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Author Topic: Future of the Fortress: List of Remaining Items  (Read 3669984 times)

Sunday

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Re: Future of the Fortress: List of Remaining Items
« Reply #4470 on: September 06, 2009, 08:27:44 pm »

Also Sandbox trees (http://en.wikipedia.org/wiki/Sandbox_tree) can throw their seeds 100 meters.  Also called the 'dynamite tree' because of the sound it makes.
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Krash

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Re: Future of the Fortress: List of Remaining Items
« Reply #4471 on: September 06, 2009, 08:45:23 pm »

This off topic stuff is off topic
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zchris13

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Re: Future of the Fortress: List of Remaining Items
« Reply #4472 on: September 06, 2009, 09:29:25 pm »

Not really.  We are discussing exploding trees, due to a suggestion.

But it does belong in another thread.
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timmeh

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Re: Future of the Fortress: List of Remaining Items
« Reply #4473 on: September 06, 2009, 11:31:02 pm »

"Ok Jim, your new arm is all attached and ready to go after that training accident with the *Obsidian Shortsword*.  It might start grabbing for your head now and then, don't worry, it's just after your delicious squishy brains."
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Shad0wyone

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Re: Future of the Fortress: List of Remaining Items
« Reply #4474 on: September 07, 2009, 12:25:28 am »

Awesome to see the new version is still going strong, we'll probably see the new version by the end of the year.
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Koji

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Re: Future of the Fortress: List of Remaining Items
« Reply #4475 on: September 07, 2009, 04:19:28 am »

Is rotting tissue the only reason they amputate? They should also do it in the case of extremely painful injuries or breaks that won't heal, or when there's a lot of damage to the limb's circulatory structure.

Are we going to see societies that use amputation as punishment? It'd be funny to add "Getting a hand chopped off" to punish_severe for things like stealing. You could also have surgeons acting as torturers in societies where that sort of thing wasn't looked down upon. I can see a goblin putting out an elf's eye in order to convince him to give up the location of the druid's hideout, or hobbling dwarf prisoners to keep them from running away.
« Last Edit: September 07, 2009, 07:49:10 am by Koji »
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Areyar

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Re: Future of the Fortress: List of Remaining Items
« Reply #4476 on: September 07, 2009, 04:42:17 am »

I suspect the hammerer will cause many hands and heads to be amputated without any intervention. Crushed bones don't heal so cleanly.
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Warlord255

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Re: Future of the Fortress: List of Remaining Items
« Reply #4477 on: September 07, 2009, 07:34:30 am »

Even if infection isn't in, there needs to be some good reason to do surgery. Right now it sounds like there's no reason for a dwarf full of rotting tissue to go to a doctor... unless he's Resting as long as he's got that, in which case I suppose it works.
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kiffer.geo

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Re: Future of the Fortress: List of Remaining Items
« Reply #4478 on: September 07, 2009, 02:55:42 pm »

Toady's comment about the dragons that grew until their size ended up negative made me wonder... Can we give creatures a negative number for growth rate? So for example could we start the world off with Megabeasts that have size 300 and a growth rate of -1 per year... untill they reached size 50... after 250 years...  That way they would really clean up during early world gen ... but after a while they would be much easier to take out.

I used to play a game called Subspace (now called Continuum), it was great and fairly modable... I had put together a mod based on one ship's bombs doing negative damage and thus acting as sort of a medic class for non-regenerating ships... but then they fixed the "bug" of allowing explosives to do negative damage. :(
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SirPenguin

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Re: Future of the Fortress: List of Remaining Items
« Reply #4479 on: September 07, 2009, 11:37:52 pm »

Even if infection isn't in, there needs to be some good reason to do surgery. Right now it sounds like there's no reason for a dwarf full of rotting tissue to go to a doctor... unless he's Resting as long as he's got that, in which case I suppose it works.

Yeah, seriously. It was pretty frustrating reading today's DevNotes. "Here's something Dwarves now do...except there's absolutely no reason for it". I understand there WILL be a reason for it in the future...but by the sounds of things, it'll be the FAR off future...so why even bother? You'd think Toady would want to focus on the important bits.

Ah well.
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Neonivek

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Re: Future of the Fortress: List of Remaining Items
« Reply #4480 on: September 07, 2009, 11:41:38 pm »

There just isn't anyway around that SirPenguin. The problem is that the important bits are burried in a pile of alterations the game needs to work.

To quote Toady: "After the Carrivan Arc" x 100

Right now Toady is focused on changes to Dwarf Fortress that will break Save Compatability and other fun stuff.
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Warlord255

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Re: Future of the Fortress: List of Remaining Items
« Reply #4481 on: September 07, 2009, 11:53:18 pm »

There just isn't anyway around that SirPenguin. The problem is that the important bits are burried in a pile of alterations the game needs to work.

To quote Toady: "After the Carrivan Arc" x 100

Right now Toady is focused on changes to Dwarf Fortress that will break Save Compatability and other fun stuff.

Actually, infections and diseases would be one short step farther on the current system.

That said, it's a good idea to make sure the core system works before throwing this wrench into the mix. I'd be fine with accepting "Dwarf will not get out of bed until you perform surgery" for the interim, if a poison release is much shorter.
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CobaltKobold

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Re: Future of the Fortress: List of Remaining Items
« Reply #4482 on: September 08, 2009, 12:04:53 am »

One reason for amputation under current is that amputated bits won't be causing pain, stun, etc. now that phantom limb pain is fixed-

Quote from: Toady One's devlog 1/12/2009
(so the original goal which initiated the wound/layer rewrite, getting rid of phantom limb pain and other annoying permanent pain situations, has been met)

if I understand it right, lea'ing it on would make a dwarf's life pain. Job cancellation spam!
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Emeralddragon2

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Re: Future of the Fortress: List of Remaining Items
« Reply #4483 on: September 08, 2009, 02:06:35 am »

...Are we going to see societies that use amputation as punishment? It'd be funny to add "Getting a hand chopped off" to punish_severe for things like stealing...

Couldn't we just mod an axe in for the hammerers' weapon in order to do this?

And reading through other posts, I am curious to see if we could make a "pre-requisites" tree schematic for upcoming features to be added, because with this method, it would help reveal other upcoming features/intimate suggestions that are always great icing on the cake. IE, Pre-requisite for amputation will not only include rotting, but cauterizing as well (intentional and unintentional)!
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Kittah_Khan

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Re: Future of the Fortress: List of Remaining Items
« Reply #4484 on: September 08, 2009, 03:45:57 am »

Are you people seriously bitching about rotting tissues doing no damage to the rest of the body ?
While, previously, there wasn't even any healthcare beyond lying in a bed while being given water and food.
Nor was there anything approaching complexity in body damage compared to what's in now.

If you want everything to come in at the same time, you're welcome to wait a couple of years, I'd very much like to play THIS version with some simple placeholders.
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