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Author Topic: Future of the Fortress: The Development Page  (Read 1572140 times)

hermes

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Re: Future of the Fortress: The Development Page
« Reply #4770 on: April 30, 2011, 10:41:47 am »

Heh, don't worry, it's cool if you ask old questions.  Either someone (a.k.a. Footkerchief) can jump in with the answer if it has already been provided, or Toady will group it with similar questions when he gets round to answering here. 

I like your road material question...  When you think about it, just roads in themselves are rather complex; you could change roads based on available resources, skill of local craftsmen, frequency of use, type of traffic, district of the city etc...  I wouldn't expect them to be so fancy just yet, but let's ask anyway...

Will road (and other civil construction) materials vary with local/economic availability and/or class/economic districts within urban areas?
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Neonivek

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Re: Future of the Fortress: The Development Page
« Reply #4771 on: April 30, 2011, 10:54:42 am »

Hang in there Toady One! You can be such a trooper sometimes.
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Mel_Vixen

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Re: Future of the Fortress: The Development Page
« Reply #4772 on: April 30, 2011, 02:27:07 pm »

Hang in there Toady One! You can be such a trooper sometimes.

Did i miss something?

Anyway Neonivek is right, hang in there and solutions for all problems will come. Hehe and take a day or two of after the release nobody would mind.
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freeformschooler

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Re: Future of the Fortress: The Development Page
« Reply #4773 on: April 30, 2011, 06:57:54 pm »

Man! If .32.01 or whatever came out in 3 days iit would be the best birthday present ever. I doubt it will, but you know... wishful thinking.

I still don't think the cities look stupid at all. I remember one of my first experiences with RPGs was Final Fantasy I (or one of the remakes of it, I don't remember). I remember first leaving the starting castle at Corneria and seeing the city was just sort of built around it and being like "Wow! How cool!" Then when I saw these even more cool preliminary city maps my little kid came back for a moment. Then my programmer side pushed him off a cliff and started sitting there amazed with how the cities could be 17x17 and procedurally generated.
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Urist McDepravity

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Re: Future of the Fortress: The Development Page
« Reply #4774 on: May 01, 2011, 05:28:38 am »

These catacombs and severs are fskin' impressive.
Although ASCII here fails to make them creepy and, um, 'ancient'. I don't think monsters alone would help with atmosphere.
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magmaholic

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Re: Future of the Fortress: The Development Page
« Reply #4775 on: May 01, 2011, 05:30:42 am »

err..
Spoiler (click to show/hide)
CITIES,SEWERS,CATACOMBS AND DUNGEONS?
WOO!
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Knight Otu

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Re: Future of the Fortress: The Development Page
« Reply #4776 on: May 01, 2011, 05:48:27 am »

Holy nonexistent material!

Yep, I think those undercities will be great adventuring locations. I do guess they'll get "decorations" depending on their use and inhabitants. Moss, statues, engravings, doors, I'm pretty sure those will be in the actual sewers etc. since we don't see any grates in those two sewers, and we know some sewers will have grates.

Actual werewolves and their like, too? Does that mean Toady thinks he has found a good way to solve the transformation problems he mentioned?
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Vorthon

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Re: Future of the Fortress: The Development Page
« Reply #4777 on: May 01, 2011, 05:51:26 am »

Umm, not to be smart-ass know-it-all, but moss needs sunlight. It is a plant, after all.
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BishopX

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Re: Future of the Fortress: The Development Page
« Reply #4778 on: May 01, 2011, 06:08:11 am »

Umm, not to be smart-ass know-it-all, but moss needs sunlight. It is a plant, after all.

This is DF, it's probably methane powered moss.
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Serrational

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Re: Future of the Fortress: The Development Page
« Reply #4779 on: May 01, 2011, 06:08:31 am »

Hooooly crap.
If the actual catacombs look like that, then I like this coming update.
I LOVE IT.
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I figured the guy was a goner too when a noseless bat from hell flew right over the fortifications and attacked.

Vorthon

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Re: Future of the Fortress: The Development Page
« Reply #4780 on: May 01, 2011, 06:13:15 am »

Umm, not to be smart-ass know-it-all, but moss needs sunlight. It is a plant, after all.

This is DF, it's probably methane powered moss.
Heh. Then it wouldn't be a plant.
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scriver

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Re: Future of the Fortress: The Development Page
« Reply #4781 on: May 01, 2011, 06:29:23 am »

Those are big! And winding! I'm looking forward to get lost in there while being chased by [powerful beings only awakened when their vast crypts are disturbed] already!
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Asmageddon

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Re: Future of the Fortress: The Development Page
« Reply #4782 on: May 01, 2011, 06:40:52 am »

Rivers with walls and floors look lame, also, corridors should be longer. Besides that it looks a bit too bright and not regular enough.
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Vorthon

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Re: Future of the Fortress: The Development Page
« Reply #4783 on: May 01, 2011, 06:47:08 am »

Rivers with walls and floors look lame, also, corridors should be longer. Besides that it looks a bit too bright and not regular enough.

Those 'rivers with walls and floors' are sewer channels. Y'know because of them being in sewers and all that jazz.
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Asmageddon

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Re: Future of the Fortress: The Development Page
« Reply #4784 on: May 01, 2011, 07:13:18 am »

Rivers with walls and floors look lame, also, corridors should be longer. Besides that it looks a bit too bright and not regular enough.

Those 'rivers with walls and floors' are sewer channels. Y'know because of them being in sewers and all that jazz.

I'd rather imagine sewers as more regular and with moss-covered walls and floors(not to mention that nobody would make them out of some kind of white stone...).
And they are shaped in an absolutely useless way...
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