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Author Topic: Future of the Fortress  (Read 3855719 times)

Valtam

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Re: Future of the Fortress
« Reply #7080 on: July 11, 2013, 10:02:03 am »

Ok now we have grown stuff which is kinda cool. Will that include weapons?
Furthermore will these weapons be better then weapons carved out of wood?
Now that elves produce nuts and fruit from trees, can dwarves also harvest these items?

It would be pretty weird and non-Dwarf Fortress if we weren't able to harvest fruits, or even then, be able to mod our own proudly dwarven mug-and-silver-warhammer trees.
Quote from: Word of Toad, 9/28/2012
Moving on to defining various things that grow from the plants -- flowers, fruit, and leaves, mainly, but the raws should be fairly generic here. There are just "growths" from the plants, with various timing, development and item type variables, and if you're modding you should be able to call them whatever you like or have a tree that grows bronze swords or whatever. We should have apples or some kind of edible fruit soon... we have choices for fruit trees to add now I suppose.

I assume edible fruits could be one of those alternatives of fast food when you're running low on resources or just beginning your fort.
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monk12

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Re: Future of the Fortress
« Reply #7081 on: July 11, 2013, 10:04:15 am »

Quote from: Dev Log, 7/10/13
The elf caravan rolled in with .... some grown oak items that won't make them angry if you try to resell them later.

FUCKING. FINALLY.

Why don't the "grown oak items" make the elves angry? Are they an elf-specific item type, like a "humane" way to make wood products (and if so, will judicious modding let players make "grown wood items?") Or do the elves distinguish between wood-for-crafts and wood-that's-people? Something else entirely?

LordBaal

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Re: Future of the Fortress
« Reply #7082 on: July 11, 2013, 10:19:54 am »

I bet is a simple tag on the material the items are made off.
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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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Witty

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Re: Future of the Fortress
« Reply #7083 on: July 11, 2013, 11:14:19 am »

Will the new super-massive trees be limited to elf sites?
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Mel_Vixen

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Re: Future of the Fortress
« Reply #7084 on: July 11, 2013, 11:19:39 am »

I bet is a simple tag on the material the items are made off.

Such an tag could be nice for other things too (given toady creates a framework for it) like say denoting dwarven steel or fancy things like halal/koscher food. It could even be extended to civ level stuff which could lead to preferences and prejudice based on the origin of an object.
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Aseaheru

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Re: Future of the Fortress
« Reply #7085 on: July 11, 2013, 12:19:22 pm »

Will the new super-massive trees be limited to elf sites?
No. I think he said that these are replacing the old trees. At the very least they will be in caves, so I think he did...
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monk12

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Re: Future of the Fortress
« Reply #7086 on: July 11, 2013, 12:28:19 pm »

I think he's asking whether elf trees are substantially larger than their counterparts in other sites, which is a potential feature that was floated a while back. I think this might have been answered as "yes," but I'm not sure and don't have a quote one way or the other.

LordBaal

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Re: Future of the Fortress
« Reply #7087 on: July 11, 2013, 12:32:48 pm »

Exactly, gigantic threes like those would probably be found on few, if none places outside elf sites.
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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?
My ship exploded midflight, but all the shrapnel totally landed on Alpha Centauri before anyone else did.  Bow before me world leaders!

Aseaheru

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Re: Future of the Fortress
« Reply #7088 on: July 11, 2013, 12:38:09 pm »

That makes sense, but considering that all the new trees will be multi-tile they can all be called huge.
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laularukyrumo

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Re: Future of the Fortress
« Reply #7089 on: July 11, 2013, 01:14:04 pm »

Also remember that the z-axis is fucked to begin with. Toady has mentioned that, logically, mountains should be thousands of z-levels, but they aren't. Suspension of disbelief exists in this game as it is, and a lot of that is processor-related. We already know that adding additional 'empty' z-levels above ground level contributes SIGNIFICANTLY to lag.
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Mr S

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Re: Future of the Fortress
« Reply #7090 on: July 11, 2013, 01:28:33 pm »

Quote from: devlog
new tree/vegey data entry which'll be ongoing up to the release

[color=]Is this the kind of thing which could reasonably be e.g. outsourced to the modding forum for players to do?[/color] Assuming it's sufficiently time-consuming to be worth the bother.

[color=]i would like if you do that because then we would get new raws[/color]

This is highly unlikely to happen.  For one, it probably won't take a huge amount of time for the first draft anyway.  Secondly, for the initial release, the data submitted to Toady would have to be validated and tested by Toady anyway before inclusion to see how it fits with his mechanics.  Neither of those make this a good choice leading up to the initial multi tile trees release.

That said, raw edits that have been proved out by the community, once a new mechanic has been released to the wild and broadly understood, have been used in the past.  The most useful contribution will be Tree !!SCIENCE!! (and I'm sure there will be much !!SCIENCE!! to be done with new trees) to make refining the process in subsequent bug fix cycles a low hanging fruit, no pun intended.
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King_of_the_weasels

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Re: Future of the Fortress
« Reply #7091 on: July 11, 2013, 01:47:47 pm »

In the new release note you mentioned coconuts, mangoes, and chestnuts.

What made you decide to use real world fruits/nuts for this release, while previously,  most if not all (non-tree) plants have been made up?

I assume it has something to do with using real world trees in previous versions.
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Knight Otu

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Re: Future of the Fortress
« Reply #7092 on: July 11, 2013, 02:13:31 pm »

In the new release note you mentioned coconuts, mangoes, and chestnuts.

What made you decide to use real world fruits/nuts for this release, while previously,  most if not all (non-tree) plants have been made up?

I assume it has something to do with using real world trees in previous versions.
Well, he mentioned those particular fruits because their trees are the ones that are already in the game. But Toady has mentioned that he'll use real-world trees for now, presumably to avoid the "what the hell is that supposed to be" factor - plants don't get in-game descriptions yet.
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Aseaheru

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Re: Future of the Fortress
« Reply #7093 on: July 11, 2013, 02:27:50 pm »

And then one day there well be randomly-genned trees.
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LordBaal

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Re: Future of the Fortress
« Reply #7094 on: July 11, 2013, 02:50:18 pm »

"what the hell is that supposed to be" factor...
Only Dwarf Fotress has this kind of greatness other games can't even dream about.
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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?
My ship exploded midflight, but all the shrapnel totally landed on Alpha Centauri before anyone else did.  Bow before me world leaders!
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