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Author Topic: Future of the Fortress  (Read 3813565 times)

thvaz

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Re: Future of the Fortress
« Reply #150 on: February 21, 2012, 01:41:44 am »

The work on night creatures are finished for now or do you intend to return to them soon? For example, finishing randomly-generated vampires and integrating werewolves back to society.

Randomly generated vampires were one of the features I was most eager to get, and I was extremely disappointed they didn't make in into the release. Necromancer's and mummies I think are alright. I would like to see the Night hags/trolls to abducting people from your fortresses.

« Last Edit: February 21, 2012, 02:28:18 am by thvaz »
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Cruxador

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Re: Future of the Fortress
« Reply #151 on: February 21, 2012, 01:59:45 am »

Also, are current vampire arrival frequencies intended?

Now that the initial novelty has worn off, I've seen more than a couple complaints that dealing with vampires with any kind of regularity is more of a pain in the ass than particularly fun.

Of course there's also the thing where they're easily identifiable because they've been kicked out of a ton of places, haven't had a drink in ages, and wear a billion trophies. That hinders the gameplay a bit too. But I think frequency is the real problem. This is purely Dwarf mode, if that wasn't clear.
« Last Edit: February 21, 2012, 02:08:05 am by Cruxador »
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thvaz

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Re: Future of the Fortress
« Reply #152 on: February 21, 2012, 02:26:42 am »

Also, are current vampire arrival frequencies intended?

Now that the initial novelty has worn off, I've seen more than a couple complaints that dealing with vampires with any kind of regularity is more of a pain in the ass than particularly fun.

Of course there's also the thing where they're easily identifiable because they've been kicked out of a ton of places, haven't had a drink in ages, and wear a billion trophies. That hinders the gameplay a bit too. But I think frequency is the real problem. This is purely Dwarf mode, if that wasn't clear.

The gameplay mechanic of vampires in fortress is one of the best mechanics introduced to Fortress mode since the initial release, but I can see it becoming a hassle if two or more vampire arrive in each migrant wave.
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MaskedMiner

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Re: Future of the Fortress
« Reply #153 on: February 21, 2012, 05:27:17 am »

"changed which civilized critters will move to which trade partner sites in world gen"

What does this mean?
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Footkerchief

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Re: Future of the Fortress
« Reply #154 on: February 21, 2012, 09:43:25 am »

"changed which civilized critters will move to which trade partner sites in world gen"

What does this mean?

Why did you post this in two different threads?
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MaskedMiner

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Re: Future of the Fortress
« Reply #155 on: February 21, 2012, 09:46:55 am »

"changed which civilized critters will move to which trade partner sites in world gen"

What does this mean?

Why did you post this in two different threads?

Ah, sorry, I assumed nobody would notice it since there were enough posts for page change ^^; I've experienced that on on other forums a lot, last post in page is usually not read by anyone for some reason...
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Urist McDepravity

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Re: Future of the Fortress
« Reply #156 on: February 21, 2012, 09:56:05 am »

"changed which civilized critters will move to which trade partner sites in world gen"
What does this mean?
Something about this http://www.bay12games.com/dwarves/mantisbt/view.php?id=5137 I guess.
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Sizik

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Re: Future of the Fortress
« Reply #157 on: February 21, 2012, 04:35:08 pm »

Are the files in the raw/interaction examples folder used by the game or are they just there so we can see how hardcoded interactions work?
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Skyscrapes, the Tower-Fortress, finally complete!
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Footkerchief

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Re: Future of the Fortress
« Reply #158 on: February 21, 2012, 04:48:26 pm »

Are the files in the raw/interaction examples folder used by the game or are they just there so we can see how hardcoded interactions work?

They are not used by the game, they are just examples.
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PTTG??

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Re: Future of the Fortress
« Reply #159 on: February 21, 2012, 06:36:30 pm »

Are there currently any plans to make Dwarf Fortress large-address-aware? A mod is currently available to do so, and the response has been largely positive in that it allows history to work for a significantly greater time. It would be great to see that make its way into default DF.
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Rose

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Re: Future of the Fortress
« Reply #160 on: February 21, 2012, 11:05:49 pm »

Are there currently any plans to make Dwarf Fortress large-address-aware? A mod is currently available to do so, and the response has been largely positive in that it allows history to work for a significantly greater time. It would be great to see that make its way into default DF.

Alternately: a 64bit version
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PTTG??

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Re: Future of the Fortress
« Reply #161 on: February 21, 2012, 11:32:42 pm »

"Currently available to do so" is a hyperlink. It's just invisible.
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Himmelblau

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Re: Future of the Fortress
« Reply #162 on: February 22, 2012, 04:42:02 am »

In the next release "dwarves train on archery targets again".

As they did in .28? Or was this feature even more broken in .34 than it was in .31, and they don't train archery at all in the current version (which they did in .31, in somewhat random manner but nonetheless)? I have had too little time to play the new version to try out archery practise yet :(

If it's going to work as well as it did in .28, another of my (least-)favorite bugs will be gone.
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zwei

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Re: Future of the Fortress
« Reply #163 on: February 22, 2012, 07:02:46 am »

vampires won't try to pin crimes on animals

Shame ... and I thought that I had vampire rabbits.

Torchy

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Re: Future of the Fortress
« Reply #164 on: February 22, 2012, 10:08:24 am »

vampires won't try to pin crimes on animals

Shame ... and I thought that I had vampire rabbits.

"The Bloated Tuber has been found dessicated, completely drained of juice!"

Nobody's going to get this.
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