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Author Topic: Future of the Fortress  (Read 3844227 times)

thvaz

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Re: Future of the Fortress
« Reply #1035 on: April 04, 2012, 07:59:51 am »

This hauling update is the single biggest change to fortress mode gameplay since the z-levels way back in 2007.
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MrWiggles

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Re: Future of the Fortress
« Reply #1036 on: April 04, 2012, 08:03:47 am »

This hauling update is the single biggest change to fortress mode gameplay since the z-levels way back in 2007.
Um, no it isn't.
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thvaz

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Re: Future of the Fortress
« Reply #1037 on: April 04, 2012, 08:39:55 am »

This hauling update is the single biggest change to fortress mode gameplay since the z-levels way back in 2007.
Um, no it isn't.

I'm waiting for you to elaborate and enlightening us with your profound knowledge off all things DF-related why it isn't.
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blue sam3

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Re: Future of the Fortress
« Reply #1038 on: April 04, 2012, 08:46:33 am »

This hauling update is the single biggest change to fortress mode gameplay since the z-levels way back in 2007.

I'd argue that the underground changes probably had a larger effect, actually, but yeah, it is excellent.
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thvaz

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Re: Future of the Fortress
« Reply #1039 on: April 04, 2012, 08:58:41 am »

This hauling update is the single biggest change to fortress mode gameplay since the z-levels way back in 2007.

I'd argue that the underground changes probably had a larger effect, actually, but yeah, it is excellent.

I thought about them, but they didn't change the gameplay that much or influenced the basic design of fortresses.
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Mr S

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Re: Future of the Fortress
« Reply #1040 on: April 04, 2012, 09:04:58 am »

My first question, so here goes.

Toady, the front page note says that tracks will keep information, by tile, in all four directions.  Does this imply that tracks are uni-directional?  Is that an option at construction?  Will it be able to be re-designated later?  Is it intended to have "main lines" with parallel, uni-directional rails, connecting with "branch lines" carrying lesser traffic volume bi-directionally?  Will mine carts, and wheel barrows for that matter, be able to pass each other in the same traffic square, at a speed cost, similarly to dorfs passing on a same tile?  Or will the mine cart be impassible, like a wall, or a statue?
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Dutchling

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Re: Future of the Fortress
« Reply #1041 on: April 04, 2012, 09:14:43 am »

Mining carts? This is awesome! I was expecting things like carrying multiple seeds in one hand or other small changes but mining carts? I think I just had a dwarfgasm.
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Dr. D

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Re: Future of the Fortress
« Reply #1042 on: April 04, 2012, 09:49:37 am »

Will the minecarts be able to hold liquids? That could be an easy way to transport magma up however many z-levels to get it in a sane place.
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zwei

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Re: Future of the Fortress
« Reply #1043 on: April 04, 2012, 09:53:06 am »

This hauling update is the single biggest change to fortress mode gameplay since the z-levels way back in 2007.

I'd argue that the underground changes probably had a larger effect, actually, but yeah, it is excellent.

I thought about them, but they didn't change the gameplay that much or influenced the basic design of fortresses.

Magma on every embark definitelly changed how fortresses are structured (with magmaworks at very bottom or with extensive pump stack in most of them).

Mr S

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Re: Future of the Fortress
« Reply #1044 on: April 04, 2012, 09:55:13 am »

I'm also curious to see if the minecarts will have a dump option, like a tip out or chutes in the bottom like rail cars.  Sounds more like a suggestion than a question, so I won't lime green it.  However, the weaponization of this is immediately apparent.  Build your obsidian mine cart.  Fill with kool-aid, drive it to the top of your parapets, and dump out over the edge onto the elven caravan vile force of darkness on your doorsetp.
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Mephansteras

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Re: Future of the Fortress
« Reply #1045 on: April 04, 2012, 10:23:41 am »

This is going to be an awesome update! Really looking forward to playing around with mine carts!
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Mel_Vixen

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Re: Future of the Fortress
« Reply #1046 on: April 04, 2012, 11:11:53 am »

^^ we need the option to build stuff in adventure mode! I want my very own intermountainhall railway!

If we can layout tracks (woden or metal) over constructed floors/ramps the code could be later reused for pipes. Anyway i hope we can park a cart under a hole and dump(D-B-D) stuff into it, which would make delivering 1k crafts to the depot very easy. If these things get animal-power we would need a way to feed the animal (unless its not a grazer).
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NW_Kohaku

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Re: Future of the Fortress
« Reply #1047 on: April 04, 2012, 12:06:48 pm »

Going back a couple pages...

Along with minecarts, can we expect the dwarves to use wheelbarrows, handcarts, horse/OX/(other load bearing domestic animal)carts, as well as backpacks. do you plan on giving paved roads a speed increase to these transports(inc wagons).

Toady said before that he didn't want to make paved roads have a "Speed bonus", but instead wanted to work with adding "underbrush" that would slow normal movement down on uncleared paths, presumably having a greater impact upon carts than other creatures. 

Conveniently, Footkerchief already pulled together some relevant quotes around 20 pages back:
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Urist McDepravity

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Re: Future of the Fortress
« Reply #1048 on: April 04, 2012, 12:15:26 pm »

I thought about them, but they didn't change the gameplay that much or influenced the basic design of fortresses.
Same here. None of recent changes did affect my gameplay significantly. This tracks-connecting-stockpiles-to-workshops thing will probably have much more influence for me, as it will actually force me to re-think the approach I used since times of 40d.
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Deviled

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Re: Future of the Fortress
« Reply #1049 on: April 04, 2012, 12:34:33 pm »

I'm wondering, will we be able to have dwarves ride minecarts? I'm just wondering if we will be able to make dwarven roller coasters.
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