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Author Topic: Why did Toady get rid of the old sites?  (Read 3415 times)

Aspgren

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Re: Why did Toady get rid of the old sites?
« Reply #15 on: February 12, 2012, 03:56:56 pm »

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

Of course it will :D but imagine that dwarf fortress was a cake. Before it was finished Toady added lots of delicious things to it. We sampled and we ate and we found our favorite tastes. but ... if you put sprinkles in the cream long before you serve the cake; the sprinkles will melt. So Toady took them off again.

 If toady adds sprinkles again, if he adds a different flavor or if he replaces it completely doesn't matter to us right now. Because we are sweet-toothed bastards and there's not a single sprinkle in the house.
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Lmaoboat

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Re: Why did Toady get rid of the old sites?
« Reply #16 on: February 12, 2012, 05:13:51 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.

Well yes, but I had them build the towns, right in the middle of the ocean. I was hoping for some sort of waterworld type thing.
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puke

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Re: Why did Toady get rid of the old sites?
« Reply #17 on: February 12, 2012, 06:00:17 pm »

I dont remember if it was on the Mod forum or in a devlog post, but I remember reading something about merpeople cities being successfully tested. I'm guessing that these would not be floating or on stilts, but rather built on the ocean bottom.

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Caldfir

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Re: Why did Toady get rid of the old sites?
« Reply #18 on: February 13, 2012, 01:41:39 pm »

Th quote on the first page implies that Toady removed them because there was some sort of conflict with the new human settlements.  My suspicion is that this has something to do with sites getting conquered, since the new human cities would have no idea how to "grow" around a goblin fortress or something, so you would end up with strange overlay problems, with houses and stuff showing up inside solid cubes of obsidian or whatever. 

I'm not sure why he didn't leave the forest retreats in though.  That seems like a decent placeholder for the other civs while they are on the backburner. 


When I personally play, I frequently edit the civilization definitions and give the other civs the city-building tags, just so that I can visit them in adventure mode.  It is far from a perfect solution, but at least dwarves exist in adventure mode that way. 
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Zaerosz

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Re: Why did Toady get rid of the old sites?
« Reply #19 on: February 13, 2012, 04:13:12 pm »

Spoiler (click to show/hide)
Okay, that's actually pretty cool. Seems they took 'beachfront property' a little too far.
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darkflagrance

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Re: Why did Toady get rid of the old sites?
« Reply #20 on: February 13, 2012, 04:28:46 pm »

I'm not sure why he didn't leave the forest retreats in though.  That seems like a decent placeholder for the other civs while they are on the backburner. 

Weren't the forest retreats basically elves standing in the middle of the woods? I don't know how there could be world gen compatibility issues there  :P (but then again, I lack source code access)
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