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Author Topic: Future of the Fortress  (Read 3836041 times)

Button

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Re: Future of the Fortress
« Reply #6270 on: May 03, 2013, 04:42:22 pm »

I've been messing around with fertility today and have a few questions.

Are there any plans for raw-ing gestation/incubation/child spacing intervals? At the moment if I understand correctly - given the presence of an appropriate male - civilized females can give birth again as soon as their children grow from Baby to Child; domestic viviparous animals have a litter every year; and domestic oviparous animals have bugs with un-fertilizable clutches such that I don't even know what the intent is there. I want elephants to give birth less often than dogs, and I want to be able to breed giant insects without significantly lengthening their lifespans.

Will we ever be able to designate which CASTEs can pair up with each other in monogamous species? What about the ability to designate which castes in which combinations produce other castes? E.g., let's say I have castes named after colors; will there ever be a way I can designate that a Red can only mate with a Blue or a Yellow, and that the Red&Blue combination will produce a Purple, and the Red&Yellow combination will produce an Orange?

What about defining castes as life phases, a la insect and amphibian life cycles, with creatures moving through very different physical stages as they mature?

Are there any plans for allowing the adoption of orphaned infants?
« Last Edit: May 03, 2013, 05:03:37 pm by Button »
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Tacyn

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Re: Future of the Fortress
« Reply #6271 on: May 03, 2013, 05:24:48 pm »

I've sent Toady the following question a couple times, but haven't received an answer.

Quote
Are there plans to improve the interface\system for placement of buildings (furniture, constructions, etc) in a near-future release?

Primarily I’m interested in information about anything that reduces the number of repetitive actions one must take in building a structure using a large number of constructions or when placing sets of furniture in 100+ bedrooms. It’d be awesome to be able to ‘paint’ with a chosen type (Selected: Larch Tables, quality = any, distance = any, quantity available = 30) instead of going b, t, selecting a location, selecting a specific object, over and over. This can get time-consuming (on the order of hours of work) when doing tasks like making a large block wall or placing floors in a room with a complicated, non-square shape.



I don't know if the man is too busy improving the game to answer, or has chosen not to reply because he disliked the question or the way I asked it, but I'm really only concerned with finding an answer; has anyone seen such an answer in this thread or another thread or devblog in recent memory?

I put a lot of time into playing and promoting DF so I'm disappointed at how conspicuously he's avoided discussing this matter after I've politely asked several times over the past 6 months.
Have you tried falconne's plugins in http://www.bay12forums.com/smf/index.php?topic=119575.0 or Quickfort?
Sounds pretty much like what you are asking for.

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monk12

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Re: Future of the Fortress
« Reply #6272 on: May 03, 2013, 07:07:30 pm »

I've been messing around with fertility today and have a few questions.

Are there any plans for raw-ing gestation/incubation/child spacing intervals?[/color] At the moment if I understand correctly - given the presence of an appropriate male - civilized females can give birth again as soon as their children grow from Baby to Child; domestic viviparous animals have a litter every year; and domestic oviparous animals have bugs with un-fertilizable clutches such that I don't even know what the intent is there. I want elephants to give birth less often than dogs, and I want to be able to breed giant insects without significantly lengthening their lifespans.

Will we ever be able to designate which CASTEs can pair up with each other in monogamous species? What about the ability to designate which castes in which combinations produce other castes?[/color] E.g., let's say I have castes named after colors; will there ever be a way I can designate that a Red can only mate with a Blue or a Yellow, and that the Red&Blue combination will produce a Purple, and the Red&Yellow combination will produce an Orange?

What about defining castes as life phases, a la insect and amphibian life cycles, with creatures moving through very different physical stages as they mature?[/color]

Are there any plans for allowing the adoption of orphaned infants?[/color]

It's worth noting that this thread is for questions about current development- namely, things that are going to be in the next release. That said, these are the kinds of question that would be appropriate for DF talk (forum thread,) and much more likely to be answered there.

Also, I don't have a quote but I'm pretty sure the last one is "yes, no timeline." And you can fake life cycles using interactions (though that has the downside of completely healing the target.)



@Noble Digger, UI improvements are one of those things that lots of people ask for, and Toady knows lots of people want, but he's extremely reluctant to spend time on it since the time spent improving the UI is time spent not adding content, and there's a significant probability that he'd just have to do it over again when a new content release renders it obsolete.

Or, to more directly address your specific question, no, there are not any near-future plans for an interface overhaul, whether in general or in regards to building/constructions. As LordBaal mentioned, it probably won't change until the next time he changes the way that aspect of the game works, or if he makes changes to another part of the game that would transfer over (for example, off the top of my head the earliest he might touch this would be Adventure Mode constructions, which were on the old list of near-term goals, though that list is itself obsolete.)

Button

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Re: Future of the Fortress
« Reply #6273 on: May 03, 2013, 07:18:28 pm »

Oh, sorry about wrong thread :) Carry on
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Rose

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Re: Future of the Fortress
« Reply #6274 on: May 03, 2013, 11:04:15 pm »

Toady, who was that oversized dwarf on stage with you in iceland?
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Noble Digger

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Re: Future of the Fortress
« Reply #6275 on: May 03, 2013, 11:12:34 pm »

Quote
Have you tried falconne's plugins in http://www.bay12forums.com/smf/index.php?topic=119575.0 or Quickfort?
Sounds pretty much like what you are asking for.

Wow. This is pretty spot on what I need. I've never heard anyone mention this feature in falconne:

Quote
Moves the last used material to the top of the material list
Allows you to assign certain materials for "auto-selected" in future construction
Enables rectangular selection for placing constructions, the way designations are done

Thank you so much :)
« Last Edit: May 03, 2013, 11:26:39 pm by Noble Digger »
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quib·ble
1. To evade the truth or importance of an issue by raising trivial distinctions and objections.
2. To find fault or criticize for petty reasons; cavil.

Putnam

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Re: Future of the Fortress
« Reply #6276 on: May 03, 2013, 11:15:15 pm »

that's not quickfort, that's falconne

Noble Digger

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Re: Future of the Fortress
« Reply #6277 on: May 03, 2013, 11:25:52 pm »

Quote
@Noble Digger, UI improvements are one of those things that lots of people ask for, and Toady knows lots of people want, but he's extremely reluctant to spend time on it since the time spent improving the UI is time spent not adding content, and there's a significant probability that he'd just have to do it over again when a new content release renders it obsolete.

Or, to more directly address your specific question, no, there are not any near-future plans for an interface overhaul, whether in general or in regards to building/constructions. As LordBaal mentioned, it probably won't change until the next time he changes the way that aspect of the game works, or if he makes changes to another part of the game that would transfer over (for example, off the top of my head the earliest he might touch this would be Adventure Mode constructions, which were on the old list of near-term goals, though that list is itself obsolete.)

Fair enough, to be sure. When I first got the idea to request this feature of Toady, it was because I had recently seen certain similar improvements made, such as the ability to designate on multiple Z-levels at the same time, and the ability to paint forbid designations and dumping designations. The way I imagined the overhaul of the construction material selection menu, for example, has longevity and doesn't seem too sensitive to any impending changes: basically just a change in the sorting logic. However, Tacyn pointed out a great solution to this problem that I can use without bugging toady, and I want to thank the both of you for your informative and useful replies. If it works the way it seems like it will, I can shake the rust off a couple of my favorite forts and work on projects this inefficiency caused to take the life out of me. :]
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quib·ble
1. To evade the truth or importance of an issue by raising trivial distinctions and objections.
2. To find fault or criticize for petty reasons; cavil.

dwarfhoplite

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Re: Future of the Fortress
« Reply #6278 on: May 04, 2013, 04:47:52 am »

Does the new combat system make multi-target melee combat situations, such as sieges often are, considerably more dangerous for the faction with fewer soldiers? For short, will sieges be harder now?
« Last Edit: May 04, 2013, 02:26:54 pm by dwarfhoplite »
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Ray Digrus

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Re: Future of the Fortress
« Reply #6279 on: May 04, 2013, 12:34:40 pm »

May the 'different levels of resolution' (those that take part in calculating armies' movement) be useful for calculating the whole world's events since the fortress mode seems to be similar with the highest level of resolution?
Thanks for fix, Putnam.
« Last Edit: May 04, 2013, 04:32:50 pm by Ray Digrus »
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Putnam

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Re: Future of the Fortress
« Reply #6280 on: May 04, 2013, 12:35:16 pm »

highest level of resolution

Andreus

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Re: Future of the Fortress
« Reply #6281 on: May 05, 2013, 05:12:24 am »

Oh, here's another mod-related question. In future, will we have more criteria for position prerequisites? Right now, we only have succession by heir and succession by position - in the future, will we be able to have things like "X number of kills required" or "X level of mastery in skill?" Are we going to see more stratified caste structures in the future, with nobility keeping their spot at the top simply because they're nobility?
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Knight Otu

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Re: Future of the Fortress
« Reply #6282 on: May 05, 2013, 08:07:44 am »

Oh, here's another mod-related question. In future, will we have more criteria for position prerequisites? Right now, we only have succession by heir and succession by position - in the future, will we be able to have things like "X number of kills required" or "X level of mastery in skill?" Are we going to see more stratified caste structures in the future, with nobility keeping their spot at the top simply because they're nobility?
Entity positions will become more fleshed out as the game progresses, including requirements. The existing position raw options mostly come from the preexisting positions that were in the game before. This quote is about responsibilities, but the same principles apply:
Quote
Quote
What are the options for the RESPONSIBILITY tokens? Can we create positions that have specific labors assigned to them? For example, a Miner's Guildmaster who has room requirements and only the Mining skill allowed as a labor?
I just added them in as I needed them to handle existing mechanics, but the list will keep growing.
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LordBaal

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Re: Future of the Fortress
« Reply #6283 on: May 06, 2013, 11:31:02 am »

Oh great Toad, do you plan (I'm guessing you are) to rawitfy the UI text, or employ another mechanic that would allow us to make translations to another languages?
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Re: Future of the Fortress
« Reply #6284 on: May 06, 2013, 11:46:52 am »

You know, generally anything to do with the UI has been put on indefinite hold, but frankly it's a little embarrassing how little international support DF offers. It'd be nice, and a great way to increase the audience of potential donators.
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