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Author Topic: Future of the Fortress  (Read 786263 times)

iceball3

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Re: Future of the Fortress
« Reply #1605 on: March 21, 2017, 01:31:41 pm »

Aiming personal missile throwers
Spoiler (click to show/hide)
Joking aside, it'll probably be saved for when another combat rework/update rolls out, and will probably be in the vein of "very inaccurate called shot, unless the target is completely vulnerable and still" or "aim center mass for increased chance to hit".

Urist McVoyager

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Re: Future of the Fortress
« Reply #1606 on: March 21, 2017, 03:30:44 pm »

Aiming personal missile throwers
Spoiler (click to show/hide)
Joking aside, it'll probably be saved for when another combat rework/update rolls out, and will probably be in the vein of "very inaccurate called shot, unless the target is completely vulnerable and still" or "aim center mass for increased chance to hit".

Yeah, I figured it'd be rolled in with other combat tweaks and army stuff. Just wanted to put the question up so my friend would have something to watch for. As for inaccurate . . . I'd expect that to depend on a combination of skills, including both the weapon skill and the enemy's dodge.
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Max™

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Re: Future of the Fortress
« Reply #1607 on: March 21, 2017, 06:17:27 pm »

I developed many weird and useless skills as a child, like, will juggling while walking around on a bowling ball ever be useful? No, no it will not, and neither will knife throwing.

Still, the difference between "I am going to put this knife in the block right above the other knife" from say, 5 feet and 10 feet is very noticeable, while at 20 feet it's more a matter of "I want to put this knife in the block, and I'm going to try to see if it ends up right above the other knife" really, and out at 30 or more feet it's "I want to put this knife in the block" without much specification on where it lands. Using a bow or crossbow gives quite a bit more accuracy with practice and a stable target out to a good deal further, though I've only used a bow a handful of times I did carry a slingshot basically non-stop, and given consistent ammo shapes I could plunk a specific bottle sized target from a hundred feet pretty reliably.

I've never taken out a bird or squirrel, but have tried.

Hitting someone in the hand or shoulder or head at some distance if they aren't moving is one thing, if they're trying not to be hit then you're doing well to hit them anywhere, much less "I'm going to shoot their left ear off without accidentally sticking a bolt through their head" type trick shots.
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Engraved here is a rendition of an image of the Dwarf Fortress learning curve. All craftsdwarfship is of the highest quality. It depicts an obsidian overhang which menaces with spikes of obsidian and tears. Carved on the overhang is an image of Toady One and the players. The players are curled up in a fetal position. Toady One is laughing. The players are burning.
The VectorCurses+1 tileset strikes the square set and the severed part sails off in an arc!

FantasticDorf

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Re: Future of the Fortress
« Reply #1608 on: March 21, 2017, 06:49:58 pm »

Death by caber throwing during a festival, your frail butterfly person adventurer walks by and SPLAT a enormous wooden log of a caber flies and crushes into you from the nearby festivity field.
« Last Edit: March 22, 2017, 07:26:33 am by FantasticDorf »
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PTTG??

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Re: Future of the Fortress
« Reply #1609 on: March 21, 2017, 08:27:16 pm »

What's the point of being able to spit on people if you can't spit specifically in their eye?
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iceball3

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Re: Future of the Fortress
« Reply #1610 on: March 21, 2017, 09:23:01 pm »

What's the point of being able to spit on people if you can't spit specifically in their eye?
Make sure you do it with a good archery skill, or you might accidentally spit in their mouth instead.

golemgunk

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Re: Future of the Fortress
« Reply #1611 on: March 22, 2017, 02:44:32 pm »

You spit at the human in the face, bruising the eye, jamming the skull through the brain and tearing the brain.

Hopefully though, interactions like that will eventually get to be targeted in the same way attacks are, it's definitely important.
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FantasticDorf

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Re: Future of the Fortress
« Reply #1612 on: March 22, 2017, 03:07:22 pm »

You spit in the goblins right eye

> It becomes enraged!!
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GoblinCookie

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Re: Future of the Fortress
« Reply #1613 on: March 22, 2017, 04:50:27 pm »

Aiming personal missile throwers like bows and crossbows at specific body parts. A friend of mine is annoyed that we can aim melee attacks like that but we can't do it with arrows and the like.

That is actually realistic.
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Urist McVoyager

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Re: Future of the Fortress
« Reply #1614 on: March 22, 2017, 08:27:31 pm »

Depends on circumstances, really. If you're sneaking along and see an animal or enemy to kill, you should be able to aim. I don't know what range I was shooting at the one day I did archery, but I was hitting a spot fairly consistently. Granted, I was missing my actual target, but I was missing it in one consistent direction, at one consistent corner. It's totally possible to aim when things are stationary.

There should be accuracy issues when shooting a moving target, but skill should mitigate them to a degree.
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Beag

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Re: Future of the Fortress
« Reply #1615 on: March 22, 2017, 08:54:05 pm »

Once curses get revamped will there be more insidious curses such as a curse that doesn't seem to do anything at first but slowly turns the cursed person into a monster overtime?
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94dima94

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Re: Future of the Fortress
« Reply #1616 on: March 23, 2017, 09:00:44 am »

As we get more procedurally generated things in our worlds, I noticed something:
at this moment, we have different musical instruments in the game, and every time you start a new game it takes a while to understand all of them, which ones are hand-held and which ones are stationary, what do you need to build them, which workshop will make the right piece...

It's "just" instruments by now, but when artifacts, expeditions, myths and, eventually, magical effects are added to the world, missing a small detail may have heavy consequences on your game.

Are there any plans to "streamline" the presentation of procedural content in future updates? Will it be easier to get a full list of all the things that are "different" in the specific world we are playing?
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Random_Dragon

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Re: Future of the Fortress
« Reply #1617 on: March 23, 2017, 10:41:42 am »

Now just imagine if monsters start getting randomly generated species names using in-game languages like instruments. Is that a forgotten beast? An angel? A titan? A megabeast? A civilized humanoid thing? Just some random critter? You'll never be able to tell at a glance again. 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.

Shonai_Dweller

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Re: Future of the Fortress
« Reply #1618 on: March 23, 2017, 04:58:37 pm »

Now just imagine if monsters start getting randomly generated species names using in-game languages like instruments. Is that a forgotten beast? An angel? A titan? A megabeast? A civilized humanoid thing? Just some random critter? You'll never be able to tell at a glance again. o3o
Except there'll be sliders so you'll never have to play like that if you don't want to.
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Max™

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Re: Future of the Fortress
« Reply #1619 on: March 23, 2017, 05:20:36 pm »

Ah, I just remembered something I meant to ask!

What exactly is required for a secret to generate a tower? It seems like an animate interaction+some number of zombies is it, but I'm not quite certain yet.
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Engraved here is a rendition of an image of the Dwarf Fortress learning curve. All craftsdwarfship is of the highest quality. It depicts an obsidian overhang which menaces with spikes of obsidian and tears. Carved on the overhang is an image of Toady One and the players. The players are curled up in a fetal position. Toady One is laughing. The players are burning.
The VectorCurses+1 tileset strikes the square set and the severed part sails off in an arc!
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