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Author Topic: Future of the Fortress  (Read 1154278 times)

Korbac

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Re: Future of the Fortress
« Reply #735 on: June 03, 2011, 11:35:20 am »

Posting to say the next update really does look absolutely fantastic. It's kind of unrelated to the stuff I imagined Toady would do next, which is brilliant because it gives a breath of fresh procedurally generated syndrome air!
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Sysice

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Re: Future of the Fortress
« Reply #736 on: June 03, 2011, 03:01:48 pm »

Will sunlight always be a bad thing for vampires?
Obviously it does different things to different vampires, I wonder if any are neutral or even positive.
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werechicken

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Re: Future of the Fortress
« Reply #737 on: June 03, 2011, 03:37:02 pm »

Somehow I don't think there will be solar powered vampires.

That being said I wonder how vampires will work in dwarf mode due to the extra pace that time moves
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metime00

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Re: Future of the Fortress
« Reply #738 on: June 03, 2011, 04:14:11 pm »

In the DF Talk it has been stated that the night creature effects and syndromes and properties will be randomized for the world. Sometimes vampires will be burned by light and sometimes not so much.
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Areyar

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Re: Future of the Fortress
« Reply #739 on: June 03, 2011, 05:19:07 pm »

Does that mean there will be one random type of vampire per world or does that mean that all syndromes are randomised and there could be several instances of syndrome in a world that are 'vampirey'?
(That does sound like a likely init setting; randomized syndromes: NO\YES\ALL)
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Fieari

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Re: Future of the Fortress
« Reply #740 on: June 03, 2011, 05:20:20 pm »

I wonder if it will be possible for DF vampires to have Arithmomania (as one of the random weakness options, not for all of them)... I mean, that's one of the oldest classic vampire traits, yet no one portrays them as having it anymore (except Sesame Street).  Granted, this is possibly because it seems silly, but so what?!  It could be cool!

Actually, let me pose this as a more generic green question:

Toady, many of your forumites are repeatedly linking the Wikipedia Vampire Traits list.  Are you actually intending to try to implement all these traits, or is this merely wishful/hopeful thinking on the part of your fans?

Another question...

Werecreatures first appear by being cursed for defiling a temple.  How will vampires appear?  There are many ways suggested by stories...

Examples include:
  • The first murderer (Vampires are sons of Cain theory)
  • As a corpse that has blood drip into it's mouth by accident (Folklore)
  • As a demonic possession (Buffy the Vampire Slayer)
  • World-gen randomly deciding someone is simply too cruel to be human and cursing them (Vlad the Impaler)

And I'm sure there are other options out there...
« Last Edit: June 03, 2011, 05:28:20 pm by Fieari »
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Cruxador

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Re: Future of the Fortress
« Reply #741 on: June 03, 2011, 06:38:56 pm »

Does that mean there will be one random type of vampire per world or does that mean that all syndromes are randomised and there could be several instances of syndrome in a world that are 'vampirey'?
(That does sound like a likely init setting; randomized syndromes: NO\YES\ALL)
I already greened a question of this nature, but it seems very likely to me that there will at least be significant potential for multiple vampire types.
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Untelligent

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Re: Future of the Fortress
« Reply #742 on: June 03, 2011, 06:49:13 pm »

Does that mean there will be one random type of vampire per world or does that mean that all syndromes are randomised and there could be several instances of syndrome in a world that are 'vampirey'?
(That does sound like a likely init setting; randomized syndromes: NO\YES\ALL)

Several kinds of vampires with a handful of random traits selected from a big pool of vampirey traits seems most likely.
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EmeraldWind

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Re: Future of the Fortress
« Reply #743 on: June 03, 2011, 07:39:18 pm »

Hm. So what if I created a plant that when eaten gives a syndrome that increases strength for a couple months.

Urist McSailorman: I'm strong to the finish cause I eat my spinach. I'm Urist McSailorman!

Granted though, you either need to cook it into every meal in the game or have a dwarf that really likes the stuff. To take advantage of it.

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freeformschooler

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Re: Future of the Fortress
« Reply #744 on: June 03, 2011, 07:56:59 pm »

Quote
Still doing tags. It takes a little longer since there's an interaction on a creature that activates a syndrome which activates another interaction on a body material that activates a syndrome, and that sort of thing in a few different permutations, but I think the moving parts are working now.

Am I the only one whose jaw is dropping at the implicit modding possibilities here?
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Mel_Vixen

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Re: Future of the Fortress
« Reply #745 on: June 03, 2011, 08:55:24 pm »

Hehe vampires are neat but i cant wait for the fish-people of insmouth after all that is what i expect of an evil ocean. But back to vamps.

Will vamps have withdrawal symptoms from not getting theyr bloody fix? Stuff like raging, aging rapidly, loosing strength etc.? (just like dwarves that dont get booze)

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bitterhorn

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Re: Future of the Fortress
« Reply #746 on: June 03, 2011, 09:02:52 pm »

i cant wait for the fish-people of insmouth after all that is what i expect of an evil ocean.

Oh, me too.  Dark-blue-Ñ Deep Ones in the ocean, were-Deep Ones running the neighboring human coastal village... *drool*
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G-Flex

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Re: Future of the Fortress
« Reply #747 on: June 04, 2011, 01:17:39 am »

Quote
Still doing tags. It takes a little longer since there's an interaction on a creature that activates a syndrome which activates another interaction on a body material that activates a syndrome, and that sort of thing in a few different permutations, but I think the moving parts are working now.

Am I the only one whose jaw is dropping at the implicit modding possibilities here?

Hell no!

Sidenote: Drinking liquid fire in DF should cause your blood to actually turn into liquid fire. Under most circumstances, this wouldn't be a good thing.
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Knigel

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Re: Future of the Fortress
« Reply #748 on: June 04, 2011, 01:42:33 am »

Hm. So what if I created a plant that when eaten gives a syndrome that increases strength for a couple months.

Urist McSailorman: I'm strong to the finish cause I eat my spinach. I'm Urist McSailorman!

Granted though, you either need to cook it into every meal in the game or have a dwarf that really likes the stuff. To take advantage of it.

As someone else said, altering stats themselves isn't something syndromes can really do yet. However, you can do other stuff to get similar results, like changing tissue to a harder material to increase durability.

Quote
Still doing tags. It takes a little longer since there's an interaction on a creature that activates a syndrome which activates another interaction on a body material that activates a syndrome, and that sort of thing in a few different permutations, but I think the moving parts are working now.

Am I the only one whose jaw is dropping at the implicit modding possibilities here?

I might, but I'm still trying to parse that sentence (which is itself demonstrating the difficultly Toady is facing).

Hehe vampires are neat but i cant wait for the fish-people of insmouth after all that is what i expect of an evil ocean. But back to vamps.

Will vamps have withdrawal symptoms from not getting theyr bloody fix? Stuff like raging, aging rapidly, loosing strength etc.? (just like dwarves that dont get booze)

That's probably another thing which varies by world.
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darkflagrance

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Re: Future of the Fortress
« Reply #749 on: June 04, 2011, 01:55:24 am »

I wonder what eyeball grass will do to your cows.

I wonder what eyeball grass will do to the dwarves who drink the milk of those cows  :o
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