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Author Topic: Future of the Fortress  (Read 158036 times)

Silveron

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Re: Future of the Fortress
« Reply #2415 on: September 15, 2007, 08:17:00 am »

quote:
Originally posted by TotalPigeon:
<STRONG>

You think anyone will get there that quickly? lol</STRONG>


I dont think it will take a handful of people more than 3 days.  ;)

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Asehujiko

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Re: Future of the Fortress
« Reply #2416 on: September 15, 2007, 08:30:00 am »

Just dig straight down for 15 levels.
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Tremble, mortal, and despair! Doom has come to this world!
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Thallone

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Re: Future of the Fortress
« Reply #2417 on: September 15, 2007, 09:23:00 am »

I'm sure someone has already asked somewhere, but I can't find it. What happens if you rewall on the top z-level, then build a ramp, then climb it and attempt to rewall there?
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Endymion

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Re: Future of the Fortress
« Reply #2418 on: September 15, 2007, 10:40:00 am »

quote:
Originally posted by Thallone:
<STRONG>I'm sure someone has already asked somewhere, but I can't find it. What happens if you rewall on the top z-level, then build a ramp, then climb it and attempt to rewall there?</STRONG>

Theres a dwarf who believes all that glitters is gold, and shes crafting a stairway to heaven...

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Faces of Mu

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Re: Future of the Fortress
« Reply #2419 on: September 15, 2007, 10:47:00 am »

Re: Endgames

I remember the SNES game Theme Park (TP) and the later game Roller Coaster Tycoon (RCT) and what I loved about TP was that you just play and play and play the park for as long as you wanted. When you were ready and after a set time (say 2-3yrs) you could sell it up and use your profits to buy the next bit of land and start developing. After researching you could also build almost any ride, stall or feature in your park and in any park, and there were only a few unique variations amongst the countries.

RCT was different in that it set the environments you played through and the conditions in which you played in (i.e., whether it was a large area or a very small area, whether it was all land or just several islands) and then moved you onto the next scenario once you had reached a criterion and without giving you a choice. This is like Istrian's initial comment above re: missions and scenarios. You would be given the scenario at the start and told at what point you will have "completed" the park. RCT also set limits on your capacities and slowly unlocked them as you progressed to each land. You really only had all of your capacities in the last scenario, and once again, that land was very tailored and specific in its landscape. Essentially if you wanted to play with all of the rides available, you had to play through the whole damn game and even then you didn't get a choice of where you could play with those rides.

I personally liked the TP way of doing things. You had choices about when to stop yr park ("You can now auction yr park. Would you like to?"), and as long as you had done the research you had most of the rides and features available (almost all of the flexibility - every time). TP was obviously limited to 2D while RCT had the 3D element, so in RCT you got to play through a lot of different landscapes such as mountainous, flat, sandy, and rocky landscapes with varieties of pools, lakes and rivers. However, if you liked one particular landscape you couldn't just play it endlessly and without limitations. I also think TP was great in that your profits from one park would carry over to the next, whereas in RCT, the game set your starting funds because the scenarios were so defined (I THINK, I'm not quite sure). Hence in TP your efforts in one park had impacts on the rest of your game.

On the other hand, RCT graded out the difficulty more. You learned progressively (albeit sometimes TOO slowly!), and you were given one tool at a time like tutorials do. It did not just give you the keys and leave you to it.

This all applies to the DF persistent world in that I'd like to see how the end of a fortress impacts on the world and your successive forts. See this thread here (Topic: Continuing a legacy; don't abandon, resign!) for one previous suggestion about ending your fortress.

I also think that if we knew the fortress would expire at a certain limit or criterion then the game becomes more about doing everything in your power to prevent that condition (like how storing food, building defences, noblecide and not too-deeping is done now). I think Toady has mentioned that if nobles and too-deeping/end-game exist, then he would like players to have a reason for wanting them rather than them being things to manipulate and avoid.

Re: the Bay12Games Forums

Dunno if this is the place to continue the discussion, but in addition to the above comments I'd like to see a "Track/Subscribe to this thread" option, too!

Re: Derek Smart

Wow that sounds like a guy with a lot of determination and big ideas! I can definitely see differences in Toady in that Toady fills us in on developments, takes and discusses ideas, and they (TO and TT) ultimately makes the decisions themselves in a patriarchical way. While Derek would cause havoc when he was feeling good, I get a sense from Toady that he is interested in being creative through other means (tho I know I'm second guessing here. Toady and TT could be trolling these boards regularly!).

Re: Neural Network

Loved the end of that article! "The pig go. Go is to the fountain. The pig put foot. Grunt. Foot in what? ketchup. The dove fly. Fly is in sky. The dove drop something. The something on the pig. The pig  disgusting. The pig rattle. Rattle with dove. The dove angry. The pig leave. The dove produce. Produce is chicken wing. With wing bark. No Quack".
Reminds me of some old tribal story!

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Felix the Cat

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Re: Future of the Fortress
« Reply #2420 on: September 15, 2007, 03:05:00 pm »

I know that custom naming of some elements was said to be included in the new release.

Will we be able to rename our military squads? Somehow, "The Frilly Roses of Painting" doesn't convey the sort of martial ethos that I'd like to instill in my soldiers.

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Janus

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Re: Future of the Fortress
« Reply #2421 on: September 16, 2007, 04:25:00 am »

quote:
Originally posted by Lavastine:
<STRONG>Oh god, its soo close! Does anyone have a link to the first/early dev_notes.txt list?</STRONG>

Well, not even close the first, but here's the oldest copy stored on the wiki from when someone had the idea to track the progress there: http://www.dwarffortresswiki.net/index.php?title=Dev_notes&direction=next&oldid=13909

If you want to track Toady's progress through the list, start here and click "Next diff" to scan through each update: http://www.dwarffortresswiki.net/index.php?title=Dev_notes&diff=next&oldid=13910

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Asehujiko

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Re: Future of the Fortress
« Reply #2422 on: September 16, 2007, 05:03:00 am »

With only 4 items on the list, are we close enought for an eta?
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Gakidou

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Re: Future of the Fortress
« Reply #2423 on: September 16, 2007, 05:10:00 am »

quote:
Originally posted by Felix the Cat:
<STRONG>Will we be able to rename our military squads? Somehow, "The Frilly Roses of Painting" doesn't convey the sort of martial ethos that I'd like to instill in my soldiers.</STRONG>

While others of us think it conveys EXACTLY the sort of martial ethos we'd like to instill.

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Athmos

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Re: Future of the Fortress
« Reply #2424 on: September 16, 2007, 05:16:00 am »

quote:
Originally posted by Thallone:
<STRONG>I'm sure someone has already asked somewhere, but I can't find it. What happens if you rewall on the top z-level, then build a ramp, then climb it and attempt to rewall there?</STRONG>

you get attacked by a sky daemon and get a "climbed too high" ending.

Or not.

Athmos

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Janus

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Re: Future of the Fortress
« Reply #2425 on: September 16, 2007, 06:19:00 am »

quote:
Originally posted by Athmos:
<STRONG>

you get attacked by a sky daemon and get a "climbed too high" ending.

Or not.

Athmos</STRONG>



Hmm, on that thought, it might be cool to trigger attacks from some type of flying creatures if you build too high. For instance, a dragon might happen to see your tall fortress from a distance and consider it a nice place to visit.

Or, perhaps just more recognition from creatures and civilizations in nearby map squares due to the landmark your fortress provides.

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Tomas asked Dolgan, "What place is this?"
The dwarf puffed on his pipe. "It is a glory hole, laddie. When my people mined this area, we fashioned many such areas."
     - Raymond E. Feist, Magician: Apprentice  (Riftwar Saga)

Greiger

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Re: Future of the Fortress
« Reply #2426 on: September 16, 2007, 10:04:00 am »

Why a sky demon?  Maybe you'd get a peeved archangel or something.  I didn't look into it much, but isn't there some myth about a really tall tower called the Tower of Babel?

Course 30 floors at max isn't even downtown New York quality, let alone Tower of Babel.

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Sean Mirrsen

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Re: Future of the Fortress
« Reply #2427 on: September 16, 2007, 10:41:00 am »

Well, climbing too high could have several disadvantages. First off, you could happen upon a nest of rather ravenous birds. Or a dragon. Many mountains also have numerous cracks closer to the top. If you've settled in a volcano, unless you absolutely want to flood your fort with magma, you'll think twice before digging upwards. (and downwards too; and anywhere, for that matter...  no really, without being able to see where you dig volcanoes will be death territory for dwarves)
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Will

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Re: Future of the Fortress
« Reply #2428 on: September 16, 2007, 01:22:00 pm »

HOw long will it take to cross the map on foot?
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Turgid Bolk

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Re: Future of the Fortress
« Reply #2429 on: September 16, 2007, 01:24:00 pm »

Well, what about altitude sickness? 'Specially for dwarves! They weren't made to live much above ground level.

And I may be totally wrong, but doesn't the world have 195 levels? You only work with 30 given levels at a time in Fortress Mode, but levels can exist higher or lower, right? So maybe you can't build on level -16, but your dwarves can still walk up there if needed. Then the only trouble is if your fortress levels really do reach the 195th world level...at which point Armok kicks you out of his home.

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