Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 312 313 [314] 315 316 ... 342

Author Topic: Future of the Fortress: The Development Page  (Read 1572136 times)

Dante

  • Bay Watcher
  • Dante likes cats for their corrupt intentions.
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #4695 on: April 28, 2011, 07:54:22 am »

"I don't feel like sewing cloth anymore, I want to sew a garment made of live badgers!" is an option


you have to somehow do battle against the curds and whey to complete the cheese making activity

I would pay good money to play a game like that.

Asmageddon

  • Bay Watcher
  • [PREFSTRING: anime anime anime anime anime]
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #4696 on: April 28, 2011, 09:41:56 am »

Seeing how now cities "grow" buildings alongside roads, can we expect to see some kind of inns/taverns/hotels and small, few-house large cottages aligned alongside normal roads and paths?
Perhaps also trading posts?


And

Can we expect some sort of territory marking done by civilizations? At least some kinds of gates on roads connecting a city to territory of another civ?
Logged
I don't need a signature.

PTTG??

  • Bay Watcher
  • Kringrus! Babak crulurg tingra!
    • View Profile
    • http://www.nowherepublishing.com
Re: Future of the Fortress: The Development Page
« Reply #4697 on: April 28, 2011, 09:51:35 am »

Sir Toady

Will wild animals favor targeting certain bodyparts. Like how most large predators go for the throats of creatures? And would we get to mod creatures to tell them what bodyparts they would prefer to target.

Additionally

Will modders ever have the ability to mod other features of ranged weapons? Like reload time or inherent speed of the shot? This could have uses for moders who have modded guns into the game. But also make the game more realistic as Crossbows take longer to reload then bows, but packed more of a punch.

Sir IT000,

Will you ever learn about the Suggestions forum?
Logged
A thousand million pool balls made from precious metals, covered in beef stock.

devek

  • Bay Watcher
  • [KILL_EVERYTHING]
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #4698 on: April 28, 2011, 09:52:26 am »

Pink is awesome! <3
Logged
"Why do people rebuild things that they know are going to be destroyed? Why do people cling to life when they know they can't live forever?"

Vorthon

  • Bay Watcher
  • Now with 50% more pointless rambling!
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #4699 on: April 28, 2011, 09:54:34 am »

So is Jungle Green!*
:P
*
Logged

Footkerchief

  • Bay Watcher
  • The Juffo-Wup is strong in this place.
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #4700 on: April 28, 2011, 09:58:50 am »

Pink is awesome! <3
So is Jungle Green!*
:P
*

Don't spam.

Seeing how now cities "grow" buildings alongside roads, can we expect to see some kind of inns/taverns/hotels and small, few-house large cottages aligned alongside normal roads and paths?
Perhaps also trading posts?


Dev page:
Quote
Caravan Arc Releases
    [...]
    * Release 3
          o Taverns
          o Basic hirelings
          o Manors
    * Release 4
          o Dwarf mode inns
          o Adv mode inns
          o Fairs
          o Merchants moving around from place to place during play
    [...]
    * Release 8
          o Renting/buying cottages and other properties
Logged

Vorthon

  • Bay Watcher
  • Now with 50% more pointless rambling!
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #4701 on: April 28, 2011, 10:01:49 am »

Pink is awesome! <3
So is Jungle Green!*
:P
*

Don't spam.

Seeing how now cities "grow" buildings alongside roads, can we expect to see some kind of inns/taverns/hotels and small, few-house large cottages aligned alongside normal roads and paths?
Perhaps also trading posts?


Dev page:
Quote
Caravan Arc Releases
    [...]
    * Release 3
          o Taverns
          o Basic hirelings
          o Manors
    * Release 4
          o Dwarf mode inns
          o Adv mode inns
          o Fairs
          o Merchants moving around from place to place during play
    [...]
    * Release 8
          o Renting/buying cottages and other properties

And you should grow a sense of humour.

-----

Also, can't wait for taverns and manors.
Logged

thvaz

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #4702 on: April 28, 2011, 01:38:45 pm »

Eight days without a proper devlog. I need my fix!

edit: silly me, Toady must be taking some days off. It is end of the month.
« Last Edit: April 28, 2011, 01:40:34 pm by thvaz »
Logged

Asmageddon

  • Bay Watcher
  • [PREFSTRING: anime anime anime anime anime]
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #4703 on: April 28, 2011, 01:57:53 pm »

Dev page:
Quote
Caravan Arc Releases
    [...]
    * Release 3
          o Taverns
          o Basic hirelings
          o Manors
    * Release 4
          o Dwarf mode inns
          o Adv mode inns
          o Fairs
          o Merchants moving around from place to place during play
    [...]
    * Release 8
          o Renting/buying cottages and other properties

Aren't these dev goals in-city features?
Logged
I don't need a signature.

Footkerchief

  • Bay Watcher
  • The Juffo-Wup is strong in this place.
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #4704 on: April 28, 2011, 02:22:58 pm »

Aren't these dev goals in-city features?

Those buildings will probably get implemented in cities first, because cities are being worked on currently, but roadside buildings are mentioned in some of ThreeToe's stories and some old dev goals:

Quote
# Core85, CHOP, DIG, BUILD!, (Future): As an adventurer, chop down trees, dig channels, mine into a cliff face, build whatever structure you have the patience for. Your efforts should be saved as a proper site or at least some similar notion (whatever inns and so on along roads end up using), and the contents should remain relatively undisturbed with proper precautions.

At a minimum, adventurers will be able to build roadside structures and have them saved as sites.
Logged

Knight Otu

  • Bay Watcher
  • ☺4[
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #4705 on: April 28, 2011, 02:33:24 pm »

Aren't these dev goals in-city features?
In addition to what Footkerchief quoted, the dev page specifically mentions "Inns associated to roads and entity pop sprawl where you can stay and get information about the surroundings" as part of the Thief adventurer role. I'd imagine these sites could possibly turn up in the "army arc" releases at least.
Logged
Direforged Original
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
Castle Otu

EmperorNuthulu

  • Bay Watcher
  • Likes nu's for their blueness, oh and that mohawk!
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #4706 on: April 28, 2011, 02:35:02 pm »

Quote
# Core85, CHOP, DIG, BUILD!, (Future): As an adventurer, chop down trees, dig channels, mine into a cliff face, build whatever structure you have the patience for.

Whatever structure you have the patience for? Oh god, I can see the 100z level tall 50 z level thick fortresses already.


Logged
Blargh.

PTTG??

  • Bay Watcher
  • Kringrus! Babak crulurg tingra!
    • View Profile
    • http://www.nowherepublishing.com
Re: Future of the Fortress: The Development Page
« Reply #4707 on: April 28, 2011, 02:54:47 pm »

DWARFCRAFT
Well, no I guess that not really it...

MINE FORTRESS
That's closer... but it's not likely to be a big fortress most of the time. So how about

MINE CAMP
Wait-
Logged
A thousand million pool balls made from precious metals, covered in beef stock.

Armok

  • Bay Watcher
  • God of Blood
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #4708 on: April 28, 2011, 04:28:43 pm »

Once caravans and such get tracked on the local map, will things be flexible enough that you can do things like... go in with a flying adventurer, wall up the entrances to a city, wait for them to starve because food caravans cant get it, then buy the food from those caravans, fly over with it, and sell it on the black market for insane amounts of money?
Logged
So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...

Ganthan

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #4709 on: April 28, 2011, 04:49:12 pm »

I can't see anything about this on the dev page, but is it gonna be possible to eventually control the equipment of your companions in Adventure Mode?  I want to be able to assemble my own mercenary band and train them up in different formations and tactics like Mount and Blade.
Logged
Pages: 1 ... 312 313 [314] 315 316 ... 342