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Author Topic: Future of the Fortress: List of Remaining Items  (Read 3670091 times)

opsneakie

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Re: Future of the Fortress: List of Remaining Items
« Reply #13050 on: February 24, 2010, 10:09:12 am »

The ability to poison water supplies would be awesome, especially when it gets to the point where we can raid other nearby civs.

Also, very much looking forward to the ability to just kill the elves, instead of making a series of ever more elaborate death traps for them. Just grab your military and charge! towards free trade goods.
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rickvoid

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Re: Future of the Fortress: List of Remaining Items
« Reply #13051 on: February 24, 2010, 11:09:28 am »

Will the kill command only work on creatures from other civs, or can I start the hermit challenge with murder?

Being able to draft one of my starting seven, and ordering him to kill the others would be neat. Plus the ability to execute useless dwarves. (10 fisherdwarves? In my desert!?)
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smjjames

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Re: Future of the Fortress: List of Remaining Items
« Reply #13052 on: February 24, 2010, 11:29:11 am »

Quote
flying item thieves

Hmm, the first thing that comes to mind would be crows. Dragons and other mega/semi-megabeasts already steal stuff, although not actively from your fort.

Will the kill command only work on creatures from other civs, or can I start the hermit challenge with murder?

Being able to draft one of my starting seven, and ordering him to kill the others would be neat. Plus the ability to execute useless dwarves. (10 fisherdwarves? In my desert!?)

Greened it for you. Also, we still can't order our own dwarves to be executed, but there are plenty of ways to get rid of them.

nm on the green as I just answered it for you.
« Last Edit: February 24, 2010, 11:33:13 am by smjjames »
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Sean Mirrsen

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Re: Future of the Fortress: List of Remaining Items
« Reply #13053 on: February 24, 2010, 12:38:08 pm »

In regards to dipping things into poisonous substances. Will the "poison coating room" I described earlier work? To recap - it's a room where weapons are dumped and some poison is vaporized in the middle, causing vapors to condense as a coverage of poison on the weapons. I don't think we got a definite answer on that one.
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Todestool

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Re: Future of the Fortress: List of Remaining Items
« Reply #13054 on: February 24, 2010, 01:57:23 pm »

Quote
flying item thieves

Hmm, the first thing that comes to mind would be crows. Dragons and other mega/semi-megabeasts already steal stuff, although not actively from your fort.

The first thing that came to my mind was a kobold that bumped into my hammerdwarf.

I'm getting the feeling that despite all our new dwarf medicine, horrific deaths will be not only more diverse as a result of poisons, venom, and various breath weapons, but also more numerous.  Better start stockpiling the coffins...
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Quatch

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Re: Future of the Fortress: List of Remaining Items
« Reply #13055 on: February 24, 2010, 02:00:35 pm »

Yep, getting that mausoleum built right on embark may be more critical than planning your first bedroom.

I think I'll just make everyone an individual bedroom, with coffin. Dual purpose.
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nenjin

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Re: Future of the Fortress: List of Remaining Items
« Reply #13056 on: February 24, 2010, 02:01:45 pm »

I'd like to know if our dwarves are going to keep trying to bury enemy dwarves in coffins in the next version. It's really annoying to have to dump those coffins and forbid the remains. Sorry if that's been answered already.

And yeah. I can see Goblins sieges being a lot worse when they all start showing up with weapons coated in flesh-eating poison....
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jamoecw

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Re: Future of the Fortress: List of Remaining Items
« Reply #13057 on: February 24, 2010, 03:13:37 pm »

thanks shoku, didn't think it was possible, but it never hurts to ask.
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Hondo

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Re: Future of the Fortress: List of Remaining Items
« Reply #13058 on: February 24, 2010, 03:47:43 pm »

I'm getting the feeling that despite all our new dwarf medicine, horrific deaths will be not only more diverse as a result of poisons, venom, and various breath weapons, but also more numerous.  Better start stockpiling the coffins...

Yeah and I'm pretty sure Toady said there will be no antivenin/antidotes this release. I guess you just drag poisoned dwarves to bed and hope for the best.

I love the thought of the underground being full of bat men with poisoned blowguns and stuff like that. Don't get too attached to your miners.
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Re: Future of the Fortress: List of Remaining Items
« Reply #13059 on: February 24, 2010, 03:56:40 pm »

Not sure if this has been addressed already, but
Will pointy weapons still be able to corkscrew through several organs?
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tfaal

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Re: Future of the Fortress: List of Remaining Items
« Reply #13060 on: February 24, 2010, 04:09:01 pm »

Nope. The new wound system has a much deeper understanding of the relationships between bodyparts, so that will no longer be possible.
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Sean Mirrsen

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Re: Future of the Fortress: List of Remaining Items
« Reply #13061 on: February 24, 2010, 04:24:15 pm »

Actually, they'll still be able to hit multiple organs. For example, eye and brain. There're some size/position relations within body plans now, so that attack can still hit several important things on their way through, but only in certain specific cases.

This is actually related to a question I think I forgot to ask.

With more detailed body sizes and relative bodypart sizes introduced, as well as attack sizes and areas and stuff, will it be possible (anytime soon) to have items that aren't one-size-fits-all? Weapons, specifically. Since we can now determine the grasp size of a creature, approximately, we could afford to have weapons that no longer need tags to determine what size a creature must be to wield them one- or two-handed.

Also, since we'll be essentially able to determine the in-game size of the weapon, will there be additional effects for drastic size differences? A human attacking a dragon with a dagger, for example, will never be able to do much against it (I suspect this is already possible due to penetration depth values), but, for example, to a pixie, an arrow would be like a ballista bolt, with appropriate results upon impact.
« Last Edit: February 24, 2010, 04:31:42 pm by Sean Mirrsen »
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
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Orkel

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Re: Future of the Fortress: List of Remaining Items
« Reply #13062 on: February 24, 2010, 04:35:45 pm »

I just realized something - do helms protect faces? Are they like greathelms?

Because in the new version, if you have a full adamantine plate armoured knight, that absolutely nothing can penetrate, will a lucky swipe or stab be able to poke through the eye into the brain, or cut the neck/throat, rendering armor useless (if it happens)?
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CobaltKobold

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Re: Future of the Fortress: List of Remaining Items
« Reply #13063 on: February 24, 2010, 04:54:37 pm »

Quote from: Nivm
So is any temp-raw counterpart created when a random forgotten beast is added?

Yeah, they work directly from internal text raws that are generated beforehand.  There is also a special raw file in the folder that shouldn't be tampered with.  If it is tampered with badly enough, random creatures will be skipped, at least while random creatures are hard-coded in part.

 I just wanted to know if we could copy random creatures that we liked to be added to another world. I'm pretty sure some new mythological beasts of earth myth "quality" will be generated. I'm quite glad.
I thought this was one of the purposes of having the save-unique rawfolder- being able to grab the RGBs out. But, not sure. IT seems to be implied that, since it's there, you can yoink it and put them in another world...but you'll probably need to edit and do things like remove the [RANDOM] tag.

Will the kill command only work on creatures from other civs, or can I start the hermit challenge with murder?
You cannot kill-order your dwarves. It is not planned to be implemented as a military action until somewhere near the point when the dwarves can, instead of obeying, decide to flip you the cave swallow.
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Rowanas

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Re: Future of the Fortress: List of Remaining Items
« Reply #13064 on: February 24, 2010, 04:55:36 pm »

Orkel, there's got to be a way in, or else your dwarves can't breathe or see. There will always be the chance of a lucky blow.
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