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Author Topic: Future of the Fortress  (Read 1884193 times)

Shonai_Dweller

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Re: Future of the Fortress
« Reply #1740 on: April 20, 2015, 10:46:05 pm »

A visitor from a hippy civ should be offended by wooden chairs.
An elf who signed on to a member of your fort knows what to expect.
I'd expect a hippy hireling to be offended, but less so since they did willingly enter a contract with you knowing what you do.

"Urist, that loudmouth drunk, told everyone in the bar about the secret lumber mill!"

They should know what to expect, but at the same time, citizenship doesn't mean brainwashing (usually!). An elf made to work in the carpenter's workshop should feel a huge amount of stress for the first couple of years at least. And when in-fort factions are introduced will hopefully be a founding member of the radical save-the-crundles cult.
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nomoetoe

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Re: Future of the Fortress
« Reply #1741 on: April 20, 2015, 11:18:57 pm »

Keas, freaking keas. stealing and stuff.

Anyway, I started a new fortress in a new world, besides the 3 insanities caused by failed artifact making attempts everything is going well, I actually have a fully armored almost legendary skilled military, and the resources to make steel, c: I wonder how long it will be before everything goes horribly, horribly wrong.
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endlessblaze

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Re: Future of the Fortress
« Reply #1742 on: April 20, 2015, 11:28:57 pm »

Keas, freaking keas. stealing and stuff.

Anyway, I started a new fortress in a new world, besides the 3 insanities caused by failed artifact making attempts everything is going well, I actually have a fully armored almost legendary skilled military, and the resources to make steel, c: I wonder how long it will be before everything goes horribly, horribly wrong.

put everthing inside, then build a roofed over hall as the entrance.

line with cage traps. keas will fly into them in an attempt to get inside.

tame or sell or butcher or something else.

say bye bye to thiveing keas
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Kids make great meat shields.
I nominate endlessblaze as our chief military executive!

Solarius Scorch

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Re: Future of the Fortress
« Reply #1743 on: April 21, 2015, 12:18:23 am »

Seeing as the issue different cultural norms in your fortress becomes prominent, is it possible for citizens to not only join the fort, but also be banished from it (or leave on their own accord)?
This would apply to individuals who are not criminals per se, but who just won't respect some local customs, wood use being the standard example, and basically nobody likes them. (Actually, this can apply to dwarves too, if they have exotic morals.)
« Last Edit: April 21, 2015, 12:28:00 pm by Solarius Scorch »
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Button

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Re: Future of the Fortress
« Reply #1744 on: April 21, 2015, 10:44:00 am »

Toady, with forts now being playable with members of other civs as citizens, will there also be a mechanism allowing non-civilized creatures like tamed pets to become citizens in the same way? What will happen to the relationship between a pet owner and a "pet" who is thus considered a citizen?

There is a difference between having a visitor of another race and a citizen of another race.  Visitors would have all of the ethics and values of their home civs (with individual variation), but a citizen is a member of the fort's civ, pretty much by the definition of "citizen."  A category in between of hirelings (such as mercenaries and commissioned artists) make for an interesting gray area.

There is still the question though of what will happen with gremlins or, in modded games, other tameable sapients. I usually mod animal people tameable, so the question of when a captured "wild" sapient is considered a citizen is a good question.

Judging by the way naming conventions with tame sapients work now, I'd guess that if they're fortress-born, they'll be considered citizens; but if they're wild-caught, they never will be.
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Spish

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Re: Future of the Fortress
« Reply #1745 on: April 23, 2015, 08:58:26 pm »

With non-dwarf permanent residents, does that mean individuals will have their own civilization's moral code attached?  Or to put it in laymans terms, if you have an Elf resident, will they be dismayed by woodcutting?  Will moral codes be alterable in game, so that your Elf resident may become numb to tree death over time because of cultural immersion?
If nothing else, they could just do what any respectable dwarf citizen would under disagreeable circumstances: go insane.

Actually, that'd be interesting; a class of citizens whose mental well-being is tied directly to the environment.
« Last Edit: April 24, 2015, 08:31:57 pm by Spish »
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sirvente

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Re: Future of the Fortress
« Reply #1746 on: April 25, 2015, 01:09:16 pm »

Couldn't find anyone even bringing it up when I googled it so Toady what does Placed farming entity without non-orchard crops mean?
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Putnam

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Re: Future of the Fortress
« Reply #1747 on: April 25, 2015, 02:33:19 pm »

An entity that normal has farms was placed in such a way that they can only harvest from trees.

Severedicks

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Re: Future of the Fortress
« Reply #1748 on: April 25, 2015, 10:03:58 pm »

What is the definition of a k-chain of polyhedrons in a Banach space? What do you mean by a 'sum' of polyhedrons?
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Max™

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Re: Future of the Fortress
« Reply #1749 on: April 25, 2015, 10:49:27 pm »

What is the definition of a k-chain of polyhedrons in a Banach space? What do you mean by a 'sum' of polyhedrons?
Spoiler (click to show/hide)
First thing that came to mind, and I know it's just a harmonic equation.

Could these methods be used to allow an adventurer to carry a quest log which could be recovered after their death, bonus question: could npcs occasionally have these with potentially interesting stuff or even just banal notes jotted down when you find their corpses?
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skyte100

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Re: Future of the Fortress
« Reply #1750 on: April 25, 2015, 11:04:40 pm »

What is the definition of a k-chain of polyhedrons in a Banach space? What do you mean by a 'sum' of polyhedrons?
Spoiler (click to show/hide)
First thing that came to mind, and I know it's just a harmonic equation.

Could these methods be used to allow an adventurer to carry a quest log which could be recovered after their death, bonus question: could npcs occasionally have these with potentially interesting stuff or even just banal notes jotted down when you find their corpses?
Naturally one would have to kill you the moment you read it. For there are things man was not meant to know.
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Mel_Vixen

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Re: Future of the Fortress
« Reply #1751 on: April 26, 2015, 01:34:21 am »

Sounds like the alchemy-shop is back now (in a way) lets hope we are getting some phosphorus for our dorfs. Scrolls and books sound really sexy especialy since we can make them now. Will there be some kind of Fungus based paper? Furthermore will it be possible to use certain fabrics like silk (used for some time in china)?
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DG

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Re: Future of the Fortress
« Reply #1752 on: April 26, 2015, 01:35:28 am »

I learnt about quires and codices. I love this game.
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Scoops Novel

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Re: Future of the Fortress
« Reply #1753 on: April 26, 2015, 05:33:31 am »

Is purely vocal knowledge and history going to be covered?
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Urist Tilaturist

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Re: Future of the Fortress
« Reply #1754 on: April 26, 2015, 10:58:00 am »

Sounds like the alchemy-shop is back now (in a way) lets hope we are getting some phosphorus for our dorfs. Scrolls and books sound really sexy especialy since we can make them now. Will there be some kind of Fungus based paper? Furthermore will it be possible to use certain fabrics like silk (used for some time in china)?

Sexy scrolls and books should be available based on the sexual prudishness of the area. In some places, they would be black market only.
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