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Author Topic: The NEW Future of the Fortress  (Read 353602 times)

Tormy

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Re: The NEW Future of the Fortress
« Reply #120 on: September 23, 2008, 04:23:54 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!

Well, he has just began to work on the Army Arc, so I suppose that Toady won't be very active on site/forum, while he is coding in hardcore mode. He is much more active after "big version releases", when he is mainly fixing bugs and implementing small features.  8)
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Sukasa

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Re: The NEW Future of the Fortress
« Reply #121 on: September 23, 2008, 05:51:13 pm »

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.

Same way for tech - and that way it works out both ways!

Y'know, it'd be interesting to see how dwarves would handle it if you used Magic and Tech together... :D
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Warlord255

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Re: The NEW Future of the Fortress
« Reply #122 on: September 23, 2008, 09:58:19 pm »

"I.B: Remove good/evil regions and add more specific associations instead"

I want to know what this one entails.

It probably (and I hope so) means that previously generic good/evil regions will be tied now to powers and deities directly instead, and fantastic creatures will also spawn on them depending on their association with said powers and deities.

Agreed. For example, we might get more flavors of "Evil" - Zombie/Skeletal evil, Tear-Your-Face-Off evil, Teeming With Demons evil, etc...
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Duke 2.0

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Re: The NEW Future of the Fortress
« Reply #123 on: September 23, 2008, 10:02:50 pm »

"I.B: Remove good/evil regions and add more specific associations instead"

I want to know what this one entails.

It probably (and I hope so) means that previously generic good/evil regions will be tied now to powers and deities directly instead, and fantastic creatures will also spawn on them depending on their association with said powers and deities.

Agreed. For example, we might get more flavors of "Evil" - Zombie/Skeletal evil, Tear-Your-Face-Off evil, Teeming With Demons evil, etc...

 ... Corporate "fire those injured workers, they are dead weight" evil, girls "Oh, we won't talk to her" evil...
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Sukasa

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Re: The NEW Future of the Fortress
« Reply #124 on: September 23, 2008, 10:14:55 pm »

Kitten evil *shudders*
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Tormy

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Re: The NEW Future of the Fortress
« Reply #125 on: September 24, 2008, 07:16:48 am »

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.

Same way for tech - and that way it works out both ways!

Y'know, it'd be interesting to see how dwarves would handle it if you used Magic and Tech together... :D

Yes I know, this is why we must be able to control these in the RAWs..
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JoRo

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Re: The NEW Future of the Fortress
« Reply #126 on: September 24, 2008, 02:33:42 pm »

It's the 24th now, has Toady started on his end-of-month break?
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Tormy

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Re: The NEW Future of the Fortress
« Reply #127 on: September 24, 2008, 04:30:54 pm »

It's the 24th now, has Toady started on his end-of-month break?

Yes. The end of month break has started on the 22nd actually.
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Cthulhu

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Re: The NEW Future of the Fortress
« Reply #128 on: September 24, 2008, 04:47:48 pm »

Question:  Once DF hits 1.0, will Toady release the source code?  Because I had a crazy awesome idea for a game.  It's just pie-in-the-sky daydreaming, but it would rule, and it'd probably be easiest with the DF source.
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Tormy

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Re: The NEW Future of the Fortress
« Reply #129 on: September 24, 2008, 04:53:24 pm »

Question:  Once DF hits 1.0, will Toady release the source code?  Because I had a crazy awesome idea for a game.  It's just pie-in-the-sky daydreaming, but it would rule, and it'd probably be easiest with the DF source.

Eh, I doubt that he will, at least I would not if I would be Toady. Besides you will be at least 5 years older when v1.0 will be released, so you will forget about your awesome idea probably...  ;D
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Cthulhu

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Re: The NEW Future of the Fortress
« Reply #130 on: September 24, 2008, 08:04:00 pm »

I never forget anything.
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SirPenguin

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Re: The NEW Future of the Fortress
« Reply #131 on: September 24, 2008, 10:52:39 pm »

Maybe Toady died.
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PTTG??

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Re: The NEW Future of the Fortress
« Reply #132 on: September 25, 2008, 11:00:48 am »

[size=1 billion] EVERYBODY PANIC! [/size]
Toady One has abandoned us all!
AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH-urk!
« Last Edit: September 25, 2008, 11:02:19 am by PTTG?? »
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Tormy

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Re: The NEW Future of the Fortress
« Reply #133 on: September 26, 2008, 07:24:06 am »

I never forget anything.

Oh....in that case I shut up!  ;D
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Toady One

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Re: The NEW Future of the Fortress
« Reply #134 on: September 26, 2008, 07:24:22 pm »

I put a little status blurb in this thread:  here
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