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Author Topic: Future of the Fortress: The Development Page  (Read 1572238 times)

Footkerchief

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Re: Future of the Fortress: The Development Page
« Reply #3870 on: February 28, 2011, 12:07:11 pm »

In my last generated world two megabeasts were killed by elves...and both of them came back due to the bug.

Why megabeasts doesn't reproduce yet? I thought Dragons and hydras were waiting for eggs. Do you plan to change this soon?

It sounds like it's already in:

Quote from: KillerClowns
How will inherently lonely megabeasts find mates?  Will other megabeasts reproduce?  And will FBs and titans be able to inherit egg laying?

Until critters move around on the world map, which is coming but isn't here yet, we just have megabeast reproduction in world gen and eggs sitting around that ostensibly come around from whatever.  I don't know that titans or FBs will ever lay eggs as a matter of course, because we don't really have an explanation for what they are or what their continuing role in the world is.

Are you sure they aren't reproducing?
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thvaz

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Re: Future of the Fortress: The Development Page
« Reply #3871 on: February 28, 2011, 12:20:13 pm »

In my last generated world two megabeasts were killed by elves...and both of them came back due to the bug.

Why megabeasts doesn't reproduce yet? I thought Dragons and hydras were waiting for eggs. Do you plan to change this soon?

It sounds like it's already in:

Quote from: KillerClowns
How will inherently lonely megabeasts find mates?  Will other megabeasts reproduce?  And will FBs and titans be able to inherit egg laying?

Until critters move around on the world map, which is coming but isn't here yet, we just have megabeast reproduction in world gen and eggs sitting around that ostensibly come around from whatever.  I don't know that titans or FBs will ever lay eggs as a matter of course, because we don't really have an explanation for what they are or what their continuing role in the world is.

Are you sure they aren't reproducing?

I didn't see anyone talking about it and didn't see in the worlds I generated. I asked about because of this specific answer. Maybe they reproduce in play but not in world gen, then.
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randompeep

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Re: Future of the Fortress: The Development Page
« Reply #3872 on: February 28, 2011, 07:03:37 pm »

Typically, goblins and kobolds are the first mooks to a greater enemy. Now I know that there are demons clowns that are the supposed villains, but there is a big jump there. Will there ever be an evil race in between the two extremes, such as Orcs?
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NW_Kohaku

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Re: Future of the Fortress: The Development Page
« Reply #3874 on: February 28, 2011, 07:41:21 pm »

Or elite goblin marksmen? (Or elite trolls in steel armor, help us all...)

I, personally, don't want to see Toady recreating Warcraft, here, and think that we don't need to have a set of "good" and "evil" ranked bunch of opponents.  Especially when the two sides mirror each other so fiercely that the term "evil" is only superficially different from "good", and may as well be described as a battle between the forces of "green skin" versus "hairy people".
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Caldfir

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Re: Future of the Fortress: The Development Page
« Reply #3875 on: February 28, 2011, 09:07:17 pm »

Why megabeasts doesn't reproduce yet? I thought Dragons and hydras were waiting for eggs. Do you plan to change this soon?

It's in, just SUPER rare.

http://www.bay12forums.com/smf/index.php?topic=78588.0
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Granite26

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Re: Future of the Fortress: The Development Page
« Reply #3876 on: February 28, 2011, 09:42:51 pm »

Or elite goblin marksmen? (Or elite trolls in steel armor, help us all...)

I, personally, don't want to see Toady recreating Warcraft, here, and think that we don't need to have a set of "good" and "evil" ranked bunch of opponents.  Especially when the two sides mirror each other so fiercely that the term "evil" is only superficially different from "good", and may as well be described as a battle between the forces of "green skin" versus "hairy people".

And here I thought the horde was where I fit in.

nil

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Re: Future of the Fortress: The Development Page
« Reply #3877 on: February 28, 2011, 11:23:00 pm »

Or elite goblin marksmen? (Or elite trolls in steel armor, help us all...)

I'm with you.  It might cool if the game organically created some form of progression (like early on you only fight the closest enemy civs, which usually have two or three towers and rely on hide and copper, but eventually you may become wealthy enough to attract the attention of the five-hundred-pount, bronze-armored gorilla halfway across the map.  But threats abroad should be at most balanced with those from below and within.
I, personally, don't want to see Toady recreating Warcraft, here, and think that we don't need to have a set of "good" and "evil" ranked bunch of opponents. 
Plus, no one will ever convince me that orc isn't just a word for particularly large goblin.  8)

Granite26

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Re: Future of the Fortress: The Development Page
« Reply #3878 on: February 28, 2011, 11:59:42 pm »

Or elite goblin marksmen? (Or elite trolls in steel armor, help us all...)

I'm with you.  It might cool if the game organically created some form of progression (like early on you only fight the closest enemy civs, which usually have two or three towers and rely on hide and copper, but eventually you may become wealthy enough to attract the attention of the five-hundred-pount, bronze-armored gorilla halfway across the map. 

This'd be especially awesome if 'civ threat level' was a map layer on the embark screen.

thvaz

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Re: Future of the Fortress: The Development Page
« Reply #3879 on: March 01, 2011, 01:23:21 am »

Or elite goblin marksmen? (Or elite trolls in steel armor, help us all...)

I'm with you.  It might cool if the game organically created some form of progression (like early on you only fight the closest enemy civs, which usually have two or three towers and rely on hide and copper, but eventually you may become wealthy enough to attract the attention of the five-hundred-pount, bronze-armored gorilla halfway across the map.  But threats abroad should be at most balanced with those from below and within.
I, personally, don't want to see Toady recreating Warcraft, here, and think that we don't need to have a set of "good" and "evil" ranked bunch of opponents. 
Plus, no one will ever convince me that orc isn't just a word for particularly large goblin.  8)

Any form of progression is too gamey. If you manage to settle besides goblins with many legendary goblins, you should be screwed.

This'd be especially awesome if 'civ threat level' was a map layer on the embark screen.

This one is a good enough suggestion.

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Cruxador

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Re: Future of the Fortress: The Development Page
« Reply #3880 on: March 01, 2011, 03:23:37 am »

Do people actually reach legendary in world generation now?
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MrWiggles

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Re: Future of the Fortress: The Development Page
« Reply #3881 on: March 01, 2011, 03:51:53 am »

Do people actually reach legendary in world generation now?

If my immigrant is any indication. No. The highest I've gotten is Grand Master. I think its grand master. Whatever the skill level right below Legendary is.
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zwei

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Re: Future of the Fortress: The Development Page
« Reply #3882 on: March 01, 2011, 04:42:32 am »

IIRC, i did get legendary immigrant (some fairly useless skill...) and heard other people claiming they got some too.

Flaede

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Re: Future of the Fortress: The Development Page
« Reply #3883 on: March 01, 2011, 05:32:36 am »

I've had some pretty awesome legendary immigrants. Even a metalsmith. It happens.
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Re: Future of the Fortress: The Development Page
« Reply #3884 on: March 01, 2011, 05:48:14 am »

DF 0.31.20 now contains more fixes than any other 0.31.* version (according to the bug tracker). Go toady!
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