Author Topic: Dwarf Fortress Megathread! - Necro'd enough to count as a vampire  (Read 139118 times)


thank you <3
Welcome <3

Have a picture of a not-so-nice sight, and how having 150 zombie companions can work against you.



HAULING UPDATE RELEASED:
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New stuff
Minecarts can be used to haul things around on carved/constructed tracks/bridges ('h'auling to set up routes)
Dwarves can be set to guide, push off, or ride carts that are ready to move to the next stop
Track stops used to slow/stop cart and/or dump the contents on vehicle entry, can be disengaged with lever/plate
Pressure plates can be triggered by carts
Rollers can be used to push cart along when powered
Minecarts limited to one per tile in general, various collisions can occur
Wheelbarrows can be linked to stockpiles in order to move heavy objects (it'll auto-request one for stone stockpiles)
Falling objects can collide with critters
Camera can be attached to unit or item, can be linked to hotkeys from the unit/item screens

Other bug fixes/tweaks
Stockpiles can be linked to workshops, can be set to give to multiple piles, can be set to accept items from links only
Hauling jobs will often be combined, using one container
Heavy items harder to haul
Densities/colors updated, based on Uristocrat's data collection thread
Can filter creature names in arena
Mine drop rates tweaked, no longer skill-based
Puzzleboxes/drum makeable
Stopped blinking on bridges
Projectiles using new code (most non-shot/thrown projectiles) can skip/skid on liquid/ground
All flying units use new minecart parabolic flight paths
Many projectiles do not resolve in adventure mode before your turn (so you can dodge a flying cart by moving away)
Can create/assign to squads from v-p
Squads can be given nicknames from v-p or the military screen
Fixed broken clay stockpile option

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Can filter creature names in arena
I suggested that one. :)

Yay, someone brought this back to life! :D

people I think we need another clear




"Are you suggesting minecarts migrate?"

"A kea? Carrying a minecart?"

6/6/12
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It's time to activate the world now. The overall idea is that entities such as town governments, bandit gangs, criminal organizations, necromancer cults, etc., will have goals and act to carry them out, replacing losses and reacting to your acts as you arise to interfere or aid them, with a generous helping of tension between historical figures frosted with beast antics.

Some initial work is required, but we're going to try to move through it quickly this time. I'm currently taking the preliminary step of detailing entity claims to sites based on purpose, location, time of day, and so on. Then the plan is to use these to get entity representatives such as guards and dirt bags out on the streets, along with regular citizens with varying views on the entity claims, and to get them all interacting with each other and adventurers a bit. That'll set the stage for the visible realignment of entity claims as the game progresses, and it'll give you some material to work with. Specific quests are going to start to drop out of the game as we proceed, to be replaced by you doing what you want with respect to the various groups and reacting to their direct intervention in your affairs. Now that we'll have the site control situation a little more fleshed out, we're also going include a bit of exposition, both for your home town when you start and when you talk to people in places you visit, though you might still happen upon trouble before you hear anything.

Part of the entertainment will include learning information about the locations of villains, starting with the simple bandit gangs that have thugs harassing people in town. To this end we'll be including non-lethal combat and a recognition by participants and bystanders of the various stages of escalation in the confrontations. Killing a town's miscreants won't generally be sound practice if you don't want to be feared yourself. A sufficiently outmatched opponent will be able to surrender to you, and that should allow you to come through to the villain's hideout or to send a message to the villain. The mechanics included will be general and apply to anybody that can surrender and speak. We'll be improving bandit hideouts for the larger groups, and those groups will divide the time of their members between patrols, guard duty, and their active goals.

These relatively simple setups will give rise to more complicated games as we increase the number of plots and allegiances available for critters. The foundation of an active world which can handle sustained play is the regular advancement of history through birth, death and succession, so we're also going to tackle these early on in the process. More details as we go!
Hurrah!

adventure mode also needs some basic tweaks, such as armoring companions, and a better equip system.

Uoz

equip system is the best wtf are you talking about

This has worse graphics than COD4....

 fail

This has worse graphics than COD4....

 fail

this made me smile