Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 251 252 [253] 254 255 ... 342

Author Topic: Future of the Fortress: The Development Page  (Read 1560290 times)

Arkose

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #3780 on: February 22, 2011, 08:46:20 pm »

Quote
stopped bees and vermin from being assignable to pastures

I'm kind of sad to see this one go; it was kind of fun having your dwarves capture and tame a swarm of rats and then put them out to pasture. (Not that it was very useful to do so with rats, but I was hoping to eventually do the same with cave spiders to set up silk farms.)
Logged

Beardless

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #3781 on: February 22, 2011, 08:50:18 pm »

Quote from: devlog
  • stopped dwarves from encrusting honeycombs with jewels etc.

I... kind of want to make that my main export now. But I understand why it must go. Oh, the sacrifices we must make in the pursuit of the glorious version 1.0!
Logged
So it turns out that dumping magma on skeletons is either a really bad idea or maybe like the best idea ever.

caknuck

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #3782 on: February 22, 2011, 11:21:40 pm »

Quote
# stopped shearing/milking/pasture/cage jobs from fighting with each other

My favorite bug's been fixed? GAH!
Logged
Quote from: Primary
*Kneels before Urist Dickpuncher*

Flaede

  • Bay Watcher
  • Beware the Moon Creatures.
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #3783 on: February 22, 2011, 11:35:52 pm »

Quote
# stopped shearing/milking/pasture/cage jobs from fighting with each other
My favorite bug's been fixed? GAH!
Why on earth is that your favourite bug? I liked the one where invaders' mounts claim your nesting boxes much more than animal handlers fighting over a cow.

As someone originally from Maine and New Hampshire, it still blows my mind that 2 inches of snow can completely shut down this state.
As someone originally from Scotland, that blows my mind :o.
As someone from Winnipeg, I just laugh.
« Last Edit: February 22, 2011, 11:38:25 pm by Flaede »
Logged
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]

Devling

  • Bay Watcher
  • You're all a bunch of socialists!
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #3784 on: February 23, 2011, 12:58:02 am »

Horses? Not just horses, but riding them to. Wait, GOBLINS RIDING TROLLZ! HOLY FUCK! Or is that already implated? If so, then make it in adventure mode. And stables to buy animals from. Please, o mighty toady, be a kind god of AWESOME!
Logged

Cruxador

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #3785 on: February 23, 2011, 01:44:17 am »

Horses? Not just horses, but riding them to. Wait, GOBLINS RIDING TROLLZ! HOLY FUCK! Or is that already implated? If so, then make it in adventure mode. And stables to buy animals from. Please, o mighty toady, be a kind god of AWESOME!
I'm not really sure where the question is supposed to be here, but anyway, that's already going in.
Logged

TolyK

  • Bay Watcher
  • Nowan Ilfideme
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #3786 on: February 23, 2011, 11:06:25 am »

Let me try and rephrase if for him:
Will horses and other animals be implemented to be traded and ridden in Adventure mode?
Logged
My Mafia Stats
just do whatevery tolyK and blame it as a bastard mod
Shakerag: Who are you personally suspicious of?
At this point?  TolyK.

NW_Kohaku

  • Bay Watcher
  • [ETHIC:SCIENCE_FOR_FUN: REQUIRED]
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #3787 on: February 23, 2011, 11:14:47 am »

Let me try and rephrase if for him:
Will horses and other animals be implemented to be traded and ridden in Adventure mode?

As Cruxador said, though, it is already going in...

Quote from: The Devpage
Adventure Role: Hero
  • Mounts
  • Can buy them as with livestock, handled as with livestock
  • Movement speeds, turning and inertia
  • Combat effects (velocity addition, body part selection, trampling)
Logged
Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
Class Warfare

TolyK

  • Bay Watcher
  • Nowan Ilfideme
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #3788 on: February 23, 2011, 11:16:51 am »

*nevermind*
*I gotz ninja'd*

I was looking through the devlog myself for that  :P
Logged
My Mafia Stats
just do whatevery tolyK and blame it as a bastard mod
Shakerag: Who are you personally suspicious of?
At this point?  TolyK.

Knight Otu

  • Bay Watcher
  • ☺4[
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #3789 on: February 23, 2011, 05:28:15 pm »

DF Talk 11 mentioned that towns can get specialized in materials and/or items, which is something that can be seen if you go looking for it, but it isn't always quite out in the open. As the short-term releases come in, are there plans to make those specializations more visible to adventurers or fortresses?
Logged
Direforged Original
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
Castle Otu

Armok

  • Bay Watcher
  • God of Blood
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #3790 on: February 23, 2011, 06:34:59 pm »

Dwarf fortress: Where even the bugs are so good, players complain when they are fixed.
Logged
So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...

Mantonio

  • Bay Watcher
  • Make Science!
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #3791 on: February 23, 2011, 06:44:02 pm »

Is the problem with the entire world coming under a massive famine in worldgen, resulting in 99% of humans and dwarfs dead and kobolds extinct going to be fixed in .20?

I'm actually starting to miss those little guys.
Logged
Who's the greatest warrior ever?
A hero of renown?
Who slayed an evil ocean?
Who cast the Lich King down?
BILLY!

Granite26

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #3792 on: February 23, 2011, 07:43:18 pm »

Dwarf fortress: Where even the bugs are so good, players complain when they are fixed.

I noticed that the problem where zombie birds would claim nest boxes and lay live eggs was fixed.   Didn't mention what fixed meant, though...  <eg>

Devling

  • Bay Watcher
  • You're all a bunch of socialists!
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #3793 on: February 23, 2011, 09:07:39 pm »

Let me try and rephrase if for him:
Will horses and other animals be implemented to be traded and ridden in Adventure mode?

As Cruxador said, though, it is already going in...

Quote from: The Devpage
Adventure Role: Hero
  • Mounts
  • Can buy them as with livestock, handled as with livestock
  • Movement speeds, turning and inertia
  • Combat effects (velocity addition, body part selection, trampling)
YAY! Wait... somebody insulted me. :'(
Logged

Neonivek

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #3794 on: February 23, 2011, 09:13:30 pm »

Dwarf fortress: Where even the bugs are so good, players complain when they are fixed.

I noticed that the problem where zombie birds would claim nest boxes and lay live eggs was fixed.   Didn't mention what fixed meant, though...  <eg>

My goodness... Exactly like Grim Fandango
Logged
Pages: 1 ... 251 252 [253] 254 255 ... 342