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Author Topic: The NEW Future of the Fortress  (Read 353174 times)

Warlord255

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Re: The NEW Future of the Fortress
« Reply #1905 on: February 08, 2009, 05:32:15 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.

Precisely! However, without climbing, you either need a ground-level "shelf" adjacent to the chasmy bits for access to the caves, and/or small chasmy bits akin to the Glowing Pit tiles in HFS.
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Alfador

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Re: The NEW Future of the Fortress
« Reply #1906 on: February 08, 2009, 05:21:54 pm »

Anything off the edge of the map is fair game for spawning. So: River edges, underground river edges, chasms at the edge of the map, chasms at the bottom of the map, magma tube bottoms... and the top layer of the sky.

Imagine eldritch horrors descending from the heavens. Mwahaha.
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Toady One

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Re: The NEW Future of the Fortress
« Reply #1907 on: February 08, 2009, 06:12:58 pm »

Quote from: Flaede
Will disease be turn-off-able in the init file like invasions and cave-ins?

Is it specifically infected wounds you are worried about?  I wouldn't mind, but it might be worth it to put everybody through the horror for one release so things can be ironed out.

Quote from: Warlord255
This warrants a question. How will poisons/weapon coatings operate in dwarf mode?

I'm not going to allow that until the ethical framework and repercussions are in place.  Dwarves with poison weapons seem strange to me, so I'd like to do that stuff first before I worry about the interface, jobs and storage.  That is, you'd be allowed to make that decision, but it would cause quite a fuss in general.

Quote from: LordNagash
Actually, speaking of climbing: Is that coming up in the near future?

Probably not this release.  Kind of like flying in the sense that it causes various path troubles, so dwarves wouldn't be able to do it, anyway.

And as far as the spawning goes, yeah, the edges will be milked when available.  The 2D version did all of the river and lava spawning from the edges (generally hidden in ambush, so sometimes it wasn't easy to tell).  Although I'm not sure if spawning is the right word, since it actually takes them from the populations -- the chasm ones spawned at chasm tiles in 2D, though.
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Warlord255

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Re: The NEW Future of the Fortress
« Reply #1908 on: February 08, 2009, 06:17:52 pm »

Quote from: Warlord255
This warrants a question. How will poisons/weapon coatings operate in dwarf mode?

I'm not going to allow that until the ethical framework and repercussions are in place.  Dwarves with poison weapons seem strange to me, so I'd like to do that stuff first before I worry about the interface, jobs and storage.  That is, you'd be allowed to make that decision, but it would cause quite a fuss in general.


Why do the words "Geneva Convention" pop into my head? :D
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Neonivek

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Re: The NEW Future of the Fortress
« Reply #1909 on: February 08, 2009, 09:02:55 pm »

Another toady answer flurrish on the Future of the fortress' list of development items.
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Dareon Clearwater

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Re: The NEW Future of the Fortress
« Reply #1910 on: February 09, 2009, 05:36:30 am »

Anything off the edge of the map is fair game for spawning. So: River edges, underground river edges, chasms at the edge of the map, chasms at the bottom of the map, magma tube bottoms... and the top layer of the sky.

Imagine eldritch horrors descending from the heavens. Mwahaha.

Urist Haulsocks has been ecstatic lately.  He was disgusted by a miasma recently.  He witnessed a monstrous constellation of unnatural light, like a glutted swarm of corpse-fed fireflies dancing over an accursed marsh recently.  He lost a friend to tragedy recently.  He witnessed something black... that wasn't a tree, something big and black and ropy, just squatting there, waiting, with ropy arms, squirming and reaching recently.  He has dined in a legendary dining room recently.

Urist Haulsocks, Cthulhu Mythos Investigator, has gone stark raving mad!
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Areyar

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Re: The NEW Future of the Fortress
« Reply #1911 on: February 09, 2009, 10:32:51 am »

Quote
Why do the words "Geneva Convention" pop into my head? :D

Expect unreasonable petitions from the Elfs.

"We the Elves from Clearbottom of the mangled puppies have come here today before the Grand Counsil of Ironcluttered to petition that the eating of butchered animals be declared a crime against the coalition of all moral peoples!"

"Also the act of non-proliferation of wooden products has been ruthlessly disregarded by the filthy dwarves of Frostybarrels again!
It is well known that only US Elfs can be entrusted with the workings of the wood and the wise Counsil recognised this in the passing of said act.
We will send a tree-keeping force, in order to enforce the wise law of our mighty coalition.
Once there, all dwarfs found to bear axes or axe bears will be arrested and eaten as is only just and fair."
« Last Edit: February 09, 2009, 10:36:11 am by Areyar »
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Keiseth

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Re: The NEW Future of the Fortress
« Reply #1912 on: February 10, 2009, 03:03:13 am »

[...] Once there, all dwarfs found to bear axes or axe bears will be arrested and eaten as is only just and fair."

Bwahahaha. I wonder what the Elves care about axing undead things.
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Morberis

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Re: The NEW Future of the Fortress
« Reply #1913 on: February 10, 2009, 03:22:31 pm »

[...] Once there, all dwarfs found to bear axes or axe bears will be arrested and eaten as is only just and fair."

Bwahahaha. I wonder what the Elves care about axing undead things.

I wonder if they'll still eat them.
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Tormy

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Re: The NEW Future of the Fortress
« Reply #1914 on: February 10, 2009, 03:28:41 pm »

[
Quote from: Warlord255
This warrants a question. How will poisons/weapon coatings operate in dwarf mode?

I'm not going to allow that until the ethical framework and repercussions are in place.  Dwarves with poison weapons seem strange to me, so I'd like to do that stuff first before I worry about the interface, jobs and storage.  That is, you'd be allowed to make that decision, but it would cause quite a fuss in general.


Well yeah, that is true...dwarves running around with poisoned weapons might seems a bit strange. However, specific units -like rangers- should be able to use poisoned arrows for example. Also, I am just wondering about sieges or armies...Goblins/Kobolds [or modded in civs] should use units equipped with poisoned weapons. I suppose we will have that in the vanilla game [Dwarf mode of course]?
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Earthquake Damage

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Re: The NEW Future of the Fortress
« Reply #1915 on: February 10, 2009, 03:43:43 pm »

I wonder if they'll still eat them.

A better question:  Will elves eat undead megabeasts during worldgen?
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Morberis

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Re: The NEW Future of the Fortress
« Reply #1916 on: February 10, 2009, 05:08:50 pm »

I wonder if they'll still eat them.

A better question:  Will elves eat undead megabeasts during worldgen?

Ha I can trump that, will elves eat undead megabeasts composed of the undead bodies of elf children.
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Alfador

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Re: The NEW Future of the Fortress
« Reply #1917 on: February 10, 2009, 05:20:46 pm »

I wonder if they'll still eat them.

A better question:  Will elves eat undead megabeasts during worldgen?

Ha I can trump that, will elves eat undead megabeasts composed of the undead bodies of elf children.

I'm picturing giant patchwork constructs shambling along, elf heads poking out at random all over... and lets put one of those beefy arms on the back of his neck for good measure. All arms wielding wooden weapons, naturally.
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This is a fox skull helmet. All craftsdwarfship is of the highest quality. It menaces with spikes of fox bone and is encircled with bands of fox leather. This item is haunted by the ghost of Alfador Angrorung the fox.

Topace3k

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Re: The NEW Future of the Fortress
« Reply #1918 on: February 11, 2009, 02:00:37 am »

Quote
and lets put one of those beefy arms on the back of his neck for good measure.
Reminder that dwarves admire sea serpents (depicted as an S) for their Majesty.
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Random832

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Re: The NEW Future of the Fortress
« Reply #1919 on: February 11, 2009, 02:18:09 am »

[PREFSTRING:consummate V's]
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