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Author Topic: Future of the Fortress  (Read 22500 times)

Eric Blank

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Re: Future of the Fortress
« Reply #120 on: April 06, 2025, 03:48:25 am »

I think it was a plan, yeah. Along with full customization of some other aspects of your adventurer we cant yet modify like their sexual/romantic preferences and more discreet starting scenarios. I guess the "Chosen" adventurer start is the first of those
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joostheger

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Re: Future of the Fortress
« Reply #121 on: April 11, 2025, 07:27:15 am »

Hi Toady, thanks for the exiting news! I'm really into the new siege upgrades. For that I have a question or to be honest, more a hunble request:
Would it be possible to put some of the siege parameters into the entity raws? That they somehow are configurable for modders?
Stuff like width of tunnels, startingpoints, conposition of scouting parties, positioning of camps, etc. In other wordts, if there are any parameters, could you please make them editable via modding? Thanks!
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Eric Blank

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Re: Future of the Fortress
« Reply #122 on: April 11, 2025, 10:55:17 pm »

Damn, I'd like to see that too yeah, so i can control what civs have what capabilities. Definitely belongs in a suggestion thread though.
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

amade

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Re: Future of the Fortress
« Reply #123 on: April 11, 2025, 11:39:11 pm »

Well, if you rephrased it, e.g. "Will any part of the future siege improvements, e.g. tunnel widths, starting points, various parameters, etc be raw/LUA moddable?", it could be a feature requests/suggestion masquerading as a FotF question :-P
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nicolaw

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Re: Future of the Fortress
« Reply #124 on: April 13, 2025, 10:06:10 pm »

Hi Toady One, I hope you are well.

Sometimes, a dwarf corpse is found, but the cause of death is unclear because it wasn’t witnessed. I wonder if adding a new medical position of “mortician” in the hospital might be possible. Just like injured dwarves are automatically taken to hospital for a diagnosis and then appropriate treatment, if a corpse is discovered, it could be taken to the hospital for a post-mortem to be carried out by the mortician. Once they have completed their work, the corpse could be handled in the same way as they currently are by sending it to a stockpile, tomb or dump, etc, as per the existing gameplay.

Factors such as elapsed time since death until examination, level of trauma (mutilated vs not), missing limbs, blood spatter, wounds, etc, could influence the accuracy of the mortician's conclusions. An option under the standing orders menu might be helpful to allow the player to decide which corpses and under what circumstances should be eligible for a post-mortem (only residents vs residents and visitors, not during sieges, etc).

I truly love the level of detail and depth that the hospital gives to the game, and I often watch with interest as my dwarves are being treated. This could add a similar level of interest and utility for when things get “fun”. It could also give players more clues to detect nefarious evil activities in their forts.

What do you think?


As always, many thanks to you and the whole team for your passion and love.
Best wishes, Neech (Nicola).
« Last Edit: April 14, 2025, 06:49:44 pm by nicolaw »
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Eric Blank

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Re: Future of the Fortress
« Reply #125 on: April 14, 2025, 03:29:32 am »

That's definitely a suggestion and should go in the suggestion forum. It's a fairly good suggestion, too.

Toady also might not notice its directed at him at all without coloring it green
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.
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