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Author Topic: Future of the Fortress  (Read 3810080 times)

CLA

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Re: Future of the Fortress
« Reply #3570 on: September 29, 2012, 03:53:29 pm »

Do the fruits contain seeds of the trees? Will we see seeds for all plants now? Do new plants only grow where seeds are? Will animals disperse seeds?

Does tree growth depend on fertility of the ground? Can we influence that with fertilizer? Possibly order trees to be grown somewhere specific by planting a seed?
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darklord92

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Re: Future of the Fortress
« Reply #3571 on: September 29, 2012, 04:05:21 pm »

Can plants fruit with living things? Like, a tree that creates Bad Things, or an 'egg pile' plant that creates bugmen?

If that is so maybe kobold bulbs will be how kobolds reproduce?
« Last Edit: September 29, 2012, 04:07:08 pm by darklord92 »
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MrWiggles

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Re: Future of the Fortress
« Reply #3572 on: September 29, 2012, 04:06:40 pm »

Hrm. Thats an interesting question. I hope that Toadyone doesnt change tree currently spawn, unless it means that we can then make orchards or tree farms.
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smaug13

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Re: Future of the Fortress
« Reply #3573 on: September 29, 2012, 04:23:58 pm »

Can plants fruit with living things? Like, a tree that creates Bad Things, or an 'egg pile' plant that creates bugmen?
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There are just "growths" from the plants, with various timing, development and item type variables...
Creatures are not items. At most, you might perhaps be able to get vermin growths, but I rather doubt it. No sheep growing from plants, I'll say.

But eggs are, right? but then again, if they grow from plants with the current code, they'll probably not hatch.
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tahujdt

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Re: Future of the Fortress
« Reply #3574 on: September 29, 2012, 05:23:53 pm »

Will elves again send their emmissaries to request logging limits?
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Jothki

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Re: Future of the Fortress
« Reply #3575 on: September 29, 2012, 07:24:47 pm »

How will dwarves handle harvesting things from trees? Grabbing everything from every tree on the map would be absurd, but individually designating every item would be annoying as well. Is there going to be a way to flag trees for continuous harvesting?
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FearfulJesuit

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Re: Future of the Fortress
« Reply #3576 on: September 29, 2012, 08:40:57 pm »

Are you implementing a more advanced tree reproduction simulation than saplings randomly popping up?

And if so, will different sorts of trees have different reproduction techniques? At the very least, I'd expect a divide between tree ferns (which tbh are rare), which reproduce by just spores and would act almost exactly like the current system of saplings popping into existence, to conifers, which conceive via wind but then have seeds that are a bit more complex, to angiosperms, many (though not all- I do not actually know how this works for most non-fruit trees, like birches and that sort) of which need outside help to reproduce, producing seeds that often again need outside help to germinate. If so, this would probably mean a more expanded role for bees and other sorts of vermin. Might also come into play with other sorts of plants...

Speaking of other types of plants, are plots afoot to change the way certain crops are grown, so that for example plump helmets might be close to the ground and would work the way they do now, but quarry bushes might produce a harvest of nuts and lose their leaves every fall, but would otherwise grow for years on end in their little place?
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Putnam

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Re: Future of the Fortress
« Reply #3577 on: September 29, 2012, 09:08:24 pm »

That's a big question!!!

CLA

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Re: Future of the Fortress
« Reply #3578 on: September 29, 2012, 09:15:00 pm »

Are you implementing a more advanced tree reproduction simulation than saplings randomly popping up?

And if so, will different sorts of trees have different reproduction techniques? At the very least, I'd expect a divide between tree ferns (which tbh are rare), which reproduce by just spores and would act almost exactly like the current system of saplings popping into existence, to conifers, which conceive via wind but then have seeds that are a bit more complex, to angiosperms, many (though not all- I do not actually know how this works for most non-fruit trees, like birches and that sort) of which need outside help to reproduce, producing seeds that often again need outside help to germinate. If so, this would probably mean a more expanded role for bees and other sorts of vermin. Might also come into play with other sorts of plants...

Speaking of other types of plants, are plots afoot to change the way certain crops are grown, so that for example plump helmets might be close to the ground and would work the way they do now, but quarry bushes might produce a harvest of nuts and lose their leaves every fall, but would otherwise grow for years on end in their little place?

You're mixing up seed dispersal and fertilization.

All flowering plants use pollinators (birds/insects, sometimes monkeys or small apes IIRC), regardless of whether they develop fruits around their seeds or not. Ensuring (non-self-)fertilization is the purpose of the flower.

Fruits, on the other hand are for dispersing the seeds. Other plants use wind for example.
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Urist Da Vinci

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Re: Future of the Fortress
« Reply #3579 on: September 30, 2012, 02:19:46 am »

Note that in a few of ThreeToe's stories, elves could magically persuade trees to grow things like houses, handholds for climbing, and produce "elf kosher" wooden items including weapons and armor.

In this story the dwarves undermine the roots of an elven home tree, falling it:
http://www.bay12games.com/dwarves/story/tt_home_tree.html

Neonivek

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Re: Future of the Fortress
« Reply #3580 on: September 30, 2012, 02:24:26 am »

Note that in a few of ThreeToe's stories, elves could magically persuade trees to grow things like houses, handholds for climbing, and produce "elf kosher" wooden items including weapons and armor.

In this story the dwarves undermine the roots of an elven home tree, falling it:
http://www.bay12games.com/dwarves/story/tt_home_tree.html

Could they make Fir Coats?
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Chronas

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Re: Future of the Fortress
« Reply #3581 on: September 30, 2012, 04:48:11 am »

How will dwarves handle harvesting things from trees? Grabbing everything from every tree on the map would be absurd, but individually designating every item would be annoying as well. Is there going to be a way to flag trees for continuous harvesting?
It would make sense if it worked like collecting spider silk or sand.
Assign a job at the farmer's(?) workshop and a dwarf will grab wheelbarrow or something and go out to the nearest tree or designated 'orchard' zone and comes back with a barrel full.
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Talvieno

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Re: Future of the Fortress
« Reply #3582 on: September 30, 2012, 06:16:42 am »

These questions are unrelated to the tree changes, being more oriented towards the next version in general.
With the new combat and stealth changes that are going in, will we be able to pickpocket sentient creatures?

As non-lethal combat will allow surrendering, will it be taken further so that, say, a goblin fighting in Fortress mode can surrender, becoming a willing prisoner?


How will dwarves handle harvesting things from trees? Grabbing everything from every tree on the map would be absurd, but individually designating every item would be annoying as well. Is there going to be a way to flag trees for continuous harvesting?
It would make sense if it worked like collecting spider silk or sand.
Assign a job at the farmer's(?) workshop and a dwarf will grab wheelbarrow or something and go out to the nearest tree or designated 'orchard' zone and comes back with a barrel full.
I find it more likely that you'll do it the way plants are currently gathered: d > f (gather fruit) > arrow keys and enter key to select an area. X dwarves would pick, and haulers would gather it up with barrels. It's the way Toady usually does things. Plus, it would allow multiple workers at once, while a job at a farmer's workshop would prevent any more than one dwarf per workshop from gathering fruit at a time.
« Last Edit: September 30, 2012, 09:42:23 am by Talvieno »
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MrWiggles

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Re: Future of the Fortress
« Reply #3583 on: September 30, 2012, 08:26:43 am »

These questions are unrelated to the tree changes, being more oriented towards the next version in general.
With the new combat and stealth changes that are going in, will we be able to pickpocket sentient creatures?

As non-lethal combat will allow surrendering, will it eventually be taken further so that, say, a goblin fighting in Fortress mode can surrender, becoming a willing prisoner?


There nothing in the Dev Logs to suggest that he added new player thieving. The Stealth was added in to sneak about Sites primarily.

And, ToadyOne has spoken that he would like Fort Mode ambushes and sieges to have other means of ending beside dying or retreating.
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Talvieno

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Re: Future of the Fortress
« Reply #3584 on: September 30, 2012, 09:41:26 am »

There nothing in the Dev Logs to suggest that he added new player thieving. The Stealth was added in to sneak about Sites primarily.

And, ToadyOne has spoken that he would like Fort Mode ambushes and sieges to have other means of ending beside dying or retreating.
All right, thanks. I figured the second one could have been answered at some point. Still, pickpocketing would make sneaking useful besides just for travel. It would probably actually get me to sneak on occasion. lol
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