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Author Topic: Future of the Fortress  (Read 2851404 times)

Bumber

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Re: Future of the Fortress
« Reply #765 on: August 06, 2018, 03:33:43 pm »

Have you ever considered chopping the title down to just "Dwarf Fortress"?

Not that I would recommend it or think it's a good idea, I'm just curious if you ever actually had thought about it, and what those thoughts were.

I kind of suspect the title was intentionally chosen to be overly dramatic.
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Tinnucorch

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Re: Future of the Fortress
« Reply #766 on: August 06, 2018, 05:26:56 pm »

Have you ever considered chopping the title down to just "Dwarf Fortress"?

Not that I would recommend it or think it's a good idea, I'm just curious if you ever actually had thought about it, and what those thoughts were.

I kind of suspect the title was intentionally chosen to be overly dramatic.
Here he almost admit that (just after he explains where the idea of the game came to be):
https://youtu.be/CcrXFOjdzRk?t=10m50s
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a52

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Re: Future of the Fortress
« Reply #767 on: August 12, 2018, 03:07:17 pm »

Now that Fortress Mode is much more connected to the rest of the world, are you planning to have dwarves leave player fortresses if conditions get too bad/it no longer has a good profit/population ratio? Many real-word cities died out not because they were attacked, but because trade routes dried up and people simply left.

Of course, there would have to be ways for players to make sure certain dwarves were the least likely to leave -- perhaps dwarves that were very happy or made lots of money for the fortress would be much more likely to stay.
« Last Edit: August 12, 2018, 03:15:19 pm by a52 »
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iceball3

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Re: Future of the Fortress
« Reply #768 on: August 12, 2018, 08:10:04 pm »

There are a few concerns that will have to be approached before that dynamic can be addressed, I'm assuming. One big one is the presence of economies, and individual wellbeing, all while being measured to scale.
Hey, wait, actually...
I understand that reconciling fort mode and adventure mode having different time scales is a current ongoing project that is being considered tentatively. However, I just noticed that there might be an issue with it, particularly concerning the Economy update on the menu some few years for now. Do you happen to have any ideas on how to short term or long term approach an issue that will likely happen: that adventure mode food consumption would be much more rapid than dwarf/legend mode?
With an economy update, the cost of things like food would have much more significant implications on survival, populations, and the like, and it might force a rough and sudden transition in how adventure mode approaches foodstuffs and similar manners of consumption that don't make the 1:1 translation between modes.
One short term solution I can think of when the times come is for adventure mode to use smaller portions, so that an adventurer can eat at least one meal a day while fort mode dwarves can eat their two-months worth of foodstuffs in one sitting, as happens in dwarf mode currently.
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PlatinumSun

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Re: Future of the Fortress
« Reply #769 on: August 13, 2018, 01:00:16 pm »

If Toady adds in complicated fortress politics. I hope what ever Toady does theres always a toggle for the player to not have to deal with elections and dwarves uprising. Im fine if all other civs have all that but I dont want to be forced to deal with it. So as long as it can be toggled I dont mind.

I was told by KittyTac it might not possible to toggle (on thread in suggestions about governments) and said I should ask here.

EDIT: http://www.bay12forums.com/smf/index.php?topic=171643.0

LINK TO THREAD
« Last Edit: August 13, 2018, 01:05:21 pm by PlatinumSun »
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PatrikLundell

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Re: Future of the Fortress
« Reply #770 on: August 13, 2018, 01:35:53 pm »

@PlatinumSun: The thread convention is to mark questions to Toady in (lime) green to make it a little easier for him to locate the questions among the chaff when he answers them.
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Shonai_Dweller

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Re: Future of the Fortress
« Reply #771 on: August 13, 2018, 05:30:16 pm »

If Toady adds in complicated fortress politics. I hope what ever Toady does theres always a toggle for the player to not have to deal with elections and dwarves uprising. Im fine if all other civs have all that but I dont want to be forced to deal with it. So as long as it can be toggled I dont mind.

I was told by KittyTac it might not possible to toggle (on thread in suggestions about governments) and said I should ask here.

EDIT: http://www.bay12forums.com/smf/index.php?topic=171643.0

LINK TO THREAD
1) I think it's best that you're clear which part of development you're talking about when you ask your question (in lime green, like this) Suggestions thread on government types is just a suggestion thread.

2) Most everything in Df is moddable and will continue to be so. So disabling certain behavior should be possible.

3) Starting Scenarios Arc (in which politics are going to be covered) isn't going to even start development for at least 5 years probably. Chances are the details haven't been thought about in detail yet.
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Rockphed

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Re: Future of the Fortress
« Reply #772 on: August 13, 2018, 05:43:24 pm »

Where will we see these (tacky) villainous names show up?  I'm pretty sure we will see them if we start unraveling plots, but will we also see them when a death squad comes to put an end to our interference?  Will we hear of their alias when told of troubles ("Bloodmist the Evil sends his goons to harass us, but none know where he hails from" type of conversation)?
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KittyTac

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Re: Future of the Fortress
« Reply #773 on: August 13, 2018, 10:30:57 pm »

If Toady adds in complicated fortress politics. I hope what ever Toady does theres always a toggle for the player to not have to deal with elections and dwarves uprising. Im fine if all other civs have all that but I dont want to be forced to deal with it. So as long as it can be toggled I dont mind.

I was told by KittyTac it might not possible to toggle (on thread in suggestions about governments) and said I should ask here.

EDIT: http://www.bay12forums.com/smf/index.php?topic=171643.0

LINK TO THREAD

Lime green'ed for you.

If Toady adds in complicated fortress politics. I hope what ever Toady does theres always a toggle for the player to not have to deal with elections and dwarves uprising. Im fine if all other civs have all that but I dont want to be forced to deal with it. So as long as it can be toggled I dont mind.
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KittyTac

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Re: Future of the Fortress
« Reply #774 on: August 13, 2018, 10:32:01 pm »

If Toady adds in complicated fortress politics. I hope what ever Toady does theres always a toggle for the player to not have to deal with elections and dwarves uprising. Im fine if all other civs have all that but I dont want to be forced to deal with it. So as long as it can be toggled I dont mind.

I was told by KittyTac it might not possible to toggle (on thread in suggestions about governments) and said I should ask here.

EDIT: http://www.bay12forums.com/smf/index.php?topic=171643.0

LINK TO THREAD
1) I think it's best that you're clear which part of development you're talking about when you ask your question (in lime green, like this) Suggestions thread on government types is just a suggestion thread.

2) Most everything in Df is moddable and will continue to be so. So disabling certain behavior should be possible.

3) Starting Scenarios Arc (in which politics are going to be covered) isn't going to even start development for at least 5 years probably. Chances are the details haven't been thought about in detail yet.
However, I'm fairly sure that if you mod out elections, there won't be elections elsewhere.
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Shonai_Dweller

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Re: Future of the Fortress
« Reply #775 on: August 13, 2018, 11:36:39 pm »

If Toady adds in complicated fortress politics. I hope what ever Toady does theres always a toggle for the player to not have to deal with elections and dwarves uprising. Im fine if all other civs have all that but I dont want to be forced to deal with it. So as long as it can be toggled I dont mind.

I was told by KittyTac it might not possible to toggle (on thread in suggestions about governments) and said I should ask here.

EDIT: http://www.bay12forums.com/smf/index.php?topic=171643.0

LINK TO THREAD
1) I think it's best that you're clear which part of development you're talking about when you ask your question (in lime green, like this) Suggestions thread on government types is just a suggestion thread.

2) Most everything in Df is moddable and will continue to be so. So disabling certain behavior should be possible.

3) Starting Scenarios Arc (in which politics are going to be covered) isn't going to even start development for at least 5 years probably. Chances are the details haven't been thought about in detail yet.
However, I'm fairly sure that if you mod out elections, there won't be elections elsewhere.
Yeah, the general path of development is for your fortress to not act any differently from any other fortress. You'd only be able to turn off politics worldwide, the fortress won't ever exist in a vacuum. You'd end up with no migrants, no invaders, no visitors, no spies if that happened. Fine for big building projects of course (besides lack of migrants).

But I was going to save that for Toady to answer as there's probably subtle differences between player sites and other sites that need to stay even in the long-term.
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ZM5

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Re: Future of the Fortress
« Reply #776 on: August 14, 2018, 09:16:59 am »

A question that came to mind regarding the mounts - do you think you'll implement a token that'd make it so that a creature cannot be mounted by other creatures past a certain size? It'd be to prevent ridiculousness like a gigantic demon overlord somehow "riding" a horse thats tiny in comparison.

Demonic Gophers

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Re: Future of the Fortress
« Reply #777 on: August 14, 2018, 01:39:01 pm »

You mentioned a dwarven mayor "unusually obsessed with intrigue."  Does this arise from the current personality traits and values, or a new factor?  Will the most intrigue-obsessed individuals carry out plans even when they don't care about the objective, just for the sake of plotting and scheming?

Villains can potentially infiltrate your fort by recruiting citizens, and even officials, but will masterminds also be able to arise within the fort on their own initiative?  Could a sneaky, ambitious dwarf establish and build a world-spanning conspiracy right under the player's nose, or will the network always start off-site (unless created by the player, of course)?
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Egan_BW

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Re: Future of the Fortress
« Reply #778 on: August 14, 2018, 02:16:01 pm »

Will all villains have "evil" motivations, or will some of them mean well? If so, will they still use the same tacky names as normal villains?
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Descan

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Re: Future of the Fortress
« Reply #779 on: August 14, 2018, 04:56:48 pm »

Will all villains have "evil" motivations, or will some of them mean well? If so, will they still use the same tacky names as normal villains?
To build off this: If the good folks aren't going to use those kinds of names... CAN they? Please?
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