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Author Topic: Future of the Fortress  (Read 3827388 times)

MrWiggles

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Re: Future of the Fortress
« Reply #3885 on: October 12, 2012, 02:27:47 am »

Quote from: burn_heal link= =100851.msg3688755#msg3688755 date=1350022916
When scouts/armies are eventually introduced to Fort-mode, will we see the same villain-behaviour / groups-moving-around-the-world that is being worked on in this release? Will the world behave in (more or less) the same way it does in adventure mode?[/color]

Thanks for taking the time you do to answer questions here. Always looking forward to reading about current development :)
Thats is the goal. Adventure Mode and Fort Mode are not seperate games. They're suppose to be different means to interact with the same game, and more importantly with the same game world.
« Last Edit: October 12, 2012, 02:30:57 am by MrWiggles »
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bombzero

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Re: Future of the Fortress
« Reply #3886 on: October 12, 2012, 02:29:12 am »

Quote from: burn_heal link= =100851.msg3688755#msg3688755 date=1350022916
When scouts/armies are eventually introduced to Fort-mode, will we see the same villain-behaviour / groups-moving-around-the-world that is being worked on in this release? Will the world behave in (more or less) the same way it does in adventure mode?[/color]

Thanks for taking the time you do to answer questions here. Always looking forward to reading about current development :)
Thats is the goal. Adventure Mode and Fort Mode are not seperate games. They're suppose to be different means to interact with the same game, and more importantly with the same game world.

This is also why Toady is making such an effort to synchronize fortress mode and adventure mode systems over past years.
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DG

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Re: Future of the Fortress
« Reply #3887 on: October 12, 2012, 02:32:22 am »

Toady,

It has always seemed to me that Fortress mode is the more popular format in the game. With a lot of the focus of current development being on adventure mode, are you worried that more fort-oriented players will miss out on a lot of the new features?

It stands to reason that Fortmode would be more popular when it has historically had more features and time put into. It's no reason not to work on improving Adventure mode. With a better Adventure mode more Fortmode-only people may be encouraged to give it a shot and enjoy it.
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burn_heal

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Re: Future of the Fortress
« Reply #3888 on: October 12, 2012, 04:24:28 am »

With a better Adventure mode more Fortmode-only people may be encouraged to give it a shot and enjoy it.
This is certainly what I hope. I personally am excited about giving adventure mode a proper go after next release, it sounds like it will be really fleshed-out.
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Vattic

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Re: Future of the Fortress
« Reply #3889 on: October 12, 2012, 04:32:44 am »

Will we be able to adjust how many tiles it takes to get up to speed when sprinting? I think it would be interesting.

When at full speed can you change direction and keep the speed? Turning anything more than 90° without slowing seems strange. I know you've thought about this for the mounted controls.
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Yoink

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Re: Future of the Fortress
« Reply #3890 on: October 12, 2012, 04:34:45 am »

Hey guys, this is going to be the release with the non-lethal combat, right? Or am I mistaken?

If yes, has the great Toady made any mention of sheaths for weapons, at all? If drawing a deadly weapon ramps a fight up to lethal, I mean.
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Re: Future of the Fortress
« Reply #3891 on: October 12, 2012, 04:44:54 am »

Will we be able to adjust how many tiles it takes to get up to speed when sprinting? I think it would be interesting.

When at full speed can you change direction and keep the speed? Turning anything more than 90° without slowing seems strange. I know you've thought about this for the mounted controls.

Quote from: Toady One
When you are running full speed, you can still stop without carrying forward additional squares, but you need to move in roughly the same direction to maintain your full speed. So if you are going east, then northeast and southeast are also okay, but if you go north, you'll go back down to jogging speed until you build up again.
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Vattic

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Re: Future of the Fortress
« Reply #3892 on: October 12, 2012, 04:58:55 am »

Thank you Japa.
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thvaz

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Re: Future of the Fortress
« Reply #3893 on: October 12, 2012, 05:05:20 am »

The real meat of DF is in the integration with the world. Fortress mode and adventurer mode are tools to this integration. If you like only fortress mode, there are plenty of clones games inspired by Fortress mode already in development.  :)
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Helgoland

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Re: Future of the Fortress
« Reply #3894 on: October 12, 2012, 05:41:09 am »


With the combat/movement speed split, will we be seeing mounts in the next release? If yes, both for fort and adventure modde or just for one of the two?
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BradUffner

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Re: Future of the Fortress
« Reply #3895 on: October 12, 2012, 09:18:33 am »

Will we be able to adjust how many tiles it takes to get up to speed when sprinting? I think it would be interesting.

When at full speed can you change direction and keep the speed? Turning anything more than 90° without slowing seems strange. I know you've thought about this for the mounted controls.
Acceleration will probably be configurable per creature in the raws. Animals like cheetahs and turtles have vastly different acceleration rates, and rhinos have surprisingly high acceleration for their size from what I've heard.

Will acceleration and jump height be affected by equipment and other inventory?
« Last Edit: October 12, 2012, 09:21:51 am by BradUffner »
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Re: Future of the Fortress
« Reply #3896 on: October 12, 2012, 09:26:53 am »


With the combat/movement speed split, will we be seeing mounts in the next release? If yes, both for fort and adventure modde or just for one of the two?

mounts for dwarves are not planned. invader mounts in fort mode were in, not sure if they've been taken out

Chronas

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Re: Future of the Fortress
« Reply #3897 on: October 12, 2012, 09:42:30 am »

Oh man this next update is looking better and better -here was me doubting that was even possible.
In regards to speed loss when changing direction, will it be more time efficient pulling a turning circle to make a full 180 or even to turn 90 degrees vs. losing sprint to change direction instantaneously?

Is the sprinting speed of a creature dependent on its innate speed or a separate variable?

Do different creatures have different turning circles? For example some losing speed at a mere 45 degree angle or others capable of maintaining speed in any direction.
If yes, is that also a separate variable or do faster creatures turn slower?

IIRC you mentioned that moving at a faster speed increases the force of your blows (like a non-placeholder charge). Is the reverse also true? Will running/jumping into a moving minecart head-on (or even obtusely) combine the force?

Uh... sorry for the pile of questions. This update excites me greatly.
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Old Bones

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Re: Future of the Fortress
« Reply #3898 on: October 12, 2012, 10:02:08 am »

In adventure mode if you jump from somewhere onto a climbable surface, will you catch yourself?
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CaptainArchmage

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Re: Future of the Fortress
« Reply #3899 on: October 12, 2012, 01:19:47 pm »

Oh man this next update is looking better and better -here was me doubting that was even possible.
In regards to speed loss when changing direction, will it be more time efficient pulling a turning circle to make a full 180 or even to turn 90 degrees vs. losing sprint to change direction instantaneously?

Is the sprinting speed of a creature dependent on its innate speed or a separate variable?

Do different creatures have different turning circles? For example some losing speed at a mere 45 degree angle or others capable of maintaining speed in any direction.
If yes, is that also a separate variable or do faster creatures turn slower?

IIRC you mentioned that moving at a faster speed increases the force of your blows (like a non-placeholder charge). Is the reverse also true? Will running/jumping into a moving minecart head-on (or even obtusely) combine the force?

Uh... sorry for the pile of questions. This update excites me greatly.

As far as I know, creatures just stop (or slow down to normal speed), and turn. They don't have a turning circle like a vehicle or something, and their momentum won't carry them further (i.e. off cliffs or into walls) if they choose to stop.


With the combat/movement speed split, will we be seeing mounts in the next release? If yes, both for fort and adventure modde or just for one of the two?

mounts for dwarves are not planned. invader mounts in fort mode were in, not sure if they've been taken out

I think mounts are planned for adventure and dwarf mode. It was mentioned a while back with caravans travelling around the world.

Will Dwarf Fortress try to deliberately make navigable climbing paths up trees and through the tree-tops outside of forest retreats?
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