
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PlumpHelmetMan

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Re: Future of the Fortress
« Reply #2622 on: October 17, 2017, 08:29:49 pm »

Once mythgen comes around, can we expect engravings and sculptures to depict images from the myths of their particular world on occasion (especially the ones in temples)?
« Last Edit: October 17, 2017, 08:31:26 pm by PlumpHelmetMan »
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iceball3

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Re: Future of the Fortress
« Reply #2623 on: October 18, 2017, 10:16:15 am »

Will the spoils of war and enemy materiel be recovered from raids, or are they merely a "civ angering" action and little else?

Hapchazzard

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Re: Future of the Fortress
« Reply #2624 on: October 18, 2017, 01:54:59 pm »

1. Will we be getting an overhaul of the calendar, with procedurally generated per-word calendar systems? By this I mean two things - both the mechanics of time passage themself(for example worlds where seasons last several years, perhaps even decades, like ASOIAF, among the more mundane options) and the recording of the passage of time by sapient beings(e.g. a different number of months in a year, the division of time into "eras"(like in the TES universe), an explanation of when year 1 starts(where applicable), etc.)
2. How will spellbooks work? They're a staple of high fantasy and they'll obviously be included, but I see some problems with how to make them both fun and having them make sense. More specifically:

a) How will the generator handle the writing of spellbooks? Obviously this would require mages experimenting during worldgen and then writing their discoveries down, but how specifically are they going to experiment? A human might be able to see potentially interesting venues of further investigation, but how would a computer handle this?
b) Are spellbooks planned to be the one-spell-per-book variety, or the all-encompassing tomes with a bunch of spells contained? The first would be more fun(since it would require more exploration and learning new spells would be more rewarding) but would make far less sense(why, exactly, would a 2 step spell require an entire book about it?) while the second would be the other way around.
c) What would prevent worldgen mages from cluttering the world with 3000 books about the exact same spell?
d) What would prevent worldgen mages from simply discovering every spell there is on older worlds?
e) What would prevent spellbooks going around the world in massive numbers and making everyone a mage over time? If my character can read, what prevents me from simply learning a spell even if I'm not a mage(excluding spells that have prerequests, such as a bloodline or a faith in a god)?
f) Will there be spellbooks less about practical spells and more about interesting experiments that could further one's deeper understanding of the magic system?

Hope that isn't too much.
« Last Edit: October 18, 2017, 01:57:13 pm by Hapchazzard »
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