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Author Topic: [40d] Ruins Funkiness  (Read 754 times)

Dareon Clearwater

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[40d] Ruins Funkiness
« on: December 04, 2008, 09:43:26 pm »

Obviously the code for towns and NPC fortresses is very much a work in progress, and more than likely all these issues have been mentioned before, but, just in case I happen to be breaking new ground:

  • roofs of belowground buildings remaining in a ruined town, when removed, leave behind ground of the base ground layer. Area below still counts as Inside, Light, Above Ground.
  • Humans floor over the entirety of their buildings, including those floors already provided by walls. (Potential dwarf-killer, if you're dismantling a building and don't expect the roof to be landing on your head)
  • Stone from a carved building (i.e. temple), when mined, leaves behind the base layer type. (I mined a rhyolite pillar out of a temple and got a loamy sand floor)
  • While all the wooden buildings and the temple were nicely ruined, I found the keep to be completely intact, if you can call a huge empty building with two stairways, two doors, and two thrones "intact".

On a semi-related note, how do the dwarves manage to smooth the OUTER walls of their main featureless entry shaft, especially when those walls are surrounded by rock?
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Toady One

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Re: [40d] Ruins Funkiness
« Reply #1 on: December 05, 2008, 07:06:26 am »

Okay, I'll note the first three down.

For the keep, they can't be destroyed yet (along with gob towers).  The other ruined buildings were destroyed at some point in the histories.

For the wall smoothing, it's just an artifact of quick site generation for sites I haven't fleshed out yet.
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