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Author Topic: Future of the Fortress  (Read 1205224 times)

MrWiggles

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Re: Future of the Fortress
« Reply #3270 on: December 10, 2011, 07:25:10 am »

Thanks for the answers Toady!
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Kogut

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Re: Future of the Fortress
« Reply #3271 on: December 10, 2011, 08:33:27 am »

Thanks for answers!

They only feed on sleeping people, and the vampires don't sleep.  So they'd have to wait for dinner to move in.  Then they'd probably go a bit piranha on it when it decides to sleep.

So it is possible to find vampires by creating bedrooms, without assigning. Wait. Dwarves without claimed ones are vampires. Is it a intended behaviour? Maybe vampire also should claim bedrooms? Or maybe it is somehow predicted but not mentioned.
« Last Edit: December 10, 2011, 02:38:44 pm by Kogut »
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freeformschooler

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Re: Future of the Fortress
« Reply #3272 on: December 10, 2011, 08:42:12 am »

Wow, look at those interaction scripts :o I guess .26/.32 will be the first time I have to really take up DF modding.
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Greiger

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Re: Future of the Fortress
« Reply #3273 on: December 10, 2011, 09:10:30 am »

So it is possible to find vampires by creating bedrooms, without assigning. Wait. Dwarves without claimed ones are vampires. Is it a intended behaviour? Maybe vampire also should claim bedrooms? Or maybe it is somehow fixed but not mentioned.

Yay! a reason to provide private housing for everyone! 

Bromek McBookeeper didn't claim a bedroom!  To the magma chamber! 
"Wait I just haven't gotten tired yet!  I took a nap before they were designated Auuugh!"
"If he lives he's a vampire and we need to kill him, if he burns he was a vampire and we get to skip a step and go get some mead early."
"But sir, are vampires immune to magma?"
"Looks like the answer is.....no.   Whelp time to see what Totallynotavampire McBrewer brewed up for us today."
Thanks Toady!
« Last Edit: December 10, 2011, 09:17:58 am by Greiger »
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MrWiggles

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Re: Future of the Fortress
« Reply #3274 on: December 10, 2011, 09:19:46 am »

Thanks for answers!

They only feed on sleeping people, and the vampires don't sleep.  So they'd have to wait for dinner to move in.  Then they'd probably go a bit piranha on it when it decides to sleep.

So it is possible to find vampires by creating bedrooms, without assigning. Wait. Dwarves without claimed ones are vampires. Is it a intended behaviour? Maybe vampire also should claim bedrooms? Or maybe it is somehow fixed but not mentioned.

I believe, the Disguise that the vampire portray make them seem normal. They'll walk normal dorf speed, for instance. They'll probably fake sleep too. Or at least, idle in their bed.
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Lofn

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Re: Future of the Fortress
« Reply #3275 on: December 10, 2011, 09:23:05 am »

It's always really nice to see details like these raws, so thank you very much for posting them - as a modder, I'm very very excited about this release. :D
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Knight Otu

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Re: Future of the Fortress
« Reply #3276 on: December 10, 2011, 09:31:48 am »

Thanks Toady! :D

Hmm, does this
Quote
      [IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_death.txt]
mean that at least some of data/speech is moved into a subfolder of raw/objects? Would be nice if that's the case.

Didn't see anything explicitly about the towers and writing books in the sample (I guess the above might be, but that seems to be solely about passing on the secret), but maybe it's part of the secret_goal or something.
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Jiri Petru

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Re: Future of the Fortress
« Reply #3277 on: December 10, 2011, 10:05:19 am »


Here is the current village output: schematic, tiles

(And a huge talk about maps, villages and towns.)


First of all, thanks for the exhausting response and the pictures! The village looks great, actually. I was afraid it would end up with the houses scattered randomly all around the map, but they're actually keeping together very well. I love it!

I guess my issue was seeing the farm houses scattered around randomly on the town maps. I guess they were using some kind of separate, town logic for their placement? Anyway, as you've said, the problem will disappear once towns can merge with outlying villages properly, and I can imagine it will create some interesting shapes. I'm excited for that, although it won't likely come soon.

Now if only some of those dirt roads were realised as hedges, and it would be perfect. But I understand you can't do everything at once. Now that I know you are aware of that and are planning to address it some day in the future, I'm perfectly satisfied. Thanks once more for the response and congratulations on the village/town code. It looks really rigid.
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Vattic

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Re: Future of the Fortress
« Reply #3278 on: December 10, 2011, 10:50:55 am »

With fairly large towns being in the next release are there plans to have certain non-domestic animals appear in and under them? Rats, pigeons, and cockroaches being some of the obvious ones. Perhaps new BIOME tokens are in order?

Killing giant rats in some poor NPCs basement as an early quest seems appropriate even if a little clichéd.
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Mel_Vixen

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Re: Future of the Fortress
« Reply #3279 on: December 10, 2011, 11:25:52 am »

With fairly large towns being in the next release are there plans to have certain non-domestic animals appear in and under them? Rats, pigeons, and cockroaches being some of the obvious ones. Perhaps new BIOME tokens are in order?

Killing giant rats in some poor NPCs basement as an early quest seems appropriate even if a little clichéd.

IIrc there are already cockroaches and rats as vermin and they have tendency to hover around food and trashstockpiles in dwarfmode. I guess they could be expanded to Adv-mode. Pidgeons are a bit harder since they were actually breed for food and eggs.

Cities as "biomes" would be nice. Foxes, raccoons and many other woodland-critters (including the evil chrismas kind) feel at home in this places because of the free food and the free lodging. For pedgeons its actually mostly the later. They are cliff-dwellers and a 2 storyhouse looks like a good cliff for them XD. Saying that i atleast would be for some new biomes like "cliffs" but i am a friend of micro-biomes anyway.

I dont know if Pest-control should be a appropriate "Quest" but you could earn some money as "Rat-catcher", iirc. some cities paid you good money for each rat-tail you brought in. Day labor in general would be a good way to make small quantities of money if needed.



Anyway thank you toady for answering all our questions :)
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SuicideJunkie

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Re: Future of the Fortress
« Reply #3280 on: December 10, 2011, 01:22:38 pm »

When the shopkeepers start calling out to sell their wares, will they also shout out a warning if they see you're about to leave without paying?  (not sneaking)
Seems to me that it is much too easy to accidentally walk out with unpaid merchandise.  A player conscience ("you feel uneasy about the $iron whip$") could also be nice as a warning.
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Eктωρ

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Re: Future of the Fortress
« Reply #3281 on: December 10, 2011, 01:40:39 pm »

I wuv you Toady.
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i2amroy

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Re: Future of the Fortress
« Reply #3282 on: December 10, 2011, 02:33:30 pm »

Sweet! Interaction tags! This already looks like it's going to be awesome some of the modding capabilities out there. I earnestly look forward to the next release.
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Urist McCheeseMaker

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Re: Future of the Fortress
« Reply #3283 on: December 10, 2011, 03:02:39 pm »

I noticed that any undead-ed creature's strength and toughness are reset to a range from 300 to 1000. Would there be a way to make it multiply current values instead, or perhaps abide by a minimum value so that undead rats are as nasty as undead rats should be?
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Neonivek

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Re: Future of the Fortress
« Reply #3284 on: December 10, 2011, 03:04:11 pm »

"I don't remember now if there was a reason any more compelling than thinking a foot twitching around was unscary.  Or a lower/upper body with nothing else attached.  A lower body with two legs is probably okay, but you might as well allow everything at some point.  It might be revisited when there's pulping."

Toady I think it was more so you don't have an excessive explosion of raised parts that confuses the AI and slows the game down. As it is technically possible to have creatures explode into their individidual components.

So limiting it to include only meaningful parts and deciding that it is any mouth or grasp was likely part of that strategy.

Also dang are Bridges dangerous in Fairytales.

If it isn't Bandits, Bridges breaking, or a lone soldier waiting for one last duel... It is Trolls, Fairies, and murderous ghosts.
« Last Edit: December 10, 2011, 03:39:35 pm by Neonivek »
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