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Author Topic: Future of the Fortress  (Read 3844035 times)

davros

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Re: Future of the Fortress
« Reply #1545 on: April 17, 2012, 05:41:52 am »

Just a small question, but can minecarts travel over weapon traps?
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I had an above ground garden built in the grounds of my castle and two young dwarves spent time socialising there over the summer and at the end of the summer they were in love. Remember those long summers of your childhood? That first kiss in the gardens while crossbows dwarves shoot goblins above your head? The rain of dead birds as the hunters get to work? Truly Spearhills is a paradise.

thvaz

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Re: Future of the Fortress
« Reply #1546 on: April 17, 2012, 05:48:08 am »

Happy birthday, Toady!
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xmakina

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Re: Future of the Fortress
« Reply #1547 on: April 17, 2012, 07:38:21 am »

Just a small question, but can minecarts travel over weapon traps?

Presumably yes, but without rails.
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Anyone who doesn't have a lever causing global apocalypse isn't playing the game correctly
But it should be easy enough not to use them in a way you feel is dumb while letting other people have their hilarity.

Caldfir

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Re: Future of the Fortress
« Reply #1548 on: April 17, 2012, 08:50:36 am »

hehehe

The naïve implementation of newton's laws on a computer does indeed gain energy over time.  I'm surprised to hear the error was making a visible difference though, so maybe it was something else.  Computational modeling of physical systems is a tricky business :)  I'm looking forward to cave-ins one day returning.  I know a lot of megaproject designers will wail and cry, but I look forward to building scaffolds and supports, and perhaps being forced to look for a certain extra-hard rock layer to build my mountain halls in.  (in fact, I usually pretend that's the case anyway)

Also; Happy Birthday Toady - Hail to the Toad!
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Arkenstone

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Re: Future of the Fortress
« Reply #1549 on: April 17, 2012, 09:25:58 am »

I don't think I saw this asked, so here goes:

Will we need to build supports under constructed tracks that extend into open space?  That is building things like wooden lattices and supports under tracks that cross a canyon or deep underground pit.

Building dwarf roller coasters and underground mine track courses just wouldn't be the same without this sort of thing.
No. Toady hasn't spoken about changing the Cave In Mechanics for this release. Even though World Generated bridges do have suppor arches underneath them, player constructs will probably still follow the overly simple rule of at least one support.

Though reworking the Cave In Mechanics have been spoken of previously, it doesnt seem to be hinted at on the Dev Goal page.
Well, Toady said you couldn't construct rails on top of constructed floors, but that the 'free' floor above a constructed wall should be fine; I'd like to think of it as a tressel of sorts...

Also, since there's been a lot of discussion going on here about potential applications of minecarts, I've made a thread for it.
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rhesusmacabre

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Re: Future of the Fortress
« Reply #1550 on: April 17, 2012, 02:03:02 pm »

Just a small question, but can minecarts travel over weapon traps?

Presumably yes, but without rails.

You can place any building on top of a track (at least any building that would work on a stone/constructed floor).

Toady's already mentioned pressure plates being used, so I assume weapon traps can be used too.
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Khym Chanur

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Re: Future of the Fortress
« Reply #1551 on: April 17, 2012, 02:32:07 pm »

If hauling rocks by hand is made harder now that minecarts are in, will hauling rocks on stairs going down be easier than going up?  Or will wheelbarrows be usable on stairs for hauling rocks?
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tfaal

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Re: Future of the Fortress
« Reply #1552 on: April 17, 2012, 05:55:19 pm »

Alternate pathfinding systems in general are a whole can of worms. Wheelbarrows will, barring crazy feature creep, be able to go up and down stairs without difficulty.
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Cobbler89

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Re: Future of the Fortress
« Reply #1553 on: April 18, 2012, 02:52:31 pm »

A large point of the minecart addition is that hauling every single rock is already inordinately time-consuming (which, granted, has balanced out the unrealistic ease of churning through walls -- at least, unrealistic unless dwarves know something about picks or their use that we humans don't -- but now that Toady's making it easy to move stuff in minecarts, I hear the mining itself is going to be tweaked/revised). As such, I don't expect the hauling of individual stones to be made harder than it already is. I wouldn't be surprised if their mining were made slower or something -- I don't know what Toady has planned for the mining system/mechanics per se, which I thought was pretty much complete.

And now, to ask about the future of the fortress in an area that isn't the main focus right now (I hope I'm allowed to ask two questions in one round; if not, just let me know and I'll save this for the next)...

Could a solution to the elven stupidity be to add a raw tag that 1) changes the description to suggest an object was grown rather than carved/cut, 2) allows the elves to recognise their own work and trade it back, and perhaps 3) adds a surrounding symbol -- say, "~" -- to the name to let us distinguish a +<<*larch bow*>>+ and an elven +<<*~larch bow~*>>+? It seems to me that given the system already tracks material, quality, encrusting/decoration etc. of individual items it shouldn't in principle be difficult to add elven-ness in this manner (though maybe it's more complicated to change any such things than I realize)? I for one would like to get a *~larch bow~* from the elves, decorate it so it's a +<<*~larch bow~*>>+ and sell it back to them at increased value, whereas currently there is (to my knowledge) no point in larch bows being in Dwarf Mode at all.
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eux0r

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Re: Future of the Fortress
« Reply #1554 on: April 18, 2012, 05:26:09 pm »

apart from the fact, that this is totally a suggestion and not a question which is not meant to be greened... using green instead of limegreen makes my eyes bleed!
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Elone

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Re: Future of the Fortress
« Reply #1555 on: April 18, 2012, 06:03:20 pm »

apart from the fact, that this is totally a suggestion and not a question which is not meant to be greened... using green instead of limegreen makes my eyes bleed!

Seconded, thirded, and fourthed. I've wanted to say this every time I saw the darker green text, and I did not because I felt that it's not in my place and that I'd be just a lone voice. I had to select the text to be able to read it.
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Flaede

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Re: Future of the Fortress
« Reply #1556 on: April 18, 2012, 07:28:19 pm »

I haven't seen any mention of this, but all the talk of rollercoasters and whatnot has me asking:

what about loop-de-loops?
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

NW_Kohaku

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Re: Future of the Fortress
« Reply #1557 on: April 18, 2012, 07:55:32 pm »

I haven't seen any talk that would indicate you could create a ramp with any sort of discernible adjustable angle.  Vertical tracks thus far seem impossible, much less ones that go inverted. 

This is more the up-and-down or hairpin turn type of rollercoaster thus far.
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MrWiggles

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Re: Future of the Fortress
« Reply #1558 on: April 18, 2012, 09:57:05 pm »

I haven't seen any mention of this, but all the talk of rollercoasters and whatnot has me asking:

what about loop-de-loops?
This has been asked twice, I think so far.

DF Z Levels don't really have ceiling and you can't add constructs to the 'top' of a tile. Which means you can't do Loop De Loops.

But, it seems like, if the minecart physics are as Toady is describing, it should be Physically Possible, just not mechanically possible.
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Untelligent

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Re: Future of the Fortress
« Reply #1559 on: April 18, 2012, 11:36:46 pm »

DF Z Levels don't really have ceiling and you can't add constructs to the 'top' of a tile. Which means you can't do Loop De Loops.

Mind you, just because something's not in the game doesn't mean it'll never be in the game.
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