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Author Topic: Future of the Fortress  (Read 3826762 times)

Eric Blank

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Re: Future of the Fortress
« Reply #8145 on: December 03, 2013, 09:22:50 pm »

Toady, will we have general commands to tell all of our followers at once to stay put etc., or does each companion need to be given orders separately?

Will companions that have been ordered to stay put immediately run off to chase down the first hostile they spot, or will they hold position defensively?


Also, I can already see how companion groups using the army organization system can be immediately exploited for hacking to forcefully occupy a city. Whether there's actually any benefit to it or not.
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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.

Urist McVoyager

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Re: Future of the Fortress
« Reply #8146 on: December 04, 2013, 12:34:56 am »

To the person worried about trapped entrances . . . Taverns and Trade Depots are supposed to go OUTSIDE the Fortress.   :P Ideally for your Dwarves, this is where your stinking, foreign wanderer would stay. The main Fortress is for locals and migrants, which, sadly, you cannot be as an Adventurer. Yet.
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Putnam

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Re: Future of the Fortress
« Reply #8147 on: December 04, 2013, 01:09:02 am »

To the person worried about trapped entrances . . . Taverns and Trade Depots are supposed to go OUTSIDE the Fortress.   :P Ideally for your Dwarves, this is where your stinking, foreign wanderer would stay. The main Fortress is for locals and migrants, which, sadly, you cannot be as an Adventurer. Yet.

I immediately imagined a standard stubby dwarf saying "N'wah!".

Cruxador

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Re: Future of the Fortress
« Reply #8148 on: December 04, 2013, 02:51:24 am »

I don't have anything new I'm happy enough with yet for screenshots.

we're hoping to get some meat in along the village/bandit leader + ruffian/hero/fighting reputations spectrums before the release, and not all town/bandit leaders will have the same methods.
Well, at least it still has a solid chance of coming out before 2015.
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FearfulJesuit

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Re: Future of the Fortress
« Reply #8149 on: December 04, 2013, 06:41:54 am »

The wait has hit the eighteen-month mark today, so...we'll see. Personally, I'm optimistic for late January or early February.
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hermes

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Re: Future of the Fortress
« Reply #8150 on: December 04, 2013, 07:10:17 am »

With cool features like follower commands and inventory management going in I could wait a whole lot longer for the next release.  I think I need to read the new features document again, 18 months is a long time to remember what's gonna be in the next version...   ;)
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ozyma

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Re: Future of the Fortress
« Reply #8151 on: December 04, 2013, 07:49:56 am »

Is there any possibility of Nobility succession for fortress mode in the next release?

Being stuck in noble limbo really sucks the fun out of the game for me.
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smjjames

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Re: Future of the Fortress
« Reply #8152 on: December 04, 2013, 09:27:43 am »

Is there any possibility of Nobility succession for fortress mode in the next release?

Being stuck in noble limbo really sucks the fun out of the game for me.

I believe he said somewhere that they will.

To the person worried about trapped entrances . . . Taverns and Trade Depots are supposed to go OUTSIDE the Fortress.   :P Ideally for your Dwarves, this is where your stinking, foreign wanderer would stay. The main Fortress is for locals and migrants, which, sadly, you cannot be as an Adventurer. Yet.

I wasn't complaining, I was trying to find out how it would work for adventurers vs retired forts.
« Last Edit: December 04, 2013, 09:31:31 am by smjjames »
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smjjames

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Re: Future of the Fortress
« Reply #8153 on: December 04, 2013, 10:17:05 am »

How moddable will climbing abilities be in this release? Like are there tokens that say that they can climb or how well they can climb? I'm sure climbing will eventually be fully moddable, but just wondering at the current state of being able to mod climbing into other creatures.
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Trif

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Re: Future of the Fortress
« Reply #8154 on: December 04, 2013, 10:24:01 am »

Toady posted some raws earlier.

Spoiler (click to show/hide)
« Last Edit: December 04, 2013, 10:25:33 am by Trif »
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Quote from: Toady One
I wonder if the game has become odd.

smjjames

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Re: Future of the Fortress
« Reply #8155 on: December 04, 2013, 10:32:48 am »

Oh, I missed the climbing gaits somehow, thanks.
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Scoops Novel

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Re: Future of the Fortress
« Reply #8156 on: December 04, 2013, 12:05:07 pm »

I don't have anything new I'm happy enough with yet for screenshots.

we're hoping to get some meat in along the village/bandit leader + ruffian/hero/fighting reputations spectrums before the release, and not all town/bandit leaders will have the same methods.

Given all the development of leaders of small groups, are you considering making it possible for them to be independent civ's? Tribes, petty kings and all that jazz.
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WillowLuman

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Re: Future of the Fortress
« Reply #8157 on: December 04, 2013, 01:26:19 pm »

This latest devlog XD

If you want a picture of the future, imagine you playing Dwarf Fortress. Forever.
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monk12

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Re: Future of the Fortress
« Reply #8158 on: December 04, 2013, 01:41:18 pm »

Is there any possibility of Nobility succession for fortress mode in the next release?

Being stuck in noble limbo really sucks the fun out of the game for me.

Short answer, it's in for next release, but things get tricky if the replacement is off-site. Word of Toad.

Quote
Quote from: Babylon
With the new inheritance rules will Baron etc and King be replaced in a fortress if they die?
Quote from: Mr S
On a related note, if we get this type of familial inheritance to on-site nobles, will off-site family be suitable candidates?  If so, will we be guaranteed their arrival on-site within X migration waves, or a special migration wave?

There will be a replacement, but it won't necessarily be somebody in your fortress at the time -- if it's a family position and the next person in line is off somewhere else, they'd get the nod, but this leads to the off-site problem.  I haven't addressed this.  I can't guarantee their arrival, since things can be complicated by their other responsibilities.  It's the sort of thing that should make the game interesting, but I'm not sure when I'll handle each of the interfering cases.

Ggobs

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Re: Future of the Fortress
« Reply #8159 on: December 04, 2013, 04:07:40 pm »

If you want a picture of the future, imagine you playing Dwarf Fortress. Forever.

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