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Author Topic: Future of the Fortress  (Read 1162446 times)

metime00

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Re: Future of the Fortress
« Reply #885 on: June 07, 2011, 03:37:54 pm »

City maps, climbing, and jumping and then I'll have an ASCII turn based assassin's creed! Then I can live out my fantasy of being a superhero in a low fantasy setting.

Glad for a switch of gears to the city maps and city life stuff, those things are the ones that affect the most. Hopefully this means that release is soon! Coming back from a month long vacation to a new DF version (maybe with the bugfixes as well) would be priceless.
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He who plays with dwarves must take care that he does not become a dwarf.  And when you stare into DwarfFort, Dwarffort stares back into you.

nenjin

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Re: Future of the Fortress
« Reply #886 on: June 07, 2011, 03:38:57 pm »

As exciting and promising as all the night creature development has been, I'm really glad Toady is back on to the procedural stuff necessary for release, and, fleshed out cities.
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freeformschooler

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Re: Future of the Fortress
« Reply #887 on: June 07, 2011, 03:43:34 pm »

City maps, climbing, and jumping and then I'll have an ASCII turn based assassin's creed! Then I can live out my fantasy of being a superhero in a low fantasy setting.

We've all been thinking this. We just don't admit it.
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EvilTwin

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Re: Future of the Fortress
« Reply #888 on: June 07, 2011, 03:48:17 pm »

With the ingestion of vampire blood carrying the curse, would food or water that got spattered with it curse my dwarves as well when they eat it?
Really wanna know to which level that stuff goes :)
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PTTG??

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Re: Future of the Fortress
« Reply #889 on: June 07, 2011, 03:54:31 pm »

I can totally see players dropping vampires into the food stores to create vampire fortresses.
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EvilTwin

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Re: Future of the Fortress
« Reply #890 on: June 07, 2011, 04:11:21 pm »

I can totally see players dropping vampires into the food stores to create vampire fortresses.

If it actually works, that'll be the first thing I will do... one fortress vampiric, the other one lycanthroph... could get pretty funny :)
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thvaz

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Re: Future of the Fortress
« Reply #891 on: June 07, 2011, 04:38:27 pm »

City maps, climbing, and jumping and then I'll have an ASCII turn based assassin's creed! Then I can live out my fantasy of being a superhero in a low fantasy setting.

More likely we will have The Elder Scrolls Roguelike. Only better.
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freeformschooler

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Re: Future of the Fortress
« Reply #892 on: June 07, 2011, 04:46:09 pm »

I can totally see players dropping vampires into the food stores to create vampire fortresses.

I can see players actively working towards a kill-a-vampire quest for the sole reason of drinking the vampire's blood.
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Tlc2011

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Re: Future of the Fortress
« Reply #893 on: June 07, 2011, 05:13:13 pm »

I have a suggestion:

Curses that make humans [or whatever] turn into another race that they hate [for example, dwarf to elf]

Awesome right?

Lord Shonus

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Re: Future of the Fortress
« Reply #894 on: June 07, 2011, 05:54:09 pm »

Suggestions belong in the Suggestions forum. NOT IN THIS TOPIC.
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hermes

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Re: Future of the Fortress
« Reply #895 on: June 07, 2011, 06:38:55 pm »

I thought Toady's devlog entry was awesome, but then Threetoe produces this line...

Quote
The building blocks of the boring are also the building blocks of terror

Brilliant, should be the mantra for many a game developer, but by this yardstick I expect my life to degenerate into some kind of magma filled living hell in the not too distant future.   :o
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I've been working on this type of thing...

penguify

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Re: Future of the Fortress
« Reply #896 on: June 07, 2011, 08:49:52 pm »

Can transformation-curses be performed on a creature that is already transformed? Ie, could a (modded) creature do the were-albatross-becoming-thing, and then turn into something else when it's were-form is hit with its own were-albatross-blood? (Form 1 -> Form 2 -> Form 3 -> etc) Can these changes be made permanent, so that when form 3 wears off, the creature remains as form 2?

(edit: grammar)
« Last Edit: June 09, 2011, 05:45:03 am by penguify »
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Cespinarve

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Re: Future of the Fortress
« Reply #897 on: June 07, 2011, 09:52:40 pm »

Really though, hovels needed beds, tables and chairs in the first place, more then they needed ghosts haunting them.

THis line demonstrates everything that is strange about the priorities of video game designers over almost  any other career. Who else designs a house and the first thing on their interior checklist isn't tables, beds, families or food storage but the tortured souls of the deceased.
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Nice one, not sure when I'll be feeling like killing a baby but these things are good to know.
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Dante

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Re: Future of the Fortress
« Reply #898 on: June 07, 2011, 10:23:57 pm »

Really though, hovels needed beds, tables and chairs in the first place, more then they needed ghosts haunting them.

THis line demonstrates everything that is strange about the priorities of video game designers over almost  any other career. Who else designs a house and the first thing on their interior checklist isn't tables, beds, families or food storage but the tortured souls of the deceased.

Well...   me...   but to be fair, my attitude towards my architecture degree has been quite passive-aggressive for some time now.

IT 000

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Re: Future of the Fortress
« Reply #899 on: June 07, 2011, 10:33:22 pm »

[quote-=Toady One]
Quote from: IT000

    How long (in real time) does the 'Full Moon' phase in Fortress mode last?

It lasts a little over two game-calendar days, whatever that comes out to in real time.[/quote]

If the wiki is to be trusted that's ~2.4 minutes, is that really enough time to have some Fun?

Also

Would it be possible to create a were-beast that creates a permanent change to a dwarf (rather then just activating on the a full moon?)
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