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Author Topic: Future of the Fortress  (Read 1163161 times)

Chromasphere

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Re: Future of the Fortress
« Reply #2730 on: November 04, 2011, 06:12:34 pm »

In any case, it would be interesting to be able to set race relations (which would be a form of those things mentioned in above posts) beyond the ethics settings.  To see two carravans come in at the same time that utterly hated each other and thus started fighting.  Or were capable of starting a fight if two people with just the right personalities came too close to one another... as would happen at a trade depot.  Of if a particular adventurer would get shunned at certain civ cities or treated unfairly or, again, if in a unfriendly city and getting too close to someone with a particular personality who would then pick a fight, which could escalate into a mob chasing you.  Dunno if anything like that is planned.  Might even happen naturally with the personality rewrite.
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monk12

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Re: Future of the Fortress
« Reply #2731 on: November 04, 2011, 07:03:45 pm »

In any case, it would be interesting to be able to set race relations (which would be a form of those things mentioned in above posts) beyond the ethics settings.  To see two carravans come in at the same time that utterly hated each other and thus started fighting.  Or were capable of starting a fight if two people with just the right personalities came too close to one another... as would happen at a trade depot.  Of if a particular adventurer would get shunned at certain civ cities or treated unfairly or, again, if in a unfriendly city and getting too close to someone with a particular personality who would then pick a fight, which could escalate into a mob chasing you.  Dunno if anything like that is planned.  Might even happen naturally with the personality rewrite.

I wouldn't be surprised if we see some of this with Taverns/Inns in Release 3- can't hardly have a proper tavern without the potential for a tavern brawl, right? :D

Willfor

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Re: Future of the Fortress
« Reply #2732 on: November 04, 2011, 08:01:40 pm »

I would like to see faction relations/conflicts grow organically through the process of history rather than as something exclusively laid out in RAW files. I'm not saying it would be bad to allow it as a modding option, but that its ability to change through cultural and historical evolution would be an excellent thing.
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EveryZig

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Re: Future of the Fortress
« Reply #2733 on: November 04, 2011, 08:45:53 pm »

A thought occurs: How will lycanthropy interact with moods? I think transformed dwarfs will probably be unable to mood, but what happens if a lycanthrope dwarf is mooding when the full moon (or whatever triggers the transformation) occurs?
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EmeraldWind

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Re: Future of the Fortress
« Reply #2734 on: November 04, 2011, 08:57:32 pm »

A thought occurs: How will lycanthropy interact with moods? I think transformed dwarfs will probably be unable to mood, but what happens if a lycanthrope dwarf is mooding when the full moon (or whatever triggers the transformation) occurs?

Urist McWolf cancels mood: Howling at moon
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Rafal99

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Re: Future of the Fortress
« Reply #2735 on: November 04, 2011, 09:43:08 pm »

Yay! Interface improvement!
Quote from: devlog
(...) I split the unit screen into 4 categories (citizens, pets/livestock, others, dead/missing). (...)

Such a little change makes things so much easier!
No more scrolling through 120 dwarves and 200 livestock animals just to see what sort of wildlife you currently have.
Please more little things like this Toady!
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MrWiggles

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Re: Future of the Fortress
« Reply #2736 on: November 04, 2011, 09:45:58 pm »

Yay! Interface improvement!
Quote from: devlog
(...) I split the unit screen into 4 categories (citizens, pets/livestock, others, dead/missing). (...)

Such a little change makes things so much easier!
No more scrolling through 120 dwarves and 200 livestock animals just to see what sort of wildlife you currently have.
Please more little things like this Toady!

What date was this dev log posted? oO
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Untelligent

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Re: Future of the Fortress
« Reply #2737 on: November 04, 2011, 09:47:33 pm »

Jesus frogballs 1/3 of my prayers have been answered

Suppose I ought to go remove that suggestion I put up on the Eternal Suggestion Voting page ages ago, then.



Yay! Interface improvement!
Quote from: devlog
(...) I split the unit screen into 4 categories (citizens, pets/livestock, others, dead/missing). (...)

Such a little change makes things so much easier!
No more scrolling through 120 dwarves and 200 livestock animals just to see what sort of wildlife you currently have.
Please more little things like this Toady!

What date was this dev log posted? oO

Sometime this night. If you don't see it on the blog try F5ing.
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freeformschooler

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Re: Future of the Fortress
« Reply #2738 on: November 04, 2011, 09:56:06 pm »

Wait wait wait I've got a good one.

Will you leave the magic debug button in as an init option?
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monk12

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Re: Future of the Fortress
« Reply #2739 on: November 04, 2011, 10:33:00 pm »

Yay! Interface improvement!
Quote from: devlog
(...) I split the unit screen into 4 categories (citizens, pets/livestock, others, dead/missing). (...)

Such a little change makes things so much easier!
No more scrolling through 120 dwarves and 200 livestock animals just to see what sort of wildlife you currently have.
Please more little things like this Toady!

What date was this dev log posted? oO

Today- not long ago, even.

And yeah, this is pretty awesome. Hopefully I won't be surprised when angry giant badgers replace the docile deer anymore.

Silophant

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Re: Future of the Fortress
« Reply #2740 on: November 05, 2011, 12:44:01 am »

Yay! Interface improvement!
Quote from: devlog
(...) I split the unit screen into 4 categories (citizens, pets/livestock, others, dead/missing). (...)

Such a little change makes things so much easier!
No more scrolling through 120 dwarves and 200 livestock animals just to see what sort of wildlife you currently have.
Please more little things like this Toady!

And, more importantly, no more scrolling up past every single thing that's ever died to get a look at your siege.
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thvaz

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Re: Future of the Fortress
« Reply #2741 on: November 05, 2011, 03:40:31 am »

Yay! Interface improvement!
Quote from: devlog
(...) I split the unit screen into 4 categories (citizens, pets/livestock, others, dead/missing). (...)

Such a little change makes things so much easier!
No more scrolling through 120 dwarves and 200 livestock animals just to see what sort of wildlife you currently have.
Please more little things like this Toady!
And, more importantly, no more scrolling up past every single thing that's ever died to get a look at your siege.


While he is on it, he could create more categories: one for each class of professions, one for active dwarves and other for "no job" dwarves.

edit: fixing quote
« Last Edit: November 05, 2011, 06:40:12 am by thvaz »
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Kogut

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Re: Future of the Fortress
« Reply #2742 on: November 05, 2011, 04:05:54 am »

Yay! Interface improvement!
Quote from: devlog
(...) I split the unit screen into 4 categories (citizens, pets/livestock, others, dead/missing). (...)

Such a little change makes things so much easier!
No more scrolling through 120 dwarves and 200 livestock animals just to see what sort of wildlife you currently have.
Please more little things like this Toady!

While he is on it, he could create more categories: one for each class of professions, one for active dwarves and other for "no job" dwarves

And, more importantly, no more scrolling up past every single thing that's ever died to get a look at your siege.
Thanks!
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gamerman

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Re: Future of the Fortress
« Reply #2743 on: November 05, 2011, 09:07:07 am »

Yay! Interface improvement!
Quote from: devlog
(...) I split the unit screen into 4 categories (citizens, pets/livestock, others, dead/missing). (...)

Such a little change makes things so much easier!
No more scrolling through 120 dwarves and 200 livestock animals just to see what sort of wildlife you currently have.
Please more little things like this Toady!
And, more importantly, no more scrolling up past every single thing that's ever died to get a look at your siege.


While he is on it, he could create more categories: one for each class of professions, one for active dwarves and other for "no job" dwarves.

edit: fixing quote

subcategories maybe? something like a toggle option the stockpiles have for woodcutters/miners/cheese makers/ect on the citizen page, or the other page sorted with hostile/caravan/ect.

sounds somewhat useful
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thvaz

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Re: Future of the Fortress
« Reply #2744 on: November 05, 2011, 09:39:39 am »

Yay! Interface improvement!
Quote from: devlog
(...) I split the unit screen into 4 categories (citizens, pets/livestock, others, dead/missing). (...)

Such a little change makes things so much easier!
No more scrolling through 120 dwarves and 200 livestock animals just to see what sort of wildlife you currently have.
Please more little things like this Toady!
And, more importantly, no more scrolling up past every single thing that's ever died to get a look at your siege.


While he is on it, he could create more categories: one for each class of professions, one for active dwarves and other for "no job" dwarves.

edit: fixing quote

subcategories maybe? something like a toggle option the stockpiles have for woodcutters/miners/cheese makers/ect on the citizen page, or the other page sorted with hostile/caravan/ect.

sounds somewhat useful

Let the ideas flowing, every small idea improving on the interface while taking few coding time from Toady is great.
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