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Author Topic: Future of the Fortress: List of Remaining Items  (Read 3665947 times)

GruffyBears

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Re: Future of the Fortress: List of Remaining Items
« Reply #1815 on: April 24, 2009, 07:43:49 pm »

Instructors should be nobles with a frequency rating. They can only train a recruit to whatever level of weapon skill they have. Instead of him training whole squads, or individual recruits, the squad option screen should have a
"train recruits" option. Instead of the the instructors making recruits sufficate each other, they could train against dummies, a close combat equvilent to the archery target.
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Patarak

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Re: Future of the Fortress: List of Remaining Items
« Reply #1816 on: April 24, 2009, 08:54:28 pm »

Based on my incredibly accurate predictions, I expect the release to come in October or early November.  This is based on one month per category plus one month to finish the unfinished categories.  Toady, please hurry up!

A good couple of the sections are simply "updating", making sure the stuff works with the changed code. That probably might not take as long to do, but I wouldn't take my word on it.
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Zironic

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Re: Future of the Fortress: List of Remaining Items
« Reply #1817 on: April 25, 2009, 02:13:58 am »

If claws do piercing damage, then for sure Scamps will win.
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Mel_Vixen

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Re: Future of the Fortress: List of Remaining Items
« Reply #1818 on: April 25, 2009, 03:37:33 am »

Scamps has a to low strenght to get throught toadys <<*cotton pants*>> thought his claws have enought shearforce.
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Areyar

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Re: Future of the Fortress: List of Remaining Items
« Reply #1819 on: April 25, 2009, 12:35:11 pm »

handwrestling kitt3ns is serious fun, especially when tickling her belly at the same time. :D
but remember to train her to sheathe her claws when playing, or prepare for severely bitten+scratched paws/arms of your own when she grows up. ;)

(using the backlegs to claw is seriously painfull too!)
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Hoborobo234

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Re: Future of the Fortress: List of Remaining Items
« Reply #1820 on: April 25, 2009, 01:12:18 pm »

You can trian cats? I had no idea of this.
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Rather than having them directly force you to mine adamantine, I would suggest that they give you strange moods that require adamantine. "Dig out the adamantine or Urist here goes insane and dies" is suitably vicious.

(It occurs to me that you can probably get "Lovecraft" as the random name of your fortress. That's when you know you're screwed.)

Zironic

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Re: Future of the Fortress: List of Remaining Items
« Reply #1821 on: April 25, 2009, 06:53:59 pm »

It's less like training, more like agreements and understanding. You don't claw me, I won't shave your belly.
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Neonivek

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Re: Future of the Fortress: List of Remaining Items
« Reply #1822 on: April 25, 2009, 09:05:38 pm »

You can trian cats? I had no idea of this.

Cats generally resist training and most instances of training cats is more or less tricking and forcing habits on them then training.

But yes you can train them to a fairly limited degree less then nearly all pets (I am unaware of any domestic animal other then fish that are harder to train)

It has nothing to do with a Cat's intelligence mind you.
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Mondark

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Re: Future of the Fortress: List of Remaining Items
« Reply #1823 on: April 25, 2009, 09:23:06 pm »

Question for Toady, does a poisonous material have to be injected, or otherwise handled in a special way to take effect as a poison, or will a blade made out of a poisonous material automatically poison any cuts it makes?

This came up in another thread, and I was wondering.  Obviously, it probably should be the latter, but I wasn't sure if that is currently the case.
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Hoborobo234

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Re: Future of the Fortress: List of Remaining Items
« Reply #1824 on: April 26, 2009, 04:49:52 am »

Lead =/= Weapons = lots of sickly gobbos.
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Rather than having them directly force you to mine adamantine, I would suggest that they give you strange moods that require adamantine. "Dig out the adamantine or Urist here goes insane and dies" is suitably vicious.

(It occurs to me that you can probably get "Lovecraft" as the random name of your fortress. That's when you know you're screwed.)

Pruvan

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Re: Future of the Fortress: List of Remaining Items
« Reply #1825 on: April 26, 2009, 07:53:15 am »

It has nothing to do with a Cat's intelligence mind you.

They're just too perfectly lazy to care.
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SirHoneyBadger

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Re: Future of the Fortress: List of Remaining Items
« Reply #1826 on: April 26, 2009, 10:34:38 am »

Things depend a lot on the particular cat's personality.

I've known cats that were quite sufficiently trainable, and cats that were anything *but* lazy.
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thvaz

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Re: Future of the Fortress: List of Remaining Items
« Reply #1827 on: April 26, 2009, 11:32:18 am »

Enough with the cats. I think we are in serious need of a butcher here, to make some +kitten cookies+.

What about the new Fun Stuff? It will be more varied now (we will have different kinds of HFS) or it replaced the old one?
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chucks

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Re: Future of the Fortress: List of Remaining Items
« Reply #1828 on: April 26, 2009, 12:27:25 pm »

Training cats...

There's some piece of software engineering management lore that compares organizing a team of programmers to be such an unfinishable task that it's like herding and training cats.
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father_alexander

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Re: Future of the Fortress: List of Remaining Items
« Reply #1829 on: April 26, 2009, 01:25:00 pm »

Enough with the cats. I think we are in serious need of a butcher here, to make some +kitten cookies+.

What about the new Fun Stuff? It will be more varied now (we will have different kinds of HFS) or it replaced the old one?


enough with the cats? do you have any idea of what we could do by training cats, i mean think of the possibilities, using cats as catapult or ballista ammo, using cats as bolts, making an army of warcats that can be butchered into food :3, etc.
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