Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 123 124 [125] 126 127 ... 306

Author Topic: Future of the Fortress  (Read 1883773 times)

Kogan Loloklam

  • Bay Watcher
  • I'm suffering from an acute case of Hominini Terravitae Biologis. Keep your distance!
    • View Profile
Re: Future of the Fortress
« Reply #1860 on: May 12, 2015, 08:02:08 am »

will you be able to use a kind of kill orders thing to make use of monster hunters to clean out pesky troublemaking critters?

It's rare, but I can think of a few times I wished to have a paticular monster eliminated. Mayors and such ask all the time, it'd be nice if we could specify a will of the fortress quest.

If so...
In the next release or two can we set adventurers out after offsite creatures that annoyed us? And will we be able to track rumors we heard about it via a quest management screen or something?"
I'm actually kind of geeking out about that last one. The fortress of Nimemonol is locked down tight. The last assault of Tomusil the Deprivation of Cavities was a high cost. Then the Caravan arrives, telling a rumor that the Human adventurer you asked to slay the foul beast, Pundik Paddlebrook, succeeded.  You celebrate. The gate are opened. A festival begins! Children laugh and play in the streets! The inn breaks out the good wine! You are elated! ... And then the beast returns. The adventure you asked to take care of the dragon lied. The dragon ravages your marketplace. Dwarves die in droves.
The survivors pickup the pieces. The beast demanded a high price. Every Granite 5 you have to send a cow and 4000 gold coins. A goblin adventurer comes by your decimated populace. He asks if you have any tasks. A new quest tab is added to your quest screen. "Slay Pundik Paddlebrook. Given to Streras Gobsnot on 8 Slate, year 126."

I know that most the items in scenario are some ways off, but I think it's coming. I'm just interested in our interaction with adventurers right now in the current release plans. Or in the next release plans.

Darnit. Okay. One more... (which was anseered by MrWiggles below)
Wine quality and aging and options to "break out the good wine" for a festival in the near future?
« Last Edit: May 13, 2015, 06:49:49 am by Kogan Loloklam »
Logged
... if someone dies TOUGH LUCK. YOU SHOULD HAVE PAYED ATTENTION DURING ALL THE DAMNED DODGING DEMONSTRATIONS!

Solarius Scorch

  • Bay Watcher
    • View Profile
    • Intergalactic Radio Station
Re: Future of the Fortress
« Reply #1861 on: May 12, 2015, 09:43:05 am »

In the next release or two can we set adventurers out after offsite creatures that annoyed us? And will we be able to track rumors we heard about it via a quest management screen or something?"

This one is good.

"Oh brave adventurer, you've killed the terrible hill giant that was terrorizing this land and earned eternal gratitude of our fortress. Here, take this artifact pomelo wood bucket, you totally earned it."
Logged
Dwarf Fortress: Strike the earth for all it's worth!

Max™

  • Bay Watcher
  • [CULL:SQUARE]
    • View Profile
Re: Future of the Fortress
« Reply #1862 on: May 12, 2015, 10:00:23 am »

Oh man, I know we can currently rescue people from a site being invaded (the army of soandso is marching here!) but if they don't have family members then they just follow you in limbo, with visitors and such we could drop them off as refugees, and perhaps the refugee camps I find sleeping around will actually be noted as such with appropriate interactions.

"We fled from somesite after the army of soandso descended upon it, none of us are brave enough or capable of doing so, but you would have our eternal gratitude if you would aid our cause." Then while talking to random mercs and such "heading to soandso looking for work" you could add an option "join me to help end the siege at somesite by turning back the army of soandso" with additional modifiers to group size based on the familiarity/relations to the site even.

I love this game
Logged

Kogan Loloklam

  • Bay Watcher
  • I'm suffering from an acute case of Hominini Terravitae Biologis. Keep your distance!
    • View Profile
Re: Future of the Fortress
« Reply #1863 on: May 12, 2015, 11:42:39 am »

actually I really hope giving tasks to Adventures is low hanging fruit. not just having them kill people, but sending them out to rescue kidnapped children and recover stolen artifacts.
Logged
... if someone dies TOUGH LUCK. YOU SHOULD HAVE PAYED ATTENTION DURING ALL THE DAMNED DODGING DEMONSTRATIONS!

Max™

  • Bay Watcher
  • [CULL:SQUARE]
    • View Profile
Re: Future of the Fortress
« Reply #1864 on: May 12, 2015, 11:48:28 am »

Pretty sure the artifacts one will be rolled into that release unless some of the prep-work turns out doable first.
Logged

timotheos

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #1865 on: May 12, 2015, 12:04:25 pm »

With non-dwarf visitors being able to join the fort as citizens will we be able to make clothes & armour of the correct size? ie. large items for humans and XXL for hippomen?
If not now how about later when book learning and/or apprenticeships get added?

Also how would animal men visitors and citizens react to a zoo full of their dumb cousins?


These taverns are sounding better and better, so many more groups to be cruel too. With so many more possibilities.
Logged

thvaz

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #1866 on: May 12, 2015, 12:12:14 pm »

Travellers going to other places wouldn't be another fit category of visitors?

And what about traders? As the caravans bring an entourage of soldiers and merchants, won't they be another kind of visitors (renting rooms and going to parties at the inn)?
Logged

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: Future of the Fortress
« Reply #1867 on: May 12, 2015, 12:14:29 pm »

Also how would animal men visitors and citizens react to a zoo full of their dumb cousins?

I doubt they'd have too much of a reaction. IRL humans don't get too bent out of shape at seeing apes in zoos.
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

Solarius Scorch

  • Bay Watcher
    • View Profile
    • Intergalactic Radio Station
Re: Future of the Fortress
« Reply #1868 on: May 12, 2015, 12:21:26 pm »

Also how would animal men visitors and citizens react to a zoo full of their dumb cousins?

I doubt they'd have too much of a reaction. IRL humans don't get too bent out of shape at seeing apes in zoos.

They could even prefer their own cousins. "Look son, a giraffe. This is how we all used to look like..."
Logged
Dwarf Fortress: Strike the earth for all it's worth!

Rose

  • Bay Watcher
  • Resident Elf
    • View Profile
Re: Future of the Fortress
« Reply #1869 on: May 12, 2015, 12:34:36 pm »

With non-dwarf visitors being able to join the fort as citizens will we be able to make clothes & armour of the correct size? ie. large items for humans and XXL for hippomen?
If not now how about later when book learning and/or apprenticeships get added?

Also how would animal men visitors and citizens react to a zoo full of their dumb cousins?


These taverns are sounding better and better, so many more groups to be cruel too. With so many more possibilities.

I would imagine being able to make clothes outside your size could depend on skill.

So you have a hippo-man clothier that eventually learns to make dwarf sized clothing.
Logged

FearfulJesuit

  • Bay Watcher
  • True neoliberalism has never been tried
    • View Profile
Re: Future of the Fortress
« Reply #1870 on: May 12, 2015, 01:37:19 pm »

Do you envision spies or other such traitors coming to the fortress later on?
Logged


@Footjob, you can microwave most grains I've tried pretty easily through the microwave, even if they aren't packaged for it.

MrWiggles

  • Bay Watcher
  • Doubt Everything
    • View Profile
Re: Future of the Fortress
« Reply #1871 on: May 12, 2015, 02:11:08 pm »

Wine quality and aging and options to "break out the good wine" for a festival in the near future?
This has defiantly talked about. Not only about adding quality to booze, but also to expand booze making mechanically. Like having booze need water. I believe this was generally talked about in the cooking redux. Which can totally be in the near future, as cooking is closely tied tavern and inns, right?

Do you envision spies or other such traitors coming to the fortress later on?
If there are spies in World Gen, then eventually they'll be spies in Adventure Mode and Fortress Mode.
Logged
Doesn't like running from bears = clearly isn't an Eastern European
I'm Making a Mush! Navitas: City Limits ~ Inspired by Dresden Files and SCP.
http://www.bay12forums.com/smf/index.php?topic=113699.msg3470055#msg3470055
http://www.tf2items.com/id/MisterWigggles666#

TBCoW

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #1872 on: May 12, 2015, 02:19:25 pm »

About animal people.
Now that they can join various sites, can an adventurer recruit one not from the site but a 'wild' one? If so, how would other followers react - would they attack them as they are treated as wild animals or would they let them live?
Logged

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #1873 on: May 12, 2015, 10:12:21 pm »

What happens if your civ goes to war while your inn is full of visitors from your new enemy's civ? Are there any mechanics to let you know, or will the visitors just turn hostile one day without notice? Would going to war effect the reactions of short-term and long-term visitors in the same way? How will friends of visitors react?
Imagines glorious loyalty cascade...
« Last Edit: May 12, 2015, 10:15:56 pm by Shonai_Dweller »
Logged

Dirst

  • Bay Watcher
  • [EASILY_DISTRA
    • View Profile
Re: Future of the Fortress
« Reply #1874 on: May 13, 2015, 12:16:32 am »

What happens if your civ goes to war while your inn is full of visitors from your new enemy's civ? Are there any mechanics to let you know, or will the visitors just turn hostile one day without notice? Would going to war effect the reactions of short-term and long-term visitors in the same way? How will friends of visitors react?
Imagines glorious loyalty cascade...
We have always been at war with East Asia.
Logged
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
Pages: 1 ... 123 124 [125] 126 127 ... 306