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Author Topic: Future of the Fortress  (Read 3826624 times)

Corai

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Re: Future of the Fortress
« Reply #2340 on: June 09, 2012, 09:26:11 pm »

It'd be fun to have caravans that didn't trade with you just passing through your embark in fortress mode that you could let pass through, or even hold up or slaughter completely if you were desperate for something. This could be expanded to allowing "rest stops" or the like to be made, where caravans would buy food from you for a small amount of money or their wares. Over the years, you could turn your fortress into a large-scale trading center if you played your cards right. That would only be possible, of course, by building a road through your fortress, or building on a major river, and perhaps just like in Sim City, there would be "road ends" at the edge of the map that it would behoove you to link up. This would make it less of a good idea to embark in an isolated spot- you'll get a hell of a lot more trade if, for example, you built your fortress on the road between two major cities. You, too, can influence the overworld through trade this way. For example, if there were a part of the world that had a lot of very prosperous towns and cities, you could get trade by building on the edge of that region- but if you're prosperous enough other civilizations will build settlements just beyond your fortress because you attract trade and trade that comes to you will also come to them.

Or, if your a bastard, you can destroy cities's wealth by settling on there major roads and mugging the caravans, or taxing them for entering your land.
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Jacob/Lee: you have a heart made of fluffy
Jeykab/Bee: how the fuck do you live your daily life corai
Jeykab/Bee: you seem like the person who constantly has mini heart attacks because cuuuute

Slax

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Re: Future of the Fortress
« Reply #2341 on: June 10, 2012, 03:18:38 am »

(Might as well put this here.)

I'd like to see the ability to assign rooms/locations to certain jobs. You know, "the current mayor/manager/militia commander gets this and this and this" instead of having to manually assign stuff to an individual dwarf every time there's a management change. This already on the to-do list or am I a radical new thinker?
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Bulwersator

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Re: Future of the Fortress
« Reply #2342 on: June 10, 2012, 03:20:57 am »

<suggestion unrelated to current development>
This is a suggestion that is not related to current development, so there is absolutely no reason to post it here.
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The worst bug - 34.11 poll
Tired of going decades without goblin sieges? Try The Fortress Defense Mod
the Bugfixes apostle of Bay12forum. Every posts he makes he preaches about the evil of Bugs.

MrWiggles

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Re: Future of the Fortress
« Reply #2343 on: June 10, 2012, 03:30:46 am »

<suggestion unrelated to current development>
This is a suggestion that is not related to current development, so there is absolutely no reason to post it here.
And its been suggested so heavily, that its on the Eternal Suggestion Vote.
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thvaz

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Re: Future of the Fortress
« Reply #2344 on: June 10, 2012, 05:34:11 am »

<suggestion unrelated to current development>
This is a suggestion that is not related to current development, so there is absolutely no reason to post it here.
And its been suggested so heavily, that its on the Eternal Suggestion Vote.

Since he did not greened out his suggestion, I think he is in his right.
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Bulwersator

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Re: Future of the Fortress
« Reply #2345 on: June 10, 2012, 05:36:55 am »

<suggestion unrelated to current development>
This is a suggestion that is not related to current development, so there is absolutely no reason to post it here.
And its been suggested so heavily, that its on the Eternal Suggestion Vote.

Since he did not greened out his suggestion, I think he is in his right.
"The purpose of the thread is to discuss current developments." - http://www.bay12forums.com/smf/index.php?topic=100851.0
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The worst bug - 34.11 poll
Tired of going decades without goblin sieges? Try The Fortress Defense Mod
the Bugfixes apostle of Bay12forum. Every posts he makes he preaches about the evil of Bugs.

tfaal

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Re: Future of the Fortress
« Reply #2346 on: June 10, 2012, 08:30:59 am »

It'd be fun to have caravans that didn't trade with you just passing through your embark in fortress mode that you could let pass through, or even hold up or slaughter completely if you were desperate for something. This could be expanded to allowing "rest stops" or the like to be made, where caravans would buy food from you for a small amount of money or their wares. Over the years, you could turn your fortress into a large-scale trading center if you played your cards right. That would only be possible, of course, by building a road through your fortress, or building on a major river, and perhaps just like in Sim City, there would be "road ends" at the edge of the map that it would behoove you to link up. This would make it less of a good idea to embark in an isolated spot- you'll get a hell of a lot more trade if, for example, you built your fortress on the road between two major cities. You, too, can influence the overworld through trade this way. For example, if there were a part of the world that had a lot of very prosperous towns and cities, you could get trade by building on the edge of that region- but if you're prosperous enough other civilizations will build settlements just beyond your fortress because you attract trade and trade that comes to you will also come to them.

Or, if your a bastard, you can destroy cities's wealth by settling on there major roads and mugging the caravans, or taxing them for entering your land.

Which would hopefully provoke the massive deployment of force onto the outskirts of your settlements, preventing you from harassing the caravans and eventually starving you out.
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I still think that the whole fortress should be flooded with magma the moment you try dividing by zero.
This could be a handy way of teaching preschool children mathematics.

Askot Bokbondeler

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Re: Future of the Fortress
« Reply #2347 on: June 10, 2012, 08:53:49 am »

<suggestion unrelated to current development>
This is a suggestion that is not related to current development, so there is absolutely no reason to post it here.
And its been suggested so heavily, that its on the Eternal Suggestion Vote.

Since he did not greened out his suggestion, I think he is in his right.
"The purpose of the thread is to discuss current developments." - http://www.bay12forums.com/smf/index.php?topic=100851.0
this is his post before you misquote him
(Might as well put this here.)

I'd like to see the ability to assign rooms/locations to certain jobs. You know, "the current mayor/manager/militia commander gets this and this and this" instead of having to manually assign stuff to an individual dwarf every time there's a management change. This already on the to-do list or am I a radical new thinker?
he questioned if his idea was part of the current development plan, he didn't suggest anything. keep your hate for greened suggestions, those are the dangerous ones, the ones that need to be kept in check

Richards

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Re: Future of the Fortress
« Reply #2348 on: June 10, 2012, 02:56:24 pm »

Looks like the build is coming along fine... Hey everyone! Let's have a wave of Jean Luc Picard facepalms! Woo!
« Last Edit: June 11, 2012, 12:44:33 pm by Richards »
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Askot Bokbondeler

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Re: Future of the Fortress
« Reply #2349 on: June 10, 2012, 03:49:46 pm »

TempAcc

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On normal internet forums, threads devolve from content into trolling. On Bay12, it's the other way around.
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MaximumZero

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Holy crap, why did I not start watching One Punch Man earlier? This is the best thing.
probably figured an autobiography wouldn't be interesting

monk12

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Re: Future of the Fortress
« Reply #2352 on: June 10, 2012, 07:55:09 pm »

Spoiler: Engage (click to show/hide)

Askot Bokbondeler

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Re: Future of the Fortress
« Reply #2353 on: June 10, 2012, 07:56:48 pm »

i think one was enough. stop that now, it's annoying

monk12

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Re: Future of the Fortress
« Reply #2354 on: June 10, 2012, 08:02:15 pm »

Sure, you're the only one who gets to have fun :P  Hopefully we get a new devlog to discuss tonight.
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