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Author Topic: Future of the Fortress: List of Remaining Items  (Read 3635518 times)

Footkerchief

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Re: Future of the Fortress: List of Remaining Items
« Reply #915 on: March 10, 2009, 03:16:21 pm »

You are being seiged by...
DISCO GOBLINS!

Better hope they don't bring disco trolls.
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Mel_Vixen

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Re: Future of the Fortress: List of Remaining Items
« Reply #916 on: March 10, 2009, 03:29:10 pm »

even worse:
Spoiler: "Disco elves" (click to show/hide)

No seriously i think that last dev_log was nice. Cant wait to see that stuff in action especally with tattooings.
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[sarcasm] You know what? I love grammar Nazis! They give me that warm and fuzzy feeling. I am so ashamed of my bad english and that my first language is German. [/sarcasm]

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DarkCloud

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Re: Future of the Fortress: List of Remaining Items
« Reply #917 on: March 10, 2009, 09:38:35 pm »

Elves should have goatees... Somehow it seems as though it would suit them.
Artiste-goatees.
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NFossil

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Re: Future of the Fortress: List of Remaining Items
« Reply #918 on: March 10, 2009, 11:43:01 pm »

My first post here!

I have to say that this game is superb and awesome! Really good work, keep it up! : D

I have a suggestion for a feature. To be able to make a control room-zone or something where mechanics go and idle when they don't have work to do. This could make it easier to control the levers in critical situations. When you are sieged you need to be able to pull the right levers at the right moment, triggering some trap. All too often I face the problem that the mechanic need to run through half the fortress to get to the lever.

Why would you need that? Anyone can pull levers, so just set all your levers near your main meeting area and someone will be there in no time.

I think better yet, have "rest rooms" like statue gardens and meeting zones have settings for which dwarves are permitted to use them, much like with workshops. So that you could always have your specialist workers keep close to their working position.

Better.

Anyways, just have to post something in this thread. ALL HAIL TOADY!
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Qmarx

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Re: Future of the Fortress: List of Remaining Items
« Reply #919 on: March 11, 2009, 12:58:55 am »

We need an option to base fashions/grooming preferences on other civilizations with modifiers based on race/government/religion/et cetera on how much they'll coincide.  Definately with negative modifiers.

"The Gears of Mirth are all wearing silver slippers!  Man, those things are cool.  I want one!"

Or,

"No, us GoldenHammer, the Foggy Gar dwarves don't grow beards.  Only those accursed HotPrickleBerry elves grow theirs out, and we wouldn't want to be scraggly hippies like them."
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zagabar

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Re: Future of the Fortress: List of Remaining Items
« Reply #920 on: March 11, 2009, 06:58:16 am »


Why would you need that? Anyone can pull levers, so just set all your levers near your main meeting area and someone will be there in no time.


For me it often takes ages for them to pull. Especially when half of the population starvres or something like that when idlers becomes few. There are some levers you wanna be able to pull instanlty to get the timing right with traps at least for me in the way I play the game, so a controlroom with levers where 1-2 mechanics always idle would be nice. ^^ This would be achieved with the rest room thing the other poster talked about. That was better than my idea.


EDIT: Btw, I think it would be nice if married dwarves and there kids share the same last name. Then you would get a nice family structure.
« Last Edit: March 11, 2009, 07:27:58 am by zagabar »
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Footkerchief

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Re: Future of the Fortress: List of Remaining Items
« Reply #921 on: March 11, 2009, 07:30:25 am »

The recent dev_now got me wondering how moddable the tissue styles will be -- a hardcoded list of styles to choose from, or styles totally in the raws with little helper phrases for the paragraph or something? -- and how precisely defined they'll be -- beards being a style that only applies to a particular patch of hair, while shaven-ness can apply to any type of hair, etc.
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Tormy

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Re: Future of the Fortress: List of Remaining Items
« Reply #922 on: March 11, 2009, 09:18:49 am »

That is a good question chief, but let's hope so that it won't be hardcoded.
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Neonivek

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Re: Future of the Fortress: List of Remaining Items
« Reply #923 on: March 11, 2009, 09:55:30 am »

Even if it is Hardcoded it will likely be released from hardcode eventually.

Though Id think it would become more flexable before he inputs random creatures and plants into the game.
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corvvs

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Re: Future of the Fortress: List of Remaining Items
« Reply #924 on: March 11, 2009, 10:02:51 am »


EDIT: Btw, I think it would be nice if married dwarves and there kids share the same last name. Then you would get a nice family structure.

This should be civ-dependent (both the naming and the family structure, but initially I was just thinking about the naming).

Maybe humans are matriarchal, goblins are patriarchal, elves take a second name related to some sort of spirit they worship, and dwarves and goblins... do other stuff (out of "top of the head" ideas).
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Neonivek

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Re: Future of the Fortress: List of Remaining Items
« Reply #925 on: March 11, 2009, 10:19:56 am »

It really depends Corvvs

In some your last name was your profession

Some cultures your last name was always "Son of *Father's name*"

Or heck you had no last name.

Or heck your first name WAS your father's (or Grandfather's name). Or mother's  or Grandmother's
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Martin

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Re: Future of the Fortress: List of Remaining Items
« Reply #927 on: March 11, 2009, 11:22:30 am »

Quote
so a controlroom with levers where 1-2 mechanics always idle would be nice. ^^ This would be achieved with the rest room thing the other poster talked about. That was better than my idea.

When I need to time a lever pull, I recruit two dwarves, station them in the room with the levers, lock the door and unrecruit them. I keep food/booze in the room. They can't go anywhere so when I tell them to pull, they pull. Unless they are asleep. That's why I recruit two of them.

Sunday

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Re: Future of the Fortress: List of Remaining Items
« Reply #928 on: March 11, 2009, 08:00:08 pm »

Just read through the remaining items list again & got excited all over again.  It seems like Toady's going through stuff pretty quickly (though of course it might slow down again), such that he's near done with a whole bunch of the different categories.

Also, does anyone know exactly what "updating poison weapon framework" means?  Does it mean we will be able to coat weapons with poison?  Or have entities armed with poison weapons?  Or is it limited to natural weapons (claws, etc.) that secrete poison?

I think I've read through the whole thread, but I could have missed something.
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Footkerchief

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Re: Future of the Fortress: List of Remaining Items
« Reply #929 on: March 11, 2009, 08:11:28 pm »

Also, does anyone know exactly what "updating poison weapon framework" means?  Does it mean we will be able to coat weapons with poison?  Or have entities armed with poison weapons?  Or is it limited to natural weapons (claws, etc.) that secrete poison?

I think I've read through the whole thread, but I could have missed something.

From the NFotF thread:

Quote from: Patarak
Any word on poisoned weapons this time around?

They used to be in the game (in the form of batmen with GSC-poison-coated blowdarts), and all the code for adding blood contaminants from item contaminants is still there, so they could very well make it in, especially as I add new underground features and the vectors of torment within.  As for adding a job that allows dwarves to poison their weapons, I've always had an internal resistance slowing that down as it didn't seem particularly dwarf-like, but I'm sure it'll go in at some point, quite possibly with some new ethics and potential backlash, or something.
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