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Author Topic: Future of the Fortress  (Read 3838989 times)

Footkerchief

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Re: Future of the Fortress
« Reply #7920 on: November 01, 2013, 07:45:08 pm »

Has the skill list been expanded upon regarding clothing, similar to what was done with farming? As in, Clothesmaker is the generic term, but a dwarf that specializes in hats would have the title of Hatter, or if it is shoes, he/she would be a Cobbler, or if in vests, coats, trousers, and shirts, a Tailor?

What was done with farming?  But no, this hasn't been added.
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MrWiggles

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Re: Future of the Fortress
« Reply #7921 on: November 02, 2013, 12:07:56 am »

Yes, what was done to farming?
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Ogdibus

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Re: Future of the Fortress
« Reply #7922 on: November 02, 2013, 12:25:35 am »

Nothing, recent, it sounds like.  Farmer is the profession name when you have more than one farming skill at the same level, such as Planting/Grower and Brewing/Brewer, isn't it?  Once they are no longer the same level, it switches to Planter or Brewer, depending on which one is higher.  That's what's being referred to, I think.

So the question is whether Clothes Making will be would become it's own profession group, separate from the other "crafts", and Clothier will be split into multiple skills/professions.  It sounds like the answer is still "no".  x3
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smjjames

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Re: Future of the Fortress
« Reply #7923 on: November 03, 2013, 03:12:46 am »

You could probably do that with some creative use of burrows and DT for the custom professions, but honestly, I don't see the need for such specialization within DF itself, especially when there is one workshop for all cloth related items.

Besides, you can have one dwarf supply all clothing for a small fort and a handful can easily keep a medium to large fort well supplied with help from workflow automization. They will get to legendary in no time at all.
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cybergon

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« Reply #7924 on: November 04, 2013, 11:57:53 am »

With the implementation of nonlethal combat, I was wondering... let's say some pissed off bandits set out to track and kill you and your companions, but their leader is taking it personally and wants to take you out himself. Do you think it's feasible, code-wise, to implement a way for the game to reproduce this scenario?
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Footkerchief

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Re: Future of the Fortress
« Reply #7925 on: November 04, 2013, 12:14:35 pm »

With the implementation of nonlethal combat, I was wondering... let's say some pissed off bandits set out to track and kill you and your companions, but their leader is taking it personally and wants to take you out himself. Do you think it's feasible, code-wise, to implement a way for the game to reproduce this scenario?

Duels already happen in world gen during battles, so it's reasonable to assume they will happen in gameplay eventually.
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mavj96

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Re: Future of the Fortress
« Reply #7926 on: November 04, 2013, 01:49:41 pm »

Toady I would love to know if you plan to fix the in-born fortress growth bug.
It affects fortress affairs greatly!
« Last Edit: November 04, 2013, 02:08:41 pm by mavj96 »
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Footkerchief

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Re: Future of the Fortress
« Reply #7927 on: November 04, 2013, 02:09:47 pm »

Toady I would love to know if you plan to fix the in-born fortress growth bug.
It affects fortress affairs greatly!


You mean this one, right?  When requesting a fix, providing a link is good manners.
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Deboche

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Re: Future of the Fortress
« Reply #7928 on: November 04, 2013, 04:37:43 pm »

Toady I would love to know if you plan to fix the in-born fortress growth bug.
It affects fortress affairs greatly!


You mean this one, right?  When requesting a fix, providing a link is good manners.
whoa I didn't know about this bug but with the option of retiring fortresses it becomes an even more pressing concern
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BlackFlyme

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Re: Future of the Fortress
« Reply #7929 on: November 04, 2013, 05:40:44 pm »

Toady I would love to know if you plan to fix the in-born fortress growth bug.
It affects fortress affairs greatly!


You mean this one, right?  When requesting a fix, providing a link is good manners.
whoa I didn't know about this bug but with the option of retiring fortresses it becomes an even more pressing concern

It's already been patched with a DFHack script, and I know that it's included in the Lazy Newb Pack. A few of the larger mods probably include it too.

Though an official fix would be nice, since not everyone uses modifications.
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Mesa

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Re: Future of the Fortress
« Reply #7930 on: November 05, 2013, 01:21:24 am »

The game is meant to support mods, not relying on them to work. ;)
At least that's my opinion on the matter of modding in gaming.
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Neonivek

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Re: Future of the Fortress
« Reply #7931 on: November 05, 2013, 02:09:31 am »

The game is meant to support mods, not relying on them to work. ;)
At least that's my opinion on the matter of modding in gaming.

I WISH people knew that.

Every single time I hear "just mod it" I want to go crazy.
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Putnam

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Re: Future of the Fortress
« Reply #7932 on: November 05, 2013, 02:18:46 am »

When it comes to bugfixing, I totally agree. When it comes to subjective-quality content additions...

Neonivek

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Re: Future of the Fortress
« Reply #7933 on: November 05, 2013, 09:55:18 am »

When it comes to bugfixing, I totally agree. When it comes to subjective-quality content additions...

Then it is especially crazy to say it.
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mavj96

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Re: Future of the Fortress
« Reply #7934 on: November 05, 2013, 06:39:24 pm »

Toady I would love to know if you plan to fix the in-born fortress growth bug.
It affects fortress affairs greatly!


You mean this one, right?  When requesting a fix, providing a link is good manners.

Yes this! I had the thread bookmarked but I'd lost it.

The fix is only for dwarves too I think! So war creatures get the shaft.
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