Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 7 8 [9] 10 11 ... 30

Author Topic: Future of the Fortress  (Read 101124 times)

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
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
Logged
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.

joostheger

  • Bay Watcher
    • View Profile
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!
Logged

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
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.
Logged
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

  • Bay Watcher
    • View Profile
    • amade's illustrations
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
Logged
┬─┬ ︵ /(.□. \)

nicolaw

  • Escaped Lunatic
  • Übergeek & CatLoaf Facilitator
    • View Profile
    • ~nicolaw — Übergeek & CatLoaf Facilitator
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 »
Logged
She felt wonder after communing with Bay12.
She was frustrated after being unable to practice a craft for too long.
She felt pleasure remembering a pet cat.
She was interested having an intellectual discussion with a friend.

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
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
Logged
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.

FantasticDorf

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #126 on: April 24, 2025, 12:01:36 pm »

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

Indeed a good suggestion, it might also be helped by making the question abstractive like "Will there be any plans for villians to leave more evidence of their crimes" or "Will there be any plans to hook villian information collection to the hospital" then abbreviate in minor detail with a link to the suggestion forum. Least that's what i'd do if i felt i really needed to share it here for the phrasing context of the question.

I figure along the line of nico's original post, you might post-mortem a bunch of alcohol-death syndrome corpses and pile up charges against the tavernkeeper, rather than actually find a poisoner after a particular noble or trying to get to your wells and stockpiles.
Logged

aSpatula66

  • Bay Watcher
  • Hoarder of Knowledge
    • View Profile
Re: Future of the Fortress
« Reply #127 on: April 24, 2025, 12:48:53 pm »

So, a while ago you said the reason fort mode migrants are restricted to only the main species of your civ is because making clothing sized for other races is inconvenient.
When do you think this might be resolved?

In the meantime, what do you think about adding an experimental setting (disabled by default) to allow migrants of other species, for players who don't care about the extra work required to properly size clothing?

Accurate migrant species demographics is probably one of the top things I would like to see added to the game, and I'm sure there are others who think the same.
« Last Edit: April 24, 2025, 03:20:16 pm by aSpatula66 »
Logged

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
Re: Future of the Fortress
« Reply #128 on: April 25, 2025, 01:31:50 am »

Its something ive been hoping for too, as it appears there are very few obstacles left (other races work just fine if they join the fort via a petition)


Was there a reason you decided to disable underground invasions entirely instead of just setting them to disabled by default in the difficulty settings, and letting players enable them if they wanted?
Logged
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.

DPh Kraken

  • Bay Watcher
  • [PRONOUN:she:her:hers][PRONOUN:it:it:its]
    • View Profile
Re: Future of the Fortress
« Reply #129 on: April 26, 2025, 01:53:21 am »

So, a while ago you said the reason fort mode migrants are restricted to only the main species of your civ is because making clothing sized for other races is inconvenient.
When do you think this might be resolved?

In the meantime, what do you think about adding an experimental setting (disabled by default) to allow migrants of other species, for players who don't care about the extra work required to properly size clothing?

Accurate migrant species demographics is probably one of the top things I would like to see added to the game, and I'm sure there are others who think the same.

I'm quite excited for accurate migrants, it'd add a lot to the game and bring out more of the character in a historical civilization than just reading off the entity definition. Sure, it's not sending migrant waves of elves (preferably valuing +50 CRAFTSMANSHIP / -50 NATURE) at every player who goes out of their way to hate elves, but it's definitely a step towards more embark roleplaying.
Logged
[CHEESE_PLANT] and [CHEESE_GRAPHICS] biggest fan
My mods:
Language & symbolsMiscellanyGraphics repositoryPseudo-ASCII

brewer bob

  • Bay Watcher
  • euphoric due to inebriation
    • View Profile
Re: Future of the Fortress
« Reply #130 on: April 26, 2025, 07:38:10 am »

Just recently noticed that deities don't have personalities. Is there a reason why deities don't have personality traits and values? Is this likely to change with the myth & magic stuff, and if so, will their personalities affect how they interact with the world and/or the beliefs/values of their worshippers/religions?

(Edit. I noticed this on 0.47.05, so if it's been changed since Steam, ignore the first part.)

amade

  • Bay Watcher
    • View Profile
    • amade's illustrations
Re: Future of the Fortress
« Reply #131 on: April 26, 2025, 01:48:20 pm »

Got another siege improvements question!

Right now, the real threat to dwarves during a siege is exhaustion. Once they're legendary and super-beefed-up, almost nothing can go toe to toe with them until they pass out from having to fight too many opponents. Then there's the noticeable lack of equally skilled and beefy invaders; they all seem to be capped at 'skilled' or 'talented', and their attributes are a mixed bag. Are there any plans to spawn a few legendary invaders into the mix for the coming siege improvement? I think they don't necessarily have to be historical figures. Actually, I'm wondering how histfigs "earn" their skills; is it just randomly applied? Did they actually train them up during world-gen? But I guess that's not a FotF question.
Logged
┬─┬ ︵ /(.□. \)

aSpatula66

  • Bay Watcher
  • Hoarder of Knowledge
    • View Profile
Re: Future of the Fortress
« Reply #132 on: April 26, 2025, 01:54:40 pm »


Got another siege improvements question!

Right now, the real threat to dwarves during a siege is exhaustion. Once they're legendary and super-beefed-up, almost nothing can go toe to toe with them until they pass out from having to fight too many opponents. Then there's the noticeable lack of equally skilled and beefy invaders; they all seem to be capped at 'skilled' or 'talented', and their attributes are a mixed bag. Are there any plans to spawn a few legendary invaders into the mix for the coming siege improvement? I think they don't necessarily have to be historical figures. Actually, I'm wondering how histfigs "earn" their skills; is it just randomly applied? Did they actually train them up during world-gen? But I guess that's not a FotF question.

Histfigs gain skills by training them over the course of their lives. From what I can tell they only train combat skills by engaging in battle. I don't think I've actually ever seen a legendary weapon user that wasn't an immortal creature. Honestly I think the rate at which citizens in fortress mode can gain skill is totally busted. If it takes a histfig 100 years to become legendary, it should take your citizens the same amount of time, or at least a comparable amount. Skill training for adventurers should probably stay the same though, training skills in adventure mode is already tedious enough.
« Last Edit: April 26, 2025, 01:56:37 pm by aSpatula66 »
Logged

amade

  • Bay Watcher
    • View Profile
    • amade's illustrations
Re: Future of the Fortress
« Reply #133 on: April 26, 2025, 02:10:02 pm »

Histfigs gain skills by training them over the course of their lives. From what I can tell they only train combat skills by engaging in battle. I don't think I've actually ever seen a legendary weapon user that wasn't an immortal creature. Honestly I think the rate at which citizens in fortress mode can gain skill is totally busted. If it takes a histfig 100 years to become legendary, it should take your citizens the same amount of time, or at least a comparable amount. Skill training for adventurers should probably stay the same though, training skills in adventure mode is already tedious enough.

Sounds like it could be made into a difficulty slider (for either modes). Totally agree with you re how easy it is to train skills in fortress mode.
Logged
┬─┬ ︵ /(.□. \)

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
Re: Future of the Fortress
« Reply #134 on: April 27, 2025, 01:18:10 am »

I think the balance is decent right now, experience point gain could be turned down a little, but it's just if you leave a job on repeat often one dwarf will just keep taking that job over and over until theyre way past legendary, to the detrimental of meeting their own other needs and  accomplishing any other work they fit the bill for, and it means other dwarves aren't doing that job, except very rarely, and so if it would meet one of their needs (stay occupied, create art) they're not getting that while the one dwarf does it over and over again.

Maybe some "boredom of repetition" modifier and refusing to do the same two things over and over again unless it gets left undone for a period needs to be implemented. Along with dwarves recognizing they haven't been getting a need met that can be fulfilled by a job and putting themselves at the top of the queue for that task next time it comes up.
Logged
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.
Pages: 1 ... 7 8 [9] 10 11 ... 30