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Author Topic: Future of the Fortress  (Read 1442426 times)

Max™

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Re: Future of the Fortress
« Reply #345 on: August 02, 2016, 08:35:41 am »

^I am certain that will be the case, because ordinary items already track that sort of history, and it would no doubt be part of the heroic item naming process. Adding relevant kills and such with the dates would be the default.

Now, more interesting possibility: will heroic items include anything in their description which details how they acquired that status, or will this need to be learned through conversations/legends/storytelling?

"This is a legendary steel battle axe. It was wielded by the dwarf Reg Bootpants the Emancipated Breath of Festivals during a battle with the Roc Aru Stormwind the Green Spring of Tearing in 179, and dealt the killing blow. It is decorated with..."
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LordBaal

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Re: Future of the Fortress
« Reply #346 on: August 02, 2016, 09:35:36 am »

Goblinblight, a legendary silver warhammer, handed down from one dwarf warrior to another for the last 4 generations, it has been used to kill over 2000 goblins.
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FantasticDorf

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Re: Future of the Fortress
« Reply #347 on: August 02, 2016, 09:40:43 am »

Goblinblight, a legendary silver warhammer, handed down from one dwarf warrior to another for the last 4 generations, it has been used to kill over 2000 goblins.

Then its stolen by a kea and rendered lost forever under normal rules.

Is there any contingency plan to address native animal item thieves and whether goods stolen off a site by animal thieves can be found or reclaimed from the wilderness? (a generated lair for a troop of rhesus macaques for instance, be it a particularly large tree or some other kind of thing)
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pikachu17

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Re: Future of the Fortress
« Reply #348 on: August 02, 2016, 09:44:25 am »

Goblinblight, a legendary silver warhammer, handed down from one dwarf warrior to another for the last 4 generations, it has been used to kill over 2000 goblins.

Then its stolen by a kea and rendered lost forever under normal rules.

Is there any contingency plan to address native animal item thieves and whether goods stolen off a site by animal thieves can be found or reclaimed from the wilderness? (a generated lair for a troop of rhesus macaques for instance, be it a particularly large tree or some other kind of thing)
I didn't realize how much this is needed, until you said it. I myself think it would be cool if the artifact-stealing kea would be named, then you could ask about it's last known stealing location, go there, find it's trail, then follow it's trail to it's nest, and recover the artifact. Hmm... maybe this should be a suggestion...
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Dirst

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Re: Future of the Fortress
« Reply #349 on: August 02, 2016, 10:08:30 am »

I myself think it would be cool if the artifact-stealing kea would be named
DF languages don't have profanity, so I'm not sure how this would work ;)
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ldog

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Re: Future of the Fortress
« Reply #350 on: August 02, 2016, 10:21:28 am »

I myself think it would be cool if the artifact-stealing kea would be named
DF languages don't have profanity, so I'm not sure how this would work ;)

ROFL!
Toady needs to get to work on that, a language without expletives is no language at all ;)
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For example, if you wanted to check if a unit was eligible to be a politician or a car salesman, you'd first want to verify that there is no soul present...

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The more appropriate question becomes, are they awesome and dwarven enough.

Button

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Re: Future of the Fortress
« Reply #351 on: August 02, 2016, 10:22:11 am »

I myself think it would be cool if the artifact-stealing kea would be named
DF languages don't have profanity, so I'm not sure how this would work ;)

"Elf elfelf, the elf of elves"
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Button

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Re: Future of the Fortress
« Reply #352 on: August 02, 2016, 10:27:53 am »

I have a couple of lists -- the simple suggestions list (which I dip into with every bug fix cycle), and the long-term suggestions list (which is tied to broader subjects).  They don't directly impact the version number, though sometimes they are intertwined with something on the official list.  Sometimes I spend a while working on suggestions or tangents that don't impact the number at all.

Would you mind putting the simple suggestions list on the site somewhere? It would be nice to know which tweaks are likely to be coming next.
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I used to work on Modest Mod and Plant Fixes.

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FantasticDorf

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Re: Future of the Fortress
« Reply #353 on: August 02, 2016, 10:29:06 am »

Goblinblight, a legendary silver warhammer, handed down from one dwarf warrior to another for the last 4 generations, it has been used to kill over 2000 goblins.

Then its stolen by a kea and rendered lost forever under normal rules.

Is there any contingency plan to address native animal item thieves and whether goods stolen off a site by animal thieves can be found or reclaimed from the wilderness? (a generated lair for a troop of rhesus macaques for instance, be it a particularly large tree or some other kind of thing)
I didn't realize how much this is needed, until you said it. I myself think it would be cool if the artifact-stealing kea would be named, then you could ask about it's last known stealing location, go there, find it's trail, then follow it's trail to it's nest, and recover the artifact. Hmm... maybe this should be a suggestion...

If DF had a AI event and circumstance director, it would be Alfred Hitchcock.

Scripting events is so bland and narrative linear anyway, playing off a unfortunate series of events and screw-ups from the player as well as just the state of the outside world (if a giant routes your fortress its not your fault it happened, but moreso the failure to defend against it with a effective fortress design Armok willing) is what really creates a great story. Like in real life, escalation of relatively small and meager are blown up in size when exposed to incompetent management/execution usually from sources you can or cannot predict.
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ldog

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Re: Future of the Fortress
« Reply #354 on: August 02, 2016, 10:39:55 am »

I myself think it would be cool if the artifact-stealing kea would be named
DF languages don't have profanity, so I'm not sure how this would work ;)

"Elf elfelf, the elf of elves"

ROFL
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Quote from: Dirst
For example, if you wanted to check if a unit was eligible to be a politician or a car salesman, you'd first want to verify that there is no soul present...

Quote from: gchristopher
The more appropriate question becomes, are they awesome and dwarven enough.

FantasticDorf

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Re: Future of the Fortress
« Reply #355 on: August 02, 2016, 10:44:23 am »

I myself think it would be cool if the artifact-stealing kea would be named
DF languages don't have profanity, so I'm not sure how this would work ;)

Your mother was a Elf! and your father was a cheesemaker!
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Random_Dragon

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Re: Future of the Fortress
« Reply #356 on: August 02, 2016, 11:24:08 am »

Would you mind putting the simple suggestions list on the site somewhere? It would be nice to know which tweaks are likely to be coming next.

If giant desert scorpions aren't on the simple suggestions list, I will be saddragon.
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On DF Wiki · On DFFD

"Hey idiots, someone hacked my account to call you all idiots! Wasn't me you idiots!" seems to stretch credulity a bit.

FantasticDorf

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Re: Future of the Fortress
« Reply #357 on: August 02, 2016, 12:08:44 pm »

Would you mind putting the simple suggestions list on the site somewhere? It would be nice to know which tweaks are likely to be coming next.

If giant desert scorpions aren't on the simple suggestions list, I will be saddragon.

Just put in money for a patreon reward. If you have already, put in more. Alternatively i could just PM you a modified raw copy with it in and some faux changelog notes every new release.
« Last Edit: August 02, 2016, 12:50:41 pm by FantasticDorf »
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Random_Dragon

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Re: Future of the Fortress
« Reply #358 on: August 02, 2016, 01:12:20 pm »

Just an add-on: it'd be very interesting if strength affected range for bows, granting the full 25 tile range if high, say 20 if above avg, etc. Crossbows could have an optimal power range, perhaps at 10 tile distance, just to differential between the two types of weapons. That's just based on what currently exists.

Alternatively, crossbow reload speed could logically be affected by strength. Again up to a certain max, just as being stronger than a bow's draw weight requires won't make it shoot farther.

Plus that allows slings to make sense if they get added.
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On DF Wiki · On DFFD

"Hey idiots, someone hacked my account to call you all idiots! Wasn't me you idiots!" seems to stretch credulity a bit.

FantasticDorf

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Re: Future of the Fortress
« Reply #359 on: August 02, 2016, 01:34:38 pm »

Just an add-on: it'd be very interesting if strength affected range for bows, granting the full 25 tile range if high, say 20 if above avg, etc. Crossbows could have an optimal power range, perhaps at 10 tile distance, just to differential between the two types of weapons. That's just based on what currently exists.

Alternatively, crossbow reload speed could logically be affected by strength. Again up to a certain max, just as being stronger than a bow's draw weight requires won't make it shoot farther.

Plus that allows slings to make sense if they get added.

Crossbows and bows have to be constructed out of parts that relate to how high the base force can be, then just raise the max velocity and allow string parts to exert different force strengths (say that adamantium for being both light, nigh unbreakable and thread like is perfect, gcs and forgotten beast thick webs being second to some kind of metal fiber wire alternative) if the material can take the wear and tear.

Fund it. We should really move these ideas to the suggestion forum maybe.
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