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Author Topic: Future of the Fortress: The Development Page  (Read 1611490 times)

monk12

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Re: Future of the Fortress: The Development Page
« Reply #4500 on: April 16, 2011, 07:19:56 pm »

You need to be well off to have enough free time to be evil. (also small farming villages can MORE then be evil... even outside of the horror genre)
*ahem* http://www.classicshorts.com/stories/lotry.html

Note that this story doesn't contain any tips on how to win the lottery, but rather is a chilling tale of conformity gone mad!

rex mortis

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Re: Future of the Fortress: The Development Page
« Reply #4501 on: April 17, 2011, 03:57:04 am »

http://www.bay12games.com/dwarves/imgs/city_41.png

I like how in this city, the castle is attached to the city wall. It might not happen all that often but seeing it occasionally will make the cities seem more, organic. I also like how the river could become a significant tactical (dis)advantage if the city is sieged. If ships can move freely, it might allow for resupply. On the other hand, the siegers could bring reinforcements and supplies on ships.

Once improved sieges are in, will they employ variable tactical and strategic situations? Say, the defenders can see the reinforcements of the sieging army in horizon. Would they wait to be starved or overwhelmed? Or perhaps mount a desperate charge to break the siege while there is still a better chance?

Also, would a powerful civilisation attempt massive megaprojects, say like the great wall? Completely walling off a huge area of land seems like a sound defensive strategy. Would we be able to take part in the construction? Completing the assigned section of the fall in schedule (or at least not too far behind schedule) might get the overseer a nice salary as well as secure future contracts. Fail, and it might be better to flee the sovereign's wrath.
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scriver

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Re: Future of the Fortress: The Development Page
« Reply #4502 on: April 17, 2011, 05:45:18 am »

Succeed, and you better hope they're willing to pay.
Or they'll seduce and steal your horses and bash in your head for good measure.
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B0013

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Re: Future of the Fortress: The Development Page
« Reply #4503 on: April 17, 2011, 05:53:00 am »

What? I am the first one?

Happy birthday Toady!
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TolyK

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Re: Future of the Fortress: The Development Page
« Reply #4504 on: April 17, 2011, 08:12:53 am »


HAPPY B-DAY, TOADY ONE THE GREAT!
...
What? I am the first one?

Happy birthday Toady!
dammit, you ninja!
 :P
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Mel_Vixen

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Re: Future of the Fortress: The Development Page
« Reply #4505 on: April 17, 2011, 08:26:49 am »

Herzlichen Glückwunsch zum Geburtstag Toady. (-> happy birthday) I hope you have some nice cake and many presents. 
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Acanthus117

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Re: Future of the Fortress: The Development Page
« Reply #4506 on: April 17, 2011, 08:36:44 am »

Happy Birthday, you magnificent man of toads and dwarves an fortress-making!
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Funk

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Re: Future of the Fortress: The Development Page
« Reply #4507 on: April 17, 2011, 09:34:19 am »

Happy Birthday Toady
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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Osmosis Jones

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Re: Future of the Fortress: The Development Page
« Reply #4508 on: April 17, 2011, 10:29:39 am »

Happy Toadday today, Toady!
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Haspen

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Re: Future of the Fortress: The Development Page
« Reply #4509 on: April 17, 2011, 11:27:33 am »

Happy Toad Birth Day, Toady!
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Kogut

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Re: Future of the Fortress: The Development Page
« Reply #4510 on: April 17, 2011, 12:17:59 pm »

Happy birthday!

And on-topic. [see pictures]

I removed part of roads to change road graph into tree. It can be addition to existing implementation.
« Last Edit: April 17, 2011, 04:10:53 pm by Kogut »
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Rip0k

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Re: Future of the Fortress: The Development Page
« Reply #4511 on: April 17, 2011, 02:53:45 pm »

Wszystkiego Najlepszego - Happy birthday!
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Jeoshua

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Re: Future of the Fortress: The Development Page
« Reply #4512 on: April 17, 2011, 03:00:59 pm »

I really like what turning the roads into a tree-form instead of grid-form did to the feel of that map.

I REALLY HOPE TOADY TAKES NOTICE OF THAT!

Applying it to cities would be good too, leading to many "blind alleys".  And I'm sure we agree a blind alley can be just as good as an intersection, when it comes to ambiance.  Maybe even better.
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Jiri Petru

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Re: Future of the Fortress: The Development Page
« Reply #4513 on: April 17, 2011, 03:34:01 pm »

Why would you voluntarily create road trees and blind alleys? The very purpose of roads is that they enable people getting from somewhere to somewhere else - in case of the farms, the roads should offer a straight and simple connection to the town. Even Toady's original roads were too twisted and nonsensical, why would you complicate them even more?

To show what I mean:
Spoiler (click to show/hide)
« Last Edit: April 17, 2011, 03:51:04 pm by Jiri Petru »
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Kogut

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Re: Future of the Fortress: The Development Page
« Reply #4514 on: April 17, 2011, 04:11:35 pm »

I wanted to show that improvement is possible with small addition to existing algorithm.
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Tired of going decades without goblin sieges? Try The Fortress Defense Mod
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