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Author Topic: Future of the Fortress: List of Remaining Items  (Read 3666804 times)

Campabl

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Re: Future of the Fortress: List of Remaining Items
« Reply #11400 on: January 27, 2010, 10:01:34 pm »

Ya know what would be tight? Is if they added mutiny and rebellion and what if there could be civil wars and stuff? Like what if your fortress spilt up and one half (the ones that are against you) leave the fortress and start they're own fortress to fight yours, unless you destroy them before they get completely off the map!
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Mel_Vixen

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Re: Future of the Fortress: List of Remaining Items
« Reply #11401 on: January 27, 2010, 10:10:32 pm »

? Um thats in the bloats and actually you are in the worng subforum.
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Re: Future of the Fortress: List of Remaining Items
« Reply #11402 on: January 27, 2010, 10:17:17 pm »


There was talk earlier about metabolisms, etc. Right now, I know increasing the speed just decreases the amount of frames it takes for them to do something and doesn't actually change the rate that they sleep, eat, etc. In fact, they'll eat, sleep, and drink at normal speed. Really, I'm just wondering if doing something like that would actually affect metabolisms since we will have a bunch of metabolic stuff in the next release.

I had the thought as I've had my dwarves on speed 0 for a while as I'm moving a huge pile of stone inside my fort proper.
[/quote]

I've noticed that their food/drink/sleep timers don't go up any faster, but they take about half a second to finish meals. Drinking doesn't seem to be done faster, though, and not sure about sleeping. But eating meals has always been fast, so it might be handled differently.

jamoecw

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Re: Future of the Fortress: List of Remaining Items
« Reply #11403 on: January 27, 2010, 10:22:23 pm »

When i hear plate i think of a breastplate size. not the strips that lorica segmentata uses.

ya, the whole plate misconception thing, the earliest plate armor that i know of is sort of a trauma plate worn in the middle of the chest.

what about the sheet vs. plate thing?  i haven't found much difference between them, but i haven't really looked.
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Footkerchief

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Re: Future of the Fortress: List of Remaining Items
« Reply #11404 on: January 27, 2010, 10:57:17 pm »

I think there was a mention of stuck-in weapons having more effect in the wound. If you twist a stuck-in battleaxe, I expect you'd do some damage, and loosen the axe.

if you look at how axes are attached the their handles it is unlikely to loosen it, break it maybe.

I think when he said "loosen the axe," he meant "loosen the axehead with respect to the wound it's stuck in."
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smjjames

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Re: Future of the Fortress: List of Remaining Items
« Reply #11405 on: January 27, 2010, 11:15:34 pm »


Quote
There was talk earlier about metabolisms, etc. Right now, I know increasing the speed just decreases the amount of frames it takes for them to do something and doesn't actually change the rate that they sleep, eat, etc. In fact, they'll eat, sleep, and drink at normal speed. Really, I'm just wondering if doing something like that would actually affect metabolisms since we will have a bunch of metabolic stuff in the next release.

I had the thought as I've had my dwarves on speed 0 for a while as I'm moving a huge pile of stone inside my fort proper.

I've noticed that their food/drink/sleep timers don't go up any faster, but they take about half a second to finish meals. Drinking doesn't seem to be done faster, though, and not sure about sleeping. But eating meals has always been fast, so it might be handled differently.

It probably seems quicker because they take less time getting to the food and sitting down to eat.

Sleeping definetly seems to be about the normal rate even if they are set to speed 0.

To put my question into a better context, will increasing their speed make them burn energy faster or something metabolism wise since they will now actually be burning fat.
« Last Edit: January 28, 2010, 12:10:50 am by smjjames »
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Name Lips

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Re: Future of the Fortress: List of Remaining Items
« Reply #11406 on: January 28, 2010, 12:37:19 am »

You know what would be neat?

The ability to either resize cloth and leather clothing, or to revert it back to "cloth" (same penalties as melting metal stuff, maybe?) so it can be reused.

Then I won't need to mod my goblins to be naked.
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BradB

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Re: Future of the Fortress: List of Remaining Items
« Reply #11407 on: January 28, 2010, 12:49:26 am »

You know what would be neat?

The ability to either resize cloth and leather clothing, or to revert it back to "cloth" (same penalties as melting metal stuff, maybe?) so it can be reused.

Then I won't need to mod my goblins to be naked.

Yeah, great idea. The ability to unstitch clothing and leather armout back into cloth rags and leather scaps would be handy.  The more recycling/reusing/reclaiming the better. Each clothing item should give out a certain amount of scraps according to size, but modified by the skill of the clothier/leatherworker (crap skill = few usable pieces, legendary = more pieces than normal).  From this, rags/scaps should be able to be converted into poor quality material (unless highly skilled).
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G-Flex

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Re: Future of the Fortress: List of Remaining Items
« Reply #11408 on: January 28, 2010, 12:51:05 am »

For the record, suggestions should probably be going into the Suggestions forum, in their own threads.

That's a pretty good one, though.
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darkflagrance

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Re: Future of the Fortress: List of Remaining Items
« Reply #11410 on: January 28, 2010, 01:06:58 am »

A couple of questions regarding surgeons:

Will there be immigrant surgeons?

and

If injuries are rare at my fort, is it possible for my expert surgeon's skill to decay to the point that my next few injured dwarves are screwed?
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Qloos

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Re: Future of the Fortress: List of Remaining Items
« Reply #11411 on: January 28, 2010, 01:12:55 am »

In Arena Mode when placing a creature can you choose it's size?  So you can place slightly larger horses to battle regular sized horses etc.

Can you designate an items quality in arena mode/make it of artifact quality?
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James.Denholm

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Re: Future of the Fortress: List of Remaining Items
« Reply #11412 on: January 28, 2010, 01:14:55 am »

http://www.youtube.com/watch?v=B8GxPOb1XKU

Skip to 5:40, that is what this conversation reminds me of.

. . .

In fact, I feel the whole movie perfectly describes any in depth DF discussion.

the bowling ball will hit the ground first due to air resistance (weight is a minor factor as well), and both will bounce, due to the compressibility of the ground, as it contains air.  the baby will bounce more than the cannon ball because the ground will break less on impact resulting in better retention of kinetic energy.

I seriously doubt that the baby would bounce, as I would suspect that it's structural integrity would be rendered void.
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Re: Future of the Fortress: List of Remaining Items
« Reply #11413 on: January 28, 2010, 01:36:47 am »

In Arena Mode when placing a creature can you choose it's size?  So you can place slightly larger horses to battle regular sized horses etc.

Can you designate an items quality in arena mode/make it of artifact quality?


Between the lack of any such options in the arena mode screenshots, and Toady's statement that "You can't set attributes in any way [in the arena]," I'm going to guess no.
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Martin

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Re: Future of the Fortress: List of Remaining Items
« Reply #11414 on: January 28, 2010, 03:33:19 am »

If injuries are rare at my fort, is it possible for my expert surgeon's skill to decay to the point that my next few injured dwarves are screwed?[/color]

That's why Armok created retracting bridges at Z+4.
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