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Author Topic: Future of the Fortress  (Read 3845489 times)

LordBaal

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Re: Future of the Fortress
« Reply #7770 on: October 14, 2013, 09:52:09 am »

Well, my concerns doesn't stems from a morbid curiosity worth only of the worst Hollywood tabloids :P

But it's true concern over their health, since I would love them to live for at least 200 years in order to keep making and improving DF!
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I'm curious as to how a tank would evolve. Would it climb out of the primordial ooze wiggling it's track-nubs, feeding on smaller jeeps before crawling onto the shore having evolved proper treds?
My ship exploded midflight, but all the shrapnel totally landed on Alpha Centauri before anyone else did.  Bow before me world leaders!

CaptainArchmage

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Re: Future of the Fortress
« Reply #7771 on: October 14, 2013, 05:58:10 pm »

Glad to hear Zach is doing better!

Will cities be repaired and rebuilt after siege damage in the upcoming release?
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darklord92

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Re: Future of the Fortress
« Reply #7772 on: October 15, 2013, 01:50:03 am »

"seeing the high priest impaled on a pole right in the temple grounds"

With this devlog showing "unique" deaths such as the priest impaled on a pole, will historical figures now have explanations of their deaths in legends mode? such as "impaled upon a pole by <attacking civ name here> as a message to <defending civ here>?
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Form walking potato man out of corpse. Absorb anyone else in the house.
We have a successful derail.
The Vilous Mod - Jingle berries!

Putnam

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Re: Future of the Fortress
« Reply #7773 on: October 15, 2013, 01:52:44 am »

They already do, even down to the impaling on poles.

Valtam

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Re: Future of the Fortress
« Reply #7774 on: October 15, 2013, 09:46:19 am »

They already do, even down to the impaling on poles.

Maybe he was asking for motives rather than descriptions, but I think they won't be implemented. So, until next time, we won't really know why goblin leatherworker #342 murdered his own succesful demon lord and then followed an uneventful life, just like before.
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my first quest was to seige a nemacrcors tower i killed 3 nemacrcors the got killed by a zombie fly.
How on earth did you manage to do that twice?

Andreus

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Re: Future of the Fortress
« Reply #7775 on: October 16, 2013, 02:59:54 am »

*pig tail cloth* would be more appropriate. It's Threetoes !
Uh, no, anything other than *adamantine cloth* would be completely unacceptable.

We can rebuild him.
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Inarius

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Re: Future of the Fortress
« Reply #7776 on: October 16, 2013, 04:24:57 am »



Quote
We can rebuild him.
I have seen a story about a FB and a soldier who has been completely destroyed by an acid blood, and who had no flesh left on him. And the doctor put adamantine on him everywhere, making him a sort of skeleton of adamantine. Sort of Wolverine, I guess.
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cephalo

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Re: Future of the Fortress
« Reply #7777 on: October 17, 2013, 11:12:29 am »

*pig tail cloth* would be more appropriate. It's Threetoes !
Uh, no, anything other than *adamantine cloth* would be completely unacceptable.

We can rebuild him.

As if they would use anything else... for anyone. #1346
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PerfectWorldDF World creator utility for Dwarf Fortress.

My latest forts:
Praisegems - Snarlingtool - Walledwar

smjjames

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Re: Future of the Fortress
« Reply #7778 on: October 17, 2013, 11:30:57 am »

I don't know if this got answered already, With the ability to properly dual wield weapons, will marksdwarves use secondary weapons correctly as in a backup weapon (even if it's just a dagger)? Although I can see them trying to fight with both at the same time anyway.
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LordBaal

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Re: Future of the Fortress
« Reply #7779 on: October 17, 2013, 12:26:34 pm »

The correct method for two handed range weapons would be to "drop it", either figuratively putting it on a holster or something or literally dropping it to the ground if something else you have is better at close range. I'm not sure, but this behavior doesn't seem to be coded yet for what I recall.
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I'm curious as to how a tank would evolve. Would it climb out of the primordial ooze wiggling it's track-nubs, feeding on smaller jeeps before crawling onto the shore having evolved proper treds?
My ship exploded midflight, but all the shrapnel totally landed on Alpha Centauri before anyone else did.  Bow before me world leaders!

Footkerchief

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Re: Future of the Fortress
« Reply #7780 on: October 17, 2013, 02:05:22 pm »

I don't know if this got answered already, With the ability to properly dual wield weapons, will marksdwarves use secondary weapons correctly as in a backup weapon (even if it's just a dagger)? Although I can see them trying to fight with both at the same time anyway.

Unless dual-wielding is slated for near-term development, it's unlikely that Toady can make any guarantees.
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thistleknot

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Re: Future of the Fortress
« Reply #7781 on: October 17, 2013, 02:42:07 pm »

Before I posted this, I searched the eternal suggestions as well as this thread for this issues relating to what I call the MAW Bug: aka... Miner, Ambusher, Woodcutter Bug.  I should probably call it the MAWM bug: Miner, Ambusher, Woodcutter, Militia bug.

Anyways

People have described this issue as a bug, some say the game was intended to operate this way, with miners, ambushers, woodcutters dropping their equipment and/or refusing to pick up equipment when changing from military mode to laborer mode (even if uniform is worn over clothing).  It seems counter-intuitive that a dwarf should be removed from the militia, and re-added to fix some of these problems.

I'm not the only one who has experienced said issue.  In fact Splinterz Dwarf Therapist has it coded to exclude these labors from being assigned to each other for the added reason that if a miner wishes to do carpentry, he can't, because he's currently carrying a pick.

I consider it a "bug" where others might disagree, but it has created situations where it's pointless to try to have a dwarf who may be good at chopping wood down, and mining, and hunting, have all those labors, and/or be in the militia.  The militia one is what really gets me, because according to the wikipedia entry, the MINING labor increases the PICK use skill, which is great for in combat (http://dwarffortresswiki.org/index.php/DF2012:Pick), same goes for the hunter who increases his markmanship skill, and the woodcutter who chops with his axe... it's just extremely frustrating to not find a workaround...

So is there any hope that next release I can assign my miners to militia as well as be maybe a wood chopper too without any issues?  I would think a simple if check (for militia) for if the equipment currently being carried could be used for the military uniform, to not drop it, but keep it, should do.

References of other people having issue
http://www.bay12forums.com/smf/index.php?topic=123769.msg4091194#msg4091194
http://www.bay12forums.com/smf/index.php?topic=113093.msg3441776#msg344177
http://www.bay12forums.com/smf/index.php?topic=122428.0
http://www.reddit.com/r/dwarffortress/comments/1mykrn/tip_the_mmmm_squad_miner_militia_mover_mason/

« Last Edit: October 17, 2013, 02:55:56 pm by thistleknot »
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Knight Otu

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Re: Future of the Fortress
« Reply #7782 on: October 17, 2013, 03:19:32 pm »

So is there any hope that next release I can assign my miners to militia as well as be maybe a wood chopper too without any issues?  I would think a simple if check (for militia) for if the equipment currently being carried could be used for the military uniform, to not drop it, but keep it, should do.
This is bug 1451. And no, it's unlikely to be resolved in the next version - while Toady went into the dwarven brain, he didn't specifically work on the dwarven military much. There's an off-chance that it was resolved incidentally, but more likely, it seems a candidate for the bugfix period after the next version (since it does involve dwarven brains in a way).
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MrWiggles

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Re: Future of the Fortress
« Reply #7783 on: October 17, 2013, 08:14:59 pm »

So is there any hope that next release I can assign my miners to militia as well as be maybe a wood chopper too without any issues?  I would think a simple if check (for militia) for if the equipment currently being carried could be used for the military uniform, to not drop it, but keep it, should do.
This is bug 1451. And no, it's unlikely to be resolved in the next version - while Toady went into the dwarven brain, he didn't specifically work on the dwarven military much. There's an off-chance that it was resolved incidentally, but more likely, it seems a candidate for the bugfix period after the next version (since it does involve dwarven brains in a way).
Would't it be more a job issue?
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Knight Otu

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Re: Future of the Fortress
« Reply #7784 on: October 18, 2013, 12:23:30 pm »

Possibly. It's all quite interconnected, of course.
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