Devlog
[quote] I should be starting the cult work tonight (that is, cleaning a few issues and then making them matter in adv mode). There was an aside where I decided to make the vampire teeth lengthen when they are feeding, which I hadn't settled up to this point. After having their hair fall out by accident and having their faces morph around a bit, I got it working. The appearance/size modifier effects for interactions/syndromes are reasonably general, and there are a few conditions that syndromes can check now (such as drinking blood), so you could add a snake bite now for instance that makes dwarves that haven't had a drink for two years go berserk and grow them three times their normal size and bulge out their eyes. Not that we are putting anything like that in the vanilla game now, and there aren't that many conditions (it's sort of an eclectic mix based on the stuff that is tracked as counters on dwarves), but there are plenty of uses for that kind of thing. Anyway, yeah, vampire cults in adv mode should be fun. More as it goes in.
[/quote]
[quote]so you could add a snake bite now for instance that makes dwarves that haven't had a drink for two years go berserk and grow them three times their normal size and bulge out their eyes. [/quote]
THE POSSIBILITIES
Oh god, I was being chased by bogeymen and a badger came from out of nowhere and distracted a bunch of them, I still died in the end though but it was hilarious.
[QUOTE=sliferz;33250093]Oh god, I was being chased by bogeymen and a badger came from out of nowhere and distracted a bunch of them, I still died in the end though but it was hilarious.[/QUOTE]
I actually had a honey badger rip an arm off of one of them. The rest kicked it to death, though, but damn.
The badger giveth and the badger taketh away.
The modding possibilities in the update are insane.
Badgers are Armok's masters.
[QUOTE=Terminutter;33257529]Badgers are Armok's masters.[/QUOTE]
How'd a badger manage to get on a computer? And learn how to blatantly lie?
[QUOTE=eatdembeanz;33257636]How'd a badger manage to get on a computer? And learn how to blatantly lie?[/QUOTE]
You have clearly never faced an army of giant badgers right on embark.
Limbs everywhere.
[QUOTE=Terminutter;33258174]You have clearly never faced an army of giant badgers right on embark.
Limbs everywhere.[/QUOTE]
Their ability to pass judgement upon ill-prepared groups explains how they have computers?
My starting miner is refusing to dig out my workshop level.
FUCK.
[QUOTE=eatdembeanz;33258538]Their ability to pass judgement upon ill-prepared groups explains how they have computers?[/QUOTE]
Can I pass it onto magic?
I've already setupped an iron industry in the first year of the fortress. Made an high quality statue of "a dwarf surrounded by shoes", now what to make, iron clothes and weapons, or more statues and or furniture?
[QUOTE=sliferz;33250093]Oh god, I was being chased by bogeymen and a badger came from out of nowhere and distracted a bunch of them, I still died in the end though but it was hilarious.[/QUOTE]
The best defense against bogeymen, aside from disabling them at world gen, is to set your attack preference to charge. They are really nimble little asses but 80% of the time a charge attack will send them stumbling giving you opportunity to get the hell out of there.
[QUOTE=Orkel;33247201]
THE POSSIBILITIES[/QUOTE]
I can't wait to science this release now.
[QUOTE=ichiman94;33260313]I've already setupped an iron industry in the first year of the fortress. Made an high quality statue of "a dwarf surrounded by shoes", now what to make, iron clothes and weapons, or more statues and or furniture?[/QUOTE]
Idunno about you, but I leave statues to Stone.
I'd make weapons, but then again iron isn't the best material to have. Better than wood of course, but eh.
Iron armor is perfectly fine for a mid-sized fort. And iron weapons have no problems with the goblin's copper armor.
That reminds me are maces & hammers still shit tier compared to swords and stuff (disregarding the skull piercing brain bug)?
Also, has the old orc mod been updated?
[QUOTE=Zezibesh;33262348]That reminds me are maces & hammers still shit tier compared to swords and stuff (disregarding the skull piercing brain bug)?
Also, has the old orc mod been updated?[/QUOTE]
Maces and hammers are quite devastating if the wielder knows how to use it and is backed up by at least one guy with a piercing/slashing weapon. That's assuming you don't start smashing the spine, jamming ribs into vital organs or pulping their face.
Am I the only one who gets the feeling fortress mode is 'done'? Like Toady is going to focus on the rest of the world and how it affects fortress mode, but fortress mode's gameplay is mostly 'there'?
Also hasn't Toady stated that one day he wants to like blend adventure and fort mode?
[QUOTE=Jawalt;33262591]Am I the only one who gets the feeling fortress mode is 'done'? Like Toady is going to focus on the rest of the world and how it affects fortress mode, but fortress mode's gameplay is mostly 'there'?
Also hasn't Toady stated that one day he wants to like blend adventure and fort mode?[/QUOTE]
Like Fortress mode, Development is never finished until you just keel down and die.
[img]http://gyazo.com/96573f14ca7b90bc5525226928300aaf.png[/img]
The Rare Sword is a rock chest, how in the goddamn.
[QUOTE=Teh Zip File;33223686][IMG]http://i.imgur.com/4AHkX.png[/IMG]
how did this happen i am not good with healthcare
I suppose it doesn't help that I have no soap at all.
[editline]10th November 2011[/editline]
[IMG]http://i.imgur.com/2ACNJ.png[/IMG]
STOP DYING[/QUOTE]
Golden rule of Dwarf Fortress.
Things you want to die have the majority chance of living.
Things you want to live have the majority chance of death.
Toady wants to increase the population cap into the thousands in the far future versions.
[quote]So, if you add things like hill dwarves, it's not just going to be population increases from like seven dwarves to twenty dwarves to forty dwarves, where you still ultimately aren't a player in the world, to where you'd actually be developing hill dwarf populations up into the thousands and that would make you, within the population of the world - which has cities that don't get bigger than eight thousand or so right now - you would be able to draw a military that could have an impact on the world and you could change your goal to, like, 'I want to destroy the goblin civilization finally'. I'm not sure if the difficulty increases necessarily, but the scope of the challenges increases as you get a larger population, and that would become probably the main measure of the challenges. That seems like a gamey thing, but it's also kind of a natural result of the simulation; it is a little strange that your seven dwarves automatically attract so much attention, you know, why do they become the capital almost inevitably if you're working hard, when everyone else should be working hard too and there's a preexisting capital, right, so why does it get replaced? That's one of the big concessions to gaminess that exists in the current version, even, and it's always going to be like that, where the simulation doesn't actually control what's going on, you do have to think about it as a game, ultimately, because people have to play it. I think that the point that those guys brought up is an important one, that we are going to have a lot of the game progression mechanics things, but it should all flow naturally through the simulation, to the point where it doesn't really disturb it at all, for people who are just playing to see a story or to build something. I think that might be the last point I wanted to bring up.[/quote]
[QUOTE=Orkel;33269404]Toady wants to increase the population cap into the thousands in the far future versions.[/QUOTE]
He's got a point, why does my hold earn the ire of the goblin nations simply due to my exeptionally smooth walls with pictures of honey badgers destroying civilisation?
Would be interesting to see the result of a 1000 strong goblin "world changing" force come across your hold in his quest for world domination.
I want helms deep - dwarven edition.
Military management is gonna be so much [I]fun[/I] if he keeps this system in a 8000 dwarf fort.
Yeah, I can't wait to have thousands of dwarves in my fortress but when the time comes I'd probably have to trade in my hovercar for a processor that could handle it.
Military formations fuck yeah
Most of those would be abstracted, right? I would really like to manage a giant dwarven hive-city but I on't think any computer could handle 8,000 dorfs running around and dieing.
[QUOTE=MrBob1337;33270320]Most of those would be abstracted, right? I would really like to manage a giant dwarven hive-city but I on't think any computer could handle 8,000 dorfs running around and dieing.[/QUOTE]
Not yet, that is. It'll likely be years before he releases such a version, would expect PCs to advance nicely during that period.
Or he'll overhaul the AI pathing to be less resource-intensive.
[QUOTE=Orkel;33270339]Not yet, that is. It'll likely be years before he releases such a version, would expect PCs to advance nicely during that period.
Or he'll overhaul the AI pathing to be less resource-intensive.[/QUOTE]
I would think he would have to optimize the hell out of the code and potential make the game use more than one core.
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