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Author Topic: Future of the Fortress: The Development Page  (Read 1612493 times)

cameron

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Re: Future of the Fortress: The Development Page
« Reply #345 on: July 14, 2010, 03:00:01 pm »

it references the sun in adventure mode
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Untelligent

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Re: Future of the Fortress: The Development Page
« Reply #346 on: July 14, 2010, 04:52:33 pm »

Aye, you can use the (W) button to see messages telling you the position of the sun and moon, among other things.
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The World Without Knifebear — A much safer world indeed.
regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

Shadowfury333

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Re: Future of the Fortress: The Development Page
« Reply #347 on: July 14, 2010, 09:26:47 pm »

Will the addition of a crime tracking and investigation system be integrated into fortress mode? In other words, will random dwarves stop getting hammered (in a bad way) because of production mandate issues?
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Currently Building: Purplesaber (pit mine/anthill/80 z-level wound in the earth)

Former Projects: Roughnesschants(multi-level aboveground city)

Best summary of Dwarf Fortress:
I'm fairly certain every path in the game leads to some sort of massive execution.

James.Denholm

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Re: Future of the Fortress: The Development Page
« Reply #348 on: July 15, 2010, 02:09:22 am »

Will the addition of a crime tracking and investigation system be integrated into fortress mode? In other words, will random dwarves stop getting hammered (in a bad way) because of production mandate issues?
Yeah, they'll be gettin' smashed instead.

Citation needed.
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Imagine a combination of power goals 44 and 45: The ruler convenes a council of the nobles to appoint you the high priest of the nearby towns. Instead of waiting for them to finish their drinking session, you walk in and crush a goblet while berating their disgusting behaviour and general incompetence.

darkrider2

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Re: Future of the Fortress: The Development Page
« Reply #349 on: July 15, 2010, 02:26:38 am »

Will the addition of a crime tracking and investigation system be integrated into fortress mode? In other words, will random dwarves stop getting hammered (in a bad way) because of production mandate issues?

Why do I see a situation where when a nobles mandate for platinum figurines or whatever isn't fulfilled he/she begins a massive fort wide investigation, detectives barge into peoples rooms while they're asleep, parties are brought to abrupt halts, the everyday working of the fort are slowed to a crawl in the face of this ever pressing matter. Evidence is brought before the court; platinum bars still not turned into figurines, anvils unused, and forging tools still neatly sorted. In the end, the detective can find no-one at fault for the non-production of this item, but he must appease the noble, so he accuses some poor sap with the metalcrafting labor enabled. Hammer-Time.
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zwei

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Re: Future of the Fortress: The Development Page
« Reply #350 on: July 15, 2010, 02:41:04 am »

Will the addition of a crime tracking and investigation system be integrated into fortress mode? In other words, will random dwarves stop getting hammered (in a bad way) because of production mandate issues?

Why do I see a situation where when a nobles mandate for platinum figurines or whatever isn't fulfilled he/she begins a massive fort wide investigation, detectives barge into peoples rooms while they're asleep, parties are brought to abrupt halts, the everyday working of the fort are slowed to a crawl in the face of this ever pressing matter. Evidence is brought before the court; platinum bars still not turned into figurines, anvils unused, and forging tools still neatly sorted. In the end, the detective can find no-one at fault for the non-production of this item, but he must appease the noble, so he accuses some poor sap with the metalcrafting labor enabled. Hammer-Time.

Well, it would be nice if there was actually more than "hammer time" punishment.

Noble banning all parties or other activities he deemed deterrent to production (i.e. no breaks for offender).
Forced draft to army.
Stocks and Prangers.
Conficating criminals property.
Forbiding him consumption of alcohol or such.
Exile (dwarf is escorted to edge of map and then returns in X months or years, if he does not settle elsewhere or die in wilderness).
Forbiding him from having his currently most trained labor enabled for some time.

Basically, making justice interesting.

Orkel

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Re: Future of the Fortress: The Development Page
« Reply #351 on: July 15, 2010, 10:33:38 am »

Will the addition of a crime tracking and investigation system be integrated into fortress mode? In other words, will random dwarves stop getting hammered (in a bad way) because of production mandate issues?

Why do I see a situation where when a nobles mandate for platinum figurines or whatever isn't fulfilled he/she begins a massive fort wide investigation, detectives barge into peoples rooms while they're asleep, parties are brought to abrupt halts, the everyday working of the fort are slowed to a crawl in the face of this ever pressing matter. Evidence is brought before the court; platinum bars still not turned into figurines, anvils unused, and forging tools still neatly sorted. In the end, the detective can find no-one at fault for the non-production of this item, but he must appease the noble, so he accuses some poor sap with the metalcrafting labor enabled. Hammer-Time.

Well, it would be nice if there was actually more than "hammer time" punishment.

Noble banning all parties or other activities he deemed deterrent to production (i.e. no breaks for offender).
Forced draft to army.
Stocks and Prangers.
Conficating criminals property.
Forbiding him consumption of alcohol or such.
Exile (dwarf is escorted to edge of map and then returns in X months or years, if he does not settle elsewhere or die in wilderness).
Forbiding him from having his currently most trained labor enabled for some time.

Basically, making justice interesting.

Exile would be amusing.
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Quote from: madjoe5
Dwarf Fortress: The game in which people place abducted children in a furnace to see what happens.

kiffer.geo

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Re: Future of the Fortress: The Development Page
« Reply #352 on: July 15, 2010, 11:04:08 am »

Will the addition of a crime tracking and investigation system be integrated into fortress mode? In other words, will random dwarves stop getting hammered (in a bad way) because of production mandate issues?

Why do I see a situation where when a nobles mandate for platinum figurines or whatever isn't fulfilled he/she begins a massive fort wide investigation, detectives barge into peoples rooms while they're asleep, parties are brought to abrupt halts, the everyday working of the fort are slowed to a crawl in the face of this ever pressing matter. Evidence is brought before the court; platinum bars still not turned into figurines, anvils unused, and forging tools still neatly sorted. In the end, the detective can find no-one at fault for the non-production of this item, but he must appease the noble, so he accuses some poor sap with the metalcrafting labor enabled. Hammer-Time.

Well, it would be nice if there was actually more than "hammer time" punishment.

Noble banning all parties or other activities he deemed deterrent to production (i.e. no breaks for offender).
Forced draft to army.
Stocks and Prangers.
Conficating criminals property.
Forbiding him consumption of alcohol or such.
Exile (dwarf is escorted to edge of map and then returns in X months or years, if he does not settle elsewhere or die in wilderness).
Forbiding him from having his currently most trained labor enabled for some time.

Basically, making justice interesting.

Exile would be amusing.

Exciled to the surface...
Urist McEverysmith, for the crime of mandate unfullfillment you are sentenced to a year and a day above ground... You may not return to the sweet embrace of the rocks untill either that time has passed... or you have. You will be given one knife and one wine skin and so that no dwarf will allow you refuge before your time is up the date shall be tattooed on your cheek and your beard shorn...

...b-but this fortress is under a scorching desert...

You should have though of that before you failed to make those platinum figures...

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tfaal

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Re: Future of the Fortress: The Development Page
« Reply #353 on: July 15, 2010, 11:05:00 am »

Quote from: Devlog
07/15/2010: I cleaned up a number of training issues today. There was various lingering information that would gum up barracks selection over time, and individual training could interfere with squad barracks selection as well. Some out-of-whack personality effects had far too many soldiers skipping out on their individual practice. Demonstration/training organization has been sped up a great deal, and I fixed another problem with class timers. Civilian jobs should respect attribute growth/maintenance properly now, though we'll have to balance that a bit no doubt. Shell moods are restricted to dwarves with shell fetishes. Goblet/flask construction shouldn't shuffle the metal types anymore.
This is absolutely fantastic news. I can't wait to start working on a proper military.
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I still think that the whole fortress should be flooded with magma the moment you try dividing by zero.
This could be a handy way of teaching preschool children mathematics.

smjjames

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Re: Future of the Fortress: The Development Page
« Reply #354 on: July 15, 2010, 11:08:10 am »

Quote from: Devlog
07/15/2010: I cleaned up a number of training issues today. There was various lingering information that would gum up barracks selection over time, and individual training could interfere with squad barracks selection as well. Some out-of-whack personality effects had far too many soldiers skipping out on their individual practice. Demonstration/training organization has been sped up a great deal, and I fixed another problem with class timers. Civilian jobs should respect attribute growth/maintenance properly now, though we'll have to balance that a bit no doubt. Shell moods are restricted to dwarves with shell fetishes. Goblet/flask construction shouldn't shuffle the metal types anymore.
This is absolutely fantastic news. I can't wait to start working on a proper military.

He also fixed the issue with dead dwarves not getting removed from the military. He said that in the announcement page (after I mentioned it, heh) and he simply forgot to mention it in the devlog.
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Shadowfury333

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Re: Future of the Fortress: The Development Page
« Reply #355 on: July 15, 2010, 01:50:11 pm »

Exciled to the surface...
Urist McEverysmith, for the crime of mandate unfullfillment you are sentenced to a year and a day above ground...

Okay, but maybe there should be something more, especially in a fort like my current one which is almost all above ground. That wouldn't be much punishment.
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Currently Building: Purplesaber (pit mine/anthill/80 z-level wound in the earth)

Former Projects: Roughnesschants(multi-level aboveground city)

Best summary of Dwarf Fortress:
I'm fairly certain every path in the game leads to some sort of massive execution.

Cruxador

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Re: Future of the Fortress: The Development Page
« Reply #356 on: July 15, 2010, 02:39:02 pm »

Exciled to the surface...
Urist McEverysmith, for the crime of mandate unfullfillment you are sentenced to a year and a day above ground...

Okay, but maybe there should be something more, especially in a fort like my current one which is almost all above ground. That wouldn't be much punishment.
You could just banish them to one of the underground layers instead.
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Urist Imiknorris

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Re: Future of the Fortress: The Development Page
« Reply #357 on: July 15, 2010, 03:25:08 pm »

Toady, if you haven't seen this, I must bring it to your attention and ask that you find the cause and/or replicate it.
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Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

FuzzyDoom

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Re: Future of the Fortress: The Development Page
« Reply #358 on: July 15, 2010, 04:37:13 pm »

Toady, if you haven't seen this, I must bring it to your attention and ask that you find the cause and/or replicate it.
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Also bear in mind that dwarves have their heads at a perfect height for a good face-kicking.
That's the great thing about this forum. We can derail any discussion into any other topic.

derekiv

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Re: Future of the Fortress: The Development Page
« Reply #359 on: July 15, 2010, 05:18:17 pm »

Toady, if you haven't seen this, I must bring it to your attention and ask that you find the cause and/or replicate it.
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