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Author Topic: Future of the Fortress  (Read 1202791 times)

Footkerchief

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Re: Future of the Fortress
« Reply #3570 on: January 03, 2012, 01:58:22 am »

I love the idea of random generated clouds of evil as everyone else, but please Toady, keep your focus!

To be fair, he's been talking about material emissions for a while.  This seems to mainly be an issue of making the interaction system consistently respected -- we already had interactions for creature-attached material emission and region-attached zombification, but not region-attached material emission.  Although randomizing the material goes a little beyond that scope.
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Monkeyfacedprickleback

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Re: Future of the Fortress
« Reply #3571 on: January 03, 2012, 02:05:10 am »

I love the idea of random generated clouds of evil as everyone else, but please Toady, keep your focus!
Come on think how awesome it'd be to have a nice fledgling fort going strong and then a wave of faint yellow fog comes creeping in from the east. You don't know what it does so you send a dwarf in toinvestigate. His eyeballs melt his skin rots off and bleeds to death little more then a skeleton. And the he starts to move. So you have to quickly build a hacth cover to seal off your fort to stop the zombie gas from coming in the stair well. or if you are building above ground you have to lock all the doors an make sure the walls a high enough and that no one goes outside into the lethal murk, and a lone crossbowdwarf is stuck atop the highest tower unable to descend as the fatal gloom has penetrated the very fortification meant to protct him. Can you honestly say that isn't worth a week or two of added waiting. Good thing come to those who wait.

-Edit, And what if there were good interactions as well? Like if there was a mist which increased healing by a thousand, and made lost limbs and severed nerves grow back? Imagineif the fog rolled in so you sent your whole population out to get healed. And then A vile force of darkness comes! So you send in the militia and there's a battlefield coated in blood as the everhealing dwarfs and goblins fight and fight severing limbs only to grow them back again.

So i must ask OH Great Toady One will this crazed fever dream of mine ever be a reality?
« Last Edit: January 03, 2012, 02:11:12 am by Monkeyfacedprickleback »
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DG

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Re: Future of the Fortress
« Reply #3572 on: January 03, 2012, 07:09:28 am »

While I like the idea of randomly generated metals, there is a lot of "grey blob" area on this one.

If there was some obvious reason for the randomly generated whatever to be randomly generated, then awesome, but right now it would just kinda suck because they would be pointlessly differentiated.  Who cares if there is another kind of copper in the world?  I suspect the reason that random-minerals-and-metals aren't already included in the game is that before it is worthwhile, they need to be different in some meaningful or useful way.  The gases on the other hand, have syndromes attached to them, so that makes sense already.  Blisterfog and Vomitfog are different.

Could be minor randomisations. Like maybe you have "blue copper" which is exactly the same as copper except that it has a special effect against a specific creature. It needn't be entirely randomized for complete new name, density, hardness, tensile strength etc etc
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MasterMorality

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Re: Future of the Fortress
« Reply #3573 on: January 03, 2012, 07:31:45 am »

Randomly generated mists that sets the wagon on fire and melts badgers?
The 'bugs' that this game produces are awesome on an astronomical level.
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Areyar

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Re: Future of the Fortress
« Reply #3574 on: January 03, 2012, 07:54:09 am »

Randomly generated mists that sets the wagon on fire and melts badgers?
The 'bugs' that this game produces are awesome on an astronomical level.
Nah, they are magical. ;)
--
This "blue copper" only to be found in small structures deep in the earth where they inproson these creatures that are alergic to it's touch?
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Chthonic

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Re: Future of the Fortress
« Reply #3575 on: January 03, 2012, 08:51:29 am »

Randomly generated mists that sets the wagon on fire and melts badgers?
The 'bugs' that this game produces are awesome on an astronomical level.
Nah, they are magical. ;)
--
This "blue copper" only to be found in small structures deep in the earth where they inproson these creatures that are alergic to it's touch?

"Blue copper" is the discount material used by the gods to trap primordial kobolds.
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Jheral

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Re: Future of the Fortress
« Reply #3576 on: January 03, 2012, 10:25:13 am »

Cursed mists sounds awesome, really. Getting major Ravenloft vibes here.  ;D
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LoSboccacc

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Re: Future of the Fortress
« Reply #3577 on: January 03, 2012, 10:30:32 am »

will this 'randomized material' system be tied within the reactions and within the job manager for reactionless workshops?

or are those going to be used just for FB and curses and stuff outside the reach of a fortress?
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Footkerchief

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Re: Future of the Fortress
« Reply #3578 on: January 03, 2012, 11:28:07 am »

will this 'randomized material' system be tied within the reactions and within the job manager for reactionless workshops?

or are those going to be used just for FB and curses and stuff outside the reach of a fortress?

You may have to explain this question a little more.  I'm not sure what "be tied within the reactions and within the job manager" means.
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LoSboccacc

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Re: Future of the Fortress
« Reply #3579 on: January 03, 2012, 11:39:23 am »

will this 'randomized material' system be tied within the reactions and within the job manager for reactionless workshops?

or are those going to be used just for FB and curses and stuff outside the reach of a fortress?

You may have to explain this question a little more.  I'm not sure what "be tied within the reactions and within the job manager" means.

depending on what will be available and how, random metals and stone may affect the fortress jobs.

without considering the availability of random stuff for digging:

bronze colossus leave a stone statue, will 'random metal colossus' leave an usable statue? that is, usable in rooms and in workshop.

magma man leaves obsidian, will 'random molten man' leave usable stone? that is, selectable for use in the stone menu and available in mason/trap/etc workshops

considering the availability of random stuff in layers where it can be dug out:
will those dug stone be available for jobs? will random ores be available for smelting? what will be the use of those smelt ores within the forges? right now, metal using jobs (weapons, armors, anvils, bins) are strictly defined in raws and the job manager allows to create specific metal jobs ("seven iron dagger", but also "smelt copper ore" and alloys)
 
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Fieari

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Re: Future of the Fortress
« Reply #3580 on: January 03, 2012, 12:02:52 pm »

Quote from: Toady One
and incorporation of Baughn's fixes to the SDL stuff

Since Baughn hasn't personally posted on the forums since last May...

Can you post a changelog of his bugfixes?  I'd LOVE to see what is being fixed!
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Kogut

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Footkerchief

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Re: Future of the Fortress
« Reply #3582 on: January 03, 2012, 12:47:46 pm »

http://lmgtfy.com/?q=dwarf+fortress+bug+tracker+changelog

Or more directly: http://www.bay12games.com/dwarves/mantisbt/changelog_page.php
Quote
- 0003246: [TrueType] TrueType: Some dwarves' names are cut off at diacritics, other diacritics are turned into blocks (Baughn) - resolved.
- 0003762: [TrueType] Crash on moving (k) cursor over certain spatters with TrueType (long names?) (Baughn) - resolved.

It's all TrueType fixes AFAIK -- one of them is a significant crash that probably holds our record for most duplicate reports ever.
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caknuck

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Re: Future of the Fortress
« Reply #3583 on: January 03, 2012, 01:24:52 pm »

"You have discovered a vein of uristite! Praise the miners!"
"Wait? What's uristite?"
"It's the ore for toadinium."
"Uh... And toadinium is?"
"It's like lay pewter, but you can make beds out of it."
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Cruxador

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Re: Future of the Fortress
« Reply #3584 on: January 03, 2012, 01:38:05 pm »

This will probably be answered by the devlog before Toady answers questions here, but if burning and melting things isn't intended behavior for the mist, what is it supposed to be doing?
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