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Author Topic: Uselessly Large Constructions?  (Read 1937 times)

magikarcher

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Uselessly Large Constructions?
« on: August 27, 2008, 07:47:45 pm »

Whats up with keeps having SO MUCH unused space, along with goblin towers and kobold forts. I enjoy goblin and kobold towers better, because they have a somewhat labyrinth aesthetic to them, as do dwarf forts. Also, if you stayed in a town long enough, could you watch them construct houses, temples, shops, etc? Will Toady ever make it so that the AI towns have to WORK for there material, instead of having it magically appear in the shape of a massive Keep?
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Sprout

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Re: Uselessly Large Constructions?
« Reply #1 on: August 27, 2008, 10:27:53 pm »

Yes, eventully when Toady finishes up resource tracking, (which hopefully will be soon) individual sites will have different resource counts that they would extract, process, and use to trade or construct things.

That would then open up more opportunies such as caravans that could could rain in adventure mode or maybe dwarven empires that export gold crafts to the rest of the world.

It would also allow artifacts to become important historical forces, but that's another arc. :D
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Snall

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Re: Uselessly Large Constructions?
« Reply #2 on: August 28, 2008, 03:34:14 pm »

I would really love to leave behind a good well working Dwarf Fort for my adventurer to come attck...and then it'd be easier to find the admantine ..
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Jay

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Re: Uselessly Large Constructions?
« Reply #3 on: August 30, 2008, 07:52:28 pm »

Whats up with keeps having SO MUCH unused space, along with goblin towers and kobold forts. I enjoy goblin and kobold towers better, because they have a somewhat labyrinth aesthetic to them, as do dwarf forts. Also, if you stayed in a town long enough, could you watch them construct houses, temples, shops, etc? Will Toady ever make it so that the AI towns have to WORK for there material, instead of having it magically appear in the shape of a massive Keep?
I: Store resource counts at sites, controlled by map properties and world gen professions, and in armies (Core38)
Being worked on currently.
And then there's all this:
#  II.A.1: Realization of guarded tribute caravans from existing world gen tribute relationships (Core81)
# II.B.1: Ability for civs to enter into trade during world gen (part of Core3)
# II.B.2: Realization of trade caravans from existing world gen trade relationships as traveling groups on the world map (part of Core3)
# II.B.3: Control inventory of shops in adv mode based on trade and available site resources (part of Core42)
# III.A.1: Replacement of generated caravans in dwarf mode with actual caravans (part of Core3)
# III.A.2: More interesting trade agreements and diplomacy in dwarf mode based on actual world situation (Core62)
# III.B.1: Addition of bandit groups which harass caravans (part of Core71)
# III.B.2: Ability to be a caravan guard in adventure mode (part of Core65)
This is all "coming soon" type stuff.
For the most part, this stuff is everything you're talking about there.
The "watching" them construct stuff is much, much later, though.
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i2amroy

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Re: Uselessly Large Constructions?
« Reply #4 on: September 01, 2008, 09:01:08 am »

Yes, eventully when Toady finishes up resource tracking, (which hopefully will be soon) individual sites will have different resource counts that they would extract, process, and use to trade or construct things.

That would then open up more opportunies such as caravans that could could rain in adventure mode or maybe dwarven empires that export gold crafts to the rest of the world.

It would also allow artifacts to become important historical forces, but that's another arc. :D

Yeah, I can't wait for this because it will also hopefully solve the ocean keep problem. As currently I play with a lot of coastal/ocean civs, so often times I will go into a town in adventure mode only to have half of it instantly collapse as it was appeared over the ocean and it doesn't run checks until an adventurer is there. I have even had a couple of times where the tavern is among the collapsing buildings, killing my adventurer instantly.
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grelphy

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Re: Uselessly Large Constructions?
« Reply #5 on: September 01, 2008, 10:43:22 am »

That is hilarious.
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Dragooble

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Re: Uselessly Large Constructions?
« Reply #6 on: September 01, 2008, 11:12:32 am »

just goes to show.
dwarf fort is epic.
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Deathworks

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Re: Uselessly Large Constructions?
« Reply #7 on: September 01, 2008, 11:50:10 am »

Hello!

That talk about collapsing buildings made me worry - do fortress and adventure mode use the same cave-in algorithm? Right now, I am doing a fortress I want to share as an exploration location for adventurers, but it would be pointless if any adventurer gets greeted by a message a la "A part of the cavern has collapsed." even before the fortress is in sight.

Sorry about the hijack, but people in this discussion seem to be likely to know such things.

Deathworks
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Dragooble

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Re: Uselessly Large Constructions?
« Reply #8 on: September 01, 2008, 11:53:27 am »

i havent tested this but if the interior remains intact(other than the scattering of items) then there shouldnt be a cave in.
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KaelGotDwarves

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Re: Uselessly Large Constructions?
« Reply #9 on: September 01, 2008, 04:37:31 pm »

Yes, eventully when Toady finishes up resource tracking, (which hopefully will be soon) individual sites will have different resource counts that they would extract, process, and use to trade or construct things.

That would then open up more opportunies such as caravans that could could rain in adventure mode or maybe dwarven empires that export gold crafts to the rest of the world.

It would also allow artifacts to become important historical forces, but that's another arc. :D

Yeah, I can't wait for this because it will also hopefully solve the ocean keep problem. As currently I play with a lot of coastal/ocean civs, so often times I will go into a town in adventure mode only to have half of it instantly collapse as it was appeared over the ocean and it doesn't run checks until an adventurer is there. I have even had a couple of times where the tavern is among the collapsing buildings, killing my adventurer instantly.

I submitted that bug report... heh.

Earthquake Damage

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Re: Uselessly Large Constructions?
« Reply #10 on: September 03, 2008, 12:18:45 am »

I'm pretty sure both game modes call the same cave-in routine, but there's an extra caveat to adventure mode that may cause some trouble.  If it has only loaded part of a fortress, and that part does not contain any supports (say you built a massive city held up by a single pillar in the far corner), then that part will probably collapse.  I'm pretty sure that happens with natural features, too, hence sometimes you'll notice something collapse when you start a new fort, or while wandering around in adventure mode (that isn't due to wonky building placement, I mean).
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Deathworks

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Re: Uselessly Large Constructions?
« Reply #11 on: September 03, 2008, 02:51:16 am »

Hello!

Thank you all for the information.

Earthquake Damage: That is great news for me. While I plan to have some high rooms (=several z-levels), I regularly allow walls to stand for columns, so if the maximum columns distance of both modes is the same, everything should be fine.

Deathworks
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