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Author Topic: The NEW Future of the Fortress  (Read 354013 times)

Neonivek

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Re: The NEW Future of the Fortress
« Reply #2025 on: March 26, 2009, 08:07:13 pm »

Just checking here just to be safe (since searching is difficult)

Has it already been suggested to use the Original Armok system where mod-sets (or rather sets of creatures) can be kept in seperate files so that you can chose which ones to generate worlds with?

I am thinking of putting that in the suggestions as well as possible "Theme" tags.
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Captain Mayday

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Re: The NEW Future of the Fortress
« Reply #2026 on: March 29, 2009, 06:29:53 am »

Just checking here just to be safe (since searching is difficult)

Has it already been suggested to use the Original Armok system where mod-sets (or rather sets of creatures) can be kept in seperate files so that you can chose which ones to generate worlds with?

I am thinking of putting that in the suggestions as well as possible "Theme" tags.

I rather like that idea.
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Tormy

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Re: The NEW Future of the Fortress
« Reply #2027 on: March 29, 2009, 07:29:30 am »

Just checking here just to be safe (since searching is difficult)

Has it already been suggested to use the Original Armok system where mod-sets (or rather sets of creatures) can be kept in seperate files so that you can chose which ones to generate worlds with?

I am thinking of putting that in the suggestions as well as possible "Theme" tags.

Yes I think that this has been suggested already.
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Footkerchief

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Re: The NEW Future of the Fortress
« Reply #2028 on: March 29, 2009, 07:41:38 am »

Yes I think that this has been suggested already.

I searched and wasn't able to find anything aside from Neonivek mentioning it in another thread.
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Captain Mayday

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Re: The NEW Future of the Fortress
« Reply #2029 on: March 29, 2009, 07:47:17 am »

Yes I think that this has been suggested already.

I searched and wasn't able to find anything aside from Neonivek mentioning it in another thread.

Best if it would allow both RAW and data\speech
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Hyperion2010

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Re: The NEW Future of the Fortress
« Reply #2030 on: March 29, 2009, 02:36:13 pm »

So I was just looking over the wounds/combat things and I realized that I did not see swelling, does anyone know if this is in?  Sprained ankles etc, should certainly be in, in which case toady would probably need to deal with which layer swells....
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Footkerchief

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Re: The NEW Future of the Fortress
« Reply #2031 on: March 29, 2009, 02:59:25 pm »

So I was just looking over the wounds/combat things and I realized that I did not see swelling, does anyone know if this is in?  Sprained ankles etc, should certainly be in, in which case toady would probably need to deal with which layer swells....

There's this from the dev log:

02/02/2009: I decided to take a detour into poison land today. The framework should be easily extended to other material effects and to some non-material effects on creatures as well later on (for instance, alcohol effects or ointments that do whatever, as well as auras around creatures, 'gaze attacks', etc etc), but for now, I'm going to go with contact/injected/inhaled poisons that cause syndromes in affected classes of creatures involving pain, swelling, oozing wounds, bruising, blisters, numbness, paralysis, fever, bleeding, coughing/vomiting blood, nausea, vomiting, unconsciousness, necrosis, impaired vision, drowsiness and dizziness as a starter set, with some possible extensions as they arise. If it makes sense, you'll be able to move those effects around from the initial site (for say contact or injection) to body parts by category/function (so you could have something cause headaches, for example, or make the gums bleed... one of the wikipedia snakes had that... not my fault). The list of remaining items, updated (nothing greened out today).
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G-Flex

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Re: The NEW Future of the Fortress
« Reply #2032 on: March 29, 2009, 08:08:55 pm »

I think that's just for poisons, though, not wounds.
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Arkose

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Re: The NEW Future of the Fortress
« Reply #2033 on: March 31, 2009, 04:07:41 pm »

I think that's just for poisons, though, not wounds.

Are wounds a separate material type? Could we make the wounds poisonous?
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Footkerchief

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Re: The NEW Future of the Fortress
« Reply #2034 on: March 31, 2009, 05:11:18 pm »

I think that's just for poisons, though, not wounds.

Are wounds a separate material type? Could we make the wounds poisonous?

No, wounds do not have a material type per se.  A wound is damage to a body tissue or tissues, which DO have a material type.

Anyway, yeah, I didn't see the "sprained ankles" bit in Hyperion's post.  I doubt those swell.
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Armok

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Re: The NEW Future of the Fortress
« Reply #2035 on: April 04, 2009, 03:40:52 am »

If wounds dont have materials thats a slight miss from toadys part, I'm thinking congealed blood (not just a solid form of ordinary blood) and scar tissue and such. considering all the focus on scars scar tissue might get in at least?
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Narmio

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Re: The NEW Future of the Fortress
« Reply #2036 on: April 04, 2009, 03:57:42 am »

Do you need a separate definable material type for those things?  It seems like it could be enough to modify the base material, in a cosmetic sense or otherwise if need be, to reflect the wound. 
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Caz

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Re: The NEW Future of the Fortress
« Reply #2037 on: April 04, 2009, 08:59:13 am »

Blood clot elementals.
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Cthulhu

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Re: The NEW Future of the Fortress
« Reply #2038 on: April 04, 2009, 04:30:15 pm »

I wonder if they'll have amputation as a health-care option.  Maybe for severely mangled limbs that are losing a lot of blood, or to stop migrating fatal poison.
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Footkerchief

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Re: The NEW Future of the Fortress
« Reply #2039 on: April 04, 2009, 05:12:51 pm »

I wonder if they'll have amputation as a health-care option.  Maybe for severely mangled limbs that are losing a lot of blood, or to stop migrating fatal poison.

Well, the health care list does have:

# Surgery to remove rotten tissue

So if the rotten tissue is a limb, I imagine the result would be more or less an amputation.
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