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Author Topic: Future of the Fortress  (Read 3844512 times)

Askot Bokbondeler

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Re: Future of the Fortress
« Reply #750 on: March 19, 2012, 11:22:32 am »

migration relates to fortress wealth, less masterwork granite thrones and 10000* roasts on your first year means you get smaller waves. it also helps delay ambushes and invasions.

Neonivek

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Re: Future of the Fortress
« Reply #751 on: March 19, 2012, 11:24:06 am »

migration relates to fortress wealth, less masterwork granite thrones and 10000* roasts on your first year means you get smaller waves. it also helps delay ambushes and invasions.

It does mean that slower growth is supperior to fast growth.

Mind you there is a lot to be said in going to the old system where once sieges start they will excalate independent to your wealth. Creating an arms race.
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Watsst

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Re: Future of the Fortress
« Reply #752 on: March 19, 2012, 12:05:40 pm »


Will vampires ever respond differently to strange moods than other dwarves? Such as failure to create an artifact causing different effects than melancholy or insanity? Or such as the artifact being different as compared to other artifacts (design, items used) or is it more of a wait until the artifact development arc to see?


I say this as having a 300 year old vampire arrive at a fortress, then after 6 months going suicidal because he couldnt make an earring seems a bit off. And currently an insane vampire will just walk around naked for eternity, not blood sucking people. Not the first picture you have of an insane vampire (more blood sucky and evil kingly).
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Askot Bokbondeler

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Re: Future of the Fortress
« Reply #753 on: March 19, 2012, 12:08:22 pm »

migration relates to fortress wealth, less masterwork granite thrones and 10000* roasts on your first year means you get smaller waves. it also helps delay ambushes and invasions.

It does mean that slower growth is supperior to fast growth.

Mind you there is a lot to be said in going to the old system where once sieges start they will excalate independent to your wealth. Creating an arms race.
and remember when bees were first implemented?

PTTG??

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Re: Future of the Fortress
« Reply #754 on: March 19, 2012, 12:26:16 pm »


Will vampires ever respond differently to strange moods than other dwarves? Such as failure to create an artifact causing different effects than melancholy or insanity? Or such as the artifact being different as compared to other artifacts (design, items used) or is it more of a wait until the artifact development arc to see?


I say this as having a 300 year old vampire arrive at a fortress, then after 6 months going suicidal because he couldnt make an earring seems a bit off. And currently an insane vampire will just walk around naked for eternity, not blood sucking people. Not the first picture you have of an insane vampire (more blood sucky and evil kingly).

Huh, that's an interesting scenario. You might want to try to put him in a cage by knocking him out over a cage trap and putting him up somewhere. Like your dining hall.

All that said, I for one think it might be interesting if vampires always got fell moods.
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Dutchling

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Re: Future of the Fortress
« Reply #755 on: March 19, 2012, 12:46:31 pm »

I saw a dwarf in Legends Mode remarry after her (converted by night creatures) Dwarven husband died. 
Do Dwarves now also remarry in DF mode? Or did they always do this in World Gen / when their night creature spouse die?
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Watsst

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Re: Future of the Fortress
« Reply #756 on: March 19, 2012, 01:32:08 pm »

Huh, that's an interesting scenario. You might want to try to put him in a cage by knocking him out over a cage trap and putting him up somewhere. Like your dining hall.

All that said, I for one think it might be interesting if vampires always got fell moods.

It wasnt my vampire, its just something that came up in the topic below that I thought would be good to ask here. As said before, it makes for a great tourist attraction for all to see, the great undead murderous vampire a mear crazy fool.
http://www.bay12forums.com/smf/index.php?topic=101181.240

As for always having fell moods, I do agree with the premise of vampires going the murderous route but it does have its problems. It would make it obvious that their a vampire, and also currently fell moods only produce artifact crafts which are practically useless expect for money value.

Overall I do hope Toady doesnt go for "vampires dont get moods"
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Elone

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Re: Future of the Fortress
« Reply #757 on: March 19, 2012, 02:31:12 pm »

On something slightly more relevant, is there one day going to be a way to have your fortresses stay alive so you can visit the dwarfs in adventure mode rather then only being able to visit their empty shell of a fortress? or I guess that would also be a good platform for having multiple fortresses active at once, perhaps even trading between eachother! :O Imagine that, being able to have a fortress tucked away somewhere nice and safe, growing lots of food and shipping it off to the towering fortress built into the side of a mountain where they repay the good will with weapons and tools scrounged from the depths of their mountain homes! :O that would be interesting, to say the least.

In SimCity4 you can settle cities just like in DF, except you can settle multiple cities at once. They found a way to solve the time flow and resource transfer between cities while one of them is being actively played. In other words yeah, it's no fun being only able to visit your dead forts as an adventurer, or have only a single tiny fort in a huge world. Potential wasted!
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Kogut

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Re: Future of the Fortress
« Reply #758 on: March 19, 2012, 02:44:47 pm »

On something slightly more relevant, is there one day going to be a way to have your fortresses stay alive so you can visit the dwarfs in adventure mode rather then only being able to visit their empty shell of a fortress? or I guess that would also be a good platform for having multiple fortresses active at once, perhaps even trading between eachother! :O Imagine that, being able to have a fortress tucked away somewhere nice and safe, growing lots of food and shipping it off to the towering fortress built into the side of a mountain where they repay the good will with weapons and tools scrounged from the depths of their mountain homes! :O that would be interesting, to say the least.

In SimCity4 you can settle cities just like in DF, except you can settle multiple cities at once. They found a way to solve the time flow and resource transfer between cities while one of them is being actively played. In other words yeah, it's no fun being only able to visit your dead forts as an adventurer, or have only a single tiny fort in a huge world. Potential wasted!

Suggestion forum is here: http://www.bay12forums.com/smf/index.php?board=5.0
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Ghills

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Re: Future of the Fortress
« Reply #759 on: March 19, 2012, 04:13:33 pm »

I always thought it was odd how many migrants would come to your fortress sometimes. It seems like there must be some great propaganda in the Dwarven cities for people to migrate out to some of our god-forsaken hell-holes xD You'd think you'd be able to send word back with the first caravan to tell them to stop sending so many people or something, or even request MORE if, persay, you need helpers to train your dragon (and don't feel like sweeping up the charred bits of dwarfs you actually know) or maybe all the dwarven cities are just insanely over populated and they're kicking people out and they come to our fortresses since there's nowhere else to go?

I always think of it as being because other forts were crashing and burning as dorf forts do, and the huge waves of irritable, penniless migrants we got were the remains of whatever other forts had been in the area. 

Question for Toady:
Do you plan to deal with hauling-related injuries to the hauling overhaul coming up? I'm sure we'll get healthcare improvements at some point, but I'm curious about the timing.

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Elone

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Re: Future of the Fortress
« Reply #760 on: March 19, 2012, 05:06:34 pm »

Suggestion forum is here: http://www.bay12forums.com/smf/index.php?board=5.0

Yeah, cause someone had to be internet police about it. Show me your badge please!
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Askot Bokbondeler

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Re: Future of the Fortress
« Reply #761 on: March 19, 2012, 05:13:01 pm »

you're disrespecting the holy gift of the limegreen. if that kind of behavior isn't curbed, or at least kept in check, the toad might decide it's too much of a hassle to sort through all the rubbish and stop answering questions altogether.

thvaz

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Re: Future of the Fortress
« Reply #762 on: March 19, 2012, 05:13:38 pm »

Suggestion forum is here: http://www.bay12forums.com/smf/index.php?board=5.0

Yeah, cause someone had to be internet police about it. Show me your badge please!

Follow the rules and you won't have problems. Now, move on, citizen!
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Footkerchief

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Re: Future of the Fortress
« Reply #763 on: March 19, 2012, 05:24:57 pm »

Suggestion forum is here: http://www.bay12forums.com/smf/index.php?board=5.0

Yeah, cause someone had to be internet police about it. Show me your badge please!

Did you read the OP?

[...] specific suggestions belong for the most part in the suggestion forum.
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Rockphed

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Re: Future of the Fortress
« Reply #764 on: March 19, 2012, 08:19:27 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?
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