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Author Topic: Future of the Fortress  (Read 3831702 times)

Aseaheru

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Re: Future of the Fortress
« Reply #3735 on: October 06, 2012, 01:08:55 pm »

how are dwarf cites going?
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MrWiggles

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Re: Future of the Fortress
« Reply #3736 on: October 06, 2012, 01:18:05 pm »

how are dwarf cites going?
They havent gone at all.

After tress are done, he'll be moving onward with Elf Sites.
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hermes

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Re: Future of the Fortress
« Reply #3737 on: October 06, 2012, 01:21:13 pm »

Cool, thanks for the great answers, Toady.  The watchtower talk reminded me of a question/suggestion, so will try to make this as questiony as possible...

Since watchtowers and elven treehouses put dangerous entities up high, have you considered any adventure mode UI changes to make their visibility more... natural?  e.g. the z+1 view auto-adjusting to the top of the tower to simulate the adventurer glancing up.
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arkhometha

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Re: Future of the Fortress
« Reply #3738 on: October 06, 2012, 01:46:54 pm »

Thanks for the answers, Toady and everybody.
Okay, this probably have been asked before, but I couldn't find anything on it, so here it goes:
Does having raws in text files impact performance, and putting them in a database like SQL would improve performance? If yes, have you considered doing this?
« Last Edit: October 06, 2012, 01:49:04 pm by arkhometha »
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misko27

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Re: Future of the Fortress
« Reply #3739 on: October 06, 2012, 01:55:01 pm »

Yay! I love answers! This is why is one of the reasons why Toady is the best.
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Talvieno

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Re: Future of the Fortress
« Reply #3740 on: October 06, 2012, 02:16:04 pm »

Thanks for the answers, Toady and everybody.
Okay, this probably have been asked before, but I couldn't find anything on it, so here it goes:
Does having raws in text files impact performance, and putting them in a database like SQL would improve performance? If yes, have you considered doing this?
I would expect that doing this would greatly complicate things for modders, which is why Toady has them in *.txt files to begin with, as I understand it. A great portion of the player base has modded the game in one way or another, at least once. Most people would be willing to sacrifice a few FPS for the sake of being able to mod the game.
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arkhometha

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Re: Future of the Fortress
« Reply #3741 on: October 06, 2012, 02:25:36 pm »

Thanks for the answers, Toady and everybody.
Okay, this probably have been asked before, but I couldn't find anything on it, so here it goes:
Does having raws in text files impact performance, and putting them in a database like SQL would improve performance? If yes, have you considered doing this?
I would expect that doing this would greatly complicate things for modders, which is why Toady has them in *.txt files to begin with, as I understand it. A great portion of the player base has modded the game in one way or another, at least once. Most people would be willing to sacrifice a few FPS for the sake of being able to mod the game.

But dealing with a database is easy as modding.
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MrWiggles

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Re: Future of the Fortress
« Reply #3742 on: October 06, 2012, 02:30:03 pm »

Thanks for the answers, Toady and everybody.
Okay, this probably have been asked before, but I couldn't find anything on it, so here it goes:
Does having raws in text files impact performance, and putting them in a database like SQL would improve performance? If yes, have you considered doing this?
I would expect that doing this would greatly complicate things for modders, which is why Toady has them in *.txt files to begin with, as I understand it. A great portion of the player base has modded the game in one way or another, at least once. Most people would be willing to sacrifice a few FPS for the sake of being able to mod the game.

But dealing with a database is easy as modding.
Oh sure, if you know your way around sql.
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Knight Otu

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Re: Future of the Fortress
« Reply #3743 on: October 06, 2012, 02:34:23 pm »

Come to think of it, won't it make sense to have grasses designable at some point too? Even if it's only for the Humans. Because grass is needed to make hay and straw, which, amongst other things is used to feed animals during winter and travel.
Hay and straw are planned, though there is no time-table for that yet. There was a chance that it would be added to the hauling release for hauling animals, but obviously that didn't happen.
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CaptainArchmage

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Re: Future of the Fortress
« Reply #3744 on: October 06, 2012, 02:38:37 pm »

Thanks for the answers Toady!

There were plans to do animal-powered vehicles sometime. Is there any chance of that going in with this release?

This is linked to the inclusion of hay and straw, since the feeding stations Toady mentioned in April will be needed.
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therahedwig

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Re: Future of the Fortress
« Reply #3745 on: October 06, 2012, 03:48:47 pm »

Come to think of it, won't it make sense to have grasses designable at some point too? Even if it's only for the Humans. Because grass is needed to make hay and straw, which, amongst other things is used to feed animals during winter and travel.
Hay and straw are planned, though there is no time-table for that yet. There was a chance that it would be added to the hauling release for hauling animals, but obviously that didn't happen.
Which is why I found it puzzling that the main difference between grass and trees/shrubs seems to be designation. I mean, if hay will go it, you would presumably collect it through zones or designation, right?
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Igfig

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Re: Future of the Fortress
« Reply #3746 on: October 06, 2012, 03:51:37 pm »

Quote from: Tov01
Will we be able to pick flowers for various purposes? For example, certain flowers could be used to produce dyes, while others, like nasturtiums, could be used for food.

Also, will flowers produce fruit, seed pods, or equivalent features?

There isn't a reason to do it yet, anywhere, but an adventurer can.  We might see more action over time.  There will be pickable yummy fruit and so on in this release.

What if you used the tree framework for flowerbeds? You can pick fruit, so you can pick flowers too... just treat flowerbeds as trees without trunks or large branches, just lots of leaves.

Sizik

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Re: Future of the Fortress
« Reply #3747 on: October 06, 2012, 04:02:48 pm »

Quote from: Parisbre56
What happens when you cause the part of the ground the tree rests upon to cave in? Does the tree remain intact?

You mean like floating in space?  The trees are tied to the map, so they won't float.

He means will the tree stay tree-shaped, as opposed to collapsing into a mound of wood like the current cave in system does.
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Matt_S

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Re: Future of the Fortress
« Reply #3748 on: October 06, 2012, 04:49:37 pm »

Thanks for the answers, Toady and everybody.
Okay, this probably have been asked before, but I couldn't find anything on it, so here it goes:
Does having raws in text files impact performance, and putting them in a database like SQL would improve performance? If yes, have you considered doing this?
I would expect that doing this would greatly complicate things for modders, which is why Toady has them in *.txt files to begin with, as I understand it. A great portion of the player base has modded the game in one way or another, at least once. Most people would be willing to sacrifice a few FPS for the sake of being able to mod the game.

But dealing with a database is easy as modding.
Oh sure, if you know your way around sql.
Theoretically Dwarf Fortress could convert between text files and databases for the users or have a utility to do so (or at least convert text files to databases, if not the other way around), since the code to parse text raws is already in Dwarf Fortress.  But I don't think raw processing is much of a bottleneck.
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Cobbler89

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Re: Future of the Fortress
« Reply #3749 on: October 06, 2012, 05:43:49 pm »

Thanks for the answers, Toady and everybody.
Okay, this probably have been asked before, but I couldn't find anything on it, so here it goes:
Does having raws in text files impact performance, and putting them in a database like SQL would improve performance? If yes, have you considered doing this?
I would expect that doing this would greatly complicate things for modders, which is why Toady has them in *.txt files to begin with, as I understand it. A great portion of the player base has modded the game in one way or another, at least once. Most people would be willing to sacrifice a few FPS for the sake of being able to mod the game.

But dealing with a database is easy as modding.
Oh sure, if you know your way around sql.

The SQL is easy.

The setting up an interface between DF's lightly-packed/builtin database and your SQL commands is... *sounds of spattering brains and guts*

Oh, and whatever database software Toady hooked into it would have to be compatible on multiple OSes, or whoever does the Linux and Max Mac [wow, total typo] stuff would be driven berserk, and we all know how that ends.
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