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Author Topic: Future of the Fortress: The Development Page  (Read 1572287 times)

Dradym

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Re: Future of the Fortress: The Development Page
« Reply #4215 on: April 04, 2011, 01:00:23 am »

id like to see something like more "bonuses" for each race-humans get some sort of farming bonus, or other races get farming minuses...elves can utilize wood without woodcutting somehow....dwarves maybe the only race that can mine as well as they can-some types of rocks unbreakable by others...least susceptible to underground sickness, or something...goblins steal and assimilate, but cant make good things on their own(or maybe thats kobolds)...maybe sun-sickness, but utilize clay better since they cant mine well....the end point would be making "dwarf mode" more fortress mode...letting you choose a different race...if you want...just thinkin out loud, no need to attack me saying THIS....IS....DWARF FORTRESS!....might be fun sometime down the road to build a elf tree and watch it burn down from a dwarf attack
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Mel_Vixen

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Re: Future of the Fortress: The Development Page
« Reply #4216 on: April 04, 2011, 01:40:58 am »

First something i noticed:
Spoiler (click to show/hide)

In all seriousness now: The different species of already got theyr distinctions in traits and abilities. They also got and get more over time, so i wouldnt worry about that. Having that said "FotF: The development page" is mostly about the Dev-blog and the roadmap + questions and idle speculation as seen in the last half dozen posts. For suggestion we have the aptly named "Suggestion Forum".
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Neonivek

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Re: Future of the Fortress: The Development Page
« Reply #4217 on: April 04, 2011, 01:47:57 am »

Remember Dradym that for the most part you have to seperate racial and cultural abilities... after that you need to seperate cultural and skill levels.

Why would humans be any better at farming then other races who farm just as much?

Is it because they developed greater farming technology? Is it because humans have a natural greater intelligence and instincts? Do they have inherant farming skill they are inately born with or inately talented with?

You want to be careful with magical skill. Heck Dungeons and Dragons is absolutely horrible with that junk, but then again that is a game of "Selective incompetence" (In otherwords: Dungeons and Dragons is a world filled with highly incompetent specialists.)
« Last Edit: April 04, 2011, 01:49:57 am by Neonivek »
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thvaz

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Re: Future of the Fortress: The Development Page
« Reply #4218 on: April 04, 2011, 01:57:04 am »

In all seriousness now: The different species of already got theyr distinctions in traits and abilities. They also got and get more over time, so i wouldnt worry about that. Having that said "FotF: The development page" is mostly about the Dev-blog and the roadmap + questions and idle speculation as seen in the last half dozen posts. For suggestion we have the aptly named "Suggestion Forum".

I think there is nothing wrong about suggestions here if people doesn't mark it limegreen.
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Korgus

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Re: Future of the Fortress: The Development Page
« Reply #4219 on: April 04, 2011, 07:53:24 am »

Humans should be better at building aboveground cities/megaprojects, I think.
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tfaal

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Re: Future of the Fortress: The Development Page
« Reply #4220 on: April 04, 2011, 08:55:19 am »

Aboveground building in general should probably be a lot easier; at the moment it's thoroughly impractical to make an aboveground, wooden city.
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I still think that the whole fortress should be flooded with magma the moment you try dividing by zero.
This could be a handy way of teaching preschool children mathematics.

Areyar

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Re: Future of the Fortress: The Development Page
« Reply #4221 on: April 04, 2011, 10:02:20 am »

Aboveground building in general should probably be a lot easier; at the moment it's thoroughly impractical to make an aboveground, wooden city.
A single wooden building, like an Inn, guardtower or roman-style encampment already deforests an entire 4x4 embark forrest (medium dense), never mind the rest of the city.
 
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Jeoshua

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Re: Future of the Fortress: The Development Page
« Reply #4222 on: April 04, 2011, 10:13:32 am »

That wouldn't happen if it didn't take 1 log per ANYTHING you build with wood.  If you could saw wood into smaller board-sized pieces, like smelting ore into bars, this wouldn't happen at all.

I know, I've modded it to be so. 
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I like fortresses because they are still underground.

tfaal

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Re: Future of the Fortress: The Development Page
« Reply #4223 on: April 04, 2011, 10:19:25 am »

I agree. To an extent, that's what I meant by "easier", thought I could have been less ambiguous.
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I still think that the whole fortress should be flooded with magma the moment you try dividing by zero.
This could be a handy way of teaching preschool children mathematics.

Kappas

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Re: Future of the Fortress: The Development Page
« Reply #4224 on: April 04, 2011, 10:35:21 am »

Furthermore, there are huge tracts of virtually unused forest. Around the human villages but especially around embark sites located in the middle of an uninhabited woodland. Well, hopefully we shall get to use these as the caravan arc makes progress.
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Jeoshua

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Re: Future of the Fortress: The Development Page
« Reply #4225 on: April 04, 2011, 10:40:01 am »

Hopefully with the introduction of "non-townies" like the Hill Dwarves, there will be outlying populations of people that will in fact cut down forests.  I'd love to see Elves get into wars with humans because they're just spreading all over the damned place cutting down all their pretty trees.

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I like fortresses because they are still underground.

Cruxador

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Re: Future of the Fortress: The Development Page
« Reply #4226 on: April 04, 2011, 03:10:29 pm »

Why would humans be any better at farming then other races who farm just as much?

Is it because they developed greater farming technology? Is it because humans have a natural greater intelligence and instincts? Do they have inherant farming skill they are inately born with or inately talented with?
Well, the obvious reason would be because humans are tall and have strong backs. Can you imagine a willowy little elf trying to pull a hoe through dirt all day? He could do it, sure, but I,d be surprised if he could get through a third of what a human could each day. What of the dwarf, with his diminutive stature and short arms? Each swing and pull that he makes would be half as long as a human. He's exerting double the effort for the same work. The performance of elves and dwarves in the harvest suffers from parallel issues. Goblins are carnivorous and kobolds scavenge, so they aren't relevant, but they have similar issues.
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Neonivek

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Re: Future of the Fortress: The Development Page
« Reply #4227 on: April 04, 2011, 03:38:17 pm »

Ignoring that humans and elves are just as strong as eachother.

The quality and bounty of farming doesn't have a whole lot to do with that.
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nil

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Re: Future of the Fortress: The Development Page
« Reply #4228 on: April 04, 2011, 03:58:43 pm »

imo the unique characteristic of humans shouldn't be a single thing like farming or trade, but rather variability.  I'd love it if, in contrast to the relatively consistent dwarven, elven civilizations, every world generation resulted in half dozen wildly varying human cultures with randomly or semi-randomly generated ethics, personal appearances, town styles, primary economies, clothing and military strategies.

greenskye

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Re: Future of the Fortress: The Development Page
« Reply #4229 on: April 04, 2011, 04:09:00 pm »

imo the unique characteristic of humans shouldn't be a single thing like farming or trade, but rather variability.  I'd love it if, in contrast to the relatively consistent dwarven, elven civilizations, every world generation resulted in half dozen wildly varying human cultures with randomly or semi-randomly generated ethics, personal appearances, town styles, primary economies, clothing and military strategies.

This is a great idea. It would be cool if in the upcoming trade changes that each civ. could differ slightly in trade preferences. I'm thinking that certain civs might value a certain material above normal to boost it's value or might have a mild (or strong) dislike for other objects. Learning your particular trade civs likes and dislikes would require more than a quick wiki read and might help shape your fortress exports.
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