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Author Topic: Future of the Fortress: List of Remaining Items  (Read 3665244 times)

eerr

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Re: Future of the Fortress: List of Remaining Items
« Reply #2550 on: June 17, 2009, 07:56:58 pm »

I can't wait for the Random game Generator.

I wonder...does this mean that there is a chance of dwarves playing Wizards and Warlocks?
both in name and in a game, but not both simultaneously.
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Volfram

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Re: Future of the Fortress: List of Remaining Items
« Reply #2551 on: June 17, 2009, 08:42:59 pm »

I wonder if it will be possible to set up the RAWs such that your Dwarves will play a game remarkably similar to Dwarf Fortress.

This is a well-crafted Babbage Machine.  On the machine is an image of a Dwarf and Dwarves.  Urist is sitting at the machine.

Urist is losing.
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Andir and Roxorius "should" die.

Yes, actually, I am trying to get myself banned.  I wish Toady would quit working on this worthless piece of junk and go back to teaching math.

Zironic

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Re: Future of the Fortress: List of Remaining Items
« Reply #2552 on: June 18, 2009, 01:34:42 am »

Roman slaves were not all poor people being fed to lions. Many led fulfilling lives.
And second: 99% of gladiators didn't die in the gladiator battles - mainly because it costs way to much money to train and feed them. To watch battles to the death, you'd have to go to the collesiem or pay a huge sum of money.
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Armok

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Re: Future of the Fortress: List of Remaining Items
« Reply #2553 on: June 18, 2009, 06:34:39 am »

Burrows! :D

I really didn't expect this to come in this release already, look awesome.

I'm still getting over the surprise, just wanted to be the first to post.
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So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...

Neonivek

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Re: Future of the Fortress: List of Remaining Items
« Reply #2554 on: June 18, 2009, 06:52:22 am »

Quote
Roman slaves were not all poor people being fed to lions

Huh? I don't think what your refering to are slaves. (or at least not the usual slave)

Some points in the Roman timeline the treatment of slaves was a concern though overall it didn't improve too much especially on the outer reaches of the Roman Empire.

Though this was because Slaves were so cheap to buy but expensive to treat well.
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Jurph

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Re: Future of the Fortress: List of Remaining Items
« Reply #2555 on: June 18, 2009, 07:08:21 am »

I wonder if it will be possible to set up the RAWs such that your Dwarves will play a game remarkably similar to Dwarf Fortress.

This is a well-crafted Babbage Machine.  On the machine is an image of a Dwarf and Dwarves.  Urist is sitting at the machine.

Urist is losing.

The Dwarves have a hard life, so they like to engage in some fantasy to take their mind off the world. They play an utterly ridiculous game called The Sims, where they control a small family of humans living in the far future, and strive to keep the humans gainfully employed so they can afford to equip the human overground dwelling with futuristic amenities like running water. 
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xaque

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Re: Future of the Fortress: List of Remaining Items
« Reply #2556 on: June 18, 2009, 07:13:44 am »

Burrows! :D

BURROWS! I love how they can be controlled through alert states. This is going to make managing large fortresses much, much easier.
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Aqizzar

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Re: Future of the Fortress: List of Remaining Items
« Reply #2557 on: June 18, 2009, 08:21:42 am »

BURROWS

Okay, so they don't cover a lot of the stuff like hauling or general exclusion, rely on what sounds like a clunky, micromanagement heavy interface, and may have lots of associated overlap, pathing, expectation, and restriction problems.  But holy crap, work-area-type-neighborhoods, and the groundwork for more!

I complained before about how long this release is taking because of all the disparate features being packed into it, but I can see that this had a lot of necessary relation with customizable panic-room orders, so I'm not complaining at all.  Besides, between all the interviews, appearances, and so forth, it sounds like this burrows work only took a few days to implement.  Or whatever stage it's at.
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And here is where my beef pops up like a looming awkward boner.
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codezero

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Re: Future of the Fortress: List of Remaining Items
« Reply #2558 on: June 18, 2009, 08:30:47 am »

Real excited about the burrows. Should do wonders for pathfinding as well. (?)

Quote
Giving individual dwarves different burrow assignments based on their alert state could be a future possibility (...)

By this do you mean you have to give all dwarves one set of burrows during an alert state or just that you can have them all going to different burrows during an alert state, just not different ones for specific alerts states?
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Drakale

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Re: Future of the Fortress: List of Remaining Items
« Reply #2559 on: June 18, 2009, 09:14:44 am »

Can soldier squads be assigned to patrol a specific set of burrows? This would be great, much better than creating a set of patrol point if you just want a few squads to protect your civilian from enemy stragglers/ambush during a siege while the main force is outside.

With aptly named burrows, it would become so easy to just assign a squad to a location without navigating your fortress.

(X)Squad=>(P)Patrol=>(Select "Dining Hall")=>(Enter)
Bam its done
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NUKE9.13

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Re: Future of the Fortress: List of Remaining Items
« Reply #2560 on: June 18, 2009, 09:16:42 am »

BURROWS
I read the dev log every day, and with most things, I think, ok, cool, that'll be fun. The greater control of military, I thought: AWESOME. Burrows, I thought: HYPER AWESOME. MUST POST IN FUTURE OF THE FORTRESS.
This is an indication of how HYPER AWESOME burrows are, as I do not think I have ever posted/felt the need to post in this thread before.
This may just have to do with my style of play, but still,
BURROWS
I feel the need to donate heavily to indicate my approval of BURROWS and EXTENSIVE MILITARY CONTROL. And also to send Toady vast amounts of Coffee, in the hope that this version comes out faster.
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Long Live United Forenia!

Stele007

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Re: Future of the Fortress: List of Remaining Items
« Reply #2561 on: June 18, 2009, 09:51:17 am »

The Dwarves have a hard life, so they like to engage in some fantasy to take their mind off the world. They play an utterly ridiculous game called The Sims, where they control a small family of humans living in the far future, and strive to keep the humans gainfully employed so they can afford to equip the human overground dwelling with futuristic amenities like running water. 

And they would think to themselves, "Surely a dwarven dwelling would have running alcohol in the future," then wonder how the humans get any work done.


I also have to chime in my excitement for burrows, even if it is a crude implementation.
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Untelligent

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Re: Future of the Fortress: List of Remaining Items
« Reply #2562 on: June 18, 2009, 09:56:48 am »

We must now discuss the possible implications and implementations of the awesome and long-awaited addition of burrows.

First thing that popped into my head, if we want to make furniture from a specific stone, we won't have to go through the trouble of luring a mason into a room with a workshop and stockpile and locking him in until he finishes.
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The World Without Knifebear — A much safer world indeed.
regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

Aqizzar

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Re: Future of the Fortress: List of Remaining Items
« Reply #2563 on: June 18, 2009, 10:04:10 am »

Eh, Toady appears to say that hauling isn't specifically restricted, maybe just movement.  Here's hoping though.
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And here is where my beef pops up like a looming awkward boner.
Please amplify your relaxed states.
Quote from: PTTG??
The ancients built these quote pyramids to forever store vast quantities of rage.

Gothmog

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Re: Future of the Fortress: List of Remaining Items
« Reply #2564 on: June 18, 2009, 10:14:11 am »

BURROWS  ;D

So you could just create an alarm stance called "Common" or "Normal" that's always active and have it restrict the valuable dwarves (legendarys, useful nobles...) to a burrow called "Inner Fortress" that includes all workshops, stockpiles and living quarters. An other burrow could be "Outside" that includes a bit of forest and maybe outdoor farms and ponds that as accessable only by your woodcutters/fishers/farmers. Your military could have it's own quarter called "Barracks" where they all live and train. Finally a little army of "haulers" is assigned that has access to all areas to haul stuff arround.

That means... perfect organisation of your fortress. No more legendary weaponsmithes getting killed in ambushes because of sockhauling. EVER.

And imagine what it could do for forts in an roleplaying kind of way. Temple to Armok with priests and novices working in the holy halls with servants outside maybe?


This is... SO awesome I can't even find the words to describe it properly.  :o
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