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Author Topic: Future of the Fortress  (Read 3839370 times)

WillowLuman

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Re: Future of the Fortress
« Reply #6645 on: May 31, 2013, 02:48:25 pm »

I hope that, in the future, we shall be able to track down crocodiles that maul our master armorsmiths and exact revenge in adventure mode.
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Lolfail0009

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Re: Future of the Fortress
« Reply #6646 on: May 31, 2013, 06:38:57 pm »

I hope that, in the future, we shall be able to track down crocodiles that maul our master armorsmiths and exact revenge in adventure mode.
Hear, hear!

monk12

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Re: Future of the Fortress
« Reply #6647 on: May 31, 2013, 09:02:20 pm »

I hope that, in the future, we shall be able to track down crocodiles that maul our master armorsmiths and exact revenge in adventure mode.
Hear, hear!

I'm hoping that'll be something we can do once we can send raiding parties out. Nuts to the goblins, I want to go all Moby Dick on the wildlife! There's potential there for hunters and beastmasters and the like, too.


Cheers for Toady answers!

arkhometha

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Re: Future of the Fortress
« Reply #6648 on: May 31, 2013, 09:47:06 pm »

Is dwarves leaving your fortress on the dev horizon? It makes sense for them to decide to either pack up and go, or to tantrum spiral (maybe based on if they're married/have children, dedication to their job, personality traits)
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MrWiggles

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Re: Future of the Fortress
« Reply #6649 on: June 01, 2013, 12:11:39 am »

Is dwarves leaving your fortress on the dev horizon? It makes sense for them to decide to either pack up and go, or to tantrum spiral (maybe based on if they're married/have children, dedication to their job, personality traits)


ToadyOne has spoken about that from time to time. From either their own agency, or starting a new Fort from your own. Its tied to various future DF features.
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WillowLuman

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Re: Future of the Fortress
« Reply #6650 on: June 01, 2013, 05:10:05 pm »

It would be cool if unhappy dwarves left sometimes, instead of staying around to cause trouble. Perhaps they could get a very bad thought of "prevented from leaving lately."
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PigtailLlama

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Re: Future of the Fortress
« Reply #6651 on: June 01, 2013, 05:37:43 pm »

Sad to hear about some of the unique graphics concerns for certain screens, but I wasn't too concerned about that. However, it seems Toady skipped my line about adding horizontal and vertical flip and rotation attributes to tiles to reduce space used by tiles that are basically duplicates. :(
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CaptainArchmage

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Re: Future of the Fortress
« Reply #6652 on: June 01, 2013, 06:11:12 pm »

Thanks for the answers!

We're still waiting for the June report, but it looks like there's not much to do... besides fixing trees, kobold caves (or has that been put off?), and whatever else there is.......

Interesting to see there's a lot of stuff "I'm not sure whether dwarves do that, its in the old code". Has Dwarf Fortress become a swamp even for the programmer to quest about in?  8) 8) 8) 8)
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King Mir

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Re: Future of the Fortress
« Reply #6653 on: June 01, 2013, 07:06:49 pm »

If the "20% of the list" number is to set the trend, then the game is due to come out in late September...

This is consistent with his latest estimate of "some months in the future" at the beginning of the month. It is not consistent with 2 months, working 14 hours a day, which he also said as an estimate around the same time.

EDIT: Actually, if Toady did 20% of the remaining work, estimated at 2 months of 14 hour days, in 30 days, that works out to 5.5 hours a day or 39 hours a week this month. Which is exactly how much time you'd expect Toady to put into a full time job. So that's consistent with a late September release too.
« Last Edit: June 01, 2013, 08:05:40 pm by King Mir »
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monk12

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Re: Future of the Fortress
« Reply #6654 on: June 01, 2013, 08:26:47 pm »

Except that programming doesn't really work that way? He's gone through 20% of his list, but it's highly doubtful each item on the list takes the same amount of time to cross off. The next item on his list might stall him for a full week, or he might rip through half the list in that same amount of time if it's all closely related and easily finished.

King Mir

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Re: Future of the Fortress
« Reply #6655 on: June 01, 2013, 08:50:15 pm »

Yeah it's a rough data point. But it's a data point.

LordBaal

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Re: Future of the Fortress
« Reply #6656 on: June 01, 2013, 09:01:55 pm »

Exactly as Monk12 has said.
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Witty

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Re: Future of the Fortress
« Reply #6657 on: June 01, 2013, 10:54:49 pm »

With the addition of jumping, will invaders now be able to leap over a 1 z-level walls? Can they climb on rough walls?
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Re: Future of the Fortress
« Reply #6658 on: June 01, 2013, 11:11:41 pm »

If so, all the more reason to make a roof.
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arkhometha

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Re: Future of the Fortress
« Reply #6659 on: June 01, 2013, 11:47:52 pm »

Right now, combat physics don't seem to account for some things. For example, it doesn't seem that the skull round shape mitigates the effects of impacts it suffers as it happens IRL. As a consequence, we have strange things like dwarfs breaking each other skulls with punchs and a lot of skull breaking in general. The same thing can somewhat be applied to arrows vs armor, they don't seem to account the armor shape in impact. Since we had a combat overhaul, does this theorized unintended deficiency (bug? I don't know a better word for it) stills stands, it's somewhat better or it's completely removed? If it's not and I'm right about this, do you plan to do something about it in the future?


Simple example, not mine, of someone breaking a skull after being thrown by the thumb.
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« Last Edit: June 01, 2013, 11:53:01 pm by arkhometha »
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