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Author Topic: Future of the Fortress: List of Remaining Items  (Read 3636218 times)

Footkerchief

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Re: Future of the Fortress: List of Remaining Items
« Reply #7875 on: December 03, 2009, 09:22:39 pm »

So you can mod weapons to automatically have a poison when created? I assume someone can grab a quote, but I don't remember seeing that anywhere.

Nope, not that we've heard.  What Shoku was talking about was simulating radiation poisoning with various "intensities" of traps laid out around a central "radiation source."
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BloodBeard

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Re: Future of the Fortress: List of Remaining Items
« Reply #7876 on: December 03, 2009, 09:23:41 pm »

I guess I'll be the party pooper to note that Toady did many lines of coding before he put up this thread with the remaining items, so that latest calculation is still off as well ;)

Either way, hope for really late december but I expect early Jan release, maybe early Feb at latest (major bugs).

My 2nd prediction took this into account after Sean Mirrsen brought it up, so i'm happy with it  :)

KaelGotDwarves

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Re: Future of the Fortress: List of Remaining Items
« Reply #7877 on: December 03, 2009, 09:26:35 pm »

Heh, I really doubt that's going to cover all the bug-testing involved, but yes, I hope we see before end of year.

Even if there was a repeat of the notorious sleep bug, I would want my grubby hands on the new version :D

Qmarx

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Re: Future of the Fortress: List of Remaining Items
« Reply #7878 on: December 03, 2009, 09:38:02 pm »

By Hofstadter's law, I'm going to add two weeks onto the latest prediction.
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Neonivek

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Re: Future of the Fortress: List of Remaining Items
« Reply #7879 on: December 03, 2009, 09:41:18 pm »

Goodness ever since I sent someone a message I've been checking the "Who is online" habits of quite a bit of people on the board as well as noticing people of an increasingly young age. Stalkerish I know.

Ohh well.

Anyhow remember even with the bug Toady fixed in a time period I WISH other companies could/would employ.
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KaelGotDwarves

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Re: Future of the Fortress: List of Remaining Items
« Reply #7880 on: December 03, 2009, 09:49:26 pm »

Anyhow remember even with the bug Toady fixed in a time period I WISH other companies could/would employ.
Us: D: OUR DWARVES GO TO SLEEP AND NEVER WAKE UP!!1!!
Toady: I'll fix it as soon as possible, but I need a nap first.
Us: NO DON'T GO TO BED TOADY. STAY AWAY FROM THE LIGHT
*Wake up in the morning and Toady's already fixed it*
:awesomeface.jpg:

Footkerchief

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Re: Future of the Fortress: List of Remaining Items
« Reply #7881 on: December 03, 2009, 09:59:30 pm »

If we end up with some way to assign poison effectiveness against races people could make the cockroach mod where they'd be resistant to your radiation trap setup (though lots of other bugs are considerably more resistant than roaches,) to be like having orcs walk over your traps and right into your base to kill everyone.

The next version does let you assign poison effectiveness against races, at least in a "creature X is/isn't immune to poison Y" fashion.  October's creature spoiler shows how it's done:

Spoiler: an actual spoiler (click to show/hide)

The GENERAL_POISON isn't a hardcoded class or anything, you can create whatever creature interaction classes you want.
« Last Edit: December 03, 2009, 10:02:36 pm by Footkerchief »
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Yolan

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Re: Future of the Fortress: List of Remaining Items
« Reply #7882 on: December 03, 2009, 10:08:44 pm »

Jan or Feb release is fine by me. Gotta say, DF is now my last great hope of enjoying gaming any more! ;p  God I wish some of those fine old dev houses were alive and kicking today...
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Neonivek

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Re: Future of the Fortress: List of Remaining Items
« Reply #7883 on: December 03, 2009, 10:10:01 pm »

Though there is one thing to think about are Dual Class poisons or poisons with different effects on different creatures.

While Herbicides kill plants, I am sure they are mildly toxic to animals.

-Herbicides
-Rot Based (Scavangers are immune)
-Alcohols
-Acids
-Soul
-Physical (Metal Razors I guess)
-Metalics

I have no idea ohh well... I am just musing.
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BloodBeard

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Re: Future of the Fortress: List of Remaining Items
« Reply #7884 on: December 03, 2009, 10:26:55 pm »

There's so much potential for fun regarding bugs in the initial release, I know that untill we get a good stable version out most of my games will revolve around finding and exploiting them.

Btw, thanks Toady for the daily and extensive dev log updates! I always enjoy reading them.

Nivim

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Re: Future of the Fortress: List of Remaining Items
« Reply #7885 on: December 03, 2009, 10:58:53 pm »

-Herbicides
-Rot Based (Scavangers are immune)
-Alcohols
-Acids
-Soul
-Physical (Metal Razors I guess)
-Metalics

 Hm, setting alcohol as a poison that dwarves are immune to is actually a very good idea. It would make it so elves would very obviously fail to hold their liquor.  Humans and goblins would get resistance.
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OneRaven

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Re: Future of the Fortress: List of Remaining Items
« Reply #7886 on: December 03, 2009, 11:10:26 pm »

Hm, setting alcohol as a poison that dwarves are immune to is actually a very good idea. It would make it so elves would very obviously fail to hold their liquor.  Humans and goblins would get resistance.

Get the elven diplomat so drunk he can't count!

"I shee....one....two....three....wash I on three...? There are a lot of treesh. I don't feel sho good." *Vomits*
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G-Flex

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Re: Future of the Fortress: List of Remaining Items
« Reply #7887 on: December 03, 2009, 11:18:40 pm »

Dwarven ethanol vaporizers (boiling alcohol underneath) with output vents surrounding the trade depot.

Make sure you do ALL your trading when the seller is drunk off his ass.
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Re: Future of the Fortress: List of Remaining Items
« Reply #7888 on: December 03, 2009, 11:49:22 pm »

Dwarven ethanol vaporizers (boiling alcohol underneath) with output vents surrounding the trade depot.

Make sure you do ALL your trading when the seller is drunk off his ass.
I like the way you think.

Let's see... it involves magma, booze, and applying it to unsuspecting traders in massive amounts. This. Is. Dwarven. Only problem with it is that the booze isn't being consumed by dwarves.

I imagine that if you where to do this, your trader would get a lot of company, since every hauler would decide that the depot is on the way to the stockpile.
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Footkerchief

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Re: Future of the Fortress: List of Remaining Items
« Reply #7889 on: December 03, 2009, 11:55:26 pm »

Dwarven ethanol vaporizers (boiling alcohol underneath) with output vents surrounding the trade depot.

Make sure you do ALL your trading when the seller is drunk off his ass.

Wow, I hadn't thought of attaching an inhalation syndrome to alcohol (impaired vision, drowsiness, and dizziness?).  Too bad it won't actually affect the negotiations.
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