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Author Topic: Future of the Fortress: List of Remaining Items  (Read 3667398 times)

Brendan

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Re: Future of the Fortress: List of Remaining Items
« Reply #555 on: February 13, 2009, 12:22:53 pm »

*wonders how many people will get the reference*
Well, just reading the updates right now is making me feel like I Can't Wait Any Longer.  ;D
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Neonivek

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Re: Future of the Fortress: List of Remaining Items
« Reply #556 on: February 13, 2009, 12:23:11 pm »

And wizzards could be better in the "spheres" (if "spells" get linked to spheres) of theyr homeland.

Id think Wizards would pretty much be stuck in one place building their tower. Their minions / Summons / Humonculi however would be free to build foci points. At least by the impression Toady gave me.
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Mel_Vixen

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Re: Future of the Fortress: List of Remaining Items
« Reply #557 on: February 13, 2009, 12:38:57 pm »

Well i dont see all wizzards sitting in theyr towers and studying/making (cruel) experiments. The wandering Mage/Apprentice could be very interresting and an mayor plotpoint.

Also a Wizzard might be more interrested in summoning demons etc. then in his cultures traditional magics no doubt. I just say by heritage his/her spells with the spheres of his/her homeland could be slightly better in comparsion with a spell of the same "level" (or what ever) but with another sphere.

This would make the Wizzards a bit more interresting i think and would enable some tactical thoughts and decisions. I think the fireball of a wizzard from the  "the burning towers of destruction" would be more powerfull then the fireball of a wizzards of "the healing planes of creation".
« Last Edit: February 13, 2009, 12:42:34 pm by Heph »
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Neonivek

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Re: Future of the Fortress: List of Remaining Items
« Reply #558 on: February 13, 2009, 12:46:23 pm »

Actually the Wizard would be using its minions to build the tower higher, find rare resources, get materials, build Pilons, protect him from enemy attack.

All this the Wizard needs to channel his energy, make his potions/creatures, and protect himself from attack.

A Wizard who doesn't study, build up his tower, or get minions is a dead wizard.

There is a difference between a Wizard and a Powerful Adventurer who specialises in magic.

So it isn't that you don't get a "Wandering Wizard" or that it is a bad idea. it is that they are done in Adventure mode rather then Wizard mode.

Hmm maybe we should get off this topic... Magic topics tend to tangent
« Last Edit: February 13, 2009, 12:48:29 pm by Neonivek »
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Mel_Vixen

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Re: Future of the Fortress: List of Remaining Items
« Reply #559 on: February 13, 2009, 12:47:31 pm »

Yes you are right.
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Neonivek

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Re: Future of the Fortress: List of Remaining Items
« Reply #560 on: February 13, 2009, 12:49:46 pm »

Yes you are right.

Huge restraint, I respect you for that.

If you check Poisons you will see that a huge block of it (mostly the ones with 'Consider') have been delayed. Interesting, I guess Toady wanted to move away from it.
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Mel_Vixen

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Re: Future of the Fortress: List of Remaining Items
« Reply #561 on: February 13, 2009, 01:40:52 pm »

I think its delayed because it needs some additional frameworks and has big bugpotential. Especally diseases can be tricky.

Doing this as last thing after then main bugs and features are ironed out is a good move of Toady.
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G-Flex

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Re: Future of the Fortress: List of Remaining Items
« Reply #562 on: February 13, 2009, 01:41:28 pm »

yeah, he said that he's concerned about the release being pushed too far back. he'll probably get some of it done if he feels he has the time.
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Tormy

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Re: Future of the Fortress: List of Remaining Items
« Reply #563 on: February 13, 2009, 02:39:20 pm »


If a unicorn is associated to particular spheres (luck, say) then it would be luck-lands that get them, rather than anything else (unless luck is linked to other spheres, then there's some chance of pulling them over to those as well).  The evil lands either get the "evil" creatures or the undead curses, so when those are sphered out, it would be handled that way.  Of course, since there are like 100 spheres (and will be many more no doubt), yeah, this is a large project overall, especially when you get away from the stock raw monsters and ask which random creature/veg/etc. traits should be linked to spheres and try to do every sphere justice.  If it also gets deity links at that time, you have the local civilizations associated to the deities to consider as well, so an "evil" god sphere-related land near a human civ might take the human body definition and then sphere-twist it into something that is meant to be a mockery of human form (good ones do the same thing but the twists would not be seen as a negative thing, though they could still be terrifying).  In real-world mythological examples, a lot of this depends on the cultural values associated to certain animals, though simple things like stripping off the outer layer (ie skin) or adding fire breath or making the skin a different color etc. all work as well, and I've got the tools to do all of that now with this revision.  As long as the sphere/cultural links are reasonably maintained, I think it won't devolve into a sea of garbage slush (as a more trivial but current example, take god names vs. some of the other names -- sphere-links tend to make the god names "better", in one sense at least, though clearly it all needs work).

Not sure where I'm going to start with it though.


Well..wow!!!  :o This sounds pretty epic. Too bad that this won't be part of the next release.  :-\
Ah well, DF & Toady is one step closer to immortality after each new major release, that is for sure.  8)
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Mel_Vixen

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Re: Future of the Fortress: List of Remaining Items
« Reply #564 on: February 13, 2009, 02:48:21 pm »

Question to toady: Are the raws going to be included in the save files/folders (or something like that) with this version? It would make modding much easyer.

Now that i am thinking about it seperate "Moded-Raw-folders" would be better because then you could say in worldgen "create world" with this or this mod. The raws are anyway very small enought and sharing moded worlds would get easyer.
« Last Edit: February 13, 2009, 02:50:43 pm by Heph »
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Footkerchief

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Re: Future of the Fortress: List of Remaining Items
« Reply #565 on: February 13, 2009, 03:15:49 pm »

Question to toady: Are the raws going to be included in the save files/folders (or something like that) with this version? It would make modding much easyer.

Now that i am thinking about it seperate "Moded-Raw-folders" would be better because then you could say in worldgen "create world" with this or this mod. The raws are anyway very small enought and sharing moded worlds would get easyer.

Yeah, that was one of the very early changes for the upcoming release.

09/13/2008: # made a region's raw files reside inside of the region save folders
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Areyar

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Re: Future of the Fortress: List of Remaining Items
« Reply #566 on: February 13, 2009, 04:36:08 pm »

I'm wondering now what form said magical resources will take...
powernodes, ley-lines, HFS, a more diffuse aetheric concept?


Some musings on a possible hierarchy:
I'm guessing that wizards will have several stages of development...
-prospect (having a natural gift or calling)
-apprentice (a sedentary wizard's toady (wink) )
-wayward wanderer (a time when the wizard travels the land in search of his own sources of power/ calling or flavour of magic)
-adept towerwizard (wizard with invested power)

Such a sceme would allow for magestic sorcerous fortresses with powerfull wizards plus their minions and still have mobile wizards.

I suppose obtaining the power of a 'node' involves a great investment to said node, holding on to it would then goad a wizard to remain close by and even build a tower on top.
Competition for the 'node' would also push the towerwizard to kick an apprentice out when he/she grows able to challenge, creating the wayward apprentice wizard that is seeking its own territory/node.

ofcourse this is only one possible sceme of many (the Sith way),
some spheres may prefer to congregate in academies share a single 'node' and provide healing to the mundane. (novices-headmasters-etc)
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GoreTaco

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Re: Future of the Fortress: List of Remaining Items
« Reply #567 on: February 13, 2009, 05:06:25 pm »

How about dwarven tattoos that show up in the description? It would be like engraving, except on people.
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SirHoneyBadger

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Re: Future of the Fortress: List of Remaining Items
« Reply #568 on: February 13, 2009, 07:04:14 pm »

I like that. I can see tattooing being an elven thing too, since-from what little I know about DF elves-they seem to have the culture, in the game, that's most similar to the Maori (I'm not saying they're extremely similar, just that elves are more like Maori than dwarfs).

They'd also have access to lots of plant-extracted inks.
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Mel_Vixen

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Re: Future of the Fortress: List of Remaining Items
« Reply #569 on: February 13, 2009, 07:47:20 pm »

I think tattoos are covered by the:

- Styling of cosmetic tissue layers?

Point of the descriptions category in the list.

That makes me wonder if a materials transparency can be set however that would be handled descriptionwise.


Thanks Footkerchief i totally did forgot that one.
« Last Edit: February 13, 2009, 08:07:02 pm by Heph »
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