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Author Topic: Future of the Fortress  (Read 1883553 times)

Witty

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Re: Future of the Fortress
« Reply #2565 on: October 01, 2015, 09:05:06 pm »

Do dwarven children (and children in general, I presume) get any negative thoughts if there are no toys to play with? Also, how does a child determine which toys they can play with? Will they just take things they like from the stockpile? Wouldn't this cause some issues if you intend to trade those items?
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Quote from: Toady One
I understand that it is disappointing when a dwarf makes a spiked loincloth instead of an axe.

Shonai_Dweller

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Re: Future of the Fortress
« Reply #2566 on: October 01, 2015, 10:40:36 pm »

Do dwarven children (and children in general, I presume) get any negative thoughts if there are no toys to play with? Also, how does a child determine which toys they can play with? Will they just take things they like from the stockpile? Wouldn't this cause some issues if you intend to trade those items?
- Urist McChild has bestowed the name Magma the Death of Elves on a copper mini-forge.
- Urist McChild is depressed due to the sale of a favorite toy
- Dwarven Children are performing a satirical play based on the loss of Magma the Death of Elves the copper mini-forge
- Urist McChild is tantruming!!
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LordBaal

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Re: Future of the Fortress
« Reply #2567 on: October 02, 2015, 05:35:57 am »

Do dwarven children (and children in general, I presume) get any negative thoughts if there are no toys to play with? Also, how does a child determine which toys they can play with? Will they just take things they like from the stockpile? Wouldn't this cause some issues if you intend to trade those items?
- Urist McChild has bestowed the name Magma the Death of Elves on a copper mini-forge.
- Urist McChild is depressed due to the sale of a favorite toy
- Dwarven Children are performing a satirical play based on the loss of Magma the Death of Elves the copper mini-forge
- Urist McChild is tantruming!!

If that's the case I predict an 140% increase of magma incidents involving children.
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I'm curious as to how a tank would evolve. Would it climb out of the primordial ooze wiggling it's track-nubs, feeding on smaller jeeps before crawling onto the shore having evolved proper treds?
My ship exploded midflight, but all the shrapnel totally landed on Alpha Centauri before anyone else did.  Bow before me world leaders!

cephalo

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Re: Future of the Fortress
« Reply #2568 on: October 02, 2015, 09:25:02 am »

Do dwarven children (and children in general, I presume) get any negative thoughts if there are no toys to play with? Also, how does a child determine which toys they can play with? Will they just take things they like from the stockpile? Wouldn't this cause some issues if you intend to trade those items?
- Urist McChild has bestowed the name Magma the Death of Elves on a copper mini-forge.
- Urist McChild is depressed due to the sale of a favorite toy
- Dwarven Children are performing a satirical play based on the loss of Magma the Death of Elves the copper mini-forge
- Urist McChild is tantruming!!

Heheh, toys will be the doom of every fortress. It's the new minting of coins.
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PerfectWorldDF World creator utility for Dwarf Fortress.

My latest forts:
Praisegems - Snarlingtool - Walledwar

omega_dwarf

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Re: Future of the Fortress
« Reply #2569 on: October 02, 2015, 09:48:18 am »

Do children gain social or physical skills from playing with toys? Or even combat skills, like dodging? Toys irl help babies develop their minds and coordination (iirc), so it would stand to reason that a new system of Dwarven Child Care(TM) could be coming about! (You know, to replace other...methods...involving zombies, small animals, and dull spikes, for instance....)

Expansion on that:

Potential attributes: strength (toy axes/toy hammers), agility (toy axes/hammers, toy boats), endurance (mini-forges), disease resistance (with pets), focus (having a toy to play with), analytical ability (puzzleboxes), willpower (higher-quality [more difficult] puzzleboxes? Other children competing for the same toys?), creativity (all toys), patience (lack of toys), spatial sense (toy forges, toy axes/hammers), kinesthetic sense (toy axes/hammers, toy boats)

Potential skills: balance, coordination, axeman/hammerman, dodger, fighter, kicker, striker, thrower, wrestler, misc. object user, armor/shield user, climber, concentration

Other skills children might have something in, depending on circumstances (some are already in, I think): fisher, trapper, animal trainer, cook, wood burner, herbalist, tracker

Edit: This is my first FotF question (I think), so lmk if I did anything wrong.

Inarius

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Re: Future of the Fortress
« Reply #2570 on: October 02, 2015, 10:22:55 am »


Edit: This is my first FotF question (I think), so lmk if I did anything wrong.

No, it's fine :)

I have four questions :

Will other races (for example goblins and humans) play too ?
Will we see children play in Adventure mode, too ?
If goblins and humans play too, what is the determinent of "being able to play". Can animal-people children play too ? Or any other intelligent race ?
Could a Dwarf children without arm play, too ? (And by that, I'm also asking about any other race who cannot manipulate with fingers)
 
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Button

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Re: Future of the Fortress
« Reply #2571 on: October 02, 2015, 01:16:21 pm »

IIRC, the ability to define reaction menus in the raws is going in in this release. Are we going to be able to add any of them to hardcoded workshops, or only to those defined in the raws?

Do you anticipate any workshops moving to the raws in this release?

Do you have an idea of when you plan to move the remaining workshops into the raws?

Do you anticipate any new workshops in this release, or only new activity zones?
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I used to work on Modest Mod and Plant Fixes.

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MrWiggles

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Re: Future of the Fortress
« Reply #2572 on: October 02, 2015, 10:19:52 pm »


Do you anticipate any workshops moving to the raws in this release?
If this was going to happen, it would have more then likely appeared in the update blog.
Quote

Do you have an idea of when you plan to move the remaining workshops into the raws?
When it becomes relevant to whats currently being worked on in the game.
Quote

Do you anticipate any new workshops in this release, or only new activity zones?

If there were any new workshops they would have been mention inside the update blog.
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Doesn't like running from bears = clearly isn't an Eastern European
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lethosor

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Re: Future of the Fortress
« Reply #2573 on: October 02, 2015, 10:23:24 pm »

To be fair, Toady doesn't mention a lot of raw-related changes in the devlog - for example, he didn't mention that brewing was moved to the raws prior to 0.40.01.
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

Kitsune

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Re: Future of the Fortress
« Reply #2574 on: October 03, 2015, 01:23:43 am »

Will the adventurer be able to serve drinks and food at a tavern?

Will there be singing (and not the story telling/poetry stuff)?

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Cruxador

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Re: Future of the Fortress
« Reply #2575 on: October 03, 2015, 01:48:31 pm »

Quote from: TheFlame52
Do you plan on adding any features of DFhack to the main game? Things like additional interfaces or adding spatters with reactions?

I don't know what the features are.
You should consider looking into it when you get past the initial bugfixes after this release. Some of the stuff they've done is really cool, and although I imagine you won't care to incorporate much of it, it's definitely worth spending a couple hours at least looking at what they've done, and maybe looking deeper if something interests you.
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MrWiggles

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Re: Future of the Fortress
« Reply #2576 on: October 03, 2015, 09:57:05 pm »

To be fair, Toady doesn't mention a lot of raw-related changes in the devlog - for example, he didn't mention that brewing was moved to the raws prior to 0.40.01.
Yea, but he has a history of talking about changes to the workshop.
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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#

WordsandChaos

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Re: Future of the Fortress
« Reply #2577 on: October 04, 2015, 11:18:48 am »

Two questions:


First: Are there any plans, however far in the future, for expanding relationship types? At the moment we have a number of positive relationship types, but only a single negative relationship type - Grudges. Do you plan to divide the negative relationship types up at some point in the future so that players can see why a Dwarf might dislike another? grudges at the moment see to cover everythign from mild disdain to murderous hatred. It'd be interesting, if feasible, to narrow that down into categories - envy, rivalry, obsessive, dislike, hate, etc. I'm really interested by the potential to elaborate on the stories that we are currently able to abstract from the interactions of our dwarves under the current relations system, by providing more varied sources of !!Drama!!

Second: Do you have any further plans for the catacombs and other underground areas? At the moment they're interesting to walk around, but they're mostly just filled with statues and are otherwise empty, negating any good reason to explore them.


Edit: Cleaned my first question up a bit.
« Last Edit: October 22, 2015, 07:57:23 am by WordsandChaos »
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Putnam

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Re: Future of the Fortress
« Reply #2578 on: October 04, 2015, 12:46:52 pm »

People already have varying opinions of each other.

"You are a killer. You killed Avuz the Flames of Fortune. You are a legendary hero. You are a pleasure to speak with."

WordsandChaos

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Re: Future of the Fortress
« Reply #2579 on: October 04, 2015, 02:11:41 pm »

I know that, it's more the mechanics aspect of it: we've got acquaintances, friend, family, lovers, spouse etc, which seems to cover neutral and positive. And then negative has 'grudge' which is assumedly everything under one heading, from mild disdain for someone you met once, to murderous hatred. I don't know the mechanics all that well, but different opinions/rationales create different actions/responses. It'd be interesting to break that broad heading up a bit in the (far) future. It feeds into desires, right? Perhaps it's the kind of problem that would be looked at in the same breath as something like revenants (mused about a couple of times in the DF talks aaages ago) which are pretty much what happens when you mix desire and undeath.
« Last Edit: October 04, 2015, 02:51:49 pm by WordsandChaos »
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