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Author Topic: Future of the Fortress  (Read 1167067 times)

Untelligent

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Re: Future of the Fortress
« Reply #1605 on: July 23, 2011, 10:48:20 pm »

Toady said that he'd make a note to make sure you wouldn't lose if all your dwarves turned into werepires.

Whether that'll get done or not is anyone's guess.


Anyway, evil regions ought to be more interesting in fort mode. Speaking of which, the interaction system is going to be VERY fun for modders, I expect.
« Last Edit: July 23, 2011, 10:50:09 pm by Untelligent »
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MaskedMiner

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Re: Future of the Fortress
« Reply #1606 on: July 24, 2011, 12:28:46 am »

I'm little sad that the new release won't probably come out before my summer vacation ends =/ I have less time to play during school... Anyway, not that I want him to hurry or anything, thats not exactly good for health ^^;
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Caldfir

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Re: Future of the Fortress
« Reply #1607 on: July 24, 2011, 12:29:55 am »

Anyway, evil regions ought to be more interesting in fort mode. Speaking of which, the interaction system is going to be VERY fun for modders, I expect.
Giant octopus with ink that dissolves all your bones?  That's coming. 
Elves selling you elfberries, that turn your dwarves into elves?  That too. 

Honestly I'm looking forward to seeing if such things are possible.  DF is already fairly crazy, and adding magical interaction things in there is going to result in one HELL of a wild ride. 
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Putnam

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Re: Future of the Fortress
« Reply #1608 on: July 24, 2011, 01:41:16 am »

I was just pondering this, and this is quite important to me:

Will there be some sort of tag to have vampires under a different name on a per-creature/caste basis? E.G, [CASTE_VAMPIRE_NAME:rainbow drinker:rainbow drinkers]

Dsarker

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Re: Future of the Fortress
« Reply #1609 on: July 24, 2011, 03:57:23 am »

Well, you can't drink rainbow anyway. It's too spicy.
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thvaz

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Re: Future of the Fortress
« Reply #1610 on: July 24, 2011, 04:05:28 am »

Will raised undead have the clothes, equipments and weapons they had when they died? Or will they be naked?

The way it currently works I would think they would be naked, but it would be nice to have them using the equipment they had when they died. A naked zombie is no challenge at all for a soldier, but that axedwarf clad in adamantine that died defending the fortress from the necromancer would be a terrible enemy.
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Torchy

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Re: Future of the Fortress
« Reply #1611 on: July 24, 2011, 04:10:12 am »

Elves selling you elfberries, that turn your dwarves into elves?

...Those SONS OF BITCHES
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Gamerlord

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Re: Future of the Fortress
« Reply #1612 on: July 24, 2011, 05:18:55 am »

I'm little sad that the new release won't probably come out before my summer vacation ends =/ I have less time to play during school... Anyway, not that I want him to hurry or anything, thats not exactly good for health ^^;

Same here. Except it's my winter vacation.  :P I hope he has it done be next holidays though.

Serrational

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Re: Future of the Fortress
« Reply #1613 on: July 24, 2011, 06:27:22 am »

Elves selling you elfberries, that turn your dwarves into elves?

...Those SONS OF BITCHES
This could lead to travesties beyond scope. Export them dwarf-helmets that turn them into weredwarves.
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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.

Greiger

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Re: Future of the Fortress
« Reply #1614 on: July 24, 2011, 11:27:54 am »

Elves: The seeds those dwarves sold us are horrible! Acita just changed! She shrunk, grew a beard, took one of the wooden axes and then ran into the forest saying something about needing lye for soap!  And she's not the only one!  Rimame and Efafi grew beards too and ran off saying something about bones!

Druid: Oh no... the dwarves have discovered the ancient weredwarf shrooms...    'Ach I need a drink...

Elves: O Noes!
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Re: Future of the Fortress
« Reply #1615 on: July 24, 2011, 12:37:20 pm »

But either increase the food consumptions, or reduce the farming output, all will lead to the increase number of farmer's number percentage of the population. And how much more was it enough, before Dwarf Fortress becomes Farmer Fortress?

There must be a better way to specialize or differentiate the fortress growth. (Not just by limiting the populations of fortress experts number). One I can think of it to increase the degradation rate of other goods when used, so the industries have to keep producing replacement commodities on the market. If you build every industries and only produce only a few of each, then these commodities will run out quickly. Or you can specialize in some productions and exchanging them with other fortresses. So each fortress can have their special products of their own. (Also a fortress can be located in area that are not perfect in every resources level, only need to be good at a few)

If one wishes to, say, use the whole food idea to affect the fortress growth;

What about taking soil fertility into account? A given patch of land might produce bundles of crops for a full year, but eveything's leached out and nothing will grow there for a time. It will make having to pay attention to crops - and getting a decent rotation of fallow and functional plots going - all the more important without actually reducing the farming output or increasing the consumption rate.

There is a difference between "player efficiency" and "dwarf efficiency". And if by default letting soul fertility degrade, and it is in effect reduce the productivity of the farming output (if no notice). So it should increase the farmers count, but not as effective and quantitative as direct approach. And wasting players' efficiency is as disruptive as increasing eating rate when building mega-projects. (perhaps not that much)
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Willfor

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Re: Future of the Fortress
« Reply #1616 on: July 24, 2011, 12:41:46 pm »

There is a difference between "player efficiency" and "dwarf efficiency". And if by default letting soul fertility degrade, and it is in effect reduce the productivity of the farming output (if no notice). So it should increase the farmers count, but not as effective and quantitative as direct approach. And wasting players' efficiency is as disruptive as increasing eating rate when building mega-projects. (perhaps not that much)

You have NO IDEA how hard I am resisting making a joke based on "soul fertility" to do the right thing by just pointing the typo out. No idea.
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Niccolo

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Re: Future of the Fortress
« Reply #1617 on: July 24, 2011, 01:10:00 pm »

If one wishes to, say, use the whole food idea to affect the fortress growth;

What about taking soil fertility into account? A given patch of land might produce bundles of crops for a full year, but eveything's leached out and nothing will grow there for a time. It will make having to pay attention to crops - and getting a decent rotation of fallow and functional plots going - all the more important without actually reducing the farming output or increasing the consumption rate.

There is a difference between "player efficiency" and "dwarf efficiency". And if by default letting soul fertility degrade, and it is in effect reduce the productivity of the farming output (if no notice). So it should increase the farmers count, but not as effective and quantitative as direct approach. And wasting players' efficiency is as disruptive as increasing eating rate when building mega-projects. (perhaps not that much)

That is true... almost. It will increase the farmers count - and the number of farms - but the player efficiency need not be docked.

If you look at how the farming thing is laid out there's already the option for a field to be left fallow for a season automatically; upon farm creation, the entire pattern can be set up and then left behind by the player. However, as it is that function has literally no use. My idea gives it some function, is already almost implemented and in latter stages of a fort, when megaprojects begin, the fortress will likely already have a decent crop rotation setup anyway.

Another farming idea (Yes, I carry on with the farming idea, since it serves as a useful base) is to limit the sheer volume of seeds that are produced. After my fortress is a year old, the whole place gets swamped by a tidal wave of seeds that I furiously begin cooking solely so that I can make room in my stockpile for more seeds.
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What's wrong with using magma? That's almost always the easiest method.
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counting

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Re: Future of the Fortress
« Reply #1618 on: July 24, 2011, 01:14:08 pm »

There is a difference between "player efficiency" and "dwarf efficiency". And if by default letting soul fertility degrade, and it is in effect reduce the productivity of the farming output (if no notice). So it should increase the farmers count, but not as effective and quantitative as direct approach. And wasting players' efficiency is as disruptive as increasing eating rate when building mega-projects. (perhaps not that much)

You have NO IDEA how hard I am resisting making a joke based on "soul fertility" to do the right thing by just pointing the typo out. No idea.

I am not a native English users, so I'll leave the "Soul fertility" intact for people to remember that image.  8)
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Currency is not excessive, but a necessity.
The stark assumption:
Individuals trade with each other only through the intermediation of specialist traders called: shops.
Nelson and Winter:
The challenge to an evolutionary formation is this: it must provide an analysis that at least comes close to matching the power of the neoclassical theory to predict and illuminate the macro-economic patterns of growth

Willfor

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Re: Future of the Fortress
« Reply #1619 on: July 24, 2011, 01:26:30 pm »

There is a difference between "player efficiency" and "dwarf efficiency". And if by default letting soul fertility degrade, and it is in effect reduce the productivity of the farming output (if no notice). So it should increase the farmers count, but not as effective and quantitative as direct approach. And wasting players' efficiency is as disruptive as increasing eating rate when building mega-projects. (perhaps not that much)

You have NO IDEA how hard I am resisting making a joke based on "soul fertility" to do the right thing by just pointing the typo out. No idea.

I am not a native English users, so I'll leave the "Soul fertility" intact for people to remember that image.  8)
Yeah, I decided against making one in case you weren't a native English speaker.
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In the wells of livestock vans with shells and garden sands /
Iron mixed with oxygen as per the laws of chemistry and chance /
A shape was roughly human, it was only roughly human /
Apparition eyes / Apparition eyes / Knock, apparition, knock / Eyes, apparition eyes /
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