Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 232 233 [234] 235 236 ... 298

Author Topic: Future of the Fortress  (Read 1173169 times)

Urist McCheeseMaker

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #3495 on: December 28, 2011, 11:04:06 am »

Draining some blood every day from a captured, rapidly-regenerating forgotten beast with lethal syndromes and all would be awesome and dwarfy and Fun. Of course, even without the syndromes you could probably make a moat out of blood for your fortress this way.
Logged

Areyar

  • Bay Watcher
  • Ecstatic about recieving his own E:4 mug recently
    • View Profile
Re: Future of the Fortress
« Reply #3496 on: December 28, 2011, 01:41:17 pm »

Using a barrel of X to trap a doorway would be cool. SpyvSpy style! hehe

Logged
My images bucket for WIPs and such: link

MrWiggles

  • Bay Watcher
  • Doubt Everything
    • View Profile
Re: Future of the Fortress
« Reply #3497 on: December 28, 2011, 04:20:48 pm »

You can throw them into a pond and have your dwarves bathe in the bloody mess.
(or have them drink from it)
Besides that, I've not thought of any other use for barrels of blood either. :)

Will you add bleeding out animals into barrels to the butchershop chores?
Will harvesting blood from forgotten monstrosities be possible via such a job?
Will symptoms (*)syndromes be carried by blood harvested into barrels?


(*) I forget the word used for effects caused by contact poisons etc.
1. & 2. There been no changes to the butchery jobs mention in the Dev Log.
3. Yes! But, the blood can forget its Historical importance, and become regular blood. (I'm not sure if this was said, as if its a bug or a feature.)
Logged
Doesn't like running from bears = clearly isn't an Eastern European
I'm Making a Mush! Navitas: City Limits ~ Inspired by Dresden Files and SCP.
http://www.bay12forums.com/smf/index.php?topic=113699.msg3470055#msg3470055
http://www.tf2items.com/id/MisterWigggles666#

Greiger

  • Bay Watcher
  • Reptilian Illuminati member. Keep it secret.
    • View Profile
Re: Future of the Fortress
« Reply #3498 on: December 28, 2011, 04:47:36 pm »

Using a barrel of X to trap a doorway would be cool. SpyvSpy style! hehe

Silly, a barrel full of X would be a bin not a barrel.  :P

As for the animal attacks too close to town I just imagine half a dozen wolves just camping out on top of some invisible line.  They don't care about you one bit until you cross that line, but once you do, suddenly, OMG wolves!   
Logged
Disclaimer: Not responsible for dwarven deaths from the use or misuse of this post.
Quote
I don't need friends!! I've got knives!!!

MasterMorality

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #3499 on: December 28, 2011, 06:15:38 pm »

Maybe in future blood could be used for poison or something.
Logged

Caldfir

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #3500 on: December 29, 2011, 02:12:08 am »

As I recall the only reason you can't already do that it there is no reasonable way to get your dwarves to cover their weapons in venom. 

I once had a dwarf with a sword coated in forgotten beast blood that caused paralysis, and it actually worked.  Getting that to happen again though?  Pretty much impossible. 
Logged
where is up?

Urist Da Vinci

  • Bay Watcher
  • [NATURAL_SKILL: ENGINEER:4]
    • View Profile
Re: Future of the Fortress
« Reply #3501 on: December 29, 2011, 02:24:46 am »

http://www.bay12games.com/dwarves/#2011-12-28
Quote from: Toady One
... made rivers (not brooks) block movement, and added a little valid travel direction indicator. When necessary, you can jump out of travel and swim across a stream with your buddies, and it can also be a good time to refill your waterskin.

DF is now the Oregon Trail. Have fun fording the river. ;D

Rockphed

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #3502 on: December 29, 2011, 04:12:09 am »

You mentioned a couple days ago that rivers have ramps for edges now.  Will companions follow adventures into the water, or can we still lose them by hopping into a river and swimming a little down stream?
Logged
Only vaguely. Made of the same substance and put to the same use, but a bit like comparing a castle and a doublewide trailer.

thvaz

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #3503 on: December 29, 2011, 04:30:04 am »

It is still dangerous to cross rivers if you don't have swimming skill?
Logged

Sizik

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #3504 on: December 29, 2011, 04:33:19 am »

It is still dangerous to cross rivers if you don't have swimming skill?

Specifically, do you still have to Alt-move down into the river in order to survive at all, as moving "straight" over the river results in you falling in and getting stunned?

There also needs to be some way to hold your breath, so experienced swimmers don't drown after swimming down one z-level.
« Last Edit: December 29, 2011, 04:46:23 am by Sizik »
Logged
Skyscrapes, the Tower-Fortress, finally complete!
Skyscrapes 2, repelling the zombie horde!

thvaz

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #3505 on: December 29, 2011, 04:48:44 am »

If it isn't dangerous to cross a river, the inability to cross a river in the world map will only be annoying without giving any significant gameplay improvement.
Logged

MrWiggles

  • Bay Watcher
  • Doubt Everything
    • View Profile
Re: Future of the Fortress
« Reply #3506 on: December 29, 2011, 04:52:41 am »

Specifically, do you still have to Alt-move down into the river in order to survive at all, as moving "straight" over the river results in you falling in and getting stunned?

There also needs to be some way to hold your breath, so experienced swimmers don't drown after swimming down one z-level.
Well, Toady talked about how rivers ramps along it sides are far more common, to allow for less dangerous filling of your water skins. So that  might be a moot issue.

As for the holding your breath, that is on the board of more nearish future of Improvements, but I dont recall Toady speaking about improving swimming.
Logged
Doesn't like running from bears = clearly isn't an Eastern European
I'm Making a Mush! Navitas: City Limits ~ Inspired by Dresden Files and SCP.
http://www.bay12forums.com/smf/index.php?topic=113699.msg3470055#msg3470055
http://www.tf2items.com/id/MisterWigggles666#

Caldfir

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #3507 on: December 29, 2011, 06:16:53 am »

I was under the impression that the fact that "drowning" is not instantaneous was the DF version of "holding your breath".  Are we talking about a breath meter or something here?  Because otherwise I can't really see how holding your breath is (gamewise) any different from drowning taking time. 
Logged
where is up?

tfaal

  • Bay Watcher
  • 'Ello, 'ello!
    • View Profile
Re: Future of the Fortress
« Reply #3508 on: December 29, 2011, 08:28:55 am »

Can vampires, necromancers, and other powerful night creatures come to rule goblin civilizations? If not, why not?
Logged
I still think that the whole fortress should be flooded with magma the moment you try dividing by zero.
This could be a handy way of teaching preschool children mathematics.

monk12

  • Bay Watcher
  • Sorry, I AM a coyote
    • View Profile
Re: Future of the Fortress
« Reply #3509 on: December 29, 2011, 11:32:46 am »

http://www.bay12games.com/dwarves/#2011-12-28
Quote from: Toady One
... made rivers (not brooks) block movement, and added a little valid travel direction indicator. When necessary, you can jump out of travel and swim across a stream with your buddies, and it can also be a good time to refill your waterskin.

DF is now the Oregon Trail. Have fun fording the river. ;D

Consarnit, now I really want boats, and I know they're years away at this point. Fuddruckers.
Pages: 1 ... 232 233 [234] 235 236 ... 298