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Author Topic: The NEW Future of the Fortress  (Read 349656 times)

Mephansteras

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Re: The NEW Future of the Fortress
« Reply #1995 on: March 13, 2009, 06:14:48 pm »

Depends on how far from home you are and whether or not your supply wagons (animals, whatever) got out with you. Yes, you're closer to whatever supplies are showing up next, but it can still be rough without a decent supply line.
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Techhead

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Re: The NEW Future of the Fortress
« Reply #1996 on: March 13, 2009, 10:24:56 pm »

Retreating elves might still have leftovers.
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Keiseth

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Re: The NEW Future of the Fortress
« Reply #1998 on: March 14, 2009, 12:36:15 am »

Elves will be a significant threat by the time the army arc is done. I hereby propose we eliminate them all before that version is released.
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Mel_Vixen

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Re: The NEW Future of the Fortress
« Reply #1999 on: March 14, 2009, 12:41:13 am »

Well then we have to root out the humans too because you can never be sure if they didnt inbreed with the treehugers .... especallly if the grow beards!
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bamorrow

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Re: The NEW Future of the Fortress
« Reply #2000 on: March 14, 2009, 06:16:04 am »

it's almost as if you'd have to have a temporary fortress type set up during the army arc.  how can your dwarven army perform without a steady supply of booze?  forage for prickle berries, now cut down those trees for barrells.  dig an underground path to the brook so that we can provide water to the wounded.  build fortifications, we need to hold this position until the reinforcements arrive.  you there, hauler, you're now the new standard bearer, since the old one took an arrow in the ankle.

it feels like mood spirals could defeat an army in addition to destroy a fort.

so excited!
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Greiger

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Re: The NEW Future of the Fortress
« Reply #2001 on: March 14, 2009, 10:48:12 am »

I may be wrong but werent many fortresses made by invading armies as supply bases? (I could have just played too much Koei Warriors) That dwarven example seems like it would basically be the same thing.
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Rockphed

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Re: The NEW Future of the Fortress
« Reply #2002 on: March 15, 2009, 10:05:26 pm »

Did Toady forget to update the development log, or am I just not seeing it?
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Toady One

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Re: The NEW Future of the Fortress
« Reply #2003 on: March 15, 2009, 10:08:38 pm »

There hasn't been much going on the last few days that wasn't the same as before.  I should have something tonight.
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Rockphed

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Re: The NEW Future of the Fortress
« Reply #2004 on: March 15, 2009, 10:26:24 pm »

Oh, okay.  Just making sure that there wasn't a problem on my end.

Thanks for the speedy reply.
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Inquisitor Saturn

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Re: The NEW Future of the Fortress
« Reply #2005 on: March 16, 2009, 12:46:15 am »

I was more worried there was something wrong on Toady's end. Like, maybe he got burned down like a Buddhist monk or something.
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Alfador

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Re: The NEW Future of the Fortress
« Reply #2006 on: March 16, 2009, 06:16:35 pm »

it's almost as if you'd have to have a temporary fortress type set up during the army arc.  how can your dwarven army perform without a steady supply of booze?  forage for prickle berries, now cut down those trees for barrells.  dig an underground path to the brook so that we can provide water to the wounded.  build fortifications, we need to hold this position until the reinforcements arrive.  you there, hauler, you're now the new standard bearer, since the old one took an arrow in the ankle.

it feels like mood spirals could defeat an army in addition to destroy a fort.

so excited!

Mood spirals have happened in real life history. War is hell.
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Tormy

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Re: The NEW Future of the Fortress
« Reply #2007 on: March 16, 2009, 07:20:17 pm »

I was more worried there was something wrong on Toady's end. Like, maybe he got burned down like a Buddhist monk or something.

Ah yeah, I was thinking about the exact same thing, because of the lack of updates. I think that we are just "pampered" nowadays. I remember that Toady wasn't updating the devlog on a daily basis a while ago.  ;)
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Aqizzar

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Re: The NEW Future of the Fortress
« Reply #2008 on: March 17, 2009, 03:54:28 pm »

Interesting stuff!

Quote from: Devlog
As you might want to gather and treat the wounded without the benefit of tables or beds (due to resource constraints or otherwise), I went with an activity zone for the hospital. I've added a few options to activity zone placement to make that a little easier (they can overlap now, you can flow them out like rooms, and delete a single zone regardless of overlaps). This'll also be a good test for using zones for things like dynamic workshops (way) later if things go that direction, as hospital zones will need to manage several buildings. It might also be useful for some military applications for this release.

Groundbreaking.  This is pretty much the beginning of the "realistic rooms" side of all development right there.  Designating a "work area" for some purpose, then stocking it with furniture and equipment to do things.  Reminds me, appropriately, of Theme Hospital.


Also-
Quote from: Devlog
In any case, next up are the specific goings-on at the hospital. Unfortunately for the critters, this means repeated applications of (1) create a hospital zone and staff settings (2) debug-chop a dwarf (3) see how it goes.

Welp, I added some new code to the hospital functions.  Here we go!
EMBARK
DWARFS
CLICK "What's that dot in the sk- OH ARMOK MY LEGS!"
"Come quickly Dr. Urist, his bones need setting!"
"Huh, wuzzat?  Sorry, but these trade goods simply must reach the depot."
"WHY ARE MY BONES STILL BREAKING!  THEY'RE NOT EVEN ATTACHED NOW!"
Must've missed a pointer somewhere...

I recall the creation-myths of Hurac'an, who made the first sentient proto-men to experiment with his godly powers.  A vengeful dress-rehearsal, before he made humans for reals.  You think we're cruel?  Life really sucks in Toady's test forts.
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ToonyMan

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Re: The NEW Future of the Fortress
« Reply #2009 on: March 17, 2009, 03:59:03 pm »

Like when everything boiled up into bronze.  (brass?) (copper?)
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