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Author Topic: Future of the Fortress: List of Remaining Items  (Read 3578438 times)

Osmosis Jones

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Re: Future of the Fortress: List of Remaining Items
« Reply #4800 on: September 19, 2009, 09:48:38 am »

When it be done. Arr.


Seriously though, Toady has stated he will release before the end of the year, even if he has to cut some dev items.
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The Marx generator will produce Engels-waves which should allow the inherently unstable isotope of Leninium to undergo a rapid Stalinisation in mere trockoseconds.

Mike Mayday

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Re: Future of the Fortress: List of Remaining Items
« Reply #4801 on: September 19, 2009, 10:03:25 am »

There are not enough smilies in the whole internet to express my joy at today's devnotes.
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<3

Warlord255

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Re: Future of the Fortress: List of Remaining Items
« Reply #4802 on: September 19, 2009, 10:08:09 am »

There are not enough smilies in the whole internet to express my joy at today's devnotes.

Seriously. I don't even know where to start...
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DF Vanilla-Spice Revised: Better balance, more !!fun!!
http://www.bay12forums.com/smf/index.php?topic=173907.msg7968772#msg7968772

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Deimos56

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Re: Future of the Fortress: List of Remaining Items
« Reply #4803 on: September 19, 2009, 11:03:25 am »

There are not enough smilies in the whole internet to express my joy at today's devnotes.

Seriously. I don't even know where to start...

I think I might  know where to start...
Where it will go, on the other hand... ;D
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I'm curious what the barely conscious ai wrote about.
Well that went better than expected.  He went nuts and punched a rabbit to death, then the dogs and the whole dining hall ripped him to shreds.

sweitx

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Re: Future of the Fortress: List of Remaining Items
« Reply #4805 on: September 19, 2009, 11:58:10 am »

Quote
I'm doing custom workshops and furnaces. I'm going to use it to make a place for soap making, which may or may not deserve its own workshop. Most or all of the old buildings will have to remain hard-coded for the time being. - Toady

So does this mean technically, the custom workshops/furnaces will be able to replace the old buildings if we edit the raw?

... SWEET!
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One of the toads decided to go for a swim in the moat - presumably because he could path through the moat to my dwarves. He is not charging in, just loitering in the moat.

The toad is having a nice relaxing swim.
The goblin mounted on his back, however, is drowning.

IHateOutside

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Re: Future of the Fortress: List of Remaining Items
« Reply #4806 on: September 19, 2009, 12:27:32 pm »

There are not enough smilies in the whole internet to express my joy at today's devnotes.

I disagree
Spoiler (click to show/hide)
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PTTG??

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Re: Future of the Fortress: List of Remaining Items
« Reply #4807 on: September 19, 2009, 12:35:07 pm »

Arrrgh, I look ahead yonder to be makin' all sorts a' mods.

't would defn'ly make them thar sci-fi mods easyer.

Yarrrr.
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Christes

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Re: Future of the Fortress: List of Remaining Items
« Reply #4808 on: September 19, 2009, 01:27:09 pm »

Quote
Saturday is talk like a pirate day - you have permission to slug anyone in the throat who does.
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sweitx

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Re: Future of the Fortress: List of Remaining Items
« Reply #4809 on: September 19, 2009, 01:48:46 pm »

Quote
Saturday is talk like a pirate day - you have permission to slug anyone in the throat who does.

Nah, we should talk like a dwarf pirate.
Plundering elven villages!
First we'll flood the world with magam.
Then we build a *Admantium Ship*
And hunt down those pesky elves!
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One of the toads decided to go for a swim in the moat - presumably because he could path through the moat to my dwarves. He is not charging in, just loitering in the moat.

The toad is having a nice relaxing swim.
The goblin mounted on his back, however, is drowning.

Footkerchief

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Re: Future of the Fortress: List of Remaining Items
« Reply #4810 on: September 19, 2009, 02:13:56 pm »

I wonder if we can use the custom workshops/reactions to make "living" creatures?

Probably not -- creating creatures with reactions (and using them in reactions, for that matter) still has some special complications.

So does this mean technically, the custom workshops/furnaces will be able to replace the old buildings if we edit the raw?

... SWEET!

If the old buildings are still hardcoded, you probably can't get rid of them, just add new ones.

Now that the parades have been rained on -- holy cow this is going to rule.
« Last Edit: September 19, 2009, 02:17:08 pm by Footkerchief »
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darkflagrance

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Re: Future of the Fortress: List of Remaining Items
« Reply #4811 on: September 19, 2009, 02:20:16 pm »

Personally I prefer to have a healer/carpenter in my embark group.

I see what you did there...
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...as if nothing really matters...
   
The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

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chaoticag

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Re: Future of the Fortress: List of Remaining Items
« Reply #4812 on: September 19, 2009, 03:01:35 pm »

I've gone ahead and removed the green bits from Toady's post out of curiosity, and what I got is pretty cool. It certainly makes the list look a lot shorter, and that is before you optimists discount the deep blue bits! I'm a little afraid I might have gotten rid of something by accident. (Of course, as soon as he is done, the bug hunt is on)



Health Care (last changed Sep 18)
Spoiler (click to show/hide)

Map Features (last changed Apr 25)
Spoiler (click to show/hide)

Sites
Spoiler (click to show/hide)

Entity Positions (last changed Jun 2)
Spoiler (click to show/hide)

Squads (last changed Jul 26)
Spoiler (click to show/hide)

Some other unfinished business (last changed Jul 3)
Spoiler (click to show/hide)

Final
Spoiler (click to show/hide)

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ilsadir

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Re: Future of the Fortress: List of Remaining Items
« Reply #4813 on: September 19, 2009, 04:01:42 pm »

I've gone ahead and removed the green bits from Toady's post out of curiosity, and what I got is pretty cool. It certainly makes the list look a lot shorter, and that is before you optimists discount the deep blue bits! I'm a little afraid I might have gotten rid of something by accident. (Of course, as soon as he is done, the bug hunt is on)

Even better, I removed some bits from each based on the level of blueness!

Health Care (last changed Sep 18)
  • Medical information and chief appointment

Map Features (last changed Apr 25)

  • resources useful
  • Consider rope/ladder/etc. building particularly for downward movement into large open spaces

Sites
Spoiler (click to show/hide)

Entity Positions (last changed Jun 2)
Spoiler (click to show/hide)

Squads (last changed Jul 26)

  • Add yearly
  • training
  • that down their
  • More control over archery training materials
  • More control over hunter equipment
  • handling of with vs. equipment
  • Familiarity with individual weapons, attachment to them, weapon mentions in legends
  • Booze instead of water should be allowed
  • Ability to create formations and have squads hold a given formation at a position or during movement
  • nature
  • skills
  • Formation drills, with training having an impact on the ability to hold formation and overall military discipline
  • Check out sparring injury rates vs. new wound system
  • Update archery training and some associated
  • Ability to use free for additional practice/drills if so inclined
  • Personality on training


Some other unfinished business (last changed Jul 3)
Spoiler (click to show/hide)


Final
Spoiler (click to show/hide)

« Last Edit: September 19, 2009, 04:03:29 pm by ilsadir »
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Leafsnail

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Re: Future of the Fortress: List of Remaining Items
« Reply #4814 on: September 19, 2009, 04:26:02 pm »

Is the plan to just finish the chief physician thing so that healthcare (one of the biggest changes, in my opinion) can be crossed off the list?  Then continue to obliterate the remaining items in a downwards direction?
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