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Author Topic: Future of the Fortress: The Development Page  (Read 1610223 times)

jellsprout

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Re: Future of the Fortress: The Development Page
« Reply #3195 on: January 26, 2011, 05:25:14 am »

If the Elves are seeing anything different from red, you are doing something wrong.
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Rose

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Re: Future of the Fortress: The Development Page
« Reply #3196 on: January 26, 2011, 05:26:44 am »

hey, them seeing cyan is an okay way to go about things..

they tend not to live long enough to see red.
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Mel_Vixen

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Re: Future of the Fortress: The Development Page
« Reply #3197 on: January 26, 2011, 05:57:21 am »

Well they have that obsession with that red meat ... iirc it was some kind of pork.
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MrWiggles

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Re: Future of the Fortress: The Development Page
« Reply #3198 on: January 26, 2011, 07:06:33 am »

I do love Elven SPLAN,

Spice Long Ham.
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PTTG??

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Re: Future of the Fortress: The Development Page
« Reply #3199 on: January 26, 2011, 11:06:07 am »

Most DF players see everything from infradead to ultraviolent.
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Urist Imiknorris

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Re: Future of the Fortress: The Development Page
« Reply #3200 on: January 26, 2011, 12:17:09 pm »

Most DF players see everything from infradead to ultraviolent.

To the tag line thread.
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Rexfelum

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Re: Future of the Fortress: The Development Page
« Reply #3201 on: January 26, 2011, 01:35:50 pm »

Most DF players see everything from infradead to ultraviolent.

To the tag line thread.

To The Hitchhiker's Guide to the Galaxy.

--Rexfelum
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The Merchant Of Menace

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Re: Future of the Fortress: The Development Page
« Reply #3202 on: January 26, 2011, 01:51:02 pm »

To Business!!!
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PTTG??

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Re: Future of the Fortress: The Development Page
« Reply #3203 on: January 26, 2011, 02:04:30 pm »

To the moon, Alice.
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Mantonio

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Re: Future of the Fortress: The Development Page
« Reply #3204 on: January 26, 2011, 03:20:57 pm »

I'm assuming questions are still posted here.

Are there any plans for better animal control? Maybe something where dwarfs will actively remove animals from an area where they're not allowed?

Because it seems that no matter how many non-pet passable doors I put down they always get through eventually, and it's such a pain to remove them. It's such an annoyance that I no longer stop the spikes in my Danger Room (a triple non-pet passable doored Danger Room at that) if an animal wanders into it, and I'm sure that's not the response I'm supposed to have.
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G-Flex

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Re: Future of the Fortress: The Development Page
« Reply #3205 on: January 26, 2011, 04:04:48 pm »

Because it seems that no matter how many non-pet passable doors I put down they always get through eventually

There's an even greater problem with pet-impassable doors: Animals still try to path through them. They won't make it through, of course, but they'll think they can, and so you'll get some pretty significant lag if there are a lot of animals constantly pathfinding out of an area they can't actually get out of.
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Re: Future of the Fortress: The Development Page
« Reply #3206 on: January 26, 2011, 04:40:29 pm »

I'm assuming questions are still posted here.

Are there any plans for better animal control? Maybe something where dwarfs will actively remove animals from an area where they're not allowed?

Because it seems that no matter how many non-pet passable doors I put down they always get through eventually, and it's such a pain to remove them. It's such an annoyance that I no longer stop the spikes in my Danger Room (a triple non-pet passable doored Danger Room at that) if an animal wanders into it, and I'm sure that's not the response I'm supposed to have.

I don't have a quote, but I thought that maybe this next version has a sort of "animal containment" zone option? Like a pasture-type dealy. Or maybe that was for a release after this next one or something.
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Urist Imiknorris

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Re: Future of the Fortress: The Development Page
« Reply #3207 on: January 26, 2011, 04:43:13 pm »

Yep. Pastures are in for grazing animals to do their thing. IIRC, Toady also said that they would tend to stay there, given that it is a food source for them.
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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!

Knigel

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Re: Future of the Fortress: The Development Page
« Reply #3208 on: January 26, 2011, 06:36:34 pm »

Yep. Pastures are in for grazing animals to do their thing. IIRC, Toady also said that they would tend to stay there, given that it is a food source for them.

Fences for livestock (specifically for adventurers raising them) is listed under goals, but I don't remember Toady mentioning he's started implementing it.
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Acanthus117

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Re: Future of the Fortress: The Development Page
« Reply #3209 on: January 26, 2011, 06:38:54 pm »

The only thing I really want right now is to be able to make wearable clothing in adv mode.
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