Tuxedo Catfish posted:Did he abstract breeding such that animal populations will re-populate in fortress mode instead of being hunted to extinction in a matter of years? That sounds familiar.
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# ? Jun 7, 2014 10:11 |
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# ? May 25, 2024 14:13 |
He did. That bit got done in last September. Fishing a lake barren was the biggest problem, but all the other animal populations regenerate themselves too.
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# ? Jun 7, 2014 13:58 |
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Invaders can climb and jump now so that by itself is going to go a long way to shaking up fortress designs. That plus being able to give the AI control of your fort are going to do more than people think.
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# ? Jun 7, 2014 14:46 |
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Has anyone come up with a strategy to cope with climbing invaders yet? I forget the details of how it works.
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# ? Jun 7, 2014 14:59 |
Lawman 0 posted:Has anyone come up with a strategy to cope with climbing invaders yet? I forget the details of how it works. Two levels high walls with overhang on the third? What might be more problematic is if you like carving your entrance into a mountainside and build a couryard out front, you'll need to be extra careful about not leaving any entrances from above.
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# ? Jun 7, 2014 15:29 |
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Lawman 0 posted:Has anyone come up with a strategy to cope with climbing invaders yet? I forget the details of how it works. Outer wall, lava moat, inner wall (beyond jumping distance) Lava solves everything.
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# ? Jun 7, 2014 16:10 |
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Gibbo posted:Outer wall, lava moat, inner wall (beyond jumping distance) It especially solves the problem of overpopulation and general population in your fortress.
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# ? Jun 7, 2014 16:16 |
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Michaellaneous posted:It especially solves the problem of overpopulation and general population in your fortress. I prefer to think of it as FPS optimization.
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# ? Jun 7, 2014 16:17 |
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Gibbo posted:I prefer to think of it as FPS optimization. A drawbirdge is a FPS optimization.
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# ? Jun 7, 2014 16:21 |
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Michaellaneous posted:A drawbirdge is a FPS optimization. The opposite. Everything destroyed by drawbridges still exists in a weird way, and remains a FPS drain.
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# ? Jun 7, 2014 16:47 |
I honestly don't know anymore. I found something in Bay12 a month or so ago that said the complete opposite.
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# ? Jun 7, 2014 16:48 |
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TOOT BOOT posted:I wish we got at least one big thing for Fortress mode like guilds or a magic system or religion or something. There's this: quote:• Player fortresses can now be non-destructively retired.*
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# ? Jun 7, 2014 16:53 |
Lawman 0 posted:Has anyone come up with a strategy to cope with climbing invaders yet? I forget the details of how it works. I forget the specifics but hasn't Toady said there's going to be some sort of wall that isn't climbable? Like... block walls or something?
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# ? Jun 7, 2014 19:28 |
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hailthefish posted:I forget the specifics but hasn't Toady said there's going to be some sort of wall that isn't climbable? Like... block walls or something? I think he said smooth walls (smoothed natural or constructed from blocks) can't be climbed (or are much harder to climb?) and rough walls can.
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# ? Jun 7, 2014 20:27 |
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TOOT BOOT posted:That feature list for the release seems so underwhelming for 2 years work A lot of it is extremely summarized & misses some features outright, which makes it look pretty short on paper. Also he's kinda sliding over to his actual main goal with Dwarf Fortress, simulating a fantasy world, which apparently is way more work than throwing things into fortress mode.
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# ? Jun 7, 2014 21:43 |
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woytaz posted:I think he said smooth walls (smoothed natural or constructed from blocks) can't be climbed (or are much harder to climb?) and rough walls can. I can't believe I've never thought of just digging out my outdoor walls instead of taking the time to construct them.
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# ? Jun 8, 2014 00:19 |
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ful posted:I can't believe I've never thought of just digging out my outdoor walls instead of taking the time to construct them. Oh jesus I feel retarded now
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# ? Jun 8, 2014 00:26 |
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ful posted:I can't believe I've never thought of just digging out my outdoor walls instead of taking the time to construct them. I engrave the outer wall from the entrance to 2 z-levels above it, because I like the mental image of an approaching group of traders or immigrants spotting the massive carved wall in the distance.
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# ? Jun 8, 2014 00:38 |
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My plan for an unclimbable fortress would be to minimize overground presence to a small square and a set of towers slightly outside each wall accessible only through underground tunnels with inward facing fortifications and filled with marksdwarves. Excuse the terrible mspaintness:
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# ? Jun 8, 2014 01:44 |
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play with aquafers on, watch digging goblins drown as they try to dig past it to your fort main entrance moved from surface to just below aquifer, no walls to climb.
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# ? Jun 8, 2014 01:46 |
IT'S OUT! ahaaa gently caress you idiots of course it's just a devlog that's outToady One posted:Here's a video interview I did with Matt Mirrorfish for his NewbQuest project: page with audio and video. Everything continues to proceed apace. Various dwarfy map fixes and dwarfy position fixes and so on, concerning magma smelters and not needing a bookkeeper in every hill settlement, that sort of thing.
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# ? Jun 8, 2014 02:42 |
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scamtank posted:I wonder if the game has become odd. Noooo, Toady. Dwarf Fortress is the sanest, most normal game project in the history of mankind. Absolutely nothing odd here. Move along.
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# ? Jun 8, 2014 12:40 |
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Would carving out a channel and then building walls on the "close" side of the channel be enough to keep out climbers? Or will they jump down into the ditch and climb the dirt wall there and then the stone wall?
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# ? Jun 8, 2014 16:18 |
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Asehujiko posted:My plan for an unclimbable fortress would be to minimize overground presence to a small square and a set of towers slightly outside each wall accessible only through underground tunnels with inward facing fortifications and filled with marksdwarves. Bastions not bunkers, I believe
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# ? Jun 8, 2014 16:40 |
TremendousMajestic posted:Would carving out a channel and then building walls on the "close" side of the channel be enough to keep out climbers? Or will they jump down into the ditch and climb the dirt wall there and then the stone wall? For the same trouble, you might as well just line the moat walls with slick limestone bricks. You go down, but you don't come up!
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# ? Jun 8, 2014 16:52 |
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scamtank posted:IT'S OUT! ahaaa gently caress you idiots of course it's just a devlog that's out Dwarf Fortress : Eventually people will have to develop more sense about their life goals.
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# ? Jun 8, 2014 17:11 |
The previous animations reminded me of this old one: https://www.youtube.com/watch?v=q1kBedai-rk
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# ? Jun 8, 2014 17:16 |
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TOOT BOOT posted:I wish we got at least one big thing for Fortress mode like guilds or a magic system or religion or something. I would be happy if I could build temples and queue throwing a party (festivals) or just burning a witch to boost morale.
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# ? Jun 10, 2014 03:36 |
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Tuxedo Catfish posted:Did he abstract breeding such that animal populations will re-populate in fortress mode instead of being hunted to extinction in a matter of years? Or fish? Do fish not die off anymore??
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# ? Jun 10, 2014 03:37 |
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TremendousMajestic posted:Would carving out a channel and then building walls on the "close" side of the channel be enough to keep out climbers? Or will they jump down into the ditch and climb the dirt wall there and then the stone wall? Surely if its deep enough they'll be too crippled to climb?
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# ? Jun 10, 2014 13:14 |
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Suicide Sam E. posted:I would be happy if I could build temples and queue throwing a party (festivals) or just burning a witch to boost morale. This is a good idea. Public executions are dwarfy as gently caress.
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# ? Jun 10, 2014 13:18 |
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Suicide Sam E. posted:I would be happy if I could build temples and queue throwing a party (festivals) or just burning a witch to boost morale. dragon_pamcake posted:This is a good idea. Public executions are dwarfy as gently caress. I've never liked the idea of executing my own dwarves, but goblins and other enemy prisoners are all fair game of course. I think my next fortress's dining room will have a set of dining tables arranged to surround a circular clear glass wall, inside of which is a 2/7 depth of magma, into which all captured prisoners are dropped from one Z-level above so that they don't die from the fall but instead are burned alive. Something like this: pre:ccccccc c TTTTTTT c TTTXXXXXTTT cTTTXXX XXXTTTc cTXXX XXXTc TX XT cTTX XTTc cTXX XXTc cTX XTc cTX MAGMA XTc cTX XTc cTXX XXTc cTTX XTTc TX XT cTXXX XXXTc cTTTXXX XXXTTTc TTTXXXXXTTT c TTTTTTT c ccccccc c=chair T=table X=clear glass wall
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# ? Jun 10, 2014 16:57 |
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That's..... beautiful. I am now forced to steal your idea for my next fort, though I'll probably gently caress it up and flood the fort with magma.
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# ? Jun 10, 2014 18:53 |
Jazzimus Prime posted:I've never liked the idea of executing my own dwarves, but goblins and other enemy prisoners are all fair game of course. Urist McMuncher cancels Eat: Interrupted by melting goblin pikeman. ...Is what it would say if you used clear glass windows. Walls are opaque no matter what material you make them from.
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# ? Jun 10, 2014 19:44 |
Exactly the point. You do want people to enjoy their meals without running scared.
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# ? Jun 10, 2014 19:55 |
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So we should have the next version by July then? Cool, can't wait to play the playable release in February!
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# ? Jun 10, 2014 20:04 |
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So my first game with the updated Masterwork version is already turning out to be batshit insane. Trigger warning for . So I made a world using the Icy Myr setup. Meaning ninety percent of the world is a deadly icy hellhole that can barely support life above ground. Then I chose the warlocks as my starting civ since their showstopping bugs are fixed. Poking around the world gen records I exported I discovered the last warlock civ had one place left to their name. It was a tomb at the far edge of the map surrounded by some of the coldest and most inhospitable places possible. Interspersed throughout the world history were 75 warlocks, all of which I assume were immortal and extremely badass. So I figured this must be the hub of their activity, being that they need some place to group up at. So I show up with like 50 prisoners and the usual starters, along with 3 black monoliths to raise the dead and 3 control pylons to control them. I expected to see a lot of friendly warlocks and their thralls when I showed up. What I got was a bit different. The first thing I noticed that the place was completely deserted. The second was that the layout of the place was odd. There were five towers. One massive one, and four symmetrically placed at each corner. Each of the symmetrically placed towers was literally layered with succubus bones, like some sort of great siege or something happened here way back. The whole thing was pretty odd looking, but I shrugged it off as the place not being visited by any major figures since whatever had murdered everything rampaged through the place. Upon entering the tower though, things got a bit crazy as several things happened almost at once. The first thing was that a group of wandering gnolls followed my prisoners (Who were hauling the food to an interior location.) inside to try and snack on them. The second was that something simply appeared in the main hall I had designated as a meeting place. That something was a loving zombified deity by the name of Also, the zombified deity turned out to have several traits. One of which is that anything that died near it was reanimated to hunger for the flesh of the living. Cue dozens of severed limbs strangling the life out of everyone but the warlocks, who just kind of looked on while bemused and confused as to what the gently caress was happening, before going back to pasturing the control pylons in the central tower to get it and the horde of newly created zombies under control. So since I have a zombie proto-dragon-god rolling around the place, gulping down the mortal races, I figured i'd check to see just whose god this is. This is what I found in my Warlock civ's file: quote:The Decisive Spew, Warlocks The tomb wasn't the base of operations for the last of the warlocks. It was something far different. It was the Dwarf Fortress equivalent of a structure sized weapon of mass destruction designed to last over the span of centuries. It turns out the last of the warlocks died a long time ago in a great war with a succubus nation called the Cancerous Vices (Also, at the implications behind that name.). Instead, this tomb was their last great work. Their greatest leaders and gods were entombed in it after their deaths, presumably to await the day that some necromancer would come along to resurrect them. All it would have taken is one necromancer walking through the front door and they'd have at least one unstoppable god at their command. Unfortunately since they were wiped out not long after that never happened. The place is built like the climax of some sort of cliche RPG. It's situated in the most hostile place in the game world, contains enough high end weapons to ruin a civilization, and every latter day general and would be god in their civilization is entombed somewhere in its depths. To put it in perspective how crazy this place is, Heyl alone has almost one thousand and six hundred kills to his name. Three hundred or so of which were major historical figures in the generated world. In the closing days of the extinction of the warlocks he apparently bumrushed the Cancerous Vices' capital and murdered every single loving thing there except for a frost giant that died soon after. In fact, given that I can't make a character in their nation, I believe he and the other gods actually succeeded in wiping them out as a last gently caress you to them destroying their civilization. It turns out those succubus skeletons weren't some sort of weird decoration choice, they were the last of the civilization getting burnt to the loving ground by the tomb's last defenders. Who apparently fought to the last man to defend their fallen gods after both sides trekked through one of the most lethal regions in the game. And if you're wondering why both sides were finally wiped out in that last fight, consider that the Cancerous Vices had this weird fetish where they'd dig up the corpses of their enemies, mutilate them, and then add them to totem poles in their cities. So when they showed up at the last bastion of the warlocks, now almost solely populated by their mortal slaves and servants, the last few dozen of them got slaughtered in the ensuing siege. At which point everything there either died during the siege, or died of starvation and exposure not long after from being in a icy wasteland with no food. Which as a side note explains the bones and unlooted treasure too. Apparently my warlocks were the first people to reach the place after the battle between the two death cults/civilizations/whatever wiped each other out in one final glorious orgy of violence. They placed it so well that nothing mortal (Something most golden age races are.) could reach it without dying horribly. So after all that, cue a thousand years later. I just resurrected one of the first of the oldest gods in the game via a buffet of slaves (His specific dominion, which makes the undead thing hilarious too.) in an age where no god slaying heroes exist. And he's friendly to the warlocks too. Talk about a potential way to ruin that age if I could. I only wish I could venture out into the world to wreak havoc. This game takes place in the late golden ages, so I bet I could have some fun watching him turn entire cities into zombified hordes. Archonex fucked around with this message at 06:39 on Jun 11, 2014 |
# ? Jun 11, 2014 05:41 |
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Is any else as excited as I am for new DF next month.
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# ? Jun 11, 2014 06:12 |
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You have literally awoken an ancient evil.
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# ? Jun 11, 2014 06:41 |
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# ? May 25, 2024 14:13 |
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That owns. Can we get a kind artist to illustrate that magnificent insanity?
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# ? Jun 11, 2014 08:05 |