Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 275 276 [277] 278 279 ... 298

Author Topic: Future of the Fortress  (Read 1204485 times)

Jacob/Lee

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #4140 on: January 31, 2012, 08:20:34 pm »

Beware the Zombie Teeth; they are like stepping on a lego brick on the way to the bathroom at 3 am.

Jacob/Lee has given into pain!

NobodyPro

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #4141 on: January 31, 2012, 10:46:20 pm »

Creatures that can hide? Awww yeaah!
Logged

MaskedMiner

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #4142 on: February 01, 2012, 12:35:03 am »

If new release is released sooner than I expect, I shall worship Toady as a god  :P *gets struck by a lightning*
Logged

werechicken

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #4143 on: February 01, 2012, 02:49:09 am »

I wonder how many people will start building their refuse stockpile next to a magma source. I mean in most games I've usually got around 50 rotting goblin and troll corpses stored there.
 
Logged

Murphy

  • Bay Watcher
  • Lazy half-ass
    • View Profile
Re: Future of the Fortress
« Reply #4144 on: February 01, 2012, 03:39:53 am »

I can't recall any zombie lower halfs from any other games/movies I've seen. On many, MANY occasions in other games you'll strike down a zombie only to have the top half come crawling after you, but I've never seen a lower half hop up and run into things. I guess that's the big reason, what in the world would a lower half actually DO? I can't imagine they'd kick too hard since they have little to no weight behind em so unless they'd... throw their innards or something the only other possible attacks would require immediate brain bleach.
Footstomp. It hurts. Less so with only the weight of a half-person, but still.
Logged

FoiledFencer

  • Bay Watcher
  • keepin' it feudal.
    • View Profile
Re: Future of the Fortress
« Reply #4145 on: February 01, 2012, 03:53:32 am »

I wonder how many people will start building their refuse stockpile next to a magma source. I mean in most games I've usually got around 50 rotting goblin and troll corpses stored there.

I was thinking of making a drawbridge system so you can seal the stockpile off and release the contents when a siege comes around. Of course, that might not strictly speaking solve the problem of zombiefied body parts, but boy, it sounds like it might be fun.
Logged
"Lithrushâst Kúdlizat: Fetidfur, the slick notch, a grizzly bear leather loincloth. All craftsdwarfship is of the highest quality. It is studded with zinc, decorated with grizzly bear leather and encircled with bands of grizzly bear leather. This object menaces with spikes of grizzly bear leather."

daishi5

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #4146 on: February 01, 2012, 07:13:03 am »

I wonder how many people will start building their refuse stockpile next to a magma source. I mean in most games I've usually got around 50 rotting goblin and troll corpses stored there.

I just learned that if I set it so that corpses are not kept, my dwarves will dump goblin corpses and won't dump dwarven corpses.  Since I already set my garbage dumps to go into magma, I should be set.  I learned this because I was trying to build completely underground fortresses, and this solved my problem with huge piles of rotting goblin corpses that I was needing to constantly atom smash.  I would guess something similar will be setup in most fortresses in the future.  I have a couple ideas in mind that don't require magma, like an automatically flushing sewer system that automatically dumps all the corpses in a deep pit. 

I have also been trying to use teachers to train up new military dwarves, and even with grand master teachers, the learning speed is abysmally slow.  Do we know if Toady is planning to change how the teacher skill works?  And in the future, do we know if dwarves will be able to use the teacher skill to pass on skills other than military ones?
Logged

MrWiggles

  • Bay Watcher
  • Doubt Everything
    • View Profile
Re: Future of the Fortress
« Reply #4147 on: February 01, 2012, 07:20:28 am »

I have also been trying to use teachers to train up new military dwarves, and even with grand master teachers, the learning speed is abysmally slow.  Do we know if Toady is planning to change how the teacher skill works?  And in the future, do we know if dwarves will be able to use the teacher skill to pass on skills other than military ones?

No word on changing the teaching skill. Though it'll probably get changed indirectly when the Dorfs personalities are rewritten.

As for teach being used for other skills, nothing stated directly, more like general yes.
Logged
Doesn't like running from bears = clearly isn't an Eastern European
I'm Making a Mush! Navitas: City Limits ~ Inspired by Dresden Files and SCP.
http://www.bay12forums.com/smf/index.php?topic=113699.msg3470055#msg3470055
http://www.tf2items.com/id/MisterWigggles666#

Caldfir

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #4148 on: February 01, 2012, 01:00:37 pm »

I have also been trying to use teachers to train up new military dwarves, and even with grand master teachers, the learning speed is abysmally slow.  Do we know if Toady is planning to change how the teacher skill works? 
To my recollection, the teaching skill is fairly effective, but the dwarves doing the teaching also need to have a high skill to teach, and need to be dutiful.  Dwarves without a sense of duty just never bother to organize training.  In my experience there isn't a faster way to train weapon skills than teachers (danger rooms and sparring don't seem to do as well), though armor and defensive skills seem quite slow. 

Also, how on earth did you get grand master teachers?
Logged
where is up?

Neonivek

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #4149 on: February 01, 2012, 01:17:54 pm »

Well there are quite a few changes that still need to be done with skills.

For example a difference between "Casual" and "Hard" effort. That way you don't get a fortress of Legendary Comedians just because someone attends a lot of parties (we all know there are some pretty poorly socialised people who go to all the parties)

Talent and Plateuing: Even though EXP required to level up increases... in the end it isn't sufficient. While this is a "Epic" world where even talentless hacks can become truely talented if they put enough work into it... it doesn't seem to reflect the amount of hard work it can take to push past barriers... nor does it make a blacksmith who "Spent 40 years mastering his technique" sound impressive... just lazy.
Logged

daishi5

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #4150 on: February 01, 2012, 03:29:32 pm »

I embarked with two fifth level teachers, with one level in fighting skills like axe dodge and shield.  They sparred till they were legends then I gave each one a squad of skill-less dwarves. After the squad skills up, rotate in a new group of newbies.  I was trying to see if a legendary teacher was a viable training option compared to sparring.  They really didn't even seem close.
Logged

Untelligent

  • Bay Watcher
  • I eat flesh!
    • View Profile
Re: Future of the Fortress
« Reply #4151 on: February 01, 2012, 04:10:39 pm »

After the release, can we get another new Future of the Fortress thread? All the ellipses to click to get to the second-to-last page is starting to get excessive again.
Logged
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.

scriver

  • Bay Watcher
  • City streets ain't got much pity
    • View Profile
Re: Future of the Fortress
« Reply #4152 on: February 01, 2012, 04:45:28 pm »

Just press the "new" sign, it takes you to the oldest unread message. Or just open up the last page and go from there instead.
Logged
Love, scriver~

Untelligent

  • Bay Watcher
  • I eat flesh!
    • View Profile
Re: Future of the Fortress
« Reply #4153 on: February 01, 2012, 05:50:15 pm »

Yeah, but I like going to the page I was on last first. Oh, didn't know that about the New button

In any case, there's precedent for it. Toady's restarted the thread at least twice in the time I've been here.
Logged
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.

Rockphed

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #4154 on: February 01, 2012, 05:58:21 pm »

Yeah, but I like going to the page I was on last first. Oh, didn't know that about the New button

In any case, there's precedent for it. Toady's restarted the thread at least twice in the time I've been here.

During the time it took to make DF2010 there was at least one FotF thread created, possibly 2.  I think this is the 2nd since that thread.  So I have seen 4 of them, plus or minus 1.  Probably a third of posts in this thread are to follow it(some are cleverly disguised as legitimate posts.  he he he)
Logged
Only vaguely. Made of the same substance and put to the same use, but a bit like comparing a castle and a doublewide trailer.
Pages: 1 ... 275 276 [277] 278 279 ... 298