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Author Topic: The NEW Future of the Fortress  (Read 353604 times)

ElectricEel

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Re: The NEW Future of the Fortress
« Reply #105 on: September 13, 2008, 10:13:13 am »

So will it matter eventually if I start with 7 dwarves from The Red Dagger instead of The East Lash or The Room of Treasure or whatever the dwarven civs are in that world?  In ways other than what stones and meats they can give you, I mean.  That'd be neat, so long as there's a way to tell what the differences are before embarking.

The army arc, the diplomacy arc and the caravan arc. Once those are fully realized, what your parent civilization is doing will definitely have an effect on what happens in the game.

E.g. your parent civilization can wage war against other civilizations, which might retaliate by sending troops to raid or siege your settlement. Since the troops that attack you will actually be drawn from your enemies' site populations, how the war goes will affect how many troops they can afford to send out to bother you. Your civilization might request that you send troops to aid them in the war, but on the other hand they might also send an army to drive away an enemy army that is sieging your fortress. If the war isn't going so well, maybe the civilization attacking you will relent if you swear to pay them a yearly tribute.

All that will also affect what resources your civilization has available. For example, a conquest might give your civilization access to a new source of iron or to a trade route with a distant civilization, affecting the prices of the goods you buy from (or sell to) the caravans. If an enemy civilization razes one of your civilization's settlements and kills a bunch of skilled weaponsmiths, the quality of any further weapons you import might be noticeably reduced - and the refugees fleeing from the destruction will look for a new home and might end up at your own fortress.
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Tormy

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Re: The NEW Future of the Fortress
« Reply #106 on: September 13, 2008, 10:23:46 am »

I think you'll need scripting language for the magic system, so pick a good one!  As far as randomizing societies, I think the number of mods people will make would be more fun than random societies.  At least keep the randomized societies optional.

Keep in mind that magic won't be implemented for quite a long time. So we have  lot of time to discuss about it, so keep posting suggestions that what would you like to see regarding magic / magic system. 
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nagual678

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Re: The NEW Future of the Fortress
« Reply #107 on: September 13, 2008, 12:03:51 pm »

I think you'll need scripting language for the magic system, so pick a good one!  As far as randomizing societies, I think the number of mods people will make would be more fun than random societies.  At least keep the randomized societies optional.

Keep in mind that magic won't be implemented for quite a long time. So we have  lot of time to discuss about it, so keep posting suggestions that what would you like to see regarding magic / magic system. 
The later magic is implemented, the happier I'll be. Not that I'm ideologically against magic (it would be cool to have a really subtle and not "magic fireball in your face" system, but that's another discussion). I imagine this is an issue that will really divide the community.
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shadow_archmagi

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Re: The NEW Future of the Fortress
« Reply #108 on: September 13, 2008, 12:37:58 pm »

Its odd how incredibly unfair the idea of your king/president/supreme overlord declaring war is. "but I don't WANT more problems! I want to buy cheap t-shirts from the elves, not kill them!"
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Tormy

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Re: The NEW Future of the Fortress
« Reply #109 on: September 13, 2008, 05:00:49 pm »

I think you'll need scripting language for the magic system, so pick a good one!  As far as randomizing societies, I think the number of mods people will make would be more fun than random societies.  At least keep the randomized societies optional.

Keep in mind that magic won't be implemented for quite a long time. So we have  lot of time to discuss about it, so keep posting suggestions that what would you like to see regarding magic / magic system. 
The later magic is implemented, the happier I'll be. Not that I'm ideologically against magic (it would be cool to have a really subtle and not "magic fireball in your face" system, but that's another discussion). I imagine this is an issue that will really divide the community.

Yes I am pretty sure that it will divide the community [in fact its dividing the community even now, if you take a look at the suggestions regarding magic], however the problem can be easily solved in the future. As we all know, DF is and will be mod friendly, so there is one way to make everyone happy. We will need to have a magic system, traiditional or alternative, so the players who would like to see magic in DF will be happy. Those players who dont want to see any magic in the game will have the possibility to remove it from the game with editing the RAW files. I think that this is the best way at least.
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Wahnsinniger

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Re: The NEW Future of the Fortress
« Reply #110 on: September 13, 2008, 08:00:44 pm »

All that will also affect what resources your civilization has available. For example, a conquest might give your civilization access to a new source of iron or to a trade route with a distant civilization, affecting the prices of the goods you buy from (or sell to) the caravans. If an enemy civilization razes one of your civilization's settlements and kills a bunch of skilled weaponsmiths, the quality of any further weapons you import might be noticeably reduced - and the refugees fleeing from the destruction will look for a new home and might end up at your own fortress.

So the entire World economy could be computed by what Resources a Civ has access to, and the professions of the Population of that Civ. That would be much easier to keep track of than actually creating and tracking items at the world level.

Thus if you start a new fortress, and determine your parent civilization is lacking in good steel armors, then you can focus on training up high-quality Armorsmiths and producing steel plate armor. For the initial several years you'd receive extremely high prices for your exported steel armor. As your civilization 'absorbs' these goods though, the price would go down as the game computes the contribution that your Dwarves are having to your civilization.

Conversely, maybe you somehow find out where that goblin civ you're at war with keeps the majority of their smiths. So you go attack the site and kill them all, severely hampering their arms production. In subsequent battles, you notice the quality and quantity of their equipment has been greatly reduced.

It would also mean that you would no longer receive 'requests' from the liason and Human merchants, and instead would just receive and update on that Civilization's current prices.
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Zemat

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Re: The NEW Future of the Fortress
« Reply #111 on: September 14, 2008, 12:16:37 pm »

Wow, the Recent Developments update for today is awesome. Specially this bit:

Quote
I'll also be lifting ethics up into an entity instance rather than entity raw definition set of variables, so that they can vary between civs and change during play.

 ;D ;D ;D
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Tormy

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Re: The NEW Future of the Fortress
« Reply #112 on: September 14, 2008, 01:11:24 pm »

Wow, the Recent Developments update for today is awesome. Specially this bit:

Quote
I'll also be lifting ethics up into an entity instance rather than entity raw definition set of variables, so that they can vary between civs and change during play.

 ;D ;D ;D

Indeed, it is.  8)
It looks like that the design stage takes a lot of time, but its understandable.
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Karlito

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Re: The NEW Future of the Fortress
« Reply #113 on: September 14, 2008, 11:40:57 pm »

We got an update on a Saturday?!  What happened to that mysterious weekend/end of month project?
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Krash

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Re: The NEW Future of the Fortress
« Reply #114 on: September 15, 2008, 12:55:57 am »

We got an update on a Saturday?!  What happened to that mysterious weekend/end of month project?

It's end of month only.  Weekends are reserved for sweet, sweet DF
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MyLittlePonyBuiltMyHotRod, this is your first warning. I would like to direct you to read our forum's FAQ and posting guidelines before posting again. Specifically we don't use swear words here, and your picture of Stalin riding a Year3 Limited Edition Starflower inside a German concentration camp was both upsetting and historically inaccurate.

Glacies

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Re: The NEW Future of the Fortress
« Reply #115 on: September 16, 2008, 05:48:55 am »

Wait, Raw files for the hammerer?

The flailer!
The...pugulist?
The...non-existant arbitraary punishment system?

IndonesiaWarMinister

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Re: The NEW Future of the Fortress
« Reply #116 on: September 16, 2008, 07:16:44 am »


 This is The Collective of Workers. It is a socialist society. It is at war with The United Counties, a Constitutional Republic. The Collective Workers is at peace with The High Council, a Monarchy.

 Something like that? All human civs too. This would really make all the different races less like their own civilizations. So instead of Elves vs. Dwarves, it would be a few dwarves and a few elves under a monarchy versus a bunch of dwarves, some humans, and a hell lot of kobolds under a Republic.

 That would be awesome.

Councils are oligarchy. Monarchy is only when it has ONE ruler (i.e. The One Ruler is absolute) and passes down to it's descendant.
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Techhead

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Re: The NEW Future of the Fortress
« Reply #117 on: September 16, 2008, 02:34:27 pm »

Hammerer motto: The beatings will continue until morale and mandates improve.

Also, The High Council can name themselves whatever they want.
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Engineering Dwarves' unfortunate demises since '08
WHAT?  WE DEMAND OUR FREE THINGS NOW DESPITE THE HARDSHIPS IT MAY CAUSE IN YOUR LIFE
It's like you're all trying to outdo each other in sheer useless pedantry.

thvaz

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Re: The NEW Future of the Fortress
« Reply #118 on: September 23, 2008, 03:57:06 pm »

Since 2006, when I started reading dev_logs, there wasn't a month so uneventful like this one, though we could guess Toady was making a lot of work that just wasn't interesting enough for a dev_log.

But he is too silent lately! Six days without a post? Did we scared Toady away of his own forum?  >:(

We miss you Toady!
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Mephansteras

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Re: The NEW Future of the Fortress
« Reply #119 on: September 23, 2008, 04:11:40 pm »

Sounds like he's mostly dealing with changing computers the last few days, based on what the last few messages in dev_now have said.
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