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Author Topic: The NEW Future of the Fortress  (Read 349051 times)

Greiger

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Re: The NEW Future of the Fortress
« Reply #495 on: November 17, 2008, 11:44:36 pm »

Well with what he said about unifying materiel raws it sounds like we would be able to chop down a fruit tree and mod it so if you shove it in a smelter you get "(10) Juicy apples"

Wait...that may be possible now.  And it would be pretty dwarven to chop a tree down to harvest the fruit anyway.

And am I the only one who sees deep meaning in the ascii fish in today's devlog?   I see it as either a sign of mild boredom induced insanity, or a secret message to an elite few that fish will become even more lethal.  I am deeply hurt that I am  not one of those elite few.
« Last Edit: November 17, 2008, 11:47:37 pm by Greiger »
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Footkerchief

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Re: The NEW Future of the Fortress
« Reply #496 on: November 17, 2008, 11:50:54 pm »

a sign of mild boredom induced insanity

I'm leaning towards this.

e: hey Toady, if there's nothing to post in the dev log, you could give us a peek at some of new material/body/caste/appearance raws.  I at least would find it interesting.
« Last Edit: November 18, 2008, 02:21:33 am by Footkerchief »
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numerobis

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Re: The NEW Future of the Fortress
« Reply #497 on: November 18, 2008, 04:29:04 am »

I like the idea of making apple pie by taking an apple tree to the smelter and setting it on fire.
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Mad Larks

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Re: The NEW Future of the Fortress
« Reply #498 on: November 18, 2008, 06:42:42 am »

I like the idea of making apple pie by taking an apple tree to the smelter and setting it on fire.

A flip-the-bird kinda move towards the damn elves and a very dwarvenly way of making apple pie in one go? I approve.
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LumenPlacidum

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Re: The NEW Future of the Fortress
« Reply #499 on: November 18, 2008, 08:53:26 am »

e: hey Toady, if there's nothing to post in the dev log, you could give us a peek at some of new material/body/caste/appearance raws.  I at least would find it interesting.

I agree.  It's not like he'd be really releasing part of the game early, but it would allow us to start making and/or thinking about user-made content for the new version.  I'm very anxious to see some stuff for this new way of making bodies.
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DJ

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Re: The NEW Future of the Fortress
« Reply #500 on: November 18, 2008, 09:01:59 am »

I'd like to see the uninteresting stuff appear in the devlog, actually. The devlog is a great reading material for budding game programmers, and the tedious bits can help us anticipate problems in our own games.
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Granite26

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Re: The NEW Future of the Fortress
« Reply #501 on: November 18, 2008, 12:22:25 pm »

I kinda wonder how Toady will describe a French Braid without the term "French"

could be a [random culture] tag, or [random region] (esp for critters, but it'd be nice if it figured out which region they wanted to be in first)

Demonic Gophers

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Re: The NEW Future of the Fortress
« Reply #502 on: November 18, 2008, 12:45:50 pm »

e: hey Toady, if there's nothing to post in the dev log, you could give us a peek at some of new material/body/caste/appearance raws.  I at least would find it interesting.

I agree.  It's not like he'd be really releasing part of the game early, but it would allow us to start making and/or thinking about user-made content for the new version.  I'm very anxious to see some stuff for this new way of making bodies.

I'd love to see how the new raws are looking so far.
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Tormy

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Re: The NEW Future of the Fortress
« Reply #503 on: November 18, 2008, 05:12:55 pm »

11/17/2008
"Today it was all the caravan plant stuff..."

Caravan plant stuff? What is that means?  ???
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G-Flex

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Re: The NEW Future of the Fortress
« Reply #504 on: November 18, 2008, 06:53:32 pm »

11/17/2008
"Today it was all the caravan plant stuff..."

Caravan plant stuff? What is that means?  ???

that boy needs therapy
I'm not sure, but my guess is controlling what plants the caravans bring. Just a shot in the dark.
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Footkerchief

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Re: The NEW Future of the Fortress
« Reply #505 on: November 18, 2008, 06:58:58 pm »

^^^ Yeah.  I think the caravans already know how to select biome-appropriate plants, so maybe he had to change the way caravans reference plant byproducts.
« Last Edit: November 18, 2008, 07:06:05 pm by Footkerchief »
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Neonivek

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Re: The NEW Future of the Fortress
« Reply #506 on: November 18, 2008, 07:04:12 pm »

Judging by Toady last few updates, where he only got 1 thing done, I don't know if Toady is disapointed in himself or disapointed/peeved that he doesn't have more to tell us

I am leaning towards the second
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Random832

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Re: The NEW Future of the Fortress
« Reply #507 on: November 18, 2008, 07:32:23 pm »

^^^ Yeah.  I think the caravans already know how to select biome-appropriate plants, so maybe he had to change the way caravans reference plant byproducts.

Probably has to do with the fact that wood is now unified with plants.
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Duke 2.0

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Re: The NEW Future of the Fortress
« Reply #508 on: November 18, 2008, 07:47:51 pm »


 One would think that would be handled in the caravan arc. Then again, it could be helpful with the army arc resource management.

 Eh, who knows.
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numerobis

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Re: The NEW Future of the Fortress
« Reply #509 on: November 18, 2008, 08:24:16 pm »

11/17/2008
"Today it was all the caravan plant stuff..."

Caravan plant stuff? What is that means?  ???
This is the army arc he's working on.  So must be spies.  In the caravans.  You know that suspicion that elves might be in league with the kobolds?  It's all true!
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