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Author Topic: Future of the Fortress  (Read 1880831 times)

Untrustedlife

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Re: Future of the Fortress
« Reply #4215 on: May 08, 2016, 03:02:23 pm »

So a few questions that are a little bit Personal :

*Do Toady and ThreeToe get any inspiration from Tv-series / Movies and popular books that are currently in progress? Game of thrones for an example? If that's the case do you have any examples of features that have been implemented or might be planned?

*Have you ever personalized someone into your game that you actually don't like? I know of a few people I'd add then hunt if I was developing a game...

in a related point:
Toady have you ever read discworld?
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Untrustedlife

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Re: Future of the Fortress
« Reply #4216 on: May 08, 2016, 05:34:24 pm »

ALso

So you just added those various giant creatures, however according to the wiki there are no giant ants yet, do you plan to eventually add giant ants and associated colonies? I have a feeling they would be very fun to delve into in adventurer mode and even in fort mode.
« Last Edit: May 08, 2016, 05:36:46 pm by Untrustedlife »
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Dirst

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Re: Future of the Fortress
« Reply #4217 on: May 08, 2016, 07:24:48 pm »

ALso

So you just added those various giant creatures, however according to the wiki there are no giant ants yet, do you plan to eventually add giant ants and associated colonies? I have a feeling they would be very fun to delve into in adventurer mode and even in fort mode.

Could be !!FUN!! to find a bunch of them in a cave.

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StupidElves

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Re: Future of the Fortress
« Reply #4218 on: May 08, 2016, 11:37:10 pm »

ALso

So you just added those various giant creatures, however according to the wiki there are no giant ants yet, do you plan to eventually add giant ants and associated colonies? I have a feeling they would be very fun to delve into in adventurer mode and even in fort mode.

Could be !!FUN!! to find a bunch of them in a cave.


Could giant insects build colonies? Like, giant beehives and ant colonies that you can find in Adventure Mode and Fortress Mode.
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Bumber

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Re: Future of the Fortress
« Reply #4219 on: May 09, 2016, 02:13:23 am »

Could giant insects build colonies? Like, giant beehives and ant colonies that you can find in Adventure Mode and Fortress Mode.
Seconding this. It would really add some interesting atmosphere to the world. Insect-people could build them, too. Ant fortress.

This probably belongs in a suggestion thread.
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Untrustedlife

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Re: Future of the Fortress
« Reply #4220 on: May 09, 2016, 02:45:42 am »

Could giant insects build colonies? Like, giant beehives and ant colonies that you can find in Adventure Mode and Fortress Mode.
Seconding this. It would really add some interesting atmosphere to the world. Insect-people could build them, too. Ant fortress.

This probably belongs in a suggestion thread.

I personally was just curious if it was planned.
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FantasticDorf

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Re: Future of the Fortress
« Reply #4221 on: May 09, 2016, 03:02:12 am »

Could giant insects build colonies? Like, giant beehives and ant colonies that you can find in Adventure Mode and Fortress Mode.
Seconding this. It would really add some interesting atmosphere to the world. Insect-people could build them, too. Ant fortress.

This probably belongs in a suggestion thread.

I personally was just curious if it was planned.

It seems more akin to a forward "surface" colony of antmen DFWIKIREFERENCE (additionally though i may just be looking in the wrong places, i never really seem to bump into native tribal animalmen anymore since they all go off on this adventuring lark)

With potential competition from the deep-dwarves, will the "animalmen-civilisation" see any kind of improvement upon their society structure? Rather than being primitive fodder for fortress mode smashing & adventure mode mercenaries, which all in all is a waste of their civilization generation entity file if they are going to be reduced to a turkey hunt.

After all, who takes up the mantle of a assault when the goblins have exhausted their ranks and crumbled but leave behind the tunnels to follow with wave upon wave of invaders lying in wait to attack wherever the dwarves dig down.
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Button

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Re: Future of the Fortress
« Reply #4222 on: May 09, 2016, 08:20:41 pm »

This isn't really a question, but I was feeling grieved at the loss of a pet, and the 43.01 release gave me a happy thought to (partially) counteract it. Thanks!
« Last Edit: May 09, 2016, 08:31:23 pm by Button »
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Random_Dragon

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Re: Future of the Fortress
« Reply #4223 on: May 09, 2016, 11:54:45 pm »

Well this is so far rather interesting. And...ooh. Not a question, but...

I'm impressed, Toady. I was expecting that you'd go about adding branch gathering in the same way modders such as I did: via a psuedotool obtained via the tree's growth (leaf, flower, etc) options. Instead you not only added a new item token for branches, but make picking them a hardcoded option in the get menu? Interesting.
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Putnam

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Re: Future of the Fortress
« Reply #4224 on: May 10, 2016, 02:22:10 am »

Toady's basically always gone for stuff like that.

Random_Dragon

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Re: Future of the Fortress
« Reply #4225 on: May 10, 2016, 10:58:52 am »

I can't be the only one that was half-expecting him to derive it from a mod anyway, if only because it would've been simpler. ;w;

EDIT: Plus it would've been consistent with leaves and flowers being picked as a plant growth, so the more complex solution actually stands out as inconsistent. Still clever.

EDIT 2: Hnnng.

Why does carving a haft from a branch use carpentry instead of woodcrafting? And is there a reason you can take a masterfully-knapped sharp rock and never get quality out of a stone axe, because the reaction uses no skill?

And why are stone axes explictly a separate tool instead of a weapon? Hell, it'd make perfect sense if you were adding generic woodcutting axes for flavor, but you didn't add the token for making them out of metal, and didn't add it to any entities.
« Last Edit: May 10, 2016, 11:18:18 am by Random_Dragon »
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thedrelle

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Re: Future of the Fortress
« Reply #4226 on: May 10, 2016, 12:10:29 pm »

This isn't really a question, but I was feeling grieved at the loss of a pet, and the 43.01 release gave me a happy thought to (partially) counteract it. Thanks!

aw, sorry to hear that. I really have to put down my cat soon, Shes old, mad as a hatter, lost her teeth, and is attacking the other cat now. but I'm dragging my feet because, well, it's sad.
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CLA

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Re: Future of the Fortress
« Reply #4227 on: May 10, 2016, 01:04:42 pm »

Why does carving a haft from a branch use carpentry instead of woodcrafting?
I assume it's because woodcrafting isn't implemented as adventurer skill yet, so having it use carpentry was the easier way. IIRC Toady mentioned that all the old workshops and assorted crafting skills were really old (non-OO) code and would have to be completely reimplemented one by one to be used in adventurer mode.

I can't find the specific quote, unfortunately.
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Putnam

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Re: Future of the Fortress
« Reply #4228 on: May 10, 2016, 01:36:15 pm »

Why does carving a haft from a branch use carpentry instead of woodcrafting?
I assume it's because woodcrafting isn't implemented as adventurer skill yet, so having it use carpentry was the easier way. IIRC Toady mentioned that all the old workshops and assorted crafting skills were really old (non-OO) code and would have to be completely reimplemented one by one to be used in adventurer mode.

I can't find the specific quote, unfortunately.

No, all skills can be used as adventurer skills for reactions, even ones that aren't used at all (druid etc.)
« Last Edit: May 10, 2016, 01:54:35 pm by Putnam »
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Random_Dragon

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Re: Future of the Fortress
« Reply #4229 on: May 10, 2016, 01:53:07 pm »

Why does carving a haft from a branch use carpentry instead of woodcrafting?
I assume it's because woodcrafting isn't implemented as adventurer skill yet, so having it use carpentry was the easier way. IIRC Toady mentioned that all the old workshops and assorted crafting skills were really old (non-OO) code and would have to be completely reimplemented one by one to be used in adventurer mode.

I can't find the specific quote, unfortunately.

As Putnam said, there's no sane reaction not to give haft-carving the woodcraft skill instead of the carpentry skill, especially as it doesn't use the building.

EDIT: Another question.

Why are splints craftable? You can't use them in adventure mode yet.
« Last Edit: May 10, 2016, 03:46:16 pm by Random_Dragon »
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