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Author Topic: Dwarf Fortress Talk #12: Feedback v2  (Read 28949 times)

Toady One

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Dwarf Fortress Talk #12: Feedback v2
« on: March 24, 2011, 06:12:28 pm »

The twelfth one has been posted.

Any comments about the format, content, quality, etc. of the call are welcome.  There was an inn discussion, some Q&A and a kind of retrospective on DF development and other goings on.  I think my mic should finally be adjusted properly for next time.  This time we still had to adjust the levels a bit afterward.  We should also be listed on iTunes now for people that have asked for that, though it might take a bit to show up in searches.  http://itunes.apple.com/us/podcast/dwarf-fortress-talk/id427145565

Ask questions via email (see this thread)!

The transcripts by mallocks have been posted, available at the DF Talk page or here: Transcript

The last thread was derailed -- please try to stick to this specific episode.
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Kadzar

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Re: Dwarf Fortress Talk #12: Feedback v2
« Reply #1 on: March 24, 2011, 07:14:39 pm »

Just to get the ball rolling:
I like the idea of booze qualities. I wonder, would that mean we could have artifact beer?

I also like the idea of Hill Dwarves. It would be nice to be able to have a large military without having hundreds of dwarves pathing through your fortress. With them surrounding your fortress, it would be like you have your own town or city and the fortress can be the citadel. It might be nice if the hill dwarves could come onto your map sometimes to help with building projects, or any other general unskilled labor. Although, since they're probably not technically under your control, you'd have to pay them, or at least lower their taxes. Then you could fill up your citadel with just your cadre of skilled elite dwarves.
Another thing to add is that I like the idea that you could interact with entities from outside your fortress in a ways that don't involve killing them or bartering goblin socks for cloth. If guests are going to be paying for drinks and lodging, I'm guessing they're not going to be bringing wood logs to the bar as payment; maybe we'll see implementation of a currency system around this time. Hopefully it wouldn't have the problems the previous implementation of coins in Fortress Mode had.

Anyway, I like the idea of being able to set up a casino to trick the Elves out of their animals, it's slightly more sporting than just seizing them. And speaking of Elves, I wonder how their parent civilizations will feel about the player having them hammered.
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Re: Dwarf Fortress Talk #12: Feedback v2
« Reply #2 on: March 24, 2011, 07:27:09 pm »

Dwarves should play darts in the tavern, and this should actually train throwing. (my apologies if this actually comes up later in the talk...I am in the middle of it right now)
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mrbaggins

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Re: Dwarf Fortress Talk #12: Feedback v2
« Reply #3 on: March 24, 2011, 07:28:36 pm »

Yeah, there really needs to be a way to restack items that are close to identical, especially coins. Or to merge them and recalc the value. It seems silly that you can drag the same amount of prepared meals to the depot using 1 stack in 1 barrel or 300 individual dishes.
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Levi

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Re: Dwarf Fortress Talk #12: Feedback v2
« Reply #4 on: March 24, 2011, 07:38:48 pm »

That was a FAST transcript.  Ha!
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krenshala

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Re: Dwarf Fortress Talk #12: Feedback v2
« Reply #5 on: March 24, 2011, 07:42:14 pm »

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... giraffe eggs?  :o ::) :D
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monk12

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Re: Dwarf Fortress Talk #12: Feedback v2
« Reply #6 on: March 24, 2011, 07:45:41 pm »

Just to transfer my thoughts over from the former thread...

I haven't finished listening to it yet and as usual I've zoned in and out, so I'll be more vocal about content once the transcript is up (thank you very much mallocks.) I'm certainly much more excited about Taverns than I was (Release 3 is looking to be a good one!) especially since one of my fondest wishes is for everything in the game to have some purpose- instruments and games as something other than Vendor Trash makes me giggle like a schoolgirl. I also applaud whoever threw in the audio gag with the background music right around that discussion. And as long as I'm rambling, I'm looking forward to Bandits rolling into town like an old west movie, and the Sheriff and his posse follow them around to make sure they don't make trouble, or maybe a rival bandit group rolls in and starts a fight when they find the first one already in the tavern, and suddenly your sheriff has Justice to dispense on somebody other than some poor metalsmith who couldn't come up with nickle for a mandate.

If it is possible to get an answer without fanning the flames, is there any particular reason for the short(ish) interval between this Talk and the last one? I'm not at all displeased, mind you, but since it has been released along with the latest Release, I feel a bit like I did as a kid and saw too many presents under the Christmas Tree.

EDIT: Holy carp the transcript is up. Thank you much, mallocks!

Rainseeker

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Re: Dwarf Fortress Talk #12: Feedback v2
« Reply #7 on: March 24, 2011, 08:06:49 pm »

If it is possible to get an answer without fanning the flames, is there any particular reason for the short(ish) interval between this Talk and the last one? I'm not at all displeased, mind you, but since it has been released along with the latest Release, I feel a bit like I did as a kid and saw too many presents under the Christmas Tree.

There's a pretty good reason for that, and that was because I edited it 2 days after we recorded.  I was also pretty motivated to do so, since I was allowed to shamelessly promote my website in this past episode, Rattownstories.com.
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monk12

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Re: Dwarf Fortress Talk #12: Feedback v2
« Reply #8 on: March 24, 2011, 08:39:05 pm »

If it is possible to get an answer without fanning the flames, is there any particular reason for the short(ish) interval between this Talk and the last one? I'm not at all displeased, mind you, but since it has been released along with the latest Release, I feel a bit like I did as a kid and saw too many presents under the Christmas Tree.

There's a pretty good reason for that, and that was because I edited it 2 days after we recorded.  I was also pretty motivated to do so, since I was allowed to shamelessly promote my website in this past episode, Rattownstories.com.

Speaking of, that looks pretty good- I'm following it. I was gonna make a comment to that effect but it ended up being more work than I wanted to deal with with a hot, fresh DF and DF Talk to mess with.

Mel_Vixen

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Re: Dwarf Fortress Talk #12: Feedback v2
« Reply #9 on: March 24, 2011, 08:44:13 pm »

You guys spoke of the growing community which is kinda nice, it shows that Df doesnt exist in a vacuum. I actually would like to see some translations of the transcripts into other languages so more people can enjoy them in theyr full glory.
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Re: Dwarf Fortress Talk #12: Feedback v2
« Reply #10 on: March 24, 2011, 08:50:16 pm »

This might have been mentioned before, but if I can serve drinks to Elf visitors, and barrels of extracted spider venom already exist in the game...

Still -> Brew poison drink
Requires distillable plant item, food storage item, and Fun Poison Venom item.

Hmmm... ;)
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Mel_Vixen

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Re: Dwarf Fortress Talk #12: Feedback v2
« Reply #11 on: March 24, 2011, 09:09:07 pm »

This might have been mentioned before, but if I can serve drinks to Elf visitors, and barrels of extracted spider venom already exist in the game...

Still -> Brew poison drink
Requires distillable plant item, food storage item, and Fun Poison Venom item.

Hmmm... ;)

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nenjin

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Re: Dwarf Fortress Talk #12: Feedback v2
« Reply #12 on: March 24, 2011, 09:12:59 pm »

Re: Giraffes are just big cows.

Cows can't do this in combat.

Just had to add that :P The talk as always is inspiring. Hill Dwarves being described in more detail, and the potential embark scenarios, kind of blew my mind with how it might change the basic scope of Dwarf mode.
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Re: Dwarf Fortress Talk #12: Feedback v2
« Reply #13 on: March 24, 2011, 09:37:14 pm »

Just wanting to say that I loved this talk! Totally kick ass guys. Glad a new talk was released so soon. Somehow I felt compelled to donate after listening. Lets all donate and make toady our game making slave!
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Re: Dwarf Fortress Talk #12: Feedback v2
« Reply #14 on: March 24, 2011, 10:00:22 pm »

For some reason, the first thing I thought of when Toady mentioned "games" at the Dwarven taverns was some kind of complex lever-operated pinball machine. Make it so.
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