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Author Topic: Burrows: Uses and Structure  (Read 2338 times)

Opirian

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Re: Burrows: Uses and Structure
« Reply #15 on: July 03, 2009, 03:45:40 pm »

I like how a typical, pre-economy, fortress is essentially the perfect communist society and now we're all going to use burrows to segregate everyone. Capitalism, dwarven style.

In Dwarfussia, fort builds you.
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Don't go drowning your boss for telling you to work.

damn nobles management.
Minedstockades

Untelligent

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Re: Burrows: Uses and Structure
« Reply #16 on: July 03, 2009, 03:46:42 pm »

Toady did mention something about castes. Not sure if he meant something like the caste system of Hindus or it's a looser term.


It's a bit of a looser term.

It looks like a creature, when born, will be randomly assigned to a caste (the chance of each caste can be weighted with arbitrary numbers). Much of the raw creature data can be caste-specific; one of the major things that can't be assigned to castes is what jobs are available to the creatures, but admin/noble status can be caste-specific, so you can have matriarchies and stuff.

Most of the cosmetic stuff (eye color, hair color, gender, etc.) can be caste-specific, so in theory you could mod in a race ruled by white, blonde-haired, blue-eyed males; as to why you'd want to do that I have no idea.
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The World Without Knifebear — A much safer world indeed.
regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

smjjames

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Re: Burrows: Uses and Structure
« Reply #17 on: July 03, 2009, 04:12:37 pm »

So it's more of a social structure type thing? I guess we could use some additional culture in DF.
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Untelligent

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Re: Burrows: Uses and Structure
« Reply #18 on: July 03, 2009, 04:19:01 pm »

Well, yeah, I suppose it could be used as a social structure thing.

I'm sure our modders will exploit the hell out of it to find far more interesting uses, though.
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The World Without Knifebear — A much safer world indeed.
regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

Rainseeker

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Re: Burrows: Uses and Structure
« Reply #19 on: July 03, 2009, 07:10:13 pm »

Do we know if the burrows we define have to be connected, or can it be disconnected?  I suppose if the selection is not connected they might never visit the other part of the burrow if the command was powerful enough.  Does that make sense?
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Albedo

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Re: Burrows: Uses and Structure
« Reply #20 on: July 03, 2009, 08:36:05 pm »

No (and yes, it makes sense.)
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Untelligent

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Re: Burrows: Uses and Structure
« Reply #21 on: July 03, 2009, 08:48:09 pm »

From what I've read in Toady's dev notes and in the List thread, they can certainly be disconnected.

If ... you have a situation like:

123
123
123
123

And a dwarf is assigned to 1 and 3, they will path through 2 all the time if the shortest paths go through there.


Assuming all is well in the opinion of the dwarf in question, the dwarf will only perform actions (job, party, eat, sleep, etc.) within the burrow, but the dwarf can move outside of the burrow in between actions if the situation calls for it (like hauling).
« Last Edit: July 03, 2009, 08:53:26 pm by Untelligent »
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The World Without Knifebear — A much safer world indeed.
regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

Rainseeker

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Re: Burrows: Uses and Structure TOADY'S REPLY
« Reply #22 on: July 04, 2009, 04:30:09 pm »

I emailed Toady about this and he gave this answer:

I don't have a lot of good ideas myself for them.  On a small scale you
can control which stockpiles a dwarf uses for their workshops and so
on.  A single burrow can be disconnected.  Dwarves only use burrows to
control which jobs (including personal ones) they take, so they can
leave them freely, unless there's an alarm state in effect.  I haven't
coded that part yet, but they are supposed to stay in their burrows in
that case.
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Rainseeker writes comics!  http://rattownstories.com

Also, forum profile for said comic:  http://www.bay12forums.com/smf/index.php?topic=78817.0

smjjames

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Re: Burrows: Uses and Structure
« Reply #23 on: July 04, 2009, 04:35:53 pm »

Sounds like the way they work haven't been set in stone yet. No pun intended, heh.
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Village_Idiot

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Re: Burrows: Uses and Structure
« Reply #24 on: July 05, 2009, 06:22:28 am »

I can finally get a proper coin industry going, I can have a single legendary smith churn out coins and a few dedicated haulers bringing them to the "bank" (locked of coin stockpile).  I use burrows to only allow these 2 or 3 haulers to be allowed to reach th coin stockpile.

From there each dwarf can just own there own stacks of gold, but without the hassle associated with all the stacks randomly lying around the fortress.

These haulers and the smith can be forced to only be allowed in the coin smithing burrow, with their own bedrooms and dining room, while a few more haulers are dedicated to bringing food and clothes to a stockpile near the dining room. These haulers have their own burrow, overlapping with the coin industry's food/cloth stockpile, but also overlapping with my fortress's food and clothes porduction centers.
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grendel

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Re: Burrows: Uses and Structure
« Reply #25 on: July 05, 2009, 07:24:26 pm »

Here's my preliminary burrow/military plan:

1. Production towers
      Stone, food, metal, etc,
2. City walls with seasonal patrols
        I build city walls, but they just don't feel complete without a patrol walking on top of them.
3. Outlying military outposts that have a full time military with part time guard/logistics staff
        Hate losing liaisons to ambushes, happens often because I play on 3x3 maps
4. Military training for all disposable dwarfs
        If walls can be breached, somebody has to be cannon fodder while the important dwarfs get away; there are only so many nobles to throw in harm's way.   
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Rainseeker

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Re: Burrows: Uses and Structure
« Reply #26 on: July 06, 2009, 12:06:55 am »

4. Military training for all disposable dwarfs
        If walls can be breached, somebody has to be cannon fodder while the important dwarfs get away; there are only so many nobles to throw in harm's way.   

LOL... killing nobles!!! Fortunately, it looks like Nobles will now be much nicer to have around, because we select them, or we ignore the noble selection process.  :D
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