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Author Topic: Future of the Fortress  (Read 1205448 times)

Footkerchief

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Re: Future of the Fortress
« Reply #3375 on: December 13, 2011, 10:24:29 pm »

Dungeons ahoy.  I'm not gonna lie, I'm super pumped about the idea of having all kinds of quests and danger within the city boundaries.  Re: objects in the dungeons, I wonder if the criminals will be smart enough to steal high-quality weapons and armor in world gen or if it'll be the usual mess of useless crafts.
« Last Edit: December 13, 2011, 10:45:33 pm by Footkerchief »
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Chthonic

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Re: Future of the Fortress
« Reply #3376 on: December 13, 2011, 10:27:35 pm »

"little coats and caps" made me chuckle.
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monk12

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Re: Future of the Fortress
« Reply #3377 on: December 13, 2011, 10:30:06 pm »

That is adorable and I demand fan art.

Sphalerite

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Re: Future of the Fortress
« Reply #3378 on: December 13, 2011, 10:42:08 pm »

I'm going to mod by kobolds to have little coats and caps anyway now.
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wierd

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Re: Future of the Fortress
« Reply #3379 on: December 13, 2011, 10:43:43 pm »

I think toady should leave the little capes and caps alone!  I imagine the cute little kobolds in cute little black catburgler outfits.

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Neonivek

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Re: Future of the Fortress
« Reply #3380 on: December 13, 2011, 11:09:57 pm »

Goodness this whole thing makes me morbidly curious on what Toady actually spends his donation money on.

But it is probably something boring like food and water.
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MrWiggles

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Re: Future of the Fortress
« Reply #3381 on: December 13, 2011, 11:17:51 pm »

Goodness this whole thing makes me morbidly curious on what Toady actually spends his donation money on.

But it is probably something boring like food and water.

Well, the bigger ticket items are probably easy to figure out. Rent, and web space. Then Soda, then food.

After that, who knows. The New York Times articles described his abode as rather spartan.
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Anatoli

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Re: Future of the Fortress
« Reply #3382 on: December 14, 2011, 12:07:35 am »

Quote
The fewer spontaneously generated objects the better
Why?
For that matter, what does "spontaneously generated objects" mean in this context?
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monk12

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Re: Future of the Fortress
« Reply #3383 on: December 14, 2011, 12:11:49 am »

He means that there shouldn't be items that appear out of nowhere just so there are interesting things down in the sewers. Ideally, every item would come from someplace in worldgen.

Kogut

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Re: Future of the Fortress
« Reply #3384 on: December 14, 2011, 12:11:54 am »

Quote
The fewer spontaneously generated objects the better
Why?
For that matter, what does "spontaneously generated objects" mean in this context?
"objects that were not supposed to be created" - especially as it may be adamantine figurine or whatever else (it is my pure guess).
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Osmosis Jones

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Re: Future of the Fortress
« Reply #3385 on: December 14, 2011, 12:17:03 am »

Quote
The fewer spontaneously generated objects the better
Why?
For that matter, what does "spontaneously generated objects" mean in this context?

Items that are tacked-on; added from nowhere. This is opposed to items that arise from the natural mechanics of play.

A good analogy is the goblin invasions;

The current, spontaneous system has goblin invaders generated on the map boundary; except for the odd leader, they do not exist in the universe prior to the siege.

The planned, emergent system is to have Gobbo McGoblin be born in year X to parents Gobbo McGoblin Snr and Gobbo MsGoblin, of the noble line of McGoblin, train as a pikeman by killing dwarves in a number of clashes with the neighbouring civilisation, the Syrup of Boats, then get summoned to war against you and get thoughly smooshed by a degrinchinator. All of which is viewable in the legends.
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rex mortis

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Re: Future of the Fortress
« Reply #3386 on: December 14, 2011, 12:26:13 am »

Quote
The fewer spontaneously generated objects the better
Why?
For that matter, what does "spontaneously generated objects" mean in this context?

Items that are tacked-on; added from nowhere. This is opposed to items that arise from the natural mechanics of play.

A good analogy is the goblin invasions;

The current, spontaneous system has goblin invaders generated on the map boundary; except for the odd leader, they do not exist in the universe prior to the siege.

The planned, emergent system is to have Gobbo McGoblin be born in year X to parents Gobbo McGoblin Snr and Gobbo MsGoblin, of the noble line of McGoblin, train as a pikeman by killing dwarves in a number of clashes with the neighbouring civilisation, the Syrup of Boats, then get summoned to war against you and get thoughly smooshed by a degrinchinator. All of which is viewable in the legends.
Although, as far as I know, said goblin only becomes a historical figure at the moment it comes to your fortress. It will be taken from existing population pool but all the detailed history will be generated on the spot. Unless the goblin is somebody who had been made a historical figure before.
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Jiri Petru

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Re: Future of the Fortress
« Reply #3387 on: December 14, 2011, 04:06:03 am »


You mentioned in the dev log entry that there were problems with too many bone crafts showing up in the village markets. Have you considered other industrial uses for bones other than as a crafting material, such as bonemeal, or as a secondary material in the pottery industry, such as bone ash?


Or, you know, let them just throw the bones away.
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Zaerosz

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Re: Future of the Fortress
« Reply #3388 on: December 14, 2011, 04:57:56 am »

Quote from: Devlog
And sock-wearing kobolds that have little coats and caps for some reason.
Please don't change this. This is perfect.
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Moddan

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Re: Future of the Fortress
« Reply #3389 on: December 14, 2011, 05:37:19 am »

Quote from: Devlog
And sock-wearing kobolds that have little coats and caps for some reason.
Please don't change this. This is perfect.

Disguising as little children might help stealing stuff from the big races unnoticed.
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