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Author Topic: Why did Toady get rid of the old sites?  (Read 3419 times)

Lmaoboat

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Why did Toady get rid of the old sites?
« on: February 11, 2012, 10:10:24 pm »

I understand it's a work in progress, but I kind of liked messing with human towns or goblin towers, editing them they can show up in odd places, and seeing what sorts of neat structures were generated. I once somehow even ended up with a 7 story human temple made of platinum. But now there's only human settlements, and they cover huge areas that mostly don't have anything there. Of course embark in places you normally can't isn't really intended gameplay, but I guess I'm wondering what was wrong with things like Goblin Towers that they couldn't just be left in as placeholders. Also, are tunnels still in the game? I've tried embarking on some, and can't find them.
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friendguy13

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Re: Why did Toady get rid of the old sites?
« Reply #1 on: February 11, 2012, 10:23:03 pm »

I am pretty sure tunnels were removed as well.  At least human settlements being boring will be fixed with the new update.
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Sizik

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Re: Why did Toady get rid of the old sites?
« Reply #2 on: February 12, 2012, 04:16:18 am »

Quote from: Sizik
Why, when you started on the new town structure a while back, did you remove dark fortresses and mountain halls* instead of leaving them in until they were ready for a rewrite? Or did the new town code make those structures incompatible with the site-generation code?

Side question: Labyrinths and Shrines still exist, right?

I don't remember, but I assume there was some sort of compatibility problem.  It's not like I don't want those sites.  Labyrinths and shrines should still be there.
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Yoink

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Re: Why did Toady get rid of the old sites?
« Reply #3 on: February 12, 2012, 06:33:27 am »

Man, I am looking fowards to all the craziness that should occur when making Goblins build their own version of the new human cities. :P I mean, enough odd stuff happens getting them to use human sites in the current version...
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bombzero

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Re: Why did Toady get rid of the old sites?
« Reply #4 on: February 12, 2012, 07:33:41 am »

Man, I am looking fowards to all the craziness that should occur when making Goblins build their own version of the new human cities. :P I mean, enough odd stuff happens getting them to use human sites in the current version...

would they have.... an obsidian keep?
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Lmaoboat

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Re: Why did Toady get rid of the old sites?
« Reply #5 on: February 12, 2012, 07:37:30 am »

Is there any easy way to find Labyrinths and shrines in DF mode? Also, I managed to get humans to build a town right in the ocean, and the history says there should at least be a market there, but don't know of any way of inspecting it that doesn't end with everything immediately falling off the bottom of the map and ending the game. I tried starting as a human from one of the ocean cities, but I ended up spawning as a random cave creature in a cavern under the ocean.
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Loud Whispers

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Re: Why did Toady get rid of the old sites?
« Reply #6 on: February 12, 2012, 07:38:36 am »

Man, I am looking fowards to all the craziness that should occur when making Goblins build their own version of the new human cities. :P I mean, enough odd stuff happens getting them to use human sites in the current version...

would they have.... an obsidian keep?

Nah, that'd be Dwarves :P

Is there any easy way to find Labyrinths and shrines in DF mode? Also, I managed to get humans to build a town right in the ocean, and the history says there should at least be a market there, but don't know of any way of inspecting it that doesn't end with everything immediately falling off the bottom of the map and ending the game. I tried starting as a human from one of the ocean cities, but I ended up spawning as a random cave creature in a cavern under the ocean.

Keep talking to some guy about your surroundings. After about a few thousand enter keys later, you'll have the location of every cave, shrine and nasty critter in your entire world :P

bombzero

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Re: Why did Toady get rid of the old sites?
« Reply #7 on: February 12, 2012, 07:59:13 am »

^ macro programs/built in macros help for that.
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Aspgren

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Re: Why did Toady get rid of the old sites?
« Reply #8 on: February 12, 2012, 08:30:50 am »

I also miss the old sites.

I remember I found a human town on an evil biome. That can't actually happen so I was thrilled and embarked on it. Turns out that it was a goblin tower originally but at some point the goblins had been defeated by humans and the humans had built a series of small houses around the base of the goblin towers.

It was really neat but the human population was just about 9 heads strong... the reason why became evident when a pack of skeletal horses attacked and kicked down the doors and ended up killing 3-4 people... which meant that the dwarves became the majority and that cursed place changed ownership once more.
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Lmaoboat

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Re: Why did Toady get rid of the old sites?
« Reply #9 on: February 12, 2012, 09:36:08 am »

I also miss the old sites.

I remember I found a human town on an evil biome. That can't actually happen so I was thrilled and embarked on it. Turns out that it was a goblin tower originally but at some point the goblins had been defeated by humans and the humans had built a series of small houses around the base of the goblin towers.

It was really neat but the human population was just about 9 heads strong... the reason why became evident when a pack of skeletal horses attacked and kicked down the doors and ended up killing 3-4 people... which meant that the dwarves became the majority and that cursed place changed ownership once more.
Here's some of the results I got from embarking on human towns a while back:
Spoiler (click to show/hide)
I also once somehow got town with a 7 story temple made of solid platinum, I think after messing with the religion spheres.
« Last Edit: February 12, 2012, 09:37:53 am by Lmaoboat »
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puke

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Re: Why did Toady get rid of the old sites?
« Reply #10 on: February 12, 2012, 12:40:56 pm »

Is there any easy way to find Labyrinths and shrines in DF mode?

It sounds like you're using a mod of some sort, so I'm not sure about your other questions.  But you can toggle displaying caves and sites in worldgen, and then all the random caves will be displayes as the solid circle (same as raw stone) icon in the dwarf mode embark screens.  there is no way to tell if a cave has a megabeast in it unless you play Adventure mode and get a quest to find one (which does not take too long if you start at demigod).

you can also export world maps from legends mode that contain the various site locations, and you can use the history viewer to get an idea of which ones might contain kobold civilizations.

I've tried embarking on caves with cavern access before, and exploring without digging (e.g. trying to carve out some space in the caverns with my original seven, with no miners).  Even brinigng experienced woodcutter / axedwarves, I had it handed to me pretty harshly.
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Lmaoboat

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Re: Why did Toady get rid of the old sites?
« Reply #11 on: February 12, 2012, 01:15:37 pm »

Is there any easy way to find Labyrinths and shrines in DF mode?

It sounds like you're using a mod of some sort, so I'm not sure about your other questions.  But you can toggle displaying caves and sites in worldgen, and then all the random caves will be displayes as the solid circle (same as raw stone) icon in the dwarf mode embark screens.  there is no way to tell if a cave has a megabeast in it unless you play Adventure mode and get a quest to find one (which does not take too long if you start at demigod).

you can also export world maps from legends mode that contain the various site locations, and you can use the history viewer to get an idea of which ones might contain kobold civilizations.

I've tried embarking on caves with cavern access before, and exploring without digging (e.g. trying to carve out some space in the caverns with my original seven, with no miners).  Even brinigng experienced woodcutter / axedwarves, I had it handed to me pretty harshly.
Just using the Just Embark thing so I can embark places I normally couldn't.
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Putnam

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Re: Why did Toady get rid of the old sites?
« Reply #12 on: February 12, 2012, 02:03:51 pm »

there is no way to tell if a cave has a megabeast in it unless you play Adventure mode and get a quest to find one (which does not take too long if you start at demigod).

Not true; simply asking for surroundings enough will have people tell you if dragons live in certain lairs.

puke

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Re: Why did Toady get rid of the old sites?
« Reply #13 on: February 12, 2012, 02:07:33 pm »

oh, well not sure about why you ended up as a cave creature then, or why the human towns caused you to fall through the map.  But humans often build seaside towns -- they tend to (or now i guess it is "always"...) inhabit river valeys, so will often colonize at deltas.

I see them there on the world map all the time.

What always seems difficult for me to find is oceanside volcanoes.  I had an awesome map with an actual oceanside cliff and volcano, but that was in an old 3d version before the ramps and smooth hillsides went in.  Never found a good oceanside volcanoe since.

As for other race sites though, I think its a compatability issue with how the site code was being rewritten to support the new human cities.  I'm sure they'll be back at some point here.  The obsidian goblin towers were pretty cool, even if they were a little nonsensical.  I wonder what they will be like when they go back in?  What kind of furniture will they have?  Will there be Ogre and Beak Dog pens?
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Name Lips

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Re: Why did Toady get rid of the old sites?
« Reply #14 on: February 12, 2012, 02:47:33 pm »

I think he took out a lot of this stuff because he realized he was getting ahead of himself. Lots of other work needed to be done to lay the groundwork for these fancy structures to fit into the world properly, and he realized he was doing it out of order. Maybe he was leaping to the "cool fun stuff" he wanted to see in the world a little to early, and then when he tried to add in the underlying mechanics of how and why people would build and use these things he realized it wasn't going to work.

I'm sure it will all be put back in when it makes sense to do so.
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