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Author Topic: Future of the Fortress  (Read 3774739 times)

Untelligent

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Re: Future of the Fortress
« Reply #765 on: March 19, 2012, 08:50:34 pm »

Right now I'm frantically trying to make a clothing industry in my latest fort(34.05) so I can anticipate and prevent a tantrum spiral when 34.06 comes out.

Hmmm, when was the last time we had a first number change that didn't take a year and a half to do?


2008, from 0.27.176.38c (February 24th) to 0.28.181.39a (July 13th). 139 days.
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Misterstone

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Re: Future of the Fortress
« Reply #766 on: March 19, 2012, 10:03:25 pm »

I realize that I'm a couple weeks behind the curb here, but I would like to see a Dungeon Master again.  Not THE dungeon master (who was useless and a source of buggyness) but someone with the same title who is somehow integrated into the (awesome-sounding) new animal training system and possibly other things.  Preferably a noble who is useful and eccentric.  Perhaps someone who could kick ass in a pinch, add some color to the hum-drum life of the typical fortress. 

As long as we can tame (or try to tame, with tragic results) crazy animals with or without this noble, then why not have one, since he'd obviously no longer be game-crippling at this point?

Come on, doesn't everyone want to have a creepy dude in cloak and gloves, no shirt, wandering around the fortress?

Who knows, maybe he'll come back in the upcoming release.  I sense that Toady had a fondness for the old @$@#er.
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NW_Kohaku

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Re: Future of the Fortress
« Reply #767 on: March 19, 2012, 11:56:30 pm »

I realize that I'm a couple weeks behind the curb here, but I would like to see a Dungeon Master again.  Not THE dungeon master (who was useless and a source of buggyness) but someone with the same title who is somehow integrated into the (awesome-sounding) new animal training system and possibly other things.  Preferably a noble who is useful and eccentric.  Perhaps someone who could kick ass in a pinch, add some color to the hum-drum life of the typical fortress. 

As long as we can tame (or try to tame, with tragic results) crazy animals with or without this noble, then why not have one, since he'd obviously no longer be game-crippling at this point?

Come on, doesn't everyone want to have a creepy dude in cloak and gloves, no shirt, wandering around the fortress?

Who knows, maybe he'll come back in the upcoming release.  I sense that Toady had a fondness for the old @$@#er.

You might want to see this thread on saving the DM.
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Elone

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Re: Future of the Fortress
« Reply #768 on: March 20, 2012, 12:22:17 am »

Well that was slightly unexpected.

Irrelevance alert. ▼

Spoiler (click to show/hide)
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zwei

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Re: Future of the Fortress
« Reply #769 on: March 20, 2012, 01:44:50 am »

This is a void that I would love to fill.

This still sounds like a really bed pick-up line.

Seems like it was succesfull in being unique, cheeky and actually putting people in desired mindset.

Fairly good pick-up line.

blake77

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Re: Future of the Fortress
« Reply #770 on: March 20, 2012, 11:42:14 am »

Would civilian dwarves pick up armour. Will there also be an option in the orders screen allowing civilian dwarves to pick up armour. Can we set mandatory wear for dwarves?
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Askot Bokbondeler

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Re: Future of the Fortress
« Reply #771 on: March 20, 2012, 12:14:03 pm »

you can do that now, simply create squads without any assigned barracks. do not assign any weapon to woodcutters and miners

JasonMel

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Re: Future of the Fortress
« Reply #772 on: March 20, 2012, 12:53:42 pm »

There is an interesting thread about good (as opposed to evil) biomes in the suggestion forum. The fulcrum of the discussion is the question, should good biomes be a help or a hindrance to the average fortress, or both? The thread made me wonder what plans, if any, you have for good biomes. What is your vision for what a good biome is or should be?

(Edit: By the way, thank you for your reply to my previous question! This thread is very cool.)
« Last Edit: March 22, 2012, 11:58:13 am by JasonMel »
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PTTG??

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Re: Future of the Fortress
« Reply #773 on: March 20, 2012, 01:10:26 pm »

Frankly Good/Evil is a stand-in I think. From what I recall, the ultimate plan is for regions to have sphere associations, so you could have an area associated with war, for instance.
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bombzero

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Re: Future of the Fortress
« Reply #774 on: March 20, 2012, 03:41:19 pm »

you can do that now, simply create squads without any assigned barracks. do not assign any weapon to woodcutters and miners

thats a tedious workaround that clogs up the military interface, he was asking if a uniform similar to the hunters could be put in, with the intent of telling civilians what to wear.
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MrWiggles

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Re: Future of the Fortress
« Reply #775 on: March 20, 2012, 05:05:11 pm »

Would civilian dwarves pick up armour. Will there also be an option in the orders screen allowing civilian dwarves to pick up armour. Can we set mandatory wear for dwarves?

I'm gonna say, the answer to this is: Seems reasonable, but no timeline.
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Rip0k

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Re: Future of the Fortress
« Reply #776 on: March 20, 2012, 09:51:53 pm »

Toady, could you specify the details of your new PC? - just curious.
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MrWiggles

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Re: Future of the Fortress
« Reply #777 on: March 20, 2012, 09:54:37 pm »

Toady, could you specify the details of your new PC? - just curious.
What new PC?
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monk12

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Re: Future of the Fortress
« Reply #778 on: March 20, 2012, 09:55:23 pm »

New devlog- apparently he's been having internet/hardware issues, which has led to a new PC. Hence the lack of devlogs and mission progress.

MrWiggles

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Re: Future of the Fortress
« Reply #779 on: March 20, 2012, 09:57:48 pm »

Ah, okay. It wasn't loading for me.
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Doesn't like running from bears = clearly isn't an Eastern European
I'm Making a Mush! Navitas: City Limits ~ Inspired by Dresden Files and SCP.
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