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Author Topic: Future of the Fortress  (Read 3827397 times)

arkhometha

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Re: Future of the Fortress
« Reply #3825 on: October 08, 2012, 09:17:50 pm »

Not sure if this has been asked yet;
Will you be able to use plants and things to create poisons to put onto weapons.
That is, will at some point there be the possibility to make weapons cause poison and other affliction damage over time.
Which also has implications of more alchemy things like anitdotes to poisons and such.

Yes, coating weapons with poisons/liquids and alchemy is planned.

http://www.bay12forums.com/smf/index.php?topic=60554.msg1578928#msg1578928
Quote from: Toady One link=http://www.bay12forums.com/smf/index.php?topic=60554.msg1578928#msg1578928
On the other hand, writing from the perspective that every command the player gives will be credited to fortress position holders, if an appropriate official were to order that a liquid, with usage hints/whatever in the raws, will now be used for something entirely outside those bounds (like coating a weapon with syrup), that action might be anything from brilliant to quirky to wasteful to tyrannical to suicidal, depending on the situation.  The dwarves aren't currently capable of judging their officials and it's a very difficult problem most of the time.  If a randomly-generated creature has a weakness to syrup, maybe coating the weapons with syrup is simply a practical strategy, and in that case syrup wouldn't have the "weapon coating" usage hint in the raws.  That coating action is entirely up to player ingenuity, much like ordering the creation of a complicated machine, and it's a reasonable thing to allow.


http://www.bay12forums.com/smf/index.php?topic=60554.msg1578928#msg1578928
Quote from: Toady One link=http://www.bay12forums.com/smf/index.php?topic=60554.msg1578928#msg1578928
At the extreme end of the potion/material discussion, out beyond what maybe anybody was asking for, I'm absolutely against having to master some sort of scripting language just to get dwarves to poison their weapons.  At the same time, it'll be difficult to get dwarves to use certain exotic syndrome-causing materials in a reasonable way that satisfies a player, especially one using potion mods.  Maybe it'll end up being usage hints in the raws and classifications in-play for use in the military etc. with some sensible defaults.  Ideally they'd be able to handle it like food, water and alcohol (to the extent those aren't broken), and perhaps those would be brought into the same system.  For more exotic actions and random weirdness, maybe there are cases in the mods where you'd really want to write some kind of script down, especially for a non-dwarven mod race that does something or other, but that level of support is pretty hard to prioritize when I don't really need or want it for dwarves.

http://www.bay12forums.com/smf/index.php?topic=21498.msg419302#msg419302
Quote from: Toady One link=http://www.bay12forums.com/smf/index.php?topic=21498.msg419302#msg419302
Quote from: Warlord255
This warrants a question. How will poisons/weapon coatings operate in dwarf mode?

I'm not going to allow that until the ethical framework and repercussions are in place.  Dwarves with poison weapons seem strange to me, so I'd like to do that stuff first before I worry about the interface, jobs and storage.  That is, you'd be allowed to make that decision, but it would cause quite a fuss in general.
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hops

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Re: Future of the Fortress
« Reply #3826 on: October 09, 2012, 03:24:24 am »

Late reply but salt farming via saltwater evaporation WORKS.
There is a reason why farmers in my country still do so.
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smirk

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Re: Future of the Fortress
« Reply #3827 on: October 09, 2012, 03:50:35 am »

Not sure if this has been asked yet;
Will you be able to use plants and things to create poisons to put onto weapons.
That is, will at some point there be the possibility to make weapons cause poison and other affliction damage over time.
Which also has implications of more alchemy things like anitdotes to poisons and such.

If Toady does end up making fruit/leaves fall as some sort of contaminant layer like he mentions, it should be a simple enough process to put a bin-less weapon stockpile under your modded poison tree in time for the fall harvestening. Not an ideal scenario, but far easier than current workarounds.
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Neonivek

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Re: Future of the Fortress
« Reply #3828 on: October 09, 2012, 11:06:38 am »

Oddly enough the worthwhile poisons arn't even the ones that do physical damage to your attackers.

The ones you want to have either instantly cause a lot of pain, thus weakening their attacks, or that paralyze them.
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CaptainArchmage

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Re: Future of the Fortress
« Reply #3829 on: October 09, 2012, 01:29:14 pm »

If a tree grows into a new tile in such a way as a trunk would move over a creature, what would happen? In real life, if some object is left in a tree, the bark will eventually envelop it and trap it, but will creatures get a chance to move out of the way so they won't be "encased in maple tree?"

This was just answered:

Quote from: CaptainArchmage
What happens if a tree is going to grow outwards or upwards, but something is in the way, be it a building or construction or creature?

The way it is set up now, trees will just go around.  I haven't done anything with slow pushing/deforming or anything like that -- we don't have fine gradations to work with.

I thought I'd specified this for just buildings and constructions, but it looks like I also included creatures in there. This means we can use pastures to modify the growth patterns of trees, right? For example, we could pasture certain creatures and make the trees grow around them to create a wall or something? Nice.
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King Mir

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Re: Future of the Fortress
« Reply #3830 on: October 09, 2012, 01:49:08 pm »

Might be hard to create a pasture in the sky. You could create a platform, but the tree might just as well avoid overgrowing that because it's there, without the animal.

However if an unlucky bird happened to perch on a tree precisely when it was growing, it might find itself surrounded by a few more branches. It would take a special kind of bad luck on the bird's part to actually become trapped.

MrWiggles

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Re: Future of the Fortress
« Reply #3831 on: October 09, 2012, 02:21:56 pm »

Might be hard to create a pasture in the sky. You could create a platform, but the tree might just as well avoid overgrowing that because it's there, without the animal.

However if an unlucky bird happened to perch on a tree precisely when it was growing, it might find itself surrounded by a few more branches. It would take a special kind of bad luck on the bird's part to actually become trapped.
Birds dont actually move through tiles. They act pretty much like regular vermin, and sorta teleport places. The main difference is that we get to see it teleport.
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Mr S

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Re: Future of the Fortress
« Reply #3832 on: October 09, 2012, 02:22:31 pm »

Special kind of bad luck, yes, but it will happen.  Then you'll chop a tree to get chustnut logs and find partail Kea skeleton inside.  Bonus!
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iceball3

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Re: Future of the Fortress
« Reply #3833 on: October 09, 2012, 02:31:48 pm »

Oddly enough the worthwhile poisons arn't even the ones that do physical damage to your attackers.

The ones you want to have either instantly cause a lot of pain, thus weakening their attacks, or that paralyze them.
Of course, rotting which can be considered physical damage could be an effective tool as well, last time I checked, while a thoughroughly rot person can be walking around, they tend to quite randomly drop dead when you hit them with something. And in cheaper lieu, we could make something like smoke bombs that release nauseating and winding toxins. That'll do some heavy penalties for sure.
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tahujdt

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Re: Future of the Fortress
« Reply #3834 on: October 09, 2012, 03:18:57 pm »

With the change in climbing pathing, will we see improvement in the pathing of flying/swimming creatures?

I hope that a side effect of this is that modded races will move like one would want.
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Berserkr

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Re: Future of the Fortress
« Reply #3835 on: October 09, 2012, 06:30:44 pm »

I was wondering if any of you know anything further on the topic of non lethal fighting in adventure mode where you can punch a person in the head and not ram your masculine dwarf arm through them? Also about the concept of tieing up people in adventure mode. I read something on this topic a bit back but im not sure if it will be in the new update or in the future.
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misko27

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Re: Future of the Fortress
« Reply #3836 on: October 09, 2012, 06:50:28 pm »

I was wondering if any of you know anything further on the topic of non lethal fighting in adventure mode where you can punch a person in the head and not ram your masculine dwarf arm through them? Also about the concept of tieing up people in adventure mode. I read something on this topic a bit back but im not sure if it will be in the new update or in the future.
In the current, at least for the non-lethal stuff. Other stuff MAY be going in as part of that.
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stolide

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Re: Future of the Fortress
« Reply #3837 on: October 09, 2012, 09:14:41 pm »

Will acorns become oak trees?
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mastahcheese

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Re: Future of the Fortress
« Reply #3838 on: October 09, 2012, 09:22:25 pm »

With the new trees going in, and elves being considerered,
When creatures are capable of throwing items and weapons, will we ever see the elves using wasp/hornet's nests as throwable weapons?
I think that would be a VERY good way to administer some poisons to your dwarves.
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FearfulJesuit

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Re: Future of the Fortress
« Reply #3839 on: October 09, 2012, 10:36:25 pm »

Quote from: Toady One, the Great
We have falling leaves again, you can see them fall in little downward moving flows and land on the ground. This involves "item clouds" and "item spatter", which should continue to come up in various places over time. You can pick flowers and leaves and there are falling fruits and nuts. It's nice to have acorns and chestnuts in the game, though I don't have roasting handled. All of the fallen material can be picked up. You can also pick fruit directly from trees if they are hanging low enough (you'll be able to climb before long). I think we've got enough vegetation information to start in on elf sites themselves now.

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