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Author Topic: Dwarf Fortress Talk #3: Feedback  (Read 48554 times)

Rainseeker

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Re: Dwarf Fortress Talk #3: Feedback
« Reply #60 on: October 17, 2009, 03:12:13 pm »

Did I hear Toady imply that there would be randomly generated clowns? I am so excited for this.

Clowns?  No.  Evil denizens of the deep... yes.
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Neonivek

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Re: Dwarf Fortress Talk #3: Feedback
« Reply #61 on: October 17, 2009, 03:13:28 pm »

Quote
Toady completely denied him

He didn't completely deny him. He said two important things in that regard

1) The the world should recognise your character and thus respect your character.
and
2) If Toady cannot do this, he may have no choice but to force this behavior (but that he is confident he won't need to)
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Footkerchief

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Re: Dwarf Fortress Talk #3: Feedback
« Reply #62 on: October 17, 2009, 03:27:31 pm »

Clowns?  No.  Evil denizens of the deep... yes.

You might know already, but "clown" and "funhouse" are the new popular terms for "demon" and "whatever replaces the glowing pits," respectively.

And I think I did catch the hint that Johnny Chthonic was talking about, but I'll wait for the transcript to check.  (mallocks, you are a hero)
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Rainseeker

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Re: Dwarf Fortress Talk #3: Feedback
« Reply #63 on: October 17, 2009, 06:14:23 pm »

Clowns?  No.  Evil denizens of the deep... yes.

You might know already, but "clown" and "funhouse" are the new popular terms for "demon" and "whatever replaces the glowing pits," respectively.

And I think I did catch the hint that Johnny Chthonic was talking about, but I'll wait for the transcript to check.  (mallocks, you are a hero)

Ya I know, I was just having fun with it too.  :) Who first came up with Clowns tho?
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Paul

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Re: Dwarf Fortress Talk #3: Feedback
« Reply #64 on: October 17, 2009, 07:33:53 pm »

Haha, I just got back into listening to these. Very entertaining :)

I'm glad to see gremlins and dangers from the deep coming back in. I haven't played the 3d versions that much due to the lack of real danger, so it will be nice to have some excitement back in the game.

Gremlins were especially fun, I fondly remember one specific incident from the 2d version. I remember my elaborate 2d magma trap where one lever closed off the whole front section of hallway and the second pumped it full of magma. A gremlin snuck in and pulled the lava lever (which was completely unsafe before previously pulling the close-off lever). Before I got a dwarf to the lever to close it off my entire entry area was full of magma, my trade depot was burnt up (including the poor dwarven caravan for that year), and half a dozen dwarves were killed. I had to close off the magma gate and quickly raise the emergency bridges to seal off the magma to keep it from the rest of the fort. Even after securing the fort, the wave of magma poured out and burnt up every living thing outside the fort (including a herd of elephants and a few poor dwarves who were out gathering wood).
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SirPenguin

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Re: Dwarf Fortress Talk #3: Feedback
« Reply #65 on: October 17, 2009, 09:43:07 pm »

Is that music that plays for these available separately at all? They're so relaxing
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Footkerchief

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Re: Dwarf Fortress Talk #3: Feedback
« Reply #66 on: October 17, 2009, 10:01:24 pm »

Is that music that plays for these available separately at all? They're so relaxing

I really liked the more lively bit that plays around 41:20.
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Rainseeker

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Re: Dwarf Fortress Talk #3: Feedback
« Reply #67 on: October 17, 2009, 10:01:50 pm »

Is that music that plays for these available separately at all? They're so relaxing

It depends on Ollieh.  Ask him, he may be willing to share!
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eerr

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Re: Dwarf Fortress Talk #3: Feedback
« Reply #68 on: October 17, 2009, 10:12:01 pm »

Also, shrimp exist as vermin? I've never seen those around.

Yeah, that was the part I forgot to ask.  It's possible that shrimp are just a hardcoded template in the generator, I guess.
Only in legends, just like wizards.

except now that toady is making giant mutant shrimp populate the underworld.
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James.Denholm

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Re: Dwarf Fortress Talk #3: Feedback
« Reply #69 on: October 18, 2009, 04:52:26 am »

Also, shrimp exist as vermin? I've never seen those around.

Yeah, that was the part I forgot to ask.  It's possible that shrimp are just a hardcoded template in the generator, I guess.
Only in legends, just like wizards.

except now that toady is making giant mutant shrimp populate the underworld.
An easy explanation to this legends-only shrimpness:

146 - The human Forrest Gump has founded Bubba Gump Shrimp Co.!
147 - Shrimps are now extinct.
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G-Flex

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Re: Dwarf Fortress Talk #3: Feedback
« Reply #70 on: October 18, 2009, 05:00:59 am »

Did I hear Toady imply that there would be randomly generated clowns? I am so excited for this.

It's not really "implied". He specifically mentioned it in the spoiler dev_now update adventure thingy a while back, and explained it a back.

Here's the content of it:
Spoiler (click to show/hide)
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smjjames

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Re: Dwarf Fortress Talk #3: Feedback
« Reply #71 on: October 18, 2009, 06:33:48 am »

Also, shrimp exist as vermin? I've never seen those around.

Yeah, that was the part I forgot to ask.  It's possible that shrimp are just a hardcoded template in the generator, I guess.
Only in legends, just like wizards.

except now that toady is making giant mutant shrimp populate the underworld.
An easy explanation to this legends-only shrimpness:

146 - The human Forrest Gump has founded Bubba Gump Shrimp Co.!
147 - Shrimps are now extinct.

I'd like to see proof of this though.
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HammerHand

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Re: Dwarf Fortress Talk #3: Feedback
« Reply #72 on: October 18, 2009, 09:37:03 am »

Oh, my.  All this new underground terrain is going to completely change the way I build and design a fortress.  No longer can I count on using the bottom level as a complex, sanctified catacomb.  No longer can I ensure all my dwarves' bedrooms are deep in solid stone.  No longer can I rest assured that my vast crafting halls and their related in/out stockpiles will have the freedom to accommodate three z-levels for minimal walking distance.

... This is going to be awesome.  After a while, all my fortresses were starting to look the same after two or three z-levels down.  Now they'll all have to be unique, and deal with their own architectural problems.

I cannot express how much I am looking forward to this.
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Tha's grreat!
Soooocks!

ArkDelgato

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Re: Dwarf Fortress Talk #3: Feedback
« Reply #73 on: October 18, 2009, 12:19:34 pm »

It is going to be amazing to breach an underground lake filled with
Spoiler (click to show/hide)
only to be victorious and drain the lake into a large dining room.

Spoiler (click to show/hide)
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mallocks

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Re: Dwarf Fortress Talk #3: Feedback
« Reply #74 on: October 18, 2009, 01:09:38 pm »

mallocks cancels job: interrupted by illness

Apologies folk but there is no reasonable way I can get this done by the promised date (Monday) in my current state. 'Cancel' is an exaggeration but it is on hold for the time being, however I will still do my best to bring it out before too long; but after this time I don't want to set a precise date only to let people down again.
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