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Author Topic: Future of the Fortress: List of Remaining Items  (Read 3664867 times)

Musluk

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Re: Future of the Fortress: List of Remaining Items
« Reply #1290 on: March 23, 2009, 11:58:54 am »

FIREIMMUNE_SUPER does not imply FIREIMMUNE, but the AI will act like it is immune to fire and heat. Also, Dragons don't have a HEATDAM points, either.

On the food topic, I wonder if brains are nutritient.
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Fe3g12 - the fourth iron ore.
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Jetman123

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Re: Future of the Fortress: List of Remaining Items
« Reply #1291 on: March 23, 2009, 12:48:49 pm »

Some animals are much more reliant on certain nutriance then we are.

Id love to say Horses... but I have no idea if their reliance on Salt is because of their stature... or if domesticated Horses just have such a different diet that they don't get the salt they would normally have in the wild.

Herbivores like horses and deer get very little sodium from their diet. They don't need a lot, but they do need _some_, and they usually get it through minerals through natural "salt licks". Naturally these, like water holes, are common congregation spots for herbivores and are great spots for hunters, both human and animal. Sometimes salt licks are placed artificially to provide either bait for hunters, or more commonly a way to set up a "wildlife viewing area" where deer congregate so they can be watched from a distance by tourists and the like.
« Last Edit: March 23, 2009, 12:51:18 pm by Jetman123 »
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Dwarfu

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Re: Future of the Fortress: List of Remaining Items
« Reply #1292 on: March 23, 2009, 03:28:25 pm »

so they can be watched from a distance by tourists ... and then gunned down.
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Alfador

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Re: Future of the Fortress: List of Remaining Items
« Reply #1293 on: March 23, 2009, 04:39:55 pm »

I like eating seafood like shrimp, crab, and squid, BECAUSE it looks so alien. I'm weird that way. ;D Also it's delicious. Especially drenched in butter.
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This is a fox skull helmet. All craftsdwarfship is of the highest quality. It menaces with spikes of fox bone and is encircled with bands of fox leather. This item is haunted by the ghost of Alfador Angrorung the fox.

Org

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Re: Future of the Fortress: List of Remaining Items
« Reply #1294 on: March 23, 2009, 06:46:27 pm »

I have questions(again).

1: Will milking be updated? To where we can milk cows?

2: In the description paragraph, will there be the dwarves' ages?

3: Will dwarves eventually be able to ride mounts?

4: Will war dogs be able to be put on a patrol route?
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SirHoneyBadger

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Re: Future of the Fortress: List of Remaining Items
« Reply #1295 on: March 23, 2009, 07:03:38 pm »

I second the cow milking (and goat/horse/water buffalo milking etc. too, please?).
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psychologicalshock

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Re: Future of the Fortress: List of Remaining Items
« Reply #1296 on: March 23, 2009, 11:49:44 pm »

I second the cow milking (and goat/horse/water buffalo milking etc. too, please?).


Knowing this community I doubt it will stop on cows and goats.
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Mel_Vixen

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Re: Future of the Fortress: List of Remaining Items
« Reply #1297 on: March 24, 2009, 12:33:52 am »

We wouldnt milk a dead cow. It atleast has to be a zombeef.

Bad puns aside i would make horses milkable but apart from that i would think dwarfette milk might be well a bit controverse.

iirc the milking gets in with the shaving of sheep and if my memory doesnt betrays me toady said its on shedul for this release even thought i couldnt find it in the list but maybe it was some time erarlyer on the dev log.
« Last Edit: March 24, 2009, 01:17:14 am by Heph »
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Footkerchief

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Re: Future of the Fortress: List of Remaining Items
« Reply #1298 on: March 24, 2009, 01:12:10 am »

^^^ I think this is the quote you were thinking of

Quote from: Mondark
Toady, with the new tissue layers, will it be possible to 'flay' creatures?

Yeah, sheep shearing was actually one of the many driving forces behind this update.  However, I think flayed corpses in HFS might beat sheap shearing into the game.  Wounds with high angle variables can also lead to flayed parts, but that's almost strictly descriptive at this point.

Shearing itself hasn't been mentioned for the upcoming release, but I would be surprised if it didn't come in with this dev_next item:

#  I.C: Eggs and feathers, associated skills and objects (part of Bloat58) 
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Org

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Re: Future of the Fortress: List of Remaining Items
« Reply #1299 on: March 24, 2009, 06:38:36 pm »

Another Idea. Probably thought of but...

Hunting Party
Basically, like a squad. They go together, hunt, making it better than one hunter. Also, hunting dogs/war dogs would be able to go in there.

Will there be an update to hunting?
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Mel_Vixen

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Re: Future of the Fortress: List of Remaining Items
« Reply #1300 on: March 24, 2009, 07:48:38 pm »

Why not packing every dwarf in some kind of squad? I would like it to set 20 dwarfs at once from hauler to engraver, Mason or farmer.
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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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Org

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Re: Future of the Fortress: List of Remaining Items
« Reply #1301 on: March 24, 2009, 07:50:35 pm »

Was that sarcasm?
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Mel_Vixen

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Re: Future of the Fortress: List of Remaining Items
« Reply #1302 on: March 24, 2009, 07:59:48 pm »

No it was not. I mark my sarcasm as you may see in my signatur.

edit:
Since i use often Aboveground farming my farmers work more during summer and fall while they do masoning and construction during winter and spring. Having squads for this would make work far easyer.
« Last Edit: March 24, 2009, 08:04:16 pm by Heph »
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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]

Proud to be a Furry.

Footkerchief

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Re: Future of the Fortress: List of Remaining Items
« Reply #1303 on: March 24, 2009, 10:19:49 pm »

Will there be an update to hunting?

There's this, under Squads:

# More control over hunter equipment
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Dasleah

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Re: Future of the Fortress: List of Remaining Items
« Reply #1304 on: March 25, 2009, 07:01:30 am »

Toady, have there been any further significant changes to the raw tags outside your preview? I understand that you'd not want to reveal too much about the poisons and whatnot, but are the way creatures constructed and tissues defined and used pretty much the same? I'd like to start converting a few mods over to the new version in preparation for the new version, so I'd just like to know how much last-minute tweaking I'd have to end up doing in order to get them working fast.
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Pokethulhu Orange: UPDATE 25
The Roguelike Development Megathread.

As well, all the posts i've seen you make are flame posts, barely if at all constructive.
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