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Author Topic: The NEW Future of the Fortress  (Read 349551 times)

Warlord255

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Re: The NEW Future of the Fortress
« Reply #1890 on: February 05, 2009, 05:37:44 pm »

Here's a potential system;

Since a "Coat weapons with what?" would be difficult to use when sorting through every single dippable, assign a barrel/vat/chest-o-vials per squadron. Squad goes over, coats their weapons, then continues on their merry way.

Poisons/dippables would have to be created/refined at the Alchemist's workshop, or otherwise ferried over from the Extract jobs at the fishery/butchery.
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Tormy

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Re: The NEW Future of the Fortress
« Reply #1891 on: February 06, 2009, 08:03:31 am »

Since a "Coat weapons with what?" would be difficult to use when sorting through every single dippable, assign a barrel/vat/chest-o-vials per squadron. Squad goes over, coats their weapons, then continues on their merry way.

That could work. Simple and logical idea.
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Aqizzar

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Re: The NEW Future of the Fortress
« Reply #1892 on: February 06, 2009, 08:05:53 am »

Material Breath Attacks!

Material Breath Attacks!

Urist McPeasent, Dwarf, hits the Elf in the face with the Booze Breath!
It is blown apart!
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And here is where my beef pops up like a looming awkward boner.
Please amplify your relaxed states.
Quote from: PTTG??
The ancients built these quote pyramids to forever store vast quantities of rage.

Granite26

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Re: The NEW Future of the Fortress
« Reply #1893 on: February 06, 2009, 10:31:07 am »

Since a "Coat weapons with what?" would be difficult to use when sorting through every single dippable, assign a barrel/vat/chest-o-vials per squadron. Squad goes over, coats their weapons, then continues on their merry way.

That could work. Simple and logical idea.

Seriously... Nice

Warlord255

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Re: The NEW Future of the Fortress
« Reply #1894 on: February 06, 2009, 01:31:59 pm »

Since a "Coat weapons with what?" would be difficult to use when sorting through every single dippable, assign a barrel/vat/chest-o-vials per squadron. Squad goes over, coats their weapons, then continues on their merry way.

That could work. Simple and logical idea.

Seriously... Nice

Thanks, I s'pose. Not that I'm in any position to tell Toady what to do.

I like the "chest-o'-vials" idea, personally. But that's just me.
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Hectonkhyres

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Re: The NEW Future of the Fortress
« Reply #1895 on: February 06, 2009, 04:55:07 pm »

Adventure mode characters had better be able to smear things on their weapons too. I can see a new contest: The adventurer with the greatest variety of poison, blood, ichor and vomit encrusted onto their axe wins!
...Mud, strange white goo, goo, molten stones, molten metals, ash, rain, etc...
You missed 'the tears of an orphan child'. No bonus points for you.
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And now the thread is about starfish porn.
...originally read that as 'perpetual motion pants' and thought how could I have missed this??

Kishmond

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Re: The NEW Future of the Fortress
« Reply #1896 on: February 07, 2009, 07:27:02 pm »

The one request I have for this next release is that cliffs that are steep enough don't have ramps all over them.

Neonivek

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Re: The NEW Future of the Fortress
« Reply #1897 on: February 07, 2009, 07:28:23 pm »

The one request I have for this next release is that cliffs that are steep enough don't have ramps all over them.

I think Toady is waiting for Climbing to be put in.
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LordNagash

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Re: The NEW Future of the Fortress
« Reply #1898 on: February 08, 2009, 04:17:36 am »

Yeah we had those, but it lead to not being able to get places a lot of the time so the world gets smoothed before play. Proper cliffs will be back in with climbing.

Actually, speaking of climbing: Is that coming up in the near future? Because I thought about it today and chasms are never really going to be menacing again until things can actually climb out of them
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Warlord255

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Re: The NEW Future of the Fortress
« Reply #1899 on: February 08, 2009, 04:18:51 am »

Yeah we had those, but it lead to not being able to get places a lot of the time so the world gets smoothed before play. Proper cliffs will be back in with climbing.

Actually, speaking of climbing: Is that coming up in the near future? Because I thought about it today and chasms are never really going to be menacing again until things can actually climb out of them

Giant bats would like to have a word with you.

Also, there's been mentions of cave interconnection to prevent silly things like entire antmen colonies being stranded on a random shelf 20 levels down with no surface access.
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Flaede

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Re: The NEW Future of the Fortress
« Reply #1900 on: February 08, 2009, 04:21:35 am »

climbing and SPAWNING in caverns are both important.
I want to reenact Pitch Black with a handful dwarven colonists disturbing the ground and unleashing a bajillion evil beasties of darkness.
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

Warlord255

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Re: The NEW Future of the Fortress
« Reply #1901 on: February 08, 2009, 04:24:41 am »

climbing and SPAWNING in caverns are both important.
I want to reenact Pitch Black with a handful dwarven colonists disturbing the ground and unleashing a bajillion evil beasties of darkness.

Spawning in caverns is a point of contention. Is it just a "Oh by the way while you weren't looking", or do they crawl up from the bottom in the Chasm tiles?
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Flaede

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Re: The NEW Future of the Fortress
« Reply #1902 on: February 08, 2009, 04:29:20 am »

well, in the Pitch Black case the entire world (practically) is hollow and there is an entire Underdark going on (from which seas of evil bat things, flying sharks and hulking blind beasties all emerge "once every ___ years during the eclipse of all 4 suns." or something to that effect.)... so they all live down there and crawl up into "higher" tunnels when disturbed by folks digging (be it diggin wells, or caves). I know this infringes on the HFS thing, but for cave beasties coming out of caverns it kind of makes sense, after all, they extend down farther than you can dig.
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

Warlord255

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Re: The NEW Future of the Fortress
« Reply #1903 on: February 08, 2009, 04:51:29 am »

well, in the Pitch Black case the entire world (practically) is hollow and there is an entire Underdark going on (from which seas of evil bat things, flying sharks and hulking blind beasties all emerge "once every ___ years during the eclipse of all 4 suns." or something to that effect.)... so they all live down there and crawl up into "higher" tunnels when disturbed by folks digging (be it diggin wells, or caves). I know this infringes on the HFS thing, but for cave beasties coming out of caverns it kind of makes sense, after all, they extend down farther than you can dig.

I've seen Pitch Black.

I was referring to the fact that spawning in caves that are VISIBLE is a point of contention.
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Flaede

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Re: The NEW Future of the Fortress
« Reply #1904 on: February 08, 2009, 04:57:06 am »

my point was that bottomless pits and the fissures-in-the-earth are a good place to start for spawning cave creatures because they extend off the bottom of the map.
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]
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