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Author Topic: The NEW Future of the Fortress  (Read 336978 times)

Ghost of a Flea

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Re: The NEW Future of the Fortress
« Reply #1800 on: January 23, 2009, 05:55:21 pm »

I thought crows were a murder.

You are correct. Incidentally, the group noun for lawyers is a "prey".

FANTASY DEVELOPMENT ITEM: Lawyer as a dwarven profession, used to negotiate less severe punishments for crimes.
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umiman

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Re: The NEW Future of the Fortress
« Reply #1801 on: January 23, 2009, 06:46:21 pm »

That doesn't sound very Dwarven. Don't Dwarven lawyers negotiate stiffer penalties for their clients?

Mephansteras

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Re: The NEW Future of the Fortress
« Reply #1802 on: January 23, 2009, 06:48:58 pm »

No, just stiffer drinks.
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Techhead

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Re: The NEW Future of the Fortress
« Reply #1804 on: January 23, 2009, 07:01:57 pm »

A quick question, in the event of civilized species with more castes than a simple male/female gender with noticeable differences, will new adventurers be able to pick between them?
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It's like you're all trying to outdo each other in sheer useless pedantry.

Flaede

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Re: The NEW Future of the Fortress
« Reply #1805 on: January 23, 2009, 07:16:32 pm »

I thought crows were a murder.
I wasn't using the "technical" terms, I was describing how they act.
Crows harrass passers by and form creepy large groups that cause a lot of noise and intimidate passers by.
Ravens stake out McDonalds and scare patrons into dropping the take-out cheeseburger they just bought.
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

PTTG??

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Re: The NEW Future of the Fortress
« Reply #1806 on: January 23, 2009, 07:30:09 pm »

A quick question, in the event of civilized species with more castes than a simple male/female gender with noticeable differences, will new adventurers be able to pick between them?
You already can. I forget where, but while creating an adventurer, you can press 'g' to change gender.
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Duke 2.0

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Re: The NEW Future of the Fortress
« Reply #1807 on: January 23, 2009, 07:41:23 pm »

A quick question, in the event of civilized species with more castes than a simple male/female gender with noticeable differences, will new adventurers be able to pick between them?
You already can. I forget where, but while creating an adventurer, you can press 'g' to change gender.

 Of course, this question deals with castes and species that suffer from an excess of genders. How would that be supported? Just using the g key to alternate between worker ants and the queen?
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I would bet money Andrew has edited things retroactively, except I can't prove anything because it was edited retroactively.
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Warlord255

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Re: The NEW Future of the Fortress
« Reply #1808 on: January 23, 2009, 09:42:12 pm »

A quick question, in the event of civilized species with more castes than a simple male/female gender with noticeable differences, will new adventurers be able to pick between them?
You already can. I forget where, but while creating an adventurer, you can press 'g' to change gender.

 Of course, this question deals with castes and species that suffer from an excess of genders. How would that be supported? Just using the g key to alternate between worker ants and the queen?

It could be reworked to where the "g" key cycles between adventure-capable castes.
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Duke 2.0

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Re: The NEW Future of the Fortress
« Reply #1809 on: January 23, 2009, 10:21:22 pm »

A quick question, in the event of civilized species with more castes than a simple male/female gender with noticeable differences, will new adventurers be able to pick between them?
You already can. I forget where, but while creating an adventurer, you can press 'g' to change gender.

 Of course, this question deals with castes and species that suffer from an excess of genders. How would that be supported? Just using the g key to alternate between worker ants and the queen?

It could be reworked to where the "g" key cycles between adventure-capable castes.

 Which would be grand. We just need confirmation from the toadster.
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Buck up friendo, we're all on the level here.
I would bet money Andrew has edited things retroactively, except I can't prove anything because it was edited retroactively.
MIERDO MILLAS DE VIBORAS FURIOSAS PARA ESTRANGULARTE MUERTO

Warlord255

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Re: The NEW Future of the Fortress
« Reply #1810 on: January 24, 2009, 02:16:49 am »

A quick question, in the event of civilized species with more castes than a simple male/female gender with noticeable differences, will new adventurers be able to pick between them?
You already can. I forget where, but while creating an adventurer, you can press 'g' to change gender.

 Of course, this question deals with castes and species that suffer from an excess of genders. How would that be supported? Just using the g key to alternate between worker ants and the queen?

It could be reworked to where the "g" key cycles between adventure-capable castes.

 Which would be grand. We just need confirmation from the toadster.

Indeed.

On that note, would you need a distinct [NOT_ADVENTURE] tag or somesuch to prevent players from playing as Antmen queens?
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http://www.bay12forums.com/smf/index.php?topic=173907.msg7968772#msg7968772

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Patarak

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Re: The NEW Future of the Fortress
« Reply #1811 on: January 24, 2009, 04:25:55 am »

As long as livers and kidneys are being put to use instead of being blobs of woundable flesh, I think there should be an [ALCHOHOL_TOLERANCE:#:#:] tag for creatures.
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Flaede

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Re: The NEW Future of the Fortress
« Reply #1812 on: January 24, 2009, 12:38:48 pm »

On that note, would you need a distinct [NOT_ADVENTURE] tag or somesuch to prevent players from playing as Antmen queens?

Why would you want to do that? Imagine, slowly crawling across the coutryside, your meatshield offspring constantly replenishing your party, destroying/consuming everything in your path.

Hm. That gives me a thought. Fortress Mode, where the Queen cannot move, really, and you have to build the fortress around her.
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

ToonyMan

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Re: The NEW Future of the Fortress
« Reply #1813 on: January 24, 2009, 02:22:40 pm »

She'll keep giving babies for you to work with too.   ;D
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Doomduckie

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Re: The NEW Future of the Fortress
« Reply #1814 on: January 24, 2009, 02:27:19 pm »

Realistically, an immobile ant queen has little workers to carry her around. That'd be an interesting labour for them: Move Queen. A job you could queue up- you can deconstruct and construct the queen elsewhere.
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