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Author Topic: Future of the Fortress: List of Remaining Items  (Read 3664520 times)

Aqizzar

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Re: Future of the Fortress: List of Remaining Items
« Reply #1410 on: April 03, 2009, 10:08:30 am »

That gives me an awesome idea!  And like all awesome ideas, it is shamelessly stolen from one of the greatest games of all time ;D

"No Urist, you are the demons!"
And then Urist was a troglodyte.
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BirdoPrey

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Re: Future of the Fortress: List of Remaining Items
« Reply #1411 on: April 03, 2009, 10:28:50 am »



That gives me an awesome idea!  And like all awesome ideas, it is shamelessly stolen from one of the greatest games of all time ;D

Spoiler (click to show/hide)


Do you think dwarf fortress will eventually become this? where forts could create huge world-spanning plots and events and future adventurers / forts could try to fix the problems and such? Because if that's what's in store for DF I don't think I'm ever going to stop playing.
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Footkerchief

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Re: Future of the Fortress: List of Remaining Items
« Reply #1412 on: April 03, 2009, 10:38:22 am »

That gives me an awesome idea!  And like all awesome ideas, it is shamelessly stolen from one of the greatest games of all time ;D

"No Urist, you are the demons!"
And then Urist was a troglodyte.

Haha.

So anyway, a next-version related question: will all of the oddball materials like glass, charcoal, potash, and of course water (the kind that gets carried in waterskins, not the flowing kind) be moved out into the raws too?
« Last Edit: April 03, 2009, 10:45:03 am by Footkerchief »
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Qmarx

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Re: Future of the Fortress: List of Remaining Items
« Reply #1413 on: April 03, 2009, 02:31:37 pm »

You know, if chasm critters could form a human monstrous ladder, and climb over each other to get to a higher Z level, it would be a little easier to have them invade....
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PTTG??

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Re: Future of the Fortress: List of Remaining Items
« Reply #1414 on: April 03, 2009, 02:44:24 pm »

Hmm... How about if the beliefs of surface entities- particularly the spheres of gods related to death and so on- influence what you find when you go underground near them? Say, if you enter caves near a human civ with a god of Death and Plagues, then the underground around there will have a lot of disease-related creatures, and if you travel over to a goblin stronghold with a Demon of Death, Caves, and Fire, then you find more and more fire-related areas. Near a Dwarf Mountainholm, you might find the realm of Litast, god of Caverns, Gems, Wealth, and Lies, with significantly more gems and such in the walls and on the floor, but inhabited by clever trickster demons or something.
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Vlynndar

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Re: Future of the Fortress: List of Remaining Items
« Reply #1415 on: April 03, 2009, 03:09:36 pm »

Near a Dwarf Mountainholm, you might find the realm of Litast, god of Caverns, Gems, Wealth, and Lies, with significantly more gems and such in the walls and on the floor, but inhabited by clever trickster demons or something.

Or pyrite (fools gold) and related fake gems/preciousses.
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Greiger

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Re: Future of the Fortress: List of Remaining Items
« Reply #1416 on: April 03, 2009, 05:58:10 pm »

"You have found the '1Ring' not to be confused with the 'One Ring' This ring has an image of the number 1 on it in what appears to be precious diamonds, but turns out to be made of low quality quartz.  Scratching it reveals the ring to be made of scrap copper painted gold.  After searching the area a little more you discover a barrel full of the useless trinkets."

remove 1ring

'but it is cursed!'

You now have 50 1ring -1

You are overburdened.
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Chandrasekhar

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Re: Future of the Fortress: List of Remaining Items
« Reply #1417 on: April 03, 2009, 08:03:41 pm »

"You have found the '1Ring' not to be confused with the 'One Ring' This ring has an image of the number 1 on it in what appears to be precious diamonds, but turns out to be made of low quality quartz.  Scratching it reveals the ring to be made of scrap copper painted gold.  After searching the area a little more you discover a barrel full of the useless trinkets."

remove 1ring

'but it is cursed!'

You now have 50 1ring -1

You are overburdened.
#pray
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Neonivek

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Re: Future of the Fortress: List of Remaining Items
« Reply #1418 on: April 03, 2009, 08:29:40 pm »

Quote
How about if the beliefs of surface entities- particularly the spheres of gods related to death and so on- influence what you find when you go underground near them?

While I like the idea, it makes me kinda want there to be a Dream Realm that is a reflection of the mass consciousness of the beings inhabiting the world.
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Footkerchief

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Re: Future of the Fortress: List of Remaining Items
« Reply #1419 on: April 04, 2009, 07:41:46 am »

Quote from: dev log
04/03/2009: The framework for world-level underground layers is up, and I have world generation placing a preliminary set of them (it's currently doing it in a pretty pervasive way, but you'll most likely be able to tone that down from the generation parameters). Next I need to handle the mid-level and local realizations. The current infrastructure for local map features should (mostly) survive, so many of the problems of integrating the new layers with the game are already handled, and things like wildlife wandering in from the edges can just be adapted from the current outside wilderness populations (since the underground layers store them the same way).

Some people asked what I meant by "creature interactions" last time. I meant anything the current outside and inside wilderness populations are used for -- hunting, things for wandering dwarves to bump into, more concerted attacks on the fortress (which are currently scheduled but don't often work due to the nature of the features -- you might remember them from 2D), and other intruders (you might also remember this sort of thing from 2D). It's unclear to what extent the more civilized underground dwellers will remain in their populations or how much they'll be elevated into entity status. If they have items they'll probably need to be pulled up entirely to make things work smoothly, so that wouldn't fit in the same framework.

Before that I'll just be working on some map generation. I also think I'll be able to update discovery/revealing of the local underground so that it depends more on where your dwarves have actually been, instead of revealing everything. Active LOS around every dwarf isn't feasible, but it can push the frontier off through the connected areas when a dwarf is vaguely nearby, anyway, so that there can be enormous connected (adventure-explorable) caverns without having them pre-revealed just because you have some dwarves tinkering around far, far above. I'm sure there will be some issues, but that's normal. This doesn't mean everything will be connected... I guess that might as well be up to world generation, anyway.

a woot echoes in the chasm
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Krash

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Re: Future of the Fortress: List of Remaining Items
« Reply #1420 on: April 04, 2009, 08:47:25 am »

a woot echoes in the chasm

True, this is pretty awesome.  I'm already looking forward to the increased challenge of surviving what delves in the depths
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zchris13

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Re: Future of the Fortress: List of Remaining Items
« Reply #1421 on: April 04, 2009, 10:09:53 am »

a woot echoes in the chasm

True, this is pretty awesome.  I'm already looking forward to the increased challenge of surviving what delves in the depths
I think my brain just imploded.
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jaked122

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Re: Future of the Fortress: List of Remaining Items
« Reply #1422 on: April 04, 2009, 11:02:33 am »

this will be awesome,
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Neonivek

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Re: Future of the Fortress: List of Remaining Items
« Reply #1423 on: April 04, 2009, 01:09:03 pm »

I barely understand some of what Toady written today (my brain isn't really working lately)

So from what I understand there can be underground layers where creatures live?
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Areyar

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Re: Future of the Fortress: List of Remaining Items
« Reply #1424 on: April 04, 2009, 01:18:04 pm »

"woot!" ... that is the sound a mortally surprised dwarf makes. (intro)

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@neoN:
I think there is a whole underwold generated now, I think it means generally more caves connecting the underground stuff ...maybe even underground civs digging road tunnels etc.


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