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Author Topic: Future of the Fortress  (Read 178666 times)

scjohnno

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Re: Future of the Fortress
« Reply #840 on: May 18, 2007, 12:40:00 am »

I think that specific noble demands and strange moods will work better as a motivator when a more robust trade system is in place. When it becomes possible to trade with specific dwarven/human/elven settlements, whose resources would be determined by where they are located, getting your hands on some arbitrary resource will involve more than just digging out the entire mountain or slaughtering some innocent puppies. The desire for resources your fortress simply can't get naturally will drive the player towards interacting with the outside world, and noble demands/strange moods are a great way to create that desire.
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Pnx

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Re: Future of the Fortress
« Reply #841 on: May 18, 2007, 01:55:00 am »

Hehe

lead + pipes = Metal poisoning!

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Misterstone

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Re: Future of the Fortress
« Reply #842 on: May 18, 2007, 02:00:00 am »

Salt is in the game!

Does this mean that there will be salted food products?  That would make a neato early trade item.  I'm sure the humans would pay big $$s for salted giant toad.

Salt is important enough that caravans, etc. ought to drop by from all over the place just to get some.  As most of you know, the word "salary" evolved from the Latin word sal, which I think meant simply "salt".  In short, salt=money!

I hope salt has its place in the economy/crafting system!

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Toady One

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Re: Future of the Fortress
« Reply #843 on: May 18, 2007, 02:47:00 am »

expanded breakdown of what's left

Yeah, salt's in, and I want to do things with it, but I really need to resist until the next version is up.  Same goes for the alunite, all kinds of things to do with alum.  We'll also use the saltpeter...  as a fertilizer of course.  No mixing with sulfur and charcoal!  Sulfur is currently called brimstone.  You can change that in the raws if you want.  You won't be able to use pitchblende (uraninite) to make yellow cake either, although you should be able to color glass with it later.  I also added a few arsenic sulfides, he he he (guess I could have done the oxide, but the sulfides are more colorful).  Also added cinnabar, which can give a vermilion dye and mercury, though those products aren't in either.

I'm actually not decided on gunpowder, but I'm not in a rush.  It certainly shouldn't be allowed to ruin the setting.

[ May 17, 2007: Message edited by: Toady One ]

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Veroule

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Re: Future of the Fortress
« Reply #844 on: May 18, 2007, 03:01:00 am »

Has steel creation been adjusted so that iron bars can be used instead of requiring hematite ore?

So many things to look forward to...so little time to spend looking forward.

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axus

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Re: Future of the Fortress
« Reply #845 on: May 18, 2007, 03:30:00 am »

Gunpowder fits, but bullets and guns don't.  Of course you'd have to code in the interaction with fire ;-)
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Anticheese

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Re: Future of the Fortress
« Reply #846 on: May 18, 2007, 03:47:00 am »

I can see gunpowder being a great addition to the game.

--

New "building": Gunpowder Plot

Requires: One unit of gunpowder and a barrel for every tile it takes up.

Placement: It is placed in a similar manner to a farm plot or channel.

Function: Once placed all tiles in a 5 tile radius will be designated as a restricted area. A time for it can be set from the "q" menu. A reasonable fuse range will be allowed. It can also be linked to a lever.

Special: After the plot has been detonated it will cause a large cave-in relative to the amount of gunpowder used in it's construction. A 1x1 plot will only cause a small cave in, whereas a 5X3 plot will collapse a significant amount of cave.
Larger plots will also destroy the surrounding wall and weaken other walls nearby.

All creatures within a certain radius will suffer massive damage. Giant Enemy Crab's are destroyed instantly.

--

So anyhow, a Gunpowder Plots will be useful in many situations. Sealing off the pits and blocking off sieges to name a few.

--

Where is the announcement about the new minerals?

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Toady One

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Re: Future of the Fortress
« Reply #847 on: May 18, 2007, 04:34:00 am »

I haven't changed steel production, but it can be changed in the txt.  I think the whole process is a bit off, rather than just that step, depending on how you do it.  I didn't have a good source at the time, so I ended up with too many steps, or something.

I never announced the new minerals -- I just listed a few up there.  Here's the current file:

the mineral file

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Zhentar

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Re: Future of the Fortress
« Reply #848 on: May 18, 2007, 05:01:00 am »

quote:
Originally posted by Toady One:
<STRONG>I'm actually not decided on gunpowder, but I'm not in a rush.  It certainly shouldn't be allowed to ruin the setting.
</STRONG>

Looking around a bit, black powder was around for centuries before people used it as gunpowder. I think black powder (and some other minerals) should be possible for explosives for mining and warfare, but not for firearms.

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Phazon77

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Re: Future of the Fortress
« Reply #849 on: May 18, 2007, 06:11:00 am »

Oh man.. oh man.. so many new minerals to learn and use! If they eventually all can be used for some unique purpose.. that will be crazy!
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Peristarkawan

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Re: Future of the Fortress
« Reply #850 on: May 18, 2007, 06:19:00 am »

quote:
Originally posted by Zhentar:
<STRONG>

Looking around a bit, black powder was around for centuries before people used it as gunpowder. I think black powder (and some other minerals) should be possible for explosives for mining and warfare, but not for firearms.</STRONG>


Black powder could potentially make catapults quite a bit more useful...

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Katawa

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Re: Future of the Fortress
« Reply #851 on: May 18, 2007, 07:33:00 am »

Speaking of catapult fodder; animal oil, fossile fuel oil, alcohol, and pitch from trees/swamp biomes would all be exceedingly wicked.
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Tapper12

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Re: Future of the Fortress
« Reply #852 on: May 18, 2007, 09:00:00 am »

From the Dev update:
quote:
I guess these changes lets you smooth ore and gems now, since the tiles are unified.

YAAAAAY!
Finally ore won't mess up my rooms!

[ May 18, 2007: Message edited by: Tapper12 ]

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ninjeff

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Re: Future of the Fortress
« Reply #853 on: May 18, 2007, 11:50:00 am »

It might be fun to have dwarves be the only race with a good innate grasp of geology and metallurgy; that is, elves (and probably humans to a lesser extent) would see materials as "shiny black stone" or "crumbly rock". This could be important for human and elf "fortress" modes later on, where dwarven traders would attempt to sell you malachite as emeralds and you'd need a miner, jeweller or metalsmith of some skill to call their bluff.

[ May 18, 2007: Message edited by: ninjeff ]

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Devastator

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Re: Future of the Fortress
« Reply #854 on: May 18, 2007, 03:40:00 pm »

Will there be water interactions with certain minerals?  Some of these aren't happy in close proximity with water.

Most importantly, Sylvite.  It should vanish utterly when it gets wet.

Plus, some of these are quite rare.

[ May 18, 2007: Message edited by: Devastator ]

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