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Author Topic: Future of the Fortress 4  (Read 84723 times)

SirPenguin

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Re: Future of the Fortress 4
« Reply #450 on: June 18, 2008, 03:08:25 pm »

Roads will be REALLY fun come Caravan Arc. You would be able to build a fort on a well traveled road, and make a killing off the numerous traders.

Or you can purposefully collapsed tunnels/block roads to see what effect that has.
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Mephansteras

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Re: Future of the Fortress 4
« Reply #451 on: June 18, 2008, 03:23:59 pm »

A few questions for Toady regarding the next release,

Are we going to be able to see roads during the embark process? Also, all these neat screenshots of the world with roads and the controlled area of a civilization...are we going to be able to produce those for our worlds?

On the subject of civilizations, now that we will have less static knowledge of how owns what and what their relation to us is, are you going to add in the ability to get more information about a civilization or site from the embark screen? For example, say I move the cursor over a city. Before, I just got the name, which was probably enough because you'd know that it was a friendly human town. Now, it'd be nice to get information in game about things like who owns it, what the population is like, and their relation to us.
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MoonCabbage

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Re: Future of the Fortress 4
« Reply #452 on: June 18, 2008, 03:44:30 pm »

Are we going to be able to see roads during the embark process? Also, all these neat screenshots of the world with roads and the controlled area of a civilization...are we going to be able to produce those for our worlds?

i am not toady but i see no reason as to why roads should not show up on the local region map on the embark screen. my reason for this being they already show up on the detailed maps of the world. Also yes anything Toady has shown us we can do as well. So detailed maps with roads and being able to see who controls what region, are all abilities in the new embark screen.
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Zemat

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Re: Future of the Fortress 4
« Reply #453 on: June 18, 2008, 04:03:54 pm »

To bad we won't be able to build fortresses starting from the tunnels' insides. But on the other hand thats a minor complaint since we are going to be able to build ON MOUNTAIN SQUARES (provided there's a tunnel below, results may vary, consult your local physician)!!!
« Last Edit: June 18, 2008, 04:06:47 pm by Zemat »
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Kagus

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Re: Future of the Fortress 4
« Reply #454 on: June 18, 2008, 09:14:59 pm »

Hey, something just occurred to me...  Shouldn't the map creation program be called "DwarfED"?

And I'm going to plant my first fortress on top of a tunnel, whereupon I will dig down until I find it and take it over!  Who's with me?

Toady One

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Re: Future of the Fortress 4
« Reply #455 on: June 18, 2008, 09:26:15 pm »

I still have to do the road display, which will happen after I finish off the materials.  I think the roads will probably show up on all of the maps.  I'm not sure about tunnels, since you either should or shouldn't know about individual tunnels depending on the circumstances.

I haven't done anything with adding more information to the site readout during embark at this point.
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Derakon

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Re: Future of the Fortress 4
« Reply #456 on: June 18, 2008, 10:11:02 pm »

One thought with regards to roads is that you'd pick your civilization before it shows the embark screen, and then you'd know about all roads owned by your civ.
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Deon

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Re: Future of the Fortress 4
« Reply #457 on: June 19, 2008, 05:34:18 am »

Toady, can you answer, will the incoming caravans prefer to use roads, or will they just spawn randomly at some specific map edge like it was before?
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snelg

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Re: Future of the Fortress 4
« Reply #458 on: June 19, 2008, 05:54:52 am »

One thought with regards to roads is that you'd pick your civilization before it shows the embark screen, and then you'd know about all roads owned by your civ.
Choosing a civilization before the embark screen. Complete with info and stuff so you know the difference between them (might not be too much yet but I can imagine the civilizations will just get more and more unique with time) would be so awesome. Also picking civilization (with information about them) before starting town in adventure mode or something would be cool too.
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Deon

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Re: Future of the Fortress 4
« Reply #459 on: June 19, 2008, 06:46:54 am »

Actually you already pick civ before you embark and pick a "creature of civ" in adv. mode. What's new in your suggestion?
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snelg

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Re: Future of the Fortress 4
« Reply #460 on: June 19, 2008, 08:54:21 am »

Actually you already pick civ before you embark and pick a "creature of civ" in adv. mode. What's new in your suggestion?
Maybe I haven't played adventure enough to notice that, thought the different ones to choose from was just different starting towns of the same civ. Sorry about that if I were wrong.

The Idea was that you'd get more info about the civilization more than "well, we've got three human ones to choose from". I've read that the different civs were going to be fleshed out and be more unique, so I thought it would make sense if you were given some quick info about them when picking which one you want.
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Misterstone

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Re: Future of the Fortress 4
« Reply #461 on: June 19, 2008, 01:12:01 pm »

Tunnels are a cool idea.  But it's gonna be funny when you are walking around in a tunnel and you come across exposed diamonds or platinum nuggets something.  I guess there needs to be something in place to prevent this? :)
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Jamuk

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Re: Future of the Fortress 4
« Reply #462 on: June 19, 2008, 01:26:34 pm »

Hehe, maybe if the road material is based off the materials around it there could be a yellow brick road.
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Tamren

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Re: Future of the Fortress 4
« Reply #463 on: June 19, 2008, 02:26:20 pm »

Hey while your at it with the civ interface. Could you make it possible to view the all of the materials the civ has access to?

Its extremely aggravating to start a fortress and come the first liason, discover that your home civilization can't supply you with flux.
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Toaster

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Re: Future of the Fortress 4
« Reply #464 on: June 19, 2008, 04:25:54 pm »

Hey while your at it with the civ interface. Could you make it possible to view the all of the materials the civ has access to?

Its extremely aggravating to start a fortress and come the first liason, discover that your home civilization can't supply you with flux.

If you "Prepare carefully for your journey," what you can select there is the same as what you can order from the traders.  Admittably, at that point it's too late to turn back, but at least you can just alt-F4 and try another civ without putting any fortress work down first.
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