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Author Topic: Future of the Fortress  (Read 1872841 times)

LordBaal

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Re: Future of the Fortress
« Reply #2625 on: October 11, 2015, 06:27:55 am »

I'm sorry if it has been asked already, but:

Are there any plans to allow modding specifics of ranged weapons(like amount of ammo held, reload time, projectiles fired in one shot),
and to change reloading to seperate action(for example, you can shoot, and immediately after that stow your crossbow and draw your sword)

It's one of my biggest desires. Specially the different reloading speeds. Generally a crossbow should take more time to reload but have better armour penetration than a bow and son on... and having your marksmen employing proper meele weapons would be glorious (but somehow disastrous for your population if the dwarf police don't use the featherwood crossbows in beatings anymore).

As everything, this is planned, not release date. I bet most likely when armies reworks comes around.
« Last Edit: October 12, 2015, 08:18:20 am by LordBaal »
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isitanos

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Re: Future of the Fortress
« Reply #2626 on: October 11, 2015, 06:25:06 pm »

Reading about how performers can make mistakes made me wonder whether pupils (or fans that only saw the performance once or twice) can misinterpret their master's work, potentially creating all new forms of dance and poetry based on a mistake. That would be both hilarious and wonderful.
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Dirst

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Re: Future of the Fortress
« Reply #2627 on: October 12, 2015, 10:06:28 pm »

Reading about how performers can make mistakes made me wonder whether pupils (or fans that only saw the performance once or twice) can misinterpret their master's work, potentially creating all new forms of dance and poetry based on a mistake. That would be both hilarious and wonderful.
This explains twerking.
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Kitsune

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Re: Future of the Fortress
« Reply #2628 on: October 12, 2015, 10:40:11 pm »

Reading about how performers can make mistakes made me wonder whether pupils (or fans that only saw the performance once or twice) can misinterpret their master's work, potentially creating all new forms of dance and poetry based on a mistake. That would be both hilarious and wonderful.
This explains twerking.

That's a big mistake. If pupils can misinterpret dance/poetry and make new forms of dance and stuff (as stated by isitanos) will drinking increase the chance of misinterpretation?
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Shonai_Dweller

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Re: Future of the Fortress
« Reply #2629 on: October 12, 2015, 10:45:47 pm »

Does the new init option give you the flexibility for different siege pop caps for different hostile races? I find goblins come too late, but zombies often turn up way too early (which, yes, is jolly good Fun, but would be nice to slow them down a bit on occasion).

Edit: Oh wait, did you mean population caps before sieges start, or actual caps on number of sieging baddies?
« Last Edit: October 12, 2015, 10:49:28 pm by Shonai_Dweller »
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PatrikLundell

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Re: Future of the Fortress
« Reply #2630 on: October 13, 2015, 03:40:25 am »

There are already separate PROGRESS_TRIGGER_SIEGE_* (if I remember the name correctly) sets for each major race, but none for towers, so you can easily allow goblins to arrive when the pop reaches 20 (set value to 1), or 50 (set to 2). Thus, I assume Toady is referring to the number of siegers.
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MrWiggles

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Re: Future of the Fortress
« Reply #2631 on: October 13, 2015, 07:57:24 am »


will drinking increase the chance of misinterpretation?
Pretty sure no one can get drunk yet. Though you could make them get drunk with the raws by adding a syndrome for drunkiness. I believe its left out so far, because there isnt yet a means to prevent dorfs from getting drunk.
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Vattic

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Re: Future of the Fortress
« Reply #2632 on: October 13, 2015, 09:18:59 am »

Does the new init option give you the flexibility for different siege pop caps for different hostile races? I find goblins come too late, but zombies often turn up way too early (which, yes, is jolly good Fun, but would be nice to slow them down a bit on occasion).

Edit: Oh wait, did you mean population caps before sieges start, or actual caps on number of sieging baddies?
I suspect the latter based on previous FotF replies.

Quote from: Daniel the Finlander
Why are goblin sieges so small? The largest one I've seen had 30 goblins. In the previous version the sieges were much larger, and armies in world gen seem to consist of hundreds or even thousands of soldiers.

The pathing problem that's been handled for next time will have them appear more often. -snip-  The sizes of the armies sent to player fortresses are still governed by some ramp-up code for gamey reasons (so they never reach w.g. sizes -- which is also a cpu thing), and they are now also capped by who's actually available, so a few things could keep the sizes down.  Then again, I'm not really sure what the final caps should be at this point.  Maybe they are a bit low.

In relation to above:
Quote from: Vattic
How much, if any, control do you plan to give the player over caps like [army invader numbers]? I only ask because we have editable pop caps and the like so players can adjust depending on how good a PC they have and how few FPS they can handle.

There are lots of numbers that could afford to come out at this point.  Not really sure when it'd happen.
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Button

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Re: Future of the Fortress
« Reply #2633 on: October 13, 2015, 10:37:31 am »

Pretty sure no one can get drunk yet. Though you could make them get drunk with the raws by adding a syndrome for drunkiness. I believe its left out so far, because there isnt yet a means to prevent dorfs from getting drunk.

Actually, Toady has already implemented drunkenness as a syndrome for this next release, including alcohol poisoning if you get too much of it.

He also expanded syndromes in general quite a bit to support this. I'm very much looking forward to what the modders will do with the new syndrome structure.
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MrWiggles

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Re: Future of the Fortress
« Reply #2634 on: October 13, 2015, 01:36:30 pm »

Ah, yea, thats right. I remember now.
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TheFlame52

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Re: Future of the Fortress
« Reply #2635 on: October 13, 2015, 03:03:29 pm »

Historical figures can receive wounds in worldgen they can't get anywhere else (ex. missing eyes). Are there any plans to make this possible post-gen?

MrWiggles

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Re: Future of the Fortress
« Reply #2636 on: October 13, 2015, 04:35:28 pm »

Historical figures can receive wounds in worldgen they can't get anywhere else (ex. missing eyes). Are there any plans to make this possible post-gen?

The answer to question like these is always yes.
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Mr S

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Re: Future of the Fortress
« Reply #2637 on: October 13, 2015, 04:59:13 pm »

Are you sure those can't be had in Fortress Mode? As to the eye loss example listed, it could happen in Fort (see: FB Dusts, Dwarven Childcare, et al), but I've not seen it myself due to combat in Fort mode. Tends to be that when one is shot in the eye, death follows pretty rapidly. But are there outlier cases where they could be seen in Fort mode? Maybe. Needs more !!SCIENCE!!
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Dirst

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Re: Future of the Fortress
« Reply #2638 on: October 13, 2015, 05:22:52 pm »

Are you sure those can't be had in Fortress Mode? As to the eye loss example listed, it could happen in Fort (see: FB Dusts, Dwarven Childcare, et al), but I've not seen it myself due to combat in Fort mode. Tends to be that when one is shot in the eye, death follows pretty rapidly. But are there outlier cases where they could be seen in Fort mode? Maybe. Needs more !!SCIENCE!!
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Urist McVoyager

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Re: Future of the Fortress
« Reply #2639 on: October 13, 2015, 08:53:31 pm »

Will we see necromancers team up with vampires? Like, the vampire goes on break, drinks a dwarf dry, and then lets a necromancer friend raise the corpse as a zombie?
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