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Author Topic: Future of the Fortress  (Read 3832760 times)

smjjames

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Re: Future of the Fortress
« Reply #11070 on: June 28, 2014, 10:41:04 pm »

Whoo, new devlog and the release sounds just about imminent.

Quote from: devlog
Even the grizzly bears the elves ride come from actual populations now, so make every axe-chop and drowning count and you won't have to deal with that particular site's denizens for a good long while.

So, I assume that attrution will finally make it's toll?

Also, a thought and something that everybody has ended up with at one time or another (the first one, not the second):
Say the goblin civ that is in contact with you only has a few members remaining (perhaps the demon is the only one left) and only one site left, where do siege and ambush participants get pulled from?

And if all members of a civ manage to get themselves wiped out in one final siege on your fort, what happens next? Does that civ go extinct and another civ take it's place?
« Last Edit: June 28, 2014, 10:51:59 pm by smjjames »
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Knight Otu

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Re: Future of the Fortress
« Reply #11071 on: June 29, 2014, 05:18:37 am »

Whoo, new devlog and the release sounds just about imminent.

Quote from: devlog
Even the grizzly bears the elves ride come from actual populations now, so make every axe-chop and drowning count and you won't have to deal with that particular site's denizens for a good long while.

So, I assume that attrution will finally make it's toll?

Also, a thought and something that everybody has ended up with at one time or another (the first one, not the second):
Say the goblin civ that is in contact with you only has a few members remaining (perhaps the demon is the only one left) and only one site left, where do siege and ambush participants get pulled from?

And if all members of a civ manage to get themselves wiped out in one final siege on your fort, what happens next? Does that civ go extinct and another civ take it's place?

Just guessing here, but from the devlog, I would assume that civs that can't mount an effective attack force will try to recoup their numbers and simply not attack. If we somehow do manage to destroy the civ we're in contact with, I'd assume that - until our neighbors are actually reflected through the trade network and such - we'd simply be left alone by civs of that type, since we haven't heard anything to the contrary that I recall.
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Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
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XArgon

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Re: Future of the Fortress
« Reply #11072 on: June 29, 2014, 08:21:02 am »

How specific can we expect conversations to be? Will we have a word for word rendition of what was said, or will we receive more of a text summary of the conversation?
Just guessing here, but I presume that the overall style of conversations wouldn't really change from what we have now. After all, the current version has the whole framework that allows people to tell you about other people and historic events. Now you'll be able to ask more specific information (other than just "Tell me about any random place in the surrounding area"), but they'll still be historic events (and entity descriptions), code-wise. Maybe there'll just be a slightly different text template for responses about the more recent events (and maybe some personal reaction of this NPC to the event.)
« Last Edit: June 29, 2014, 08:23:23 am by XArgon »
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Valtam

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Re: Future of the Fortress
« Reply #11073 on: June 29, 2014, 01:09:49 pm »

Whoo, new devlog and the release sounds just about imminent.

Quote from: devlog
Even the grizzly bears the elves ride come from actual populations now, so make every axe-chop and drowning count and you won't have to deal with that particular site's denizens for a good long while.

So, I assume that attrution will finally make it's toll?

Also, a thought and something that everybody has ended up with at one time or another (the first one, not the second):
Say the goblin civ that is in contact with you only has a few members remaining (perhaps the demon is the only one left) and only one site left, where do siege and ambush participants get pulled from?

And if all members of a civ manage to get themselves wiped out in one final siege on your fort, what happens next? Does that civ go extinct and another civ take it's place?


What Knight Otu said.
And remember also that some sites (specially human ones) can have up to a few thousand inhabitants, so it has to be a pretty long attrition war in a few cases in order to significatively crush their population.
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my first quest was to seige a nemacrcors tower i killed 3 nemacrcors the got killed by a zombie fly.
How on earth did you manage to do that twice?

Cruxador

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Re: Future of the Fortress
« Reply #11074 on: June 29, 2014, 02:55:32 pm »

If you want Toady One to answer, you should make it green (lime green also works). Just letting you know.
Other way around. You make it limegreen, but normal green also works. See: the first post in this thread wherein Toady reiterates this guideline and explains how to. We just say things like "greening" instead of "limegreening" because "limegreen" is an awkward word.
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smjjames

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Re: Future of the Fortress
« Reply #11075 on: June 29, 2014, 11:01:12 pm »

Whoo, new devlog and the release sounds just about imminent.

Quote from: devlog
Even the grizzly bears the elves ride come from actual populations now, so make every axe-chop and drowning count and you won't have to deal with that particular site's denizens for a good long while.

So, I assume that attrution will finally make it's toll?

Also, a thought and something that everybody has ended up with at one time or another (the first one, not the second):
Say the goblin civ that is in contact with you only has a few members remaining (perhaps the demon is the only one left) and only one site left, where do siege and ambush participants get pulled from?

And if all members of a civ manage to get themselves wiped out in one final siege on your fort, what happens next? Does that civ go extinct and another civ take it's place?


What Knight Otu said.
And remember also that some sites (specially human ones) can have up to a few thousand inhabitants, so it has to be a pretty long attrition war in a few cases in order to significatively crush their population.

I was talking about the situation where the civ in contact only has a few members left, I don't mean a few hundred, I mean a handfull, or less even.
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Eric Blank

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Re: Future of the Fortress
« Reply #11076 on: June 29, 2014, 11:23:36 pm »

Well, assuming the invasion mechanics is forced to respect population, then you might not see anybody, unless the population increases. Maybe babysnatchers, 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.

Scoops Novel

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Re: Future of the Fortress
« Reply #11077 on: June 30, 2014, 04:58:32 am »

Can we expect conversations tone and form, (e.g how someone talks as well as about what) to be affected by personality? I'm holding out for elven castaways making Legendary Jokes which are 2000 years out of date, myself.
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hermes

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Re: Future of the Fortress
« Reply #11078 on: June 30, 2014, 06:00:20 am »

Haha, that would be awesome if the game respected that kind of thing.  The stinky rat god being the butt of all jokes in the year one, and an elf that thinks they never get old.
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I've been working on this type of thing...

PigtailLlama

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Re: Future of the Fortress
« Reply #11079 on: June 30, 2014, 01:16:27 pm »

Can we rename supply and trade wagons as trucks? Y'know, just to fit with the current theme, and it can be changed back in the bugfix update that usually comes out a week or two later. :P
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LordBaal

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Re: Future of the Fortress
« Reply #11080 on: June 30, 2014, 02:21:49 pm »

No, far better, change them to actual trucks... in fact, robotic trucks capable of transforming into robots... that ride robotic t-rexes that breathe fire...
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I'm curious as to how a tank would evolve. Would it climb out of the primordial ooze wiggling it's track-nubs, feeding on smaller jeeps before crawling onto the shore having evolved proper treds?
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EnigmaticHat

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Re: Future of the Fortress
« Reply #11081 on: June 30, 2014, 02:23:23 pm »

At this point Toady should just hardcode the game to read any RAW with the name "truck" as some sort of horrifying megabeast.
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Zavvnao

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Re: Future of the Fortress
« Reply #11082 on: June 30, 2014, 03:25:34 pm »

With limited populations, maybe there should be something programed into elves or such that secretly hide or breed endangered things to keep their silly little natural balance.
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Eric Blank

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Re: Future of the Fortress
« Reply #11083 on: June 30, 2014, 04:22:56 pm »

That actually wouldn't be a bad plan for elves to act like that. Not sure if they'd make it secret, 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.

Zavvnao

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Re: Future of the Fortress
« Reply #11084 on: June 30, 2014, 05:27:54 pm »

I know. Just remove the secret part I said then. I thought of it to fit with elves while being useful for the players in some way, also something of potential conflict among elves between soldier elves who want fancy mounts and those tasked with protection of nature.
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