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Author Topic: Future of the Fortress: List of Remaining Items  (Read 3659054 times)

bjlong

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Re: Future of the Fortress: List of Remaining Items
« Reply #4980 on: September 24, 2009, 01:40:34 pm »

^^^The main problem with not knowing the stone, IMO, is the possibility of something crucial, like bauxite or iron ore, going undetected for quite some time. If you remove the crucial things, then the geologist would only cause cosmetic changes.

I'm all for imperfect knowledge, but this might be a little out of the goal of having a game. Maybe instead the geologist could predict where metal ores might be, or all dwarves know what iron ore and fossil fuels look like? Maybe copper, too?

Also, I'd love to see Footkercheif's notes system--assuming he isn't just recalling them all from the depths of his infinite memory.
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Sean Mirrsen

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Re: Future of the Fortress: List of Remaining Items
« Reply #4981 on: September 24, 2009, 01:47:26 pm »

The power cell would POWER the weapon based on a hard crystalline needle with a photon beam. You gotta have some sort of power source for it.
Thing is, it's not possible to have a "power cell" as the ammo used, and "laser bolt" as the projectile fired, simultaneously. Either one, or the other. Have the weapon require some dilithium to be built, and you can just use tiny ruby splinters for ammunition.

As for stone names, maybe once there is a knowledge system the game can generate a name for each uncommon stone, depending on the language of the nation that discovers it? For example, dwarves could call hematite "iddatan", "rock iron".
« Last Edit: September 24, 2009, 01:52:09 pm by Sean Mirrsen »
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Granite26

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Re: Future of the Fortress: List of Remaining Items
« Reply #4982 on: September 24, 2009, 01:57:34 pm »

presuming there's a Microprose-style right click for the help file on the item when this is done, I'm all for it....  Otherwise, it'll be hell for new players

PermanentInk

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Re: Future of the Fortress: List of Remaining Items
« Reply #4983 on: September 24, 2009, 02:01:34 pm »

I'm also hoping that adventurer mode loses the insta-heal upon travel (which I like to think of as the Blessing of Armok) so that I have much more incentive to not get pieces of me lopped off.

Pieces that actually get lopped don't heal on travel, in my experience.  Is yours different?
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Neonivek

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Re: Future of the Fortress: List of Remaining Items
« Reply #4984 on: September 24, 2009, 02:03:29 pm »

I think we will still need the instant healing for Adventurer mode.

Though yes the medicine rewrites is a step in the right dirrection to removing them.

Another is the ability to "Rest and heal" where the Adventurer will take time off until his wounds are healed.
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Areyar

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Re: Future of the Fortress: List of Remaining Items
« Reply #4985 on: September 24, 2009, 02:12:42 pm »

Stocking up on magical healingpotions when in town would be nice.
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Neonivek

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Re: Future of the Fortress: List of Remaining Items
« Reply #4986 on: September 24, 2009, 02:15:54 pm »

Stocking up on magical healingpotions when in town would be nice.


Yeah but that isn't happening, if ever, for a very long time. (V2)
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Granite26

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Re: Future of the Fortress: List of Remaining Items
« Reply #4987 on: September 24, 2009, 02:18:06 pm »

Stocking up on magical healingpotions when in town would be nice.


Yeah but that isn't happening, if ever, for a very long time. (V2)

No reason to assume there won't be a hackish cheat added at some point... (Mod in a medicine/drug that grants 'regeneration' to the creature temporarily)

Neonivek

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Re: Future of the Fortress: List of Remaining Items
« Reply #4988 on: September 24, 2009, 02:26:37 pm »

Seems a bit iffy granite.

Though if so Id expect it by the Artifact Arc.
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Granite26

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Re: Future of the Fortress: List of Remaining Items
« Reply #4989 on: September 24, 2009, 02:39:27 pm »

Seems a bit iffy granite.

Though if so Id expect it by the Artifact Arc.

I'd bet it'd be in during the next time drugs, poisons and medical effects get touched.

only difference between a poison that hurts all body parts and a healing potion that helps is the sign....

G-Flex

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Re: Future of the Fortress: List of Remaining Items
« Reply #4990 on: September 24, 2009, 02:48:43 pm »

That and the extreme difference in concept.
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Neonivek

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Re: Future of the Fortress: List of Remaining Items
« Reply #4991 on: September 24, 2009, 02:49:55 pm »

I just guessed Artifact arc because that would be the time where I'd think Toady would add esoteric effects to objects into the raws.
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Granite26

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Re: Future of the Fortress: List of Remaining Items
« Reply #4992 on: September 24, 2009, 03:03:25 pm »

That and the extreme difference in concept.

You probably don't like my belief that curses and diseases are the same thing, either, do you?

Neonivek

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Re: Future of the Fortress: List of Remaining Items
« Reply #4993 on: September 24, 2009, 03:06:35 pm »

Curses and Diseases have a lot in common

But Curses simply do things that Diseases don't (unless you have Magical diseases... but in those cases they ARE curses)

A Disease cannot give someone bad luck for example.
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Granite26

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Re: Future of the Fortress: List of Remaining Items
« Reply #4994 on: September 24, 2009, 03:28:52 pm »

It's better to leverage the similarities than to fret over the differences
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