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Author Topic: Future of the Fortress: List of Remaining Items  (Read 3636457 times)

Genoraven

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Re: Future of the Fortress: List of Remaining Items
« Reply #15960 on: March 31, 2010, 10:21:32 pm »

The anticipation is KILLING ME!
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Cariyaga

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Re: Future of the Fortress: List of Remaining Items
« Reply #15961 on: March 31, 2010, 10:51:38 pm »

If the anticipation needs help, I'm available... >:D
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tfaal

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Re: Future of the Fortress: List of Remaining Items
« Reply #15962 on: March 31, 2010, 11:12:35 pm »

So, anyone want to place bets on where the first new bugs will arise? I'm guessing it'll be in the noble/appointment system.
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I still think that the whole fortress should be flooded with magma the moment you try dividing by zero.
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Eduren

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Re: Future of the Fortress: List of Remaining Items
« Reply #15963 on: March 31, 2010, 11:23:54 pm »

So, anyone want to place bets on where the first new bugs will arise? I'm guessing it'll be in the noble/appointment system.
Military scheduling.
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Osmosis Jones

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Re: Future of the Fortress: List of Remaining Items
« Reply #15964 on: March 31, 2010, 11:33:18 pm »

Nah, anything new will have been bugtested to death. I'm thinking it's gonna be something subtle like a mix up with the new body plans turns rhesus macaques into furry ninja capable of eliminating even an admantine clad all-legendary champion.
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dragnar

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Re: Future of the Fortress: List of Remaining Items
« Reply #15965 on: March 31, 2010, 11:34:58 pm »

I that happens, I'm keeping it. Monkey ninjas are simply too awesome to be a bug.
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PsyberianHusky

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Re: Future of the Fortress: List of Remaining Items
« Reply #15966 on: April 01, 2010, 12:04:06 am »

So, anyone want to place bets on where the first new bugs will arise? I'm guessing it'll be in the noble/appointment system.

Temperature
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Quatch

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Re: Future of the Fortress: List of Remaining Items
« Reply #15967 on: April 01, 2010, 12:08:04 am »

I that happens, I'm keeping it. Monkey ninjas are simply too awesome to be a bug.

In my current soap fort, macaques are size 30, damblock 8, and I multiplied the cluster size by 10. It's best not to go outside during monkey season.
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>>Orius: I plan my forts with some degree of paranoia.  It's kept me somewhat safe.

monkeyfetus

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Re: Future of the Fortress: List of Remaining Items
« Reply #15968 on: April 01, 2010, 02:34:25 am »

Well, there really is no "first" bug. They all arrive in the same version. I'm thinking there will be some sort of unforeseen interaction involving mechanics.
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Jachra

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Re: Future of the Fortress: List of Remaining Items
« Reply #15969 on: April 01, 2010, 02:46:39 am »

Well, there really is no "first" bug. They all arrive in the same version. I'm thinking there will be some sort of unforeseen interaction involving mechanics.
Without exaggerating much, I think that we can safely say that that is a large part of the very definition of a bug.
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webadict

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Re: Future of the Fortress: List of Remaining Items
« Reply #15970 on: April 01, 2010, 02:48:14 am »

7 + 2 = 9

Can't wait.
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Toady One

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Re: Future of the Fortress: List of Remaining Items
« Reply #15971 on: April 01, 2010, 03:43:49 am »

I don't want to get confused, so I'll reply to the questions that I haven't answered in here, but please direct your comments up to the new release thread, and throughout the board!
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Toady One

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Re: Future of the Fortress: List of Remaining Items
« Reply #15972 on: May 01, 2010, 05:18:04 am »

Below I've answered a few questions that haven't become more evident now that the release has been out for a bit.  And now it's time to let this thread drift down off the front page.

Quote from: Reese
Toady, is it possible we might see insurance or mutual aid societies in the future, where dwarfs can get together and help each other pay for expensive things (like, say better off family members allowing their poorer relatives to use their accounts or a group of farmers pooling their money to help pay the medical costs of an injured farmer)

The first step for that kind of thing would be having more subgroups in the fortress, which is definitely going to happen.  It should make the game more interesting.  After that, it'll really depend on how the subgroups work.  The largest groups like civilizations don't even do projects outside of world gen, and even then they don't involve any kind of resource pooling.  As that stuff is handled, whatever subgroups that go in might see some automatic benefits, but it'll depend on how it works.

Quote from: Emi
Toady, is it possible that you could start giving major versions (versions that are likely to break compatibility or where the game mechanics change significantly) non-version number names (think Ubuntu's name system) so that we can have an easy way of referring to versions that doesn't risk confusion (like "40d" might)? This would definitely help out on the wiki where we're trying to figure out how to deal with keeping data for different versions. And I'm sure it would help out with mods and utilities to have a nice way to state version aside from the numbers themselves.

He he he, the fewer nineteen or whatever month waits we have the better, so I don't really want to institutionalize this.  I also feel kind of weird about the names in general, but I guess some people don't like numbers either, especially since 0.31 is "less" than 40d...  I still feel weird about names though, like, when to have a new name or whether people want to name the game after animals or something.

Quote from: PsyberianHusky
Is having a world surrounded by magma ever going to be an option ?

Ha ha ha, I guess that would be the first replacement for an ocean since we already have magma as the only other fluid, but it would take a bit of work to get water out of there so it's not a high priority.

Quote
Quote from: James.Denholm
Will we see odd "partnerships" beyond the concept of non-hetrosexuality? Different species interacting?
Quote from: Askot Bokbondeler
or even gods(true or false) that mate with mortals, fathering potential semi-divine heroes
Quote from: smjjames
or even monsters anywhere between semi-megabeasts to super-megabeasts like the most horrible and powerful titans/forgotten beasts that the RNG can spit out.

Like half-elves and stuff?  We had a half-dwarf in a Threetoe story -- that kind of interbreeding seems like a traditional option.  It has the same issues as polymorphing and all that.  It needs to understand how to mix the creature definitions together, which is a project.  Demigods and minotaur-product type matings are also popular and involve the same issues if the baby isn't just a copy of the god's "race" or mortal parent's race.  I imagine once we've got some creature blenders together than can mix and match and average etc., it'll open some doors.

Quote from: bombcar
Are the medical skills moodable? If not, why not? Provide examples.

Ha ha, no.  I'm not sure what a legendary crutch walker would do as a mood.  The surgeons and bone setters and suturers might work with the fell mood or the macabre mood.  It would certainly make them more creepy.  We'd obviously need electricity before they can make anything alive out of dead stuff, though I guess you don't need electricity to make living stuff out of stuff that's already alive, or something.

Quote from: G-Flex
Toady, do you have any plans for eventually differentatiating the different edible/non-edible organs and tissues that we're going to get out of butchery (e.g. more non-food uses, scraps for animals, cultural views regarding eating or not eating certain parts, creature distaste for some parts, etc.)?

Aside from putting them in the game for...  flavor, I didn't plan out anything specifically.  I'm sure it'll come up though.  Guts are fun.
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