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Author Topic: Future of the Fortress  (Read 3850118 times)

thvaz

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Re: Future of the Fortress
« Reply #2790 on: July 28, 2012, 03:24:58 am »

I'm still not excited for the next version as I am used to be for the previous ones. Maybe it's the lack of devlogs.
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Spish

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Re: Future of the Fortress
« Reply #2791 on: July 29, 2012, 03:09:33 pm »

Will the alert system apply to any other sites that are inhabited by armies? Like, say, a conquered player fortress?
« Last Edit: July 29, 2012, 03:44:52 pm by Spish »
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Phlum

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Re: Future of the Fortress
« Reply #2792 on: July 29, 2012, 11:09:24 pm »

Will the alert system apply to any other sites that are inhabited by armies? Like, say, a conquered player fortress?
I would imagine so. If one goblin can look around it only takes copy and paste to apply it to everything. Unless you mean the way that other guards are alerted. which brings to mind,When an alert is given, the offended entity doesn't yet know of the offence, right? In other words, is it possible to kill a guard before he alerts others and not become enemy of a civ?
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thvaz

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Re: Future of the Fortress
« Reply #2793 on: July 30, 2012, 01:23:37 am »

Cool. Two devlogs in a row.

Does the changes in sneaking apply to fortress mode?

Why did the commander fled instead of fighting?
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MrWiggles

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Re: Future of the Fortress
« Reply #2794 on: July 30, 2012, 01:46:09 am »

Cool. Two devlogs in a row.
Why did the commander fled instead of fighting?
As stipulated in the Dev Log, the Commander gave up the chase because of his responsibilities.


I have a question: How can the sneaking apply to fort mode exactly? You don't control anyone dorf, and it seems like we're no were near getting the Bloat of controlling one Dorf during Sieges, a la adventure move. A lot of the sneaking stuff, is conveying information to the Player so there no translation for that stuff in Fort Mode.
« Last Edit: July 30, 2012, 01:59:54 am by MrWiggles »
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Rockphed

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Re: Future of the Fortress
« Reply #2795 on: July 30, 2012, 01:52:39 am »

I think my favorite part is the addition of a tracking mechanism.  Now maybe we can track down animals in the wild when we are hungry.
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thvaz

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Re: Future of the Fortress
« Reply #2796 on: July 30, 2012, 02:05:13 am »

As stipulated in the Dev Log, the Commander gave up the chase because of his responsibilities.

He tried to get back to his tent because of his responsabilities, but it was not the reason he fled. At least this is what is written in the devlog. I'm asking why he fled in the first place.

I have a question: How can the sneaking apply to fort mode exactly? You don't control anyone dorf, and it seems like we're no were near getting the Bloat of controlling one Dorf during Sieges, a la adventure move. A lot of the sneaking stuff, is conveying information to the Player so there no translation for that stuff in Fort Mode.

The new mechanics can be applied to fortress mode even if the player doesn't have direct control (field of vision, raising alarms, and so on) and may impact gameplay regardless of player control. Or it may be the the same as it always was. This is what I hope Toady answers.

If you have a lot of this kind of doubts, you aren't being helpful trying to answer the questions for Toady.
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jellsprout

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Re: Future of the Fortress
« Reply #2797 on: July 30, 2012, 05:09:56 am »

Quote
The noise reduction is a passive ability, while you can still set yourself to "sneak", which'll decrease your chance to be seen but will also make you look more suspicious if you are seen.

Good. It always bothered me in the Elder Scrolls games how it never seemed to bother any guard or shopkeeper if you were sneaking around everywhere.
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FearfulJesuit

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Re: Future of the Fortress
« Reply #2798 on: July 30, 2012, 09:19:31 am »

Are your Fortress Mode soldiers going to engage in something of the same sort of expanded sneaking ability, even if it's not quite as expanded as the Adventure Mode version?
« Last Edit: July 30, 2012, 09:28:43 am by dhokarena56 »
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BradUffner

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Re: Future of the Fortress
« Reply #2799 on: July 30, 2012, 10:11:21 am »

Quote
The noise reduction is a passive ability, while you can still set yourself to "sneak", which'll decrease your chance to be seen but will also make you look more suspicious if you are seen.

Good. It always bothered me in the Elder Scrolls games how it never seemed to bother any guard or shopkeeper if you were sneaking around everywhere.

I just started playing Morrowind again, and was surprised to hear NPCs (including guards) making comments about my sneaking.  So at least one Elder Scrolls game took that in to account.
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Untelligent

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Re: Future of the Fortress
« Reply #2800 on: July 30, 2012, 10:10:42 pm »

Wait wait hold up a feck did Toady just add a new tile to the game
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Rockphed

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Re: Future of the Fortress
« Reply #2801 on: July 30, 2012, 10:30:18 pm »

Wait wait hold up a feck did Toady just add a new tile to the game

I think he did.  I am just overjoyed that tracking is finally in.  Now when one of the ambushers runs away I can track them down.
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Toady One

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Re: Future of the Fortress
« Reply #2802 on: July 30, 2012, 10:56:10 pm »

(those are larger images built from 219-223+254 that'll pop up with a description if we stick with that, not new tiles)
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hermes

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Re: Future of the Fortress
« Reply #2803 on: July 30, 2012, 11:43:50 pm »

Looks great!  Like the direction this tracking mechanic is going.
Will there be an element of in game learning required for the annotation of the track marks, or will the player be told what every track belongs to all the time?
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tfaal

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Re: Future of the Fortress
« Reply #2804 on: July 30, 2012, 11:47:39 pm »

I'm growing somewhat concerned about the extent of feature-creep in this release. Obviously, this is the Adams' baby, and the features they're interested in implementing are the ones that should go in. But for my own selfish interests, I'm somewhat concerned that features I'm really excited for -- such as a more dynamic world and nonlethal combat -- are going to get delayed behind features like search party AI and game trails.
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I still think that the whole fortress should be flooded with magma the moment you try dividing by zero.
This could be a handy way of teaching preschool children mathematics.
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