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Author Topic: Future of the Fortress  (Read 3810072 times)

Phlum

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Re: Future of the Fortress
« Reply #3300 on: September 10, 2012, 08:22:54 pm »

Little question here,
will trolls be part of goblin forts? If so, how will they be found in the dark fortress?

In a more specific tone, How will trolls be treated by gobbos, animals? People? Bombs? If they are included in the dark fort, will they be chained? Live in rooms? Or be pastured like sheep?
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blue sam3

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Re: Future of the Fortress
« Reply #3301 on: September 11, 2012, 06:11:59 am »

Off the current vein of conversation, I was looking at all the dev log things before where there was the calculations of minecarts and positions of characters relative to them and tracks and ledges, following trajectories and the like. My question is:

How tightly bound is the DF world to a grid? Is it actually a floating point position based world displayed through a grid, or is it more so connected to the grid on a mathematical level. If it isn't bound by the grid are they any current considerations to alter game displays in that direction?

I would expect with all the calculations for the entities they would be floating point, but walls and floors and other items might have a 1 tile presence or less than.

It's all grids. Grids grids grids. Creatures occupy a full tile. Any arbitrary amount x of creatures can occupy a tile so long as x-1 creatures are lying down on it, etc.

I believe that minecarts (and stuff that shares their systems) are the sole exception to this - they do use some actual floating point stuff to get the parabolic stuff to work.
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Helgoland

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Re: Future of the Fortress
« Reply #3302 on: September 11, 2012, 07:26:38 am »

Little question here,
will trolls be part of goblin forts? If so, how will they be found in the dark fortress?

In a more specific tone, How will trolls be treated by gobbos, animals? People? Bombs? If they are included in the dark fort, will they be chained? Live in rooms? Or be pastured like sheep?
They already have civilian jobs when invading, and seeing as goblins are pretty much an equal-opportunities evil race, I'd expect them to simply work like anyone else.
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Mel_Vixen

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Re: Future of the Fortress
« Reply #3303 on: September 13, 2012, 05:11:07 am »

Trenches and mounds? Would be nice if we could do some more earth-works in fort mode too. Watchtowers are a fine addition too, cant wait to raid one of those gob-forts.
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MrWiggles

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Re: Future of the Fortress
« Reply #3304 on: September 13, 2012, 05:29:43 am »

Trenches and mounds? Would be nice if we could do some more earth-works in fort mode too. Watchtowers are a fine addition too, cant wait to raid one of those gob-forts.
You can do trenches in Fort Mode.

Unless you're thinking that trenches are some sorta new, like half dug tile.
« Last Edit: September 13, 2012, 05:49:58 am by MrWiggles »
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Mel_Vixen

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Re: Future of the Fortress
« Reply #3305 on: September 13, 2012, 09:11:51 am »

I know i meant the mounds as in piling up dirt somewhere where i need it.
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thvaz

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Re: Future of the Fortress
« Reply #3306 on: September 13, 2012, 10:51:43 am »

Do watchtowers offer any advantage in spotting intruders? Or are they just cosmetic for now?
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Anatoli

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Re: Future of the Fortress
« Reply #3307 on: September 13, 2012, 03:45:52 pm »

Do watchtowers offer any advantage in spotting intruders? Or are they just cosmetic for now?
Also, do mounds and trenches etc... offer any advantages?
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Mr S

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Re: Future of the Fortress
« Reply #3308 on: September 13, 2012, 05:03:37 pm »

They will block LOS for archers, and give a high point for defenders.  I'm not sure what advantages high ground gives in the current game mechanics, though.

Classically, the Mott and Bailey design was used to defend seiges, but since we don't have proper seige engines in game yet, that is a bit premature.
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GreatWyrmGold

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Re: Future of the Fortress
« Reply #3309 on: September 13, 2012, 07:47:24 pm »

How will you choose animals to be placed in "troll-shearing areas," codingly speaking? Any tamed critters that can be sheared, or some other factors?
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Manveru Taurënér

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Re: Future of the Fortress
« Reply #3310 on: September 13, 2012, 08:24:34 pm »

How will you choose animals to be placed in "troll-shearing areas," codingly speaking? Any tamed critters that can be sheared, or some other factors?

Do goblins shear anything other than trolls? :S
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GreatWyrmGold

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Re: Future of the Fortress
« Reply #3311 on: September 13, 2012, 08:52:18 pm »

How will you choose animals to be placed in "troll-shearing areas," codingly speaking? Any tamed critters that can be sheared, or some other factors?

Do goblins shear anything other than trolls? :S
Sheep, goats, modded shell-cows...
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darklord92

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Re: Future of the Fortress
« Reply #3312 on: September 13, 2012, 09:41:03 pm »

How will you choose animals to be placed in "troll-shearing areas," codingly speaking? Any tamed critters that can be sheared, or some other factors?

Do goblins shear anything other than trolls? :S
Sheep, goats, modded shell-cows...

I'd presume anything marked as a [evil] animal
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Mr S

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Re: Future of the Fortress
« Reply #3313 on: September 13, 2012, 10:41:54 pm »

Whether they have fur or not?  Those cunning bastards!
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darklord92

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Re: Future of the Fortress
« Reply #3314 on: September 14, 2012, 08:05:43 am »

Whether they have fur or not?  Those cunning bastards!

Well if these troll sheering areas are just the pastures with workers than yes, it's likely we may see cave dragons in the same area too.
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