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Author Topic: Future of the Fortress  (Read 3806353 times)

LordBaal

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Re: Future of the Fortress
« Reply #6135 on: April 25, 2013, 05:00:38 pm »

Err.. sure, yeah... why not?
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tahujdt

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Re: Future of the Fortress
« Reply #6136 on: April 25, 2013, 05:56:13 pm »

Err.. sure, yeah... why not?
If you'll check out my sig, you'll see that I'm doing a DF podcast. I'm still working on it and getting some helpers, but there's one episode already. (Here's a hint: it's no good.) That kind of report sounds like something I could do.
#shamelesspromotion
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Areyar

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Re: Future of the Fortress
« Reply #6137 on: April 26, 2013, 09:01:16 am »

Quite possibly, with the slowed down time, one would pause less?
In any case, paused playeractivities would not increase with slower dwarf-time, as those would take place paused anyhow.

I'm tentatively pro- . . . an optional fast-setting would be cool to have with this, which could use the current steps settings when no critical processes are being run that require this increased detail? Resetting temporarily to something similar to how it is currently or even condensing/abstracting more, making dwarfs jump across the map.
Though something like that would probably require Toady1 to keep two separate sets of code? 
A whole lot of work in any case.
Maybe a way to see your fortress grow in a fast abstracted way will eventually evolve from being able to temporarilly leave fortress mode.
Will it eventually be possible to leave the Fortress and see it evolve/cope in hisory mode?
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LordBaal

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Re: Future of the Fortress
« Reply #6138 on: April 26, 2013, 09:17:58 am »

That's most of what's this release its supposed to be. In the next release you'll be able to leave the fort without abandoning it. That's it, you'll be able to create a fort, leave it to it's own. Then make adventurer(s) or another(s) fort(s), and then go back (not needing to reclaiming it) to the first fort if it's still on foot.

My guessing is that while you are away from the fort, and as history (I think, don't quote me on that) goes along with gameplay now, the fortress you create but are not currently attending will keep up with the rest of the world.
« Last Edit: April 26, 2013, 09:28:36 am by LordBaal »
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I'm curious as to how a tank would evolve. Would it climb out of the primordial ooze wiggling it's track-nubs, feeding on smaller jeeps before crawling onto the shore having evolved proper treds?
My ship exploded midflight, but all the shrapnel totally landed on Alpha Centauri before anyone else did.  Bow before me world leaders!

AlmightyOne

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Re: Future of the Fortress
« Reply #6139 on: April 26, 2013, 09:23:19 am »

Wow so with ALL the possible things we make when we run a fortress,no matter how crazy it is, it will still continue to function even after we leave it for sometime and even keep up with the world's history.
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Cruxador

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Re: Future of the Fortress
« Reply #6140 on: April 26, 2013, 11:22:54 am »

Wow so with ALL the possible things we make when we run a fortress,no matter how crazy it is, it will still continue to function even after we leave it for sometime and even keep up with the world's history.
It'll still be off-loaded, so the most complicated things might not work as intended, especially if they involve fluids. But the things that are simulated (economic and military stuff) should work.
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AlmightyOne

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Re: Future of the Fortress
« Reply #6141 on: April 26, 2013, 11:41:43 am »

Wow so with ALL the possible things we make when we run a fortress,no matter how crazy it is, it will still continue to function even after we leave it for sometime and even keep up with the world's history.
It'll still be off-loaded, so the most complicated things might not work as intended, especially if they involve fluids. But the things that are simulated (economic and military stuff) should work.
Getting really impatient now for the new release, I would really like to see how this gets implemented.
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Xanmyral

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Re: Future of the Fortress
« Reply #6142 on: April 26, 2013, 11:52:55 am »

I have a question: Why fight between which is better, slow time or fast time, when you can have the option to swap between them during play? Thus if you want to get something quickly done, speed time up, if you want to watch things as they progress, slow it down. This way things aren't glacial, although you would notice that sped up time would move by faster due to the game then being centered around slow play, you could still play in fast mode if you wished.

Cruxador

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Re: Future of the Fortress
« Reply #6143 on: April 26, 2013, 12:19:07 pm »

I have a question: Why fight between which is better, slow time or fast time, when you can have the option to swap between them during play? Thus if you want to get something quickly done, speed time up, if you want to watch things as they progress, slow it down. This way things aren't glacial, although you would notice that sped up time would move by faster due to the game then being centered around slow play, you could still play in fast mode if you wished.
Of course, that would be ideal. But I'm not so sure about feasibility.
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My Name is Immaterial

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Re: Future of the Fortress
« Reply #6144 on: April 26, 2013, 12:59:23 pm »

How many bug-fix releases do you expect to need to do after the new version is released so the game is in a stable state?
Edit: Is this better phrased?
« Last Edit: April 26, 2013, 02:19:44 pm by My Name is Immaterial »
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WillowLuman

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Re: Future of the Fortress
« Reply #6145 on: April 26, 2013, 01:27:06 pm »

How many bug-fix releases do you expect to need to do after the new version is released?

The only accurate answer would be "a few"
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Re: Future of the Fortress
« Reply #6146 on: April 26, 2013, 01:34:50 pm »

How many bug-fix releases do you expect to need to do after the new version is released?
That isn't really an answerable question. "As many as needed" or "Until I feel I need to add features to the game again" are probably the closest you can get as a realistic answer.
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LordBaal

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Re: Future of the Fortress
« Reply #6147 on: April 26, 2013, 02:28:16 pm »

I don't know, but it could be quite a few, specially this being, as far I'm concerned, the biggest update ever made (please feel free to correct me if I'm wrong, I'm relative new to DF). I haven't counted the bugfixes Toady has made for past versions, but is safe to assume quite a few.

With this update, the foundations are lay for a lot of things like true armies marching around, true merchants, and so on. But what's more important, it enhances and expands the scope of the game as we can now dynamically really build up empires, even if it has to be one place at the time.
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I'm curious as to how a tank would evolve. Would it climb out of the primordial ooze wiggling it's track-nubs, feeding on smaller jeeps before crawling onto the shore having evolved proper treds?
My ship exploded midflight, but all the shrapnel totally landed on Alpha Centauri before anyone else did.  Bow before me world leaders!

King Mir

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Re: Future of the Fortress
« Reply #6148 on: April 26, 2013, 02:47:10 pm »

Quite possibly, with the slowed down time, one would pause less?
In any case, paused playeractivities would not increase with slower dwarf-time, as those would take place paused anyhow.

I'm tentatively pro- . . . an optional fast-setting would be cool to have with this, which could use the current steps settings when no critical processes are being run that require this increased detail? Resetting temporarily to something similar to how it is currently or even condensing/abstracting more, making dwarfs jump across the map.
Though something like that would probably require Toady1 to keep two separate sets of code? 
A whole lot of work in any case.
Maybe a way to see your fortress grow in a fast abstracted way will eventually evolve from being able to temporarilly leave fortress mode.
Will it eventually be possible to leave the Fortress and see it evolve/cope in hisory mode?
You will be able to leave fortress mode in this release. However, it will not be possible to resume wordgen, as that would require re-abstracting the fort. So you could build another fort, look in legends, or play as an adventurer, but not to run worlgen again. The ability to skip forward in time at a slower rate has not been announced, except for the automatic time skips before starting a new fort or adventurer. 

Trif

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Re: Future of the Fortress
« Reply #6149 on: April 26, 2013, 03:20:18 pm »

I don't know, but it could be quite a few, specially this being, as far I'm concerned, the biggest update ever made (please feel free to correct me if I'm wrong, I'm relatively new to DF).
The 2010 release came out after 1 year and 7 months, which would be the biggest update in terms of development time. The update with the biggest changes was probably the transition from 2D to 3D.

Still, the upcoming update is very exciting. I think it has a very good mixture of playable features and framework for future improvement.
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