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Author Topic: Future of the Fortress  (Read 471365 times)

Bumber

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Re: Future of the Fortress
« Reply #1260 on: December 04, 2018, 02:52:36 am »

I don't have anything to add to PatrikLundell, really, even with the follow-up question.  We'd need a different example than a spherical world map, which isn't going to happen.  That old visualizer for the underground didn't help at all, so I'm not the one to be doing it, anyway.

Which visualizer are you referring to?

Edit: Thanks Knight Otu and DG.
« Last Edit: December 05, 2018, 11:55:33 am by Bumber »
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Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. Was this inevitable (Y/y)?

Knight Otu

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Re: Future of the Fortress
« Reply #1261 on: December 04, 2018, 06:01:36 am »

I don't have anything to add to PatrikLundell, really, even with the follow-up question.  We'd need a different example than a spherical world map, which isn't going to happen.  That old visualizer for the underground didn't help at all, so I'm not the one to be doing it, anyway.

Which visualizer are you referring to?
Probably the built-in visualizer from the 40d days. As I recall, it was rather bare-bones.
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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)
Castle Otu

DG

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Re: Future of the Fortress
« Reply #1262 on: December 04, 2018, 06:05:05 am »

The one that was part of the game many versions ago. ninja'd

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Criperum

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Re: Future of the Fortress
« Reply #1263 on: December 04, 2018, 09:10:39 am »

Thank you for answers and in-text citations.
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squamous

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Re: Future of the Fortress
« Reply #1264 on: December 05, 2018, 03:08:24 am »


1. How will we see NPCs reacting to player plots? Say that my character decides to make a tavern their base of operations, and uses their companions to run various schemes targeting the ruler of that same city. If I get caught somehow, will people be sent to look for and possibly kill me? Could I be minding my own business in said tavern when a squad of goons burst in looking to take me out?

2. Will Night Trolls be able to partake in villain plots?

3. Say that I decide to start assassinating high-ranking authorities of a certain religion. Will this somehow effect the game world and cause other groups to show up and fill the gap?

4. If the pre-Big Wait adventure mode medical improvements make it in, what might they look like? Could there be a hospital site where you can lay on a bed and expect treatment from nearby doctors, for example?

5. Will we be able to conquer abandoned sites any time soon? Maybe it results in some sort of bugginess but I thought it was odd that you couldn't occupy sites with nobody in them.
« Last Edit: December 23, 2018, 04:32:10 am by squamous »
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LordBaal

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Re: Future of the Fortress
« Reply #1265 on: December 06, 2018, 01:01:59 pm »

Crap ToadyThreeToe, I hope everything goes well! I lost my father in law this year to cancer and we could barely cover his basic expenses, pain relievers mostly. Thankfully you are covered and as long you keep getting checked and detect it early everything should be fine.
« Last Edit: December 06, 2018, 02:53:46 pm by LordBaal »
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I'm curious as to how a tank would evolve. Would it climb out of the primordial ooze wiggling it's track-nubs, feeding on smaller jeeps before crawling onto the shore having evolved proper treds?
My ship exploded midflight, but all the shrapnel totally landed on Alpha Centauri before anyone else did.  Bow before me world leaders!

Toady One

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Re: Future of the Fortress
« Reply #1266 on: December 06, 2018, 01:33:41 pm »

(just in case there was confusion, please note the ThreeToe icon in the log.  we are optimistic!  still scary though.)
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Grand Sage

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Re: Future of the Fortress
« Reply #1267 on: December 06, 2018, 01:52:37 pm »

Definitly some confusion. I think we rarely look at the icon anymore, because it usually doesn't matter who posted the news. Unlike its something like this off course. I wish you the best of luck and a speedy recovery, ThreeToe!
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And I drank the mosquito paste

LordBaal

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Re: Future of the Fortress
« Reply #1268 on: December 06, 2018, 02:57:52 pm »

Confusion? What do you mean by that? '<< ...  >>' Move along, nothing to see there.
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I'm curious as to how a tank would evolve. Would it climb out of the primordial ooze wiggling it's track-nubs, feeding on smaller jeeps before crawling onto the shore having evolved proper treds?
My ship exploded midflight, but all the shrapnel totally landed on Alpha Centauri before anyone else did.  Bow before me world leaders!

Real_bang

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Re: Future of the Fortress
« Reply #1269 on: December 06, 2018, 04:35:20 pm »

I hope that surgery will turn out well! Get well ThreeToe and keep us updated on your status!
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thvaz

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Re: Future of the Fortress
« Reply #1270 on: December 06, 2018, 08:55:03 pm »

My best wishes for a complete and fast recovery for Zach.
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DG

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Re: Future of the Fortress
« Reply #1271 on: December 07, 2018, 03:42:51 am »

Best wishes, Zach.
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Strik3r

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Re: Future of the Fortress
« Reply #1272 on: December 07, 2018, 07:27:08 am »

Oh hey, my first FotF-thread post, because i've got a few questions about modding and items built up:

1. Modded instruments can have a custom description, will it be possible for all items in the future?

2. In regards to Mythgen and items: Completely random worlds probably will have some bizarrely named equipment. How will it be communicated to the player that "zbfkl"s or whatever random jumbles of letters are infact, swords? This also extends to other things: As far as i know there isn't any indication in-game that a piece of armor is shaped, for example.

3. As part of mythgen, will generated sentient creatures in high-randomness worlds wear( and will it be possible to mod) clothing and armor worn on bodyparts other than what's possible right now, where it makes sense? For example: Tail armor, Wing decorations, even actual clothing worn on the ears if the creature's ears are big enough?

4. Cursed equipment( of the unremovable variety) is a fantasy staple, will MagicGen produce stuff like this? if so, can we also expect mundane stuff that can't be easily unequipped due to whatever reason?

5. Who will villians target with their plots and schemes? Will their personality affect what they do? For example, may some villians attempt to do shady things for the benefit of their civ?
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Death Dragon

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Re: Future of the Fortress
« Reply #1273 on: December 07, 2018, 10:04:44 pm »

1. Modded instruments can have a custom description, will it be possible for all items in the future
Are you sure this isn't the case already? The wiki seems not very clear on that.
The problem about "in the future" questions is that the answer will be "Probably yes.". Toady is pretty planned out, so I assume there won't be any reworks or modding expansions until after the magic update in 5 years.
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Orangefriedegg

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Re: Future of the Fortress
« Reply #1274 on: December 07, 2018, 10:36:44 pm »

1. Will dogs ever be able to be used for herding or have any interactions involving herding?
Along with other things
2. like smelling for creatures/things &
3. possibly to assist in plant gathering
and hunting(in ways other than just attacking such as:
4.Retrieving the kill
5.finding prey without attacking)
or for activities like
6.scaring birds(filthy thieving Keas) away
« Last Edit: December 07, 2018, 10:38:20 pm by Orangefriedegg »
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Yes.
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