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Author Topic: Future of the Fortress  (Read 3841887 times)

flabort

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Re: Future of the Fortress
« Reply #6060 on: April 15, 2013, 10:42:49 pm »

regardless, it's gonna be reported as one initially.   

Speaking of guards, though, which update(s) are properly behaving guards replying to shopkeepers/lifters planned for?

Later.

So, we're not sure yet, but not this update, nor the one after?
Rats. I was kinda waiting for that before I tried adventure mode again. >.>
What? Don't look at me like that.
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Putnam

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Re: Future of the Fortress
« Reply #6061 on: April 15, 2013, 10:45:41 pm »

The only update we know of is this one.

Cruxador

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Re: Future of the Fortress
« Reply #6062 on: April 15, 2013, 10:59:10 pm »

regardless, it's gonna be reported as one initially.   

Speaking of guards, though, which update(s) are properly behaving guards replying to shopkeepers/lifters planned for?

Later.

So, we're not sure yet, but not this update, nor the one after?
Rats. I was kinda waiting for that before I tried adventure mode again. >.>
What? Don't look at me like that.
The update after this will likely be a hotfix of some sort. As for the next feature release, that's probably more than a year away and probably won't contain anything of the sort, if only because there's a lot of things to work on still and more tavern/caravan stuff is still the immediate priority. However, the current release contains some stuff that might be relevant; guards won't necessarily deal with everything lethally and knowledge about your crimes won't spread to everyone instantly, but only when a witness leaves the loaded area.
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flabort

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Re: Future of the Fortress
« Reply #6063 on: April 15, 2013, 11:07:43 pm »

I knew it wasn't too far off. At least some of the relevant behaviors have been dealt with.
Thanks!
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Ozfer

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Re: Future of the Fortress
« Reply #6064 on: April 16, 2013, 09:32:44 am »

In the post where you mentioned the hydra shaking a persons arms off at the same time, will combat ever get to the point where someone being shaken around would take fall damage when they are released (If the creature is large enough)?  The Hydra being as tall as it is, it seem like there would be a fair drop.
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iceball3

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Re: Future of the Fortress
« Reply #6065 on: April 16, 2013, 10:18:27 am »

Do you think complex biology ane biochemistry, such has homeostasis of one's body being maintained by hormones and the actions of the organs such as the interactions between the body's individual organ systems may eventually be a consideration? Or is this something you are looking to actively avoid?
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Knight Otu

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Re: Future of the Fortress
« Reply #6066 on: April 16, 2013, 11:06:43 am »

Do you think complex biology ane biochemistry, such has homeostasis of one's body being maintained by hormones and the actions of the organs such as the interactions between the body's individual organ systems may eventually be a consideration? Or is this something you are looking to actively avoid?
More organ links to function and syndromes linked to organ failure were among the plans for the big 2010 release, but Toady had to skip them to get the release out. Those parts at least are likely to be revisited. Getting all the way down to hormones seems unlikely, however.
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Footkerchief

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Re: Future of the Fortress
« Reply #6067 on: April 16, 2013, 11:11:56 am »

In the post where you mentioned the hydra shaking a persons arms off at the same time, will combat ever get to the point where someone being shaken around would take fall damage when they are released (If the creature is large enough)?  The Hydra being as tall as it is, it seem like there would be a fair drop.

Accounting for a creature's height in combat is a feature that Toady has discussed several times, e.g. in DF Talk #9:
Quote
Rainseeker:   Let's talk about martial arts. So I see that you have specific skills for fighting monsters, you have a skill for hand-on-hand combat against a dragon ...
Toady:   I'm not sure how specific it's going to be, but once we put in things like if you're fighting a giant who's way taller than you then it would make sense that if people have been doing that for centuries then they'd have strategies. I'm not sure what those are going to be specifically, if it just gives you a knowledge against a monster and a bonus then that would be the easiest way to do it, but it would be way more fun to have particular things that you can do, to jump up on them, or attack them when they're swinging down at you, people practicing strikes to hack a dragon in the head when it comes down to bite them or whatever. There might be stereotyped ways of doing that, although I don't think enough people fight dragons and survive to really learn that stuff ... it'd be kind of weird to see the training facilities with the giant cardboard dragons, people practicing against them ...
[...]
Capntastic:   So what about climbing? Like if you're fighting a giant and you climb up its back and stab it in the neck?
Toady:   Yeah, like all the old Ray Harryhausen movies had them jumping up on the back of the cyclops and hacking on it and stuff, and people bring up Shadow of the Colossus too, which is cool. All that stuff's pretty cool, the question would be how can you do that in our kind of visually impoverished environment, and would it be as fun? It's obviously not going to be as exhilarating in some sense, but it would still be entertaining. We have that thing up on the dev pages where it's like 'being able to jump up and ride on your opponents' and I guess it would just be like that. Depending on how those zones work out you can jump either onto the middle zone of a larger creature, like if you're jumping up on a troll you could try to jump and grab a hold of its back ... I don't know if you'd be doing that twin daggers climb up its back, but ...
Rainseeker:   That might smart.
Toady:   Yeah, you might get smacked by a big troll fist ... It's interesting to think of how it all works together, because there's wrestling ... because during a brief time during the throw the guy is really off balance but he might be riding you in a sense even though he's so off balance or in the process of a slow motion fall that he can't really do much with it. Although I guess there have been a few weird times where they recover and choke people with their legs when they're being picked up by them and so on, there's some weird stuff. So that's one thing where you're kind of being carried by somebody, partially, and you're kind of falling, and you're kind of riding them, and then there's riding a horse which is like a Shadow of the Colossus thing, and then there's the actual version where you're climbing up a dragon or jumping up on an oliphaunt like Legolas in the movie, climbing all over its trunk and shooting it in the brain and all that kind of thing. So there's all those different things and the question is do those play nice together, is that all one unified system, because then you can do that. But you don't want to have to go up to your horse and be like 'attack horse: jump on its back' and you're like 'you are now riding your horse', that'd be kind of silly. We haven't obviously come up with the specifics there, but it would be fun and fitting with all of the fantasy predecessors to be able to jump up on a large beast, so it's important to do that. I guess once you're on it in a simplified version it's like 'you are riding on the dragon's left lower leg' and you'd be 'move up' and you'd cry up the body part tree, it could do a path search on it or something, and you climb up the leg and then you're on the dragon's lower body, and then it's like 'do you want to try and jab your spear into the dragon's wicked spleen or do you want to go up higher?' and you could climb up and eventually be riding around on the dragon's neck. Then you'd be able to get attacks on it but it would be able to get attacks on you that you'd have more difficult dodging, or it could go to the ground and try to smash one of its zones into the ground.
Rainseeker:   Yeah I don't want to just give him digestion problems, I want to actually kill the darned thing.
Toady:   By the time we're done you're not going to have access to a dragon's head all that often. When we get the thing in where a combat move takes time to execute then if a dragon tries to bite you and you're a good enough fighter that you get the reaction on that then it would say 'the dragon is coming to bite you, what do you want to do?' and that body part would now be accessible to you, it'd be like 'well I'd like to try and hack his head off', and that would be an option that you can go for.
Rainseeker:   Take that risk.
Toady:   Or 'I'd like to jump on the dragon's head when he's coming to bite me' and then you could jump up on in when he's coming, then he'll miss his attack and you'll be riding a dragon's head ... and your friends won't be able to help you because when the attack is over you'll be lifted well up into space; however high zone one is set to be off of the ground where they can't reach you, and then you'll be sitting there trying to stab a dragon's eyes out or something, and he'd be sitting there trying to wipe you off like a cat with its claws, or maybe it'd just shake ...
Rainseeker:   Once you get this mechanic installed you should have a contest in arena mode to see how long people can ride the dragon, before you get bucked off.
Toady:   I guess that's the same thing with the cows when you jump up on a bull, and I guess if you try and ride a chicken then it should just get squashed.

Do you think complex biology ane biochemistry, such has homeostasis of one's body being maintained by hormones and the actions of the organs such as the interactions between the body's individual organ systems may eventually be a consideration? Or is this something you are looking to actively avoid?

Beaten on this link, but I have a quote:
Quote
More organ links to function
Syndromes linked to failure of body systems (instead of materials)
Digestive venoms and generalization of bruises/blisters/necrosis to other damage types
Move many death effects over to brain death (maintaining original cause text)
Wound infection and sepsis
Other diseases
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cephalo

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Re: Future of the Fortress
« Reply #6068 on: April 16, 2013, 11:26:12 am »

Something tells me that horseplay is going to be absolutely deadly, and we are going to have to invent some new fort design aspects to minimize its deadliness.
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Greiger

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Re: Future of the Fortress
« Reply #6069 on: April 16, 2013, 11:53:46 am »

Wrestling sparring can already bypass the sparring protection with throws.  The throw is harmless, but the skidding along the ground and impact is just as letal as actual combat throwing.  I'm actually using a squad of wrestlers (wearing helmets) to keep my doctors from getting rusty. 

It stands to reason that without something changed in that horseplay throws can be just as dangerous.
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eux0r

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Re: Future of the Fortress
« Reply #6070 on: April 16, 2013, 02:03:52 pm »

after watching this very interesting thing and reading the
Spoiler: df-talk-9-quote (click to show/hide)
something intriguing came to my mind...
Toady, what are your thoughts on procedurally developing knowledge ingame? (example/specification uncoloured below)
the stuff you mentioned in the df talk footkerchief brought up mentions people developing fighting techniques using experience. do you think something along the lines of "in some random fight, alice randomly grabs bobs right arm with her left - alice randomly attacks bobs right side with her right - since bob cant defend this side the blow lands to great effect -  alice now uses the technique *grab arm and attack same side* as a specific martial technique and passes it down to her students" is feasible? this is just a fighting example since thats what the df talk was about there, but there are surely other possibilities for procedural generation of knowledge.
obviously this would result in worlds with longer history to be richer, with diversified cultures and short-history-worlds to lack such depth, so i dont know how much that works in your intentions(maybe you want short-history-worlds to have just as much depth).
« Last Edit: April 16, 2013, 02:07:44 pm by eux0r »
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Nimbby

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Re: Future of the Fortress
« Reply #6071 on: April 17, 2013, 06:04:26 pm »

If you were an adventure mode vampire for a few years, given that it is possible for dead to now be entombed during play (I think), could you recruit a mummy of someone who knew and liked you during life?
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tahujdt

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Re: Future of the Fortress
« Reply #6072 on: April 17, 2013, 06:25:08 pm »

If you were an adventure mode vampire for a few years, given that it is possible for dead to now be entombed during play (I think), could you recruit a mummy of someone who knew and liked you during life?
That would be hilarious.
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WillowLuman

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Re: Future of the Fortress
« Reply #6073 on: April 17, 2013, 06:41:34 pm »

YES! We must have that! That would be the best thing, ever.
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Re: Future of the Fortress
« Reply #6074 on: April 17, 2013, 07:12:35 pm »

Will the combat improvements in this update include allowing flying domestic animals to fight in three dimensions/dodge upwards even when they aren't right next to a wall?

I know aerial pathfinding isn't in the cards yet, but it would be nice if my war birds could take advantage of the 3rd dimension in combat.
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