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Author Topic: Future of the Fortress  (Read 3810210 times)

rhesusmacabre

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Re: Future of the Fortress
« Reply #3210 on: September 04, 2012, 03:51:09 am »

If the questions were premature, I apologise. Trees are part of the current development cycle, so it seemed fair game. Even if Toady hasn't started implementing them, I don't doubt he has put a lot of thought into what he's intending.

Quote
What sort of timescale is treegrowth on?
It should be about the same as real life. Growth calculated each season.
Preferably, yes. As always it's a balance between realism and gameplay, and current growth rates don't seem that true to life.

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If treefelling now works like mining, what happens if a tree is cut all the way through?
More like a regular cave-in.
Most likely. I guess the safest method may be to carve a stairway to the top, then take it one layer at a time.
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Neonivek

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Re: Future of the Fortress
« Reply #3211 on: September 04, 2012, 07:46:35 am »

Mind you trees grow much faster in game then in real life.

Well ok... at least in terms of wood cutting trees. Which from my understanding can take years upon years to produce sufficient wood (and in some cases, decades).

Though that probably wouldn't be enjoyable for some people.
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Mr S

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Re: Future of the Fortress
« Reply #3212 on: September 04, 2012, 08:27:39 am »

For "Standards", the tall, straight old trees, such as oaks used for main beams, or ship masts, those would be left to grow for decades.

For general purpose wood, smaller, common use carpentry, fire wood, charcoal, etc., a pollarding plan would generally be in practice in DF's real world equivalent time frame.  Every seven years, a section of trees would be copsed or pollarded, the next year was a different sectin, in rotation.  On year eight, back to the first area again.
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Quatch

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Re: Future of the Fortress
« Reply #3213 on: September 04, 2012, 11:48:21 am »

Most likely. I guess the safest method may be to carve a stairway to the top, then take it one layer at a time.

Of course, since making a staircase produces the mining result, you wouldnt have to take down the staircase afterwards, you'd have the logs.

A forest of stair-trees will be for everyone :)
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FearfulJesuit

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Re: Future of the Fortress
« Reply #3214 on: September 04, 2012, 12:04:28 pm »

Maybe we'll have special "pruning" jobs? Or we could build walls around our trees to make them grow in the directions we wanted...
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Mr S

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Re: Future of the Fortress
« Reply #3215 on: September 04, 2012, 12:18:49 pm »

Perhaps pruning as part of the herbalism skill to make hedgerows?
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Hectonkhyres

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Re: Future of the Fortress
« Reply #3216 on: September 04, 2012, 06:13:42 pm »

Perhaps pruning as part of the herbalism skill to make hedgerows?
Not even mentioning the Topiary Golems here...
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Re: Future of the Fortress
« Reply #3217 on: September 04, 2012, 07:41:39 pm »

Maybe we'll have special "pruning" jobs? Or we could build walls around our trees to make them grow in the directions we wanted...
Dirty Elf, wants to befriend trees.

Though that is a possible way to mangle and corrupt the forest.
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Waparius

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Re: Future of the Fortress
« Reply #3218 on: September 04, 2012, 10:46:41 pm »

Most likely. I guess the safest method may be to carve a stairway to the top, then take it one layer at a time.

Ick, I hope it has a different solution, at least when you use the "Fell tree" designation. Revamping cave-ins and having the trees drop north or south would be much more enjoyable, even if it did tack another couple of months on to the release.
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Auning

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Re: Future of the Fortress
« Reply #3219 on: September 05, 2012, 01:55:37 am »

How far reaching will a personality rewrite be? Will it just be used for things like how sentient things react to various happenings, or will it also be noticeable in terms of each individual's personality? For example, as opposed to everyone having the *nearly* same greetings and ways interacting with you, it would change based on their personality. Your companion may be very narcissistic or there's a peasant in your town that speaks very cruelly, and the way they speak/act can reflect this.
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hermes

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Re: Future of the Fortress
« Reply #3220 on: September 05, 2012, 02:04:58 am »

Most likely. I guess the safest method may be to carve a stairway to the top, then take it one layer at a time.

Ick, I hope it has a different solution, at least when you use the "Fell tree" designation. Revamping cave-ins and having the trees drop north or south would be much more enjoyable, even if it did tack another couple of months on to the release.

Whilst I can imagine having the occasional mega-flora that your dwarves could carve out from the inside, I agree that it'd be neat to have trees lying on their sides once felled.

With the larger trees, will the game get something approaching a canopy?  yes!
If so, will you tackle ground vegetation differences like fields of grass or forest floor moss?
« Last Edit: September 24, 2012, 08:41:03 am by hermes »
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MrWiggles

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Re: Future of the Fortress
« Reply #3221 on: September 05, 2012, 02:30:36 am »

How far reaching will a personality rewrite be? Will it just be used for things like how sentient things react to various happenings, or will it also be noticeable in terms of each individual's personality? For example, as opposed to everyone having the *nearly* same greetings and ways interacting with you, it would change based on their personality. Your companion may be very narcissistic or there's a peasant in your town that speaks very cruelly, and the way they speak/act can reflect this.
From how I've taken it to mean, is that the personality rewrite isn't just a one unified thing, and we've already seen bits and pieces of here and there. It does seem to be very invasive rewrite and junking processes.

Personality Facets that dorfs have now, are planned to be junked and replaced with system that more geared toward things that actually matter to the game, and more conducive for the organic story telling that DF has been so known for. It'll also include misc. things like reworking the job priorities and able to set ?? individual?? job tasks priorities. And ToadyOne said that this personality will also include the allowance for more internal Fort Drama such as crimes. I wouldnt be terribly shocked if it also held a footwork for how internal fort groups are support to interact at some point.

For Adventure Mode, it also seems to mean to get Mobs/NPC (Which I am pretty sure ToadyOne has called the Critter Brain, which I took to mean every mob uses the same brain), to act in ways more conducive to organic story telling, and to stop some very gamey elements. Such as an entire town knowing you instantly when you preform some trigger actions. The sneaking stuff, and knowing when a fight is none deadly to deadly, I think are all part of the personality rewrite in part.

And outside of that, there also the Personality Write up to allow groups to make decisions for their needs and wants and how to interact with other groups. This is probably one of the more important bit, as this is where Kingdoms will decide where to expand and whom to war with, but I'm pretty sure we've seen this already with Bandits decides on whom to raid and when to raid.

So in reflection, I think calling it a personality rewrite isnt a very keen descriptor for what it hopes to accomplish.
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Footkerchief

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Re: Future of the Fortress
« Reply #3222 on: September 05, 2012, 10:34:10 am »

Quote from: devlog
09/05/2012 Toady One Goblin sites are well underway. The typical setup we're going for, with variations, is a central tower with a series of tunnels and pits underground that connect to the first underground layer, with some trenches, tunnel entrances and watch towers up above on the surface. The central tower's dungeons can reach well below the first layer. The larger pits will be where the industries are centered, so that debris can convenient be tossed down into the natural caverns. The human keep+dungeon infrastructure is coming in handy here, though the final result will look very different. The tunnel systems are sprawling but sparse, so you can't get lost as easily and you don't generally meet a zillion gobs at a time.

Can't wait for this.  It sounds like the tunnels will intersect with caverns in meaningful ways?  That'd be really cool.
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Maxmurder

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Re: Future of the Fortress
« Reply #3223 on: September 05, 2012, 10:50:16 am »

Inside dark fortresses will we find captive children to free? Will we receive quests where someones child has been kidnapped by goblins and we must rescue them?

I doubt that this would be to hard to implement as we already see and can free prisoners in game. I think it would make for very interesting quests.
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Willfor

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Re: Future of the Fortress
« Reply #3224 on: September 05, 2012, 10:57:58 am »

Inside dark fortresses will we find captive children to free? Will we receive quests where someones child has been kidnapped by goblins and we must rescue them?

I doubt that this would be to hard to implement as we already see and can free prisoners in game. I think it would make for very interesting quests.

I would very much like this to depend on the status/recentness of the capture, and the kidnapped one's personality. After all, once they consider themselves goblins, do they really want to leave? Maybe we could be given a quest from a bereaved parent to rescue a child only to discover that the child doesn't want to leave after all. That could trigger a decision that either you talk to the parent to describe the new situation, or rekidnap the child and bring them home.

But this is just me spitballing.
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