Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 110 111 [112] 113 114 ... 211

Author Topic: Future of the Fortress  (Read 1444120 times)

MDFification

  • Bay Watcher
  • Hammerer at Law
    • View Profile
Re: Future of the Fortress
« Reply #1665 on: April 02, 2017, 01:54:15 pm »

Will we get to see critters with prejudices about groups of individuals in the future? One of Threetoe's stories indicates that we'll be seeing prejudice based on a critter's species, but how are these prejudices going to be decided? Will we get to see them develop and change over time? Will prejudices also be able to develop around cast, membership of a group/entity, place of birth or visually identifiable characteristics? Will we be able to see prejudices that aren't purely discriminatory, such as 'critters of culture A believe people with brown eyes to be especially lucky'?
Logged

lobster1050

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #1666 on: April 02, 2017, 02:08:55 pm »

Will we ever see monster slayers in Fortress mode? They were planned for release 42.01, but it seems they are not implemented.
Logged

FantasticDorf

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #1667 on: April 02, 2017, 03:17:30 pm »

Quote
Quote
    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 don't have a section in the dev notes to handle this, and I'm not sure what'll happen.  It's best of course for artifacts to not be lost entirely, but even the artifacts lost in regions in world gen can be practically impossible to find (even with exact x/y locations that work, because the map is so large in tiles).

That said, demanded/offered artifact will be better understood and findable as a result of the upcoming diplomacy changes, and we might have some related changes to other currently-stranded items.

Ah, i knew this was around somewhere in relation to my last posed question. Mmm, so based off the old pre-map info because of map tiles it'll be a needle in a haystack but a needle indeed. Would need to see how adventurers handle finding rumors in the field & the old riddle...

"If a kea drops a goblet and nobody is around, does it make a sound?"
Logged

Bumber

  • Bay Watcher
  • REMOVE KOBOLD
    • View Profile
Re: Future of the Fortress
« Reply #1668 on: April 02, 2017, 04:20:13 pm »

For raids, they currently use the mercenary/hero code, rather than the spy code, so they do some "sneaking" roll-wise but aren't at all clever.  If sent on a more location-agnostic artifact recovery or rescue mission, they first attempt to get up-to-date rumors of the target, generally through hard-drinking.
Are we going to need to provide our armies with coinage for booze and bribes? Or will that wait for the economy?

Will we ever see monster slayers in Fortress mode? They were planned for release 42.01, but it seems they are not implemented.
They're supposed to be in, but nobody (including Toady) knows why they're not showing up.
Logged
Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

Asin

  • Bay Watcher
  • A short and sturdy creature fond of modding.
    • View Profile
Re: Future of the Fortress
« Reply #1669 on: April 02, 2017, 04:48:21 pm »

1. Will animal men on the surface ever form tribes that live in huts, have their own myths, etc?

2. In the future, say that these animal men surface tribes are a thing. Would it be possible for a first contact to happen, like a tribe and a civilization meet, then the humans/dwarves/goblins/etc want the land and start commiting genocide to the tribe like the US did to the Native Americans back in our early days?

3. When boats come, could it be possible for an "Age of Discovery" to occur? (As in the dwarves find a new continent or something.)


DVNO

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #1670 on: April 02, 2017, 05:04:03 pm »

If you send a raiding party out to attack a retired player fort, and then immediately retire and assume control of the fort you ordered to be attacked, will the dwarves you sent arrive and siege you?

I can imagine a lot of interesting community games coming out of that ...
Logged
Al mondo mal non e senza rimedio

Reach me via Bitmessage ~ BM-2DC7sWixk2iSKThdX9thhyrxWBeWRXUEv9

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #1671 on: April 02, 2017, 05:59:17 pm »

If you send a raiding party out to attack a retired player fort, and then immediately retire and assume control of the fort you ordered to be attacked, will the dwarves you sent arrive and siege you?

I can imagine a lot of interesting community games coming out of that ...
Seems probable. If you can do it in Adventurer, there's no reason you shouldn't be able to do it in Fortress. Of course, you've gotta send them to a location more than two week's march away or it'll be over before you start. Siege triggers shouldn't be an issue as it'll be a raid, not a siege (like kobolds - but with steel and booze).

Now, what might be fun for a succession game is to provoke a war with another dorf civ, then have players take annual turns to run two new opposing fortresses. Proper steel on steel Dorf Wars. Fun!

« Last Edit: April 02, 2017, 06:06:39 pm by Shonai_Dweller »
Logged

FantasticDorf

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #1672 on: April 03, 2017, 09:26:09 am »

1. Will animal men on the surface ever form tribes that live in huts, have their own myths, etc?

~snip~


There used to be aboveground huts in the game just as little geographical landmarks & animalperson behaviour, basic stuff but basically in plains the hyena-men used to stab your sheep/livestock to death with spears & drag them off the map, a few spider silk tents made out of said spiders that can be found on plains biomes used to house groups of these hyena men.

That was somewhere along the 40. mark i think it changed, along with gutting all the other content like frog demons & underground zombie fortresses (outdated landmarks that needed revising). In relevance to the question re-implementation & expansion on this idea would be neat.

Tents at the moment are kind of ugly however.
Logged

Nikita

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #1673 on: April 03, 2017, 10:55:48 am »

Is there going to be some intelligent way of dealing with loyalty cascades, either through justice or diplomacy?

Loyalty cascades are basically DF's take on the concept of 'civil war' and it's cool that it happens in some situations, but once all the killing stops you end up in a situation when half of the fortress is in mortal fear of the other half and it's very hard to control the fortress afterwards.
Logged

TheFlame52

  • Bay Watcher
  • Certified geezer & only man to win 0.40.24
    • View Profile
Re: Future of the Fortress
« Reply #1674 on: April 03, 2017, 11:38:29 am »

Loyalty cascades are a bug that happens when a unit is both a member and enemy of a group. They'll get fixed eventually.

FantasticDorf

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #1675 on: April 03, 2017, 12:03:13 pm »

Loyalty cascades are a bug that happens when a unit is both a member and enemy of a group. They'll get fixed eventually.

There are ways this is actually a feature, for instance sub group rebellions can throw a snap revolt (which is basically what a loyalty cascade is when dwarves start fighting & friends pick sides) and gain a new leader if the revolters win.

With guilds and such in the future we might see more civilian 'groups' in the future within the fortress or the government change if pre-planned/named loyalty cascades work within the fortress to take over the site.
Logged

LordBaal

  • Bay Watcher
  • System Lord and Hanslanda lees evil twin.
    • View Profile
Re: Future of the Fortress
« Reply #1676 on: April 03, 2017, 12:49:15 pm »

Delete.
« Last Edit: April 03, 2017, 05:38:58 pm by LordBaal »
Logged
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!

TheFlame52

  • Bay Watcher
  • Certified geezer & only man to win 0.40.24
    • View Profile
Re: Future of the Fortress
« Reply #1677 on: April 03, 2017, 01:36:29 pm »

Loyalty cascades are a bug that happens when a unit is both a member and enemy of a group. They'll get fixed eventually.

There are ways this is actually a feature, for instance sub group rebellions can throw a snap revolt (which is basically what a loyalty cascade is when dwarves start fighting & friends pick sides) and gain a new leader if the revolters win.

With guilds and such in the future we might see more civilian 'groups' in the future within the fortress or the government change if pre-planned/named loyalty cascades work within the fortress to take over the site.
Well, I guess they have gotten better lately. It used to be that your entire fort would fight to the last man.

peasant cretin

  • Bay Watcher
  • [MEANDERER][GNAWER]
    • View Profile
Re: Future of the Fortress
« Reply #1678 on: April 04, 2017, 04:31:47 am »

Quote from: peasant cretin
Are there plans for other sites (hamlet/retreat) to acquire workshops (in the way world gen fortresses have)?

Nope.  The current adv workshops are a hack.  We are leaning away from workshops overall and want to try to avoid putting them more places.

Thanks for the reply!

I guess the larger questions are: what do sites revolve around besides being gathering spots for NPCs? Any location with a market of sorts, or a tavern has a reason for being as there's clearly either industry present/a focal point. Will NPCs be seen "at work"? Hunters never hunt, farmers are never in the fields, etc.

I'm probably misreading this, but similar to the movement speed/attack speed split of DF2014, it seems ambusher skill has become separate from visual stealth. Will NPCs like hunters and other archers occasionally display behavior where they path according to tiles that benefit visual stealth? If so, will this conceal their vision arc from the player?

Are there any plans to diversify the human seat of power in a hamlet? Instead of just meadhalls, will there be manors, or other structures? Tangentially related, will we be able to mod the term of description for such structures?
« Last Edit: April 04, 2017, 04:35:29 am by peasant cretin »
Logged

Hinaichigo

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #1679 on: April 04, 2017, 07:16:03 am »

When the myth update deals with the origins of the races, will there be any sort of like potentially semi-divine "first dwarves" or "golden age humans" like sort of the primogenitors of the particular races, who could get sung about for their role in history/cosmogony in songs and depicted in art and stuff?
Logged
Pages: 1 ... 110 111 [112] 113 114 ... 211