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Author Topic: Future of the Fortress  (Read 355586 times)

KittyTac

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Re: Future of the Fortress
« Reply #990 on: September 26, 2018, 03:57:55 am »

Will we be able to play villains?
Yes. Isn't that in the devblog already? Has been covered in fotf at least. You can give orders to your party members, which can be of the villanous kind. So essentially you can set up a bandit camp and play warlord.
Time to violence the entire world with style, then.
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h3lblad3

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Re: Future of the Fortress
« Reply #991 on: September 26, 2018, 05:00:14 am »

I may have missed this, and I'm sorry if I have, but...

Are you planning on working on Guilds and/or Societies relatively soon, now that you're trying to create reasons for people to form relationships?
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KittyTac

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Re: Future of the Fortress
« Reply #992 on: September 26, 2018, 05:01:26 am »

I may have missed this, and I'm sorry if I have, but...

Are you planning on working on Guilds and/or Societies relatively soon, now that you're trying to create reasons for people to form relationships?
Might have to wait until Laws & Customs (~6 years).
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Real_bang

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Re: Future of the Fortress
« Reply #993 on: September 27, 2018, 02:39:37 am »

Since this week will be fotf devlog ill cheat the system and ask
What is your progress with villain update for this week? :D
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Shonai_Dweller

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Re: Future of the Fortress
« Reply #994 on: September 27, 2018, 03:54:07 am »

Since this week will be fotf devlog ill cheat the system and ask
What is your progress with villain update for this week? :D
I would laugh if he added a duplicate of the entire fotf answer at the end to answer your question...
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Thundercraft

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Re: Future of the Fortress
« Reply #995 on: September 27, 2018, 01:53:43 pm »

Are there plans to eventually allow for creatures with a child stage (such as insect larva) that are drastically different from the adult stage?

(Currently, this is impossible to do. But, considering the structure and description of the Purring Maggot, I have to wonder if it was originally envisioned to be the larval stage of a monstrous insect.)
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FantasticDorf

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Re: Future of the Fortress
« Reply #996 on: September 28, 2018, 03:32:26 am »

I may have missed this, and I'm sorry if I have, but...

Are you planning on working on Guilds and/or Societies relatively soon, now that you're trying to create reasons for people to form relationships?
Might have to wait until Laws & Customs (~6 years).

Maybe not entirely, there's usually always the founding elements that Toady tends to seed into their work and a 'society' of assassins/consorting night creatures like vampire covens and/or villianous folk to target people in plots may be a slight implementation of that to test co-ordinated internal actions and presence of a group inside a society.

They were adding upon the data structures in 08/18/2018 'ths devlog report to give some as they say "fleshing out and flavour" so people in town's aren't all on their lonesome.
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Knight Otu

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Re: Future of the Fortress
« Reply #997 on: September 28, 2018, 04:54:57 am »

Are there plans to eventually allow for creatures with a child stage (such as insect larva) that are drastically different from the adult stage?

(Currently, this is impossible to do. But, considering the structure and description of the Purring Maggot, I have to wonder if it was originally envisioned to be the larval stage of a monstrous insect.)
Eventually is a long time. ;) I'm pretty sure I've seen this mentioned as being planned, but that transformations and the like can be tricky. Since these things are important for insects and other creatures to work, they should be planned. However, I can't find a definite mention that they are planned.
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DG

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Re: Future of the Fortress
« Reply #998 on: September 28, 2018, 08:09:24 am »

From past comments, work on metamorphosis has always been waiting for magic, so it may not be far away (by Df standards). I wouldn't get my hopes up, though. It sounds complex and time-consuming enough to be set aside from the initial magic implementation.

From 2009 http://www.bay12forums.com/smf/index.php?topic=21498.msg399576#msg399576
Quote
Quote from: Ampersand
Question for future creature polymorphism. Will it be capable of changing the morph of a creature at a given trigger?
Quote
Once it can handle the transition from, say, a tadpole to a toad, then there wouldn't be as many restrictions, but I'm not handling that for a while.  It'll need to tie in to hybridization, weird minotaur/centaurization stuff, and polymorph wound/inv retention, that kind of thing.  Probably an extension of the body part categories or something.

From 2010 http://www.bay12forums.com/smf/index.php?topic=30026.msg1047755#msg1047755
Quote
Quote from: JoshuaFH
In the future, will it be possible to create creatures that 'transform' upon receiving certain stimuli, or after meeting some condition? Like, a snake that transforms into a bird and back? Or a caterpillar that undergoes the various stages of cacoon to a butterfly?
Quote
There are a boatload of problems that I think were brought up, but it's something that'll likely happen as we move toward magic and also work out how things like metamorphosis and eggs and all that work out.

From 2011 http://www.bay12forums.com/smf/index.php?topic=84398.msg2305361#msg2305361
Quote
Quote from: Neoskel
Were-critters involve temporary transformations into different creatures, with at least a tail being added to the body in most cases and lost upon turning back. Does this mean that natural metamorphosis will be available? Things like tadpoles gaining legs and losing tails when they change into frogs or mantis nymphs gaining wings as they become adults.
Quote
It'll start to lay some of the groundwork for that, but I'm not going to jump into that just yet.  Wounds don't need to be preserved as much, and there isn't anything gradually about it, so it's easier to the the werebeasts.
« Last Edit: September 28, 2018, 08:20:48 am by DG »
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MinerMan60101

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Re: Future of the Fortress
« Reply #999 on: September 28, 2018, 08:14:20 pm »

Why don't you integrate the quality of life features present in dfhack (toggling priorities, planning mode, sand presence on embark to name a few) into the base game?
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Fleeting Frames

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Re: Future of the Fortress
« Reply #1000 on: September 28, 2018, 08:29:43 pm »

Time/opportunity cost.

Toady's response on graphics is probably fitting here (don't have link to it handy rn); it seems there's community effort on that already in hand so can leave it later.

(That's not to say something like it won't be done, such as with building renaming or management, just not a priority.)

Shonai_Dweller

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Re: Future of the Fortress
« Reply #1001 on: September 28, 2018, 08:47:45 pm »

Why don't you integrate the quality of life features present in dfhack (toggling priorities, planning mode, sand presence on embark to name a few) into the base game?
Almost all of it is likely to get into the game eventually, (or not be needed due to the implmentation of other systems. Of course, they'll be systems made to integrate with the game and be future proof so probably quite different (if only internally) to the features Dfhack currently offers.

Toady's qol updates are often based on player suggestions. Dfhack team make qol updates based on what players want. It's the same thing.
« Last Edit: September 28, 2018, 08:52:35 pm by Shonai_Dweller »
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MinerMan60101

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Re: Future of the Fortress
« Reply #1002 on: September 30, 2018, 10:18:16 am »

Ah, okay. A bit annoying but it'll happen when it happens then I guess.
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Putnam

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Re: Future of the Fortress
« Reply #1003 on: September 30, 2018, 01:53:22 pm »

0.43.01, if you'll recall, was an update that did nearly exactly this, implementing many features of DFHack's "workflow" plugin into the base game's j->m or u->m manager screen.

Immortal-D

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Re: Future of the Fortress
« Reply #1004 on: September 30, 2018, 03:19:04 pm »

Bit of a self-bump here. I know that testing long-term mechanics is difficult for you due to the time required.  That said, are you aware of current issues with the new stress sytem? (http://www.bay12forums.com/smf/index.php?topic=171185.0) Based on reports here & in Reddit, stress-reducing effects seem greatly underpowered compared to stress-causing effects.
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