Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 21 22 [23] 24 25 ... 148

Author Topic: Future of the Fortress  (Read 379728 times)

Dorsidwarf

  • Bay Watcher
  • [INTERSTELLAR]
    • View Profile
Re: Future of the Fortress
« Reply #330 on: May 08, 2018, 04:45:12 am »

Now that the dwarves are able to get traumatised again and not nerve-stapled by alcohol, are we likely to see an update to socialising that allows dwarves to make friends/etc while not idle, seeing as dwarves are rarely actually idle these days?
Logged
Quote from: LW
One of these days we will succeed in deporting all Scandinavians back to Somalia
Quote from: Rodney Ootkins
Everything is going to be alright

Whatsifsowhatsit

  • Bay Watcher
  • Big geek
    • View Profile
Re: Future of the Fortress
« Reply #331 on: May 08, 2018, 04:54:37 am »

Not really sure how to make this into a proper question, I guess it's more of a suggestion/opinion, but I don't want to make a separate thread for it, so I guess I'll just not make it limegreen.

I think even in worlds where there is a 'true' myth/religion, there will be plenty of people who have a different idea of how things work. It's not just in myth-low worlds, worlds without gods, etc., where different non-real ideas should be generated, I feel. People come up with their own ideas of how things work, even if they're not real (we can see this is true even without assuming an atheistic view of the real world just from the simple fact that there exist mutually exclusive ideas/religions). I don't think the presence of a 'real' myth or god(s) should change that.

I've seen Toady make diverse statements in this regard, so I just thought I'd throw in my two cents. If anybody knows how to make this into an actual question, please be my guest.
Logged

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #332 on: May 08, 2018, 05:27:51 am »

Within the myth and general belief systems of each civ, will there be room for interpretation of the myth or emphasis on parts of the myth that differ on an individual or entity wide scale within the same civ? Is that perhaps something for Starting Scenarios and it's various culture/society development points?

(I know the initial world myth is one 'truth' that's interpreted by each civ, but I mean on a more granular scale within each civilization).
« Last Edit: May 08, 2018, 05:33:00 am by Shonai_Dweller »
Logged

squamous

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #333 on: May 08, 2018, 01:04:08 pm »


1. I saw in the development plans that adventure mode might be getting ridable mounts at some point in the future. How will this affect NPCs? Will we see knights riding horses or mounted bandits and stuff like that in adventure mode? Also, if you had an amphibious mount, could you cross the ocean with it on the world map? Would that affect civilizations and let them colonize or attack other continents? It might be a good placeholder for cross-continental travel until boats are implemented.

2. Are there any plans to let the player teach secrets they learn in worldgen before the magic arc?

3. Mountain roads are currently impassible for adventure mode characters (in the world map anyways), but will NPC groups like armies that would otherwise be separated by a mountain range be able to use them to cross the mountains?

4. Regarding the addition of hillocks to a fortress's surroundings, what will happen to modded civilizations that use, say, hamlets and cities as their site type? Would a fortress belonging to that civilization spawn hamlets, or hillocks? Or would there be errors and bugs in such an event?
« Last Edit: May 25, 2018, 10:23:09 pm by squamous »
Logged

falcc

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #334 on: May 08, 2018, 03:03:04 pm »

When adventure pets goes in, will it including lifting animals? Will adventurers be able to be included in cattle raiding and the like by snatching stray chickens in villages? Will there be stocking fish in ponds since vermin fish are often sold as an item already?

Let's see how many steps removed we are from a carp moat in adventure mode.
Logged

saharo

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #335 on: May 09, 2018, 10:20:38 am »

Hello there. I'm kinda embarassed to ask the following, but I since the Myth&Magic announcement I have this obsession... so I'll spill it out out and clear, so that I stop thinking about it :)
Ars Magica is a pen&paper rpg many have heard of, Tarn brothers included I'm sure. I'm a big fan for so many reasons. One being that the system invites the players to engage together in creating a "Covenant": a settelment guided by wizards, typically estabilished in some magical place. It consists of defining how this settlement looks like and works. And the game itself revolves around the stories that spin from this place, how they fit into the world, deal with the supernatural and the mundane....it's REALLY dwarfmages fortress. And as I played Ars Magica, I always thought of how good it would translate into Dwarf Fortress, and how many concepts DF could get from it.

So, once and for all, I ask Toady One and Treetoe

Has Ars Magica ever sparked your interest? Did you read, or plan to read some material on the setting and the game mechanic?
I realize that Dwarf Fortress aims to implement a generator of systems more than a single one, but I'm still pointing as possible sources of inspiration to:
 - Ars Magica organic view of Magic, how mysterious it is, delicate, powerful, subtle...
 - How magic can be a part of Nature, not something created by a supernatural entity. Hard to grasp but a natural phenomenon like any other...like quantum mechanics
 - how an accademic Mage's life looks like, how magic research works, how a laboratory works
 - how a society of Mages may look like
 - how different magic traditions (and not only accademical ones) can coexist in the same world
 - how the magic, the fairies, the divine and other supernatural entities interact with each other and evolve, through the interaction of man and without
 - and for last what AM is most famous for - its spell system. Maybe the less interesting thing for DF but if you know about it, I'd like to know if it may inspire spells in DF
I don't number the points in the list, as this question is more of a blob. I promise I'll shut my mouth about Ars Magica after this one :-X and thank you very much as always for your care for us fan  :)

Logged

Magistrum

  • Bay Watcher
  • Skilled Fortresser
    • View Profile
Re: Future of the Fortress
« Reply #336 on: May 10, 2018, 09:49:37 pm »

For the farther future:

Because if I ever get a chance to regrow my dwarves limbs I will abuse it:
Will there be conditions on how many times something can be the target of a spell? Can we try to congeal a bucket of water and get told "The substance has become magically inert."? Or try to heal our companion for the thousandth time and get "This creature has become saturated with energy."?

Also because sometimes it feels like I'm getting attacked for very little reason, Is there any plans for forcing emotional state without altering memories? The straight eared goblin suddenly feels calm. Can we otherwise make someone forget what they are doing?

Toady talks a bit about keeping players free, but still letting dwarves have an identity, Do you feel magic mechanisms and machines feel "dwarfy"? Is it something that feels appropriate, or something to tolerate like venom and poison?


For the closer future:

Dwarves are a disorganized mess in combat, while this is understandable, Are we going to see some effects of the tactician skill in the fortress before jumping on to magic? Will we be able to make dwarves hold their ground against a force?

On a similar note, Will dwarves be able to take cover from missile fire and still have LOS, firing, using something other than fortifications? Boulders? Buildings? Tables? Trees? Large dead bodies?
Logged
In a time before time, I was David The Master.

KittyTac

  • Bay Watcher
  • Impending Catsplosion. [PREFSTRING:aloofness]
    • View Profile
Re: Future of the Fortress
« Reply #337 on: May 10, 2018, 11:19:31 pm »

First one depends on the magic system.
« Last Edit: May 11, 2018, 07:19:29 am by KittyTac »
Logged
Don't trust this toaster that much, it could be a villain in disguise.
Did you know that cats that have mysteriously disappeared from home can come back after a few months without warning?

Death Dragon

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #338 on: May 11, 2018, 06:51:38 am »

Sorry if stuff has been asked already.
So as far as I can see, the administration of sites outside of your fortress seems to be one of the current things that are being worked on.
What exactly are the current goals you have in mind for the administration feature? I mean what kind of abilities will this give access to the player? I think I heard of requesting/sending migrants and soldiers. Is this about what to expect in the next releases?

And a completely unrelated question:
Have you ever considered livestreaming yourself coding? Maybe just as a one time event to try it. I've seen other developers do it and there's definitely people who like to watch that kinda stuff. It would be an interesting way to engage with the community, I think, and maybe it could also lead to a surge of donations. (In that case, I guess it would be best to actually do that during the long wait for the myth release.)
Of course you might just not want people to look over your shoulder while you're working, which would be totally understandable.
Logged

Knight Otu

  • Bay Watcher
  • ☺4[
    • View Profile
Re: Future of the Fortress
« Reply #339 on: May 11, 2018, 11:36:40 am »

And a completely unrelated question:
Have you ever considered livestreaming yourself coding? Maybe just as a one time event to try it. I've seen other developers do it and there's definitely people who like to watch that kinda stuff. It would be an interesting way to engage with the community, I think, and maybe it could also lead to a surge of donations. (In that case, I guess it would be best to actually do that during the long wait for the myth release.)
Of course you might just not want people to look over your shoulder while you're working, which would be totally understandable.


Not sure whether Toady's last answer from 2015 is still current, but here it is:
Quote
Quote from: Sizik
Would you ever consider livestreaming DF development (e.g. on Twitch)?
I haven't watched livestreamed development, so I don't know how to make it unboring.  Everybody that has come by to film etc. here has had plans to showcase development, which they then scrap after a few minutes because it is so dull.
Logged
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

Robsoie

  • Bay Watcher
  • Urist McAngry
    • View Profile
Re: Future of the Fortress
« Reply #340 on: May 11, 2018, 01:15:02 pm »

As on my current 0.44.10 fort , this happened


It made me wonder, as it's not the first fortress in which i had a king choosen like that and as far as i remember it had happened for a few years already.

As historically a pretender reaching an understanding with his rivals in "polite discussion" in order to be choosen as a king wasn't really the only way this happened, will we see in the future many more methods a dwarven pretender can rise on a throne in your own fortress (i mean at gameplay time in opposite to worldgen) ?
Logged

Death Dragon

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #341 on: May 12, 2018, 04:45:11 am »

I thought of another question:
It seems to me like you would run into problems trying to balance stress because some players want stress to be a difficult to handle problem with big consequences and other players would rather want it to be more easily handled and their dwarves not constantly falling into depression.
Are you going to try to find some kind of middle ground that could maybe satisfy everyone or would you consider implementing something like a slider that controls how prone people in the world are to stressing out?
Logged

thompson

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #342 on: May 12, 2018, 11:58:00 pm »

Once the ability to administer other sites is introduced, do you intend to rebalance game elements (such as agriculture) to encourage site specialisation? And if so, what sort of time scale would we be looking at to see those changes? Requiring food imports would make sieges far more dangerous as starvation would actually be a possibility.

Or did you have something else in mind for this feature?
Logged

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #343 on: May 13, 2018, 12:25:43 am »

Once the ability to administer other sites is introduced, do you intend to rebalance game elements (such as agriculture) to encourage site specialisation? And if so, what sort of time scale would we be looking at to see those changes? Requiring food imports would make sieges far more dangerous as starvation would actually be a possibility.

Or did you have something else in mind for this feature?

I doubt an extensive agricultural reform is due until the Economy update at least. And site specialization (or something like it) is presumably part of the Starting Scenarios update. Neither of these are part of the list of potential updates for the next few months. So, "several years from now"  is probably the best answer you can get for "time scale". You can mod slower crops I think if all you need is a risk of starvation to your game.
Logged

Magistrum

  • Bay Watcher
  • Skilled Fortresser
    • View Profile
Re: Future of the Fortress
« Reply #344 on: May 13, 2018, 06:06:36 am »

Thompson, for ease of reading for Toady, use "limegreen", not "green" in questions.

Any hope for methods of exploring the map around us?
Send an expedition to the east and discover a kobold cave we never heard about?
Logged
In a time before time, I was David The Master.
Pages: 1 ... 21 22 [23] 24 25 ... 148