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Author Topic: Future of the Fortress  (Read 3853175 times)

Putnam

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Re: Future of the Fortress
« Reply #4155 on: November 02, 2012, 09:11:17 am »

W-we're getting retired forts?  And activating the world?  And getting NPC non-human sites?  And activating the world?

This release is a bundle of things I thought we weren't even going to start for a few years, much less NOW.  This is awesome.

We've known about world activation was coming since June, IIRC...
Yeah, but at the time I wasn't expecting that one till we'd worked through inns and other economy stuff.  Ditto for non-human sites, although I've been modding my game so other races have human sites, so I'm not AS excited for that one.  The heroic, goblin fighting, child liberating adventures dark fortresses open up are going to be awesome though.

...It was the first thing he worked on this release >_>

CaptainArchmage

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Re: Future of the Fortress
« Reply #4156 on: November 02, 2012, 10:53:28 am »

Dwarf Fortresses required a little more than just that required for Goblin settlements and so on. My personal opinion is well get proper mines and 3D veins, which will result in the addition for mines for all mining civilisations. Dwarf Fortresses are different though in that their mining and city-building processes are very closely related. I'd really expect the release to come out after the new sites are done, though it will probably take longer with armies moving around the map and finishing up.
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hermes

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Re: Future of the Fortress
« Reply #4157 on: November 02, 2012, 11:16:07 am »

Fortress retirement is pretty darn exciting.  I always feel guilty about abandoning fortresses, like once I've gone all the dwarves wake up as if from a dream and look at each other and say, "what.. what were we all just doing?  Why did we dig these embarrassing rabbit warrens in this soil?  Let's get back to civilization for a real drink."  Hopefully they'll make my retirement less shameful now.
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EnigmaticHat

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Re: Future of the Fortress
« Reply #4158 on: November 02, 2012, 11:34:10 am »

W-we're getting retired forts?  And activating the world?  And getting NPC non-human sites?  And activating the world?

This release is a bundle of things I thought we weren't even going to start for a few years, much less NOW.  This is awesome.

We've known about world activation was coming since June, IIRC...
Yeah, but at the time I wasn't expecting that one till we'd worked through inns and other economy stuff.  Ditto for non-human sites, although I've been modding my game so other races have human sites, so I'm not AS excited for that one.  The heroic, goblin fighting, child liberating adventures dark fortresses open up are going to be awesome though.

...It was the first thing he worked on this release >_>
I know.  The statement "things I thought we weren't even going to start for a few years, much less NOW" applied to each of the things I listed, at the time I found out about them.  So Toady's like "hey, we're activating the world now" and I'm like, "woah, thought we were a few big releases away from that".  Then, some days later, I have the same thoughts about non-human sites, and now fortress retirement.  Throwing all those things in a list was supposed to be more concise than explaining in story form that I was suprised by each of them in chronological order, although I'm writing it out now and having a quote pyramid so so much for that.
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bombzero

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Re: Future of the Fortress
« Reply #4159 on: November 03, 2012, 12:29:36 am »

Apologies if this sounds suggestion-y but I'm just addressing a long-standing problem that now seems pretty... urgent.

Toady, now that adventure mode is becoming more "major", and you're doing all the various work on making combat better and more functional, are you going to be taking a look at some of the more extenuating issues like crossbows being particle splitting railguns or certain types of weapons being ungodly overkill for what they should be?
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misko27

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Re: Future of the Fortress
« Reply #4160 on: November 03, 2012, 12:42:12 am »

Fortress retirement is pretty darn exciting.  I always feel guilty about abandoning fortresses, like once I've gone all the dwarves wake up as if from a dream and look at each other and say, "what.. what were we all just doing?  Why did we dig these embarrassing rabbit warrens in this soil?  Let's get back to civilization for a real drink."  Hopefully they'll make my retirement less shameful now.
This this this. Since many forts are less interesting once the challanges of set up are done, Until you get more challanges late game, like economic stuff, you very often end up with nice perfectly fine forts trashed, or worse, plain abandoned.
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Torchy

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Re: Future of the Fortress
« Reply #4161 on: November 03, 2012, 01:43:56 am »


 certain types of weapons being ungodly overkill for what they should be?


We're talking about whips, right? And scourges?
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BradUffner

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Re: Future of the Fortress
« Reply #4162 on: November 03, 2012, 02:13:54 am »


 certain types of weapons being ungodly overkill for what they should be?

We're talking about whips, right? And scourges?
...and Fluffy Wumblers.
« Last Edit: November 03, 2012, 02:16:15 am by BradUffner »
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Cruxador

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Re: Future of the Fortress
« Reply #4163 on: November 03, 2012, 02:42:49 am »

Apologies if this sounds suggestion-y but I'm just addressing a long-standing problem that now seems pretty... urgent.

Toady, now that adventure mode is becoming more "major", and you're doing all the various work on making combat better and more functional, are you going to be taking a look at some of the more extenuating issues like crossbows being particle splitting railguns or certain types of weapons being ungodly overkill for what they should be?

He's planning to work on that stuff, but it doesn't really seem related to this release.
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eux0r

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Re: Future of the Fortress
« Reply #4164 on: November 03, 2012, 04:41:45 am »

whats the problem with crossbows? they dont seem overly powerful to me. the only problem might be the rate of fire being too high.
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DG

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Re: Future of the Fortress
« Reply #4165 on: November 03, 2012, 05:16:50 am »

I've been wondering how easy it is to use a crossbow and shield, with actually reloading the crossbow after more than one shot. But yeah, it probably won't get looked at in the next release. But we have had reaction times and other combat stuff, so who knows.
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mastahcheese

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Re: Future of the Fortress
« Reply #4166 on: November 03, 2012, 09:16:38 am »

If you want a modder's fix on overpowered ranged weapons, Joben did some nice work editting the raws of crossbows and bolts and found out how to make them more realistic.
There's a link in my sig.
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EmeraldWind

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Re: Future of the Fortress
« Reply #4167 on: November 03, 2012, 09:36:27 am »

I've been wondering how easy it is to use a crossbow and shield, with actually reloading the crossbow after more than one shot. But yeah, it probably won't get looked at in the next release. But we have had reaction times and other combat stuff, so who knows.

Well, Toady did do more than just Movement/Attack Speed as part of the combat rewrite. For instance, he added delays before and after attacks (to use Toady's example was like a snake bite, it hits fast but then takes some time to do again).
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bombzero

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Re: Future of the Fortress
« Reply #4168 on: November 03, 2012, 01:03:59 pm »

I just figured that if Adventure Mode was going to be approaching something closer to "playable in more ways than grinding stats and killing loosely organized groups of bandits over and over again", that it might be the right time to look at making less adventure mode characters end in ways that don't logically make sense.
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Neonivek

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Re: Future of the Fortress
« Reply #4169 on: November 03, 2012, 01:47:32 pm »

Odd I thought Crossbows were REALLY toned down (In fact possibly TOO toned down)

When did they become overpowered all over again?
« Last Edit: November 03, 2012, 04:08:37 pm by Neonivek »
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