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Author Topic: Future of the Fortress  (Read 3841963 times)

MrWiggles

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Re: Future of the Fortress
« Reply #2445 on: June 17, 2012, 04:19:11 am »

When surrender is implemented, are the only options available going to be interrogate then kill/spare?
Would be cool to have a use for that iron chain to bring them to the local lawgiver.
Hrm...
There nothing explicit in the Dev Notes, however it does state that you'll be able to Surrender in Adventure Mode, and to stay in 'Surrender Mode' you have to follow orders, including Follow and Drop your weapon.

So its defiantly planned for PCs, which probably means, that its also planned for NPCs.
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Jacko13

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Re: Future of the Fortress
« Reply #2446 on: June 17, 2012, 05:31:07 am »

Quote from: Mr S link=topic=100851.msg3379332#msg3379332

New Military Labor!!  [color=limegreen
Durim McBrownRound has become a Drill Sergeant.[/color]

Love the idea!  I know we have squad leaders but they seem kinda useless to me at the moment. This would be a superb way of kicking of recruit training (without danger rooms) methinks!
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Mel_Vixen

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Re: Future of the Fortress
« Reply #2447 on: June 17, 2012, 02:46:13 pm »

I love the new stuff and psychology  :D . I hope that secondary thoughts play a role. Like a woman fighting for her children instead of running away or a thief fighting over his bag of money etc. 
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Chronas

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Re: Future of the Fortress
« Reply #2448 on: June 17, 2012, 11:37:55 pm »

Like a woman fighting for her children
I hope not.
Baby shields are hilarious.
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He he he.  Yeah, it almost looks done...  alas...  those who are in your teens, hold on until your twenties...  those in your twenties, your thirties...  others, cling to life as you are able...
It should be pretty fun though.

Urist Da Vinci

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Re: Future of the Fortress
« Reply #2449 on: June 18, 2012, 12:06:02 am »

When surrender is implemented, are the only options available going to be interrogate then kill/spare?
Would be cool to have a use for that iron chain to bring them to the local lawgiver.

http://www.bay12games.com/dwarves/dev.html
Tying people up is on the dev list, but it was grouped under "the adventurer is breaking into a place" rather than "capturing and interrogating villians". IMO it would be necessary if you want to bring someone in, but you have to sleep and don't want them shanking you or running off during the night.

MrWiggles

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Re: Future of the Fortress
« Reply #2450 on: June 18, 2012, 01:26:47 am »

I agree that the tools needed to bring folks to  location against their will, are there, even if its not explicitly stated.
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NobodyPro

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Re: Future of the Fortress
« Reply #2451 on: June 18, 2012, 02:05:20 am »

Really enjoying these devlogs. Madness and Morale have always been two things I've liked in simulation games, we're getting one and possibly the other (PTS/personality changes).
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kulik

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Re: Future of the Fortress
« Reply #2452 on: June 18, 2012, 09:12:40 am »

Quote
"...should generally make combat a bit more vibrant. I'm going to try not to get too carried away with all of the possibilities..."


Oh please please get carried away.
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Chronas

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Re: Future of the Fortress
« Reply #2453 on: June 18, 2012, 09:19:51 am »

Quote
"...should generally make combat a bit more vibrant. I'm going to try not to get too carried away with all of the possibilities..."
Oh please please get carried away.
I'll second this.
Tangents are where the magic happens.
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He he he.  Yeah, it almost looks done...  alas...  those who are in your teens, hold on until your twenties...  those in your twenties, your thirties...  others, cling to life as you are able...
It should be pretty fun though.

bombzero

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Re: Future of the Fortress
« Reply #2454 on: June 18, 2012, 10:41:12 am »

Quote
"...should generally make combat a bit more vibrant. I'm going to try not to get too carried away with all of the possibilities..."
Oh please please get carried away.
I'll second this.
Tangents are where the magic happens.

im ambivalent on this, if he gets carried away, next update will be awesome.... when we see it in a year and a half.  :P

however, I am most excited about this
Quote from: Dev Log
the split between movement/combat actions as well as reaction moments.
finally, dwarf fortress takes another giant step away from traditional roguelike combat, adventure mode is sounding more fun by the day, and the fortress mode implications are going to be shocking.
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DG

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Re: Future of the Fortress
« Reply #2455 on: June 18, 2012, 10:47:15 am »

I love DF feature creep.
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Headhanger

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Re: Future of the Fortress
« Reply #2456 on: June 18, 2012, 11:32:45 am »

Every devlog update gives me a nerdgasm. This one was no different.

Separating movement and attacks? My anticipation is palpable.
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Footkerchief

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Re: Future of the Fortress
« Reply #2457 on: June 18, 2012, 11:36:40 am »

Next version is sounding better and better.  Adv. Mode has been blossoming in so many directions since I first started playing.
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CaptainArchmage

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Re: Future of the Fortress
« Reply #2458 on: June 18, 2012, 11:46:12 am »

Now that multiple attacks can be used at the same time, does that mean weapon traps will attack with all their weapons at the same time now? Are we going to get riders and riding in the new release given that you've mentioned that on the devblog, or is this still just regarding fortress mode invasions?
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Knight Otu

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Re: Future of the Fortress
« Reply #2459 on: June 18, 2012, 11:54:45 am »

Combat flow and mounts (move/attack split) are still part of the Hero Role on the Dev page, so it's not like it's a big departure from the Hero Role stuff.
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