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Author Topic: Future of the Fortress  (Read 1884892 times)

Dirst

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Re: Future of the Fortress
« Reply #1320 on: February 04, 2015, 09:03:16 am »

Of all the places in life I don't want to go, I think I don't want to go to a dwarven strip club the most.

With cages, dumping, and chains, it could easily be done. Which brings me to a question, Can an imprisoned creature be forced to perform (with obvious risk to the health of the holder if said creature should try to misbehave)? If so would this include adventure mode, where a creature you take could be forced to perform, or, if you're taken prisoner, could you be forced to perform? Also, would this potentially be outlawed or endorced by certain groups/monarchs/deities?

I would expect this act to anger the tree-huggers cannibals Elves, potentially drawing them to war... leading to more prisoners.

It's a rather dark topic, but this is also a forum with threads like Dwarven Day Care and Merfolk farming.
The game already has ethics for slavery and torture, and since these are things that dwarves don't do they're likely to be pretty far down the priority list.
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Cruxador

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Re: Future of the Fortress
« Reply #1321 on: February 04, 2015, 09:37:54 am »



Will there be immigrants or dwarfs that are or choose to be priests, preaching to the people in your temple?

Quote from: DevLog
We're not doing much with temples until later, but for this release devout dwarves will be able to pray in them (fulfilling their spiritual needs).
It sounds like for now, nothing of the sort happens. As for the eventual future, religious sects are specifically discussed under Fortress Subgroups in dev.html, so they're going to use that system, whatever it winds up being. We can presume priests will be the big players of those groups, and will do some manner of preaching, though perhaps Toady can elaborate further on this.
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Urist Tilaturist

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Re: Future of the Fortress
« Reply #1322 on: February 04, 2015, 10:59:32 am »

If we have wenches, can we also have... male wenches? Whatever the male equivalent of a wench is.

A servant, a barman, or a male prostitute, depending on the context.
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Button

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Re: Future of the Fortress
« Reply #1323 on: February 04, 2015, 11:21:47 am »

Is it OK to ask in this thread for when/if certain bugs are likely to be fixed?

I don't want to pressure Toady but I also want to know how resigned I should be.
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Mr S

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Re: Future of the Fortress
« Reply #1324 on: February 04, 2015, 01:14:51 pm »

Generally no. However, if that bug is part of a feature that is described as currently under development, it could be fair to ask if a specific bug is in Toady's sights as part of that current work.
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toboo123

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Re: Future of the Fortress
« Reply #1325 on: February 04, 2015, 03:57:33 pm »

relating to the talk of multi-tile creatures do you plan on changing how size influences combat such a giants attack hitting multiple dwarves and hitting their entire body or making it so a warhammer can't instantly cave in the entire skull of a massive creature.
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BenLubar

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Re: Future of the Fortress
« Reply #1326 on: February 05, 2015, 08:26:31 pm »

While I was adding butchering to my AI, I noticed that the BODY_SIZE values are divided by ten when used ingame. That is, the raws for dwarves contain:
Code: [Select]
[BODY_SIZE:0:0:3000]
[BODY_SIZE:1:168:15000]
[BODY_SIZE:12:0:60000]
but the data structure for dwarves has the sizes as 300, 1500, and 6000.

Why did you decide to make the raws use a different scale in the text files than in the game?

I remember hearing about some scaling similar to this when you announced plant growths.
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Putnam

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Re: Future of the Fortress
« Reply #1327 on: February 05, 2015, 09:24:09 pm »

Quote
reactions can now be categorized within shop menus and they can provide information during job selection to stop it all from being overwhelming.

This may be the best thing that has ever happened to modding.

Is there finalized syntax for that yet, or will that have to wait?
« Last Edit: February 06, 2015, 12:29:00 am by Putnam »
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Zarathustra30

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Re: Future of the Fortress
« Reply #1328 on: February 05, 2015, 10:49:03 pm »

Will there be SUB-sub-categories for workshops?

How do procedurally-generated buildable instruments work? Is there a new [buildable] "token" in the generated raws, or are there additional buildings for each large instrument?

     If it is a token, will modders have access?

Can we assign dwarves to play music or do they merry-make only by their own accord?

Is my foaming at the mouth normal or should I check for dog bites?

Edited for clarity and additional question
« Last Edit: February 06, 2015, 12:01:02 am by Zarathustra30 »
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How did we pass from inns with merry songs and happy music to temples of doom and medieval torture with so much easiness and eagerness??

Mel_Vixen

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Re: Future of the Fortress
« Reply #1329 on: February 06, 2015, 04:16:29 am »

Did i get that right that subassemblies of an instrument have now theyr own material, thus we get a alder violine with steel strings? If so can those decoration-like subassemblies be raw-defined for objects and could we then add properties to them? This would be interresting for multimaterial weapons, making for example wooden spears with steel tips possible or giving obsidian swords propper wooden handles.
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Knight Otu

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Re: Future of the Fortress
« Reply #1330 on: February 06, 2015, 05:32:02 am »

How do procedurally-generated buildable instruments work? Is there a new [buildable] "token" in the generated raws, or are there additional buildings for each large instrument?

     If it is a token, will modders have access?
I would expect it to work like furniture. I assume that it should be accessible to modders either way - either it's an instrument token, or it's a new buildable item type looking a lot like instruments.

Did i get that right that subassemblies of an instrument have now theyr own material, thus we get a alder violine with steel strings? If so can those decoration-like subassemblies be raw-defined for objects and could we then add properties to them? This would be interresting for multimaterial weapons, making for example wooden spears with steel tips possible or giving obsidian swords propper wooden handles.
Yes, at least strings will have their own materials. I'd assume drum skins and such as well. It's most likely that
1) only instruments receive such "decorations" for now, because that's where Toady needed them, and
2) that they're raw-definable. Otherwise instrument modding would take a hit.
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Cruxador

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Re: Future of the Fortress
« Reply #1331 on: February 06, 2015, 05:56:23 am »

Quote from: Devlog
some large instruments placed as little buildings
I'm pretty sure this is outside the scope of this release, but imagine if they were built much larger. Like, if you could build a pipe organ in Dwarf Fortress, and place a console the same way you'd construct furniture but then you need to build windboxes (out of like twenty pipes and I guess some wood or something) and link them, and you'd need to link bellows and either have a dwarf man them or link them to a waterwheel somewhere, and actually make something really cool with the mechanism system to have pipes providing your dwarves with music from a legendary organist all over your fortress.

When, if ever, might pipe organs be on the table? Or are they just to ancillary? Would you want to wait for restructuring of the mechanism system before getting into transferal of air pressure, or what kind of things might hinder this?
« Last Edit: February 06, 2015, 05:58:50 am by Cruxador »
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LordBaal

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Re: Future of the Fortress
« Reply #1332 on: February 06, 2015, 07:16:25 am »

I have a single, open question. Why randomly generated instruments? I get it's an experiment, and people do want them too, I get randomly made creatures, demons and even plants yeah, but.... I don't really get the need of randomly made instruments, hopefully it won't be too confusing to learn what a "fiblergausth" is, how it looks and how it's supposed to be played or what it sounds like.

Sorry if I stride you as close minded.
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Cruxador

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Re: Future of the Fortress
« Reply #1333 on: February 06, 2015, 07:23:11 am »

I have a single, open question. Why randomly generated instruments? I get it's an experiment, and people do want them too, I get randomly made creatures, demons and even plants yeah, but.... I don't really get the need of randomly made instruments, hopefully it won't be too confusing to learn what a "fiblergausth" is, how it looks and how it's supposed to be played or what it sounds like.

Sorry if I stride you as close minded.
The general philosophy for the game is that everything should have random elements, to enhance replayability. For instruments, I think you're overestimating the degree of variation. More likely we're going to see something like the twelve-stringed long-necked Dog Lute from the Confederation of Apples. Minor variations on a template, in other words. And having local flavors of instruments, just like having local flavors of poetic forms, helps enhance the color and interest of your world.
« Last Edit: February 06, 2015, 07:30:04 am by Cruxador »
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Knight Otu

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Re: Future of the Fortress
« Reply #1334 on: February 06, 2015, 07:45:00 am »

I have a single, open question. Why randomly generated instruments? I get it's an experiment, and people do want them too, I get randomly made creatures, demons and even plants yeah, but.... I don't really get the need of randomly made instruments, hopefully it won't be too confusing to learn what a "fiblergausth" is, how it looks and how it's supposed to be played or what it sounds like.

Sorry if I stride you as close minded.
The general philosophy for the game is that everything should have random elements, to enhance replayability. For instruments, I think you're overestimating the degree of variation. More likely we're going to see something like the twelve-stringed long-necked Dog Lute from the Confederation of Apples. Minor variations on a template, in other words. And having local flavors of instruments, just like having local flavors of poetic forms, helps enhance the color and interest of your world.
Yeah, it's pretty unlikely that you'll see what amounts to nonsense words. They'll likely be named in a similar way to the random items that already exist for the vault dwellers with their sheer skirts and barbed axes. Rather than a nokzamtalin as it would be named dwarven language, you'd get a battle drum for instance. Perhaps once item descriptions are in, the nokzamtalin could become possible, but until then, the names will probably remain in English words.
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