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Author Topic: Future of the Fortress  (Read 3836735 times)

Mr S

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Re: Future of the Fortress
« Reply #7605 on: September 25, 2013, 09:43:21 pm »

As for what the next Big Project is after this arc of releases winds down...none but Armok and Toady know. You could try divining from the entrails of a sacrificed animal.

Tried that, all I ended up with was a platter of offal.

Yummy, yummy offal.
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EmeraldWind

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Re: Future of the Fortress
« Reply #7606 on: September 25, 2013, 09:58:14 pm »

As for what the next Big Project is after this arc of releases winds down...none but Armok and Toady know. You could try divining from the entrails of a sacrificed animal.

Tried that, all I ended up with was a platter of offal.

Yummy, yummy offal.

Sounds like a good harvest.
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Knight Otu

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Re: Future of the Fortress
« Reply #7607 on: September 26, 2013, 07:47:17 am »

I seem to recall a quote where he mentioned that the "personality rewrite" was so big, he ended up dividing it into chunks that will be dealt with as the analogous adventure mode aspects get worked on. So he's working on some basic framework stuff now, and then goals/aspirations will get fleshed out when worldgen leaders get their stuff, and relationships will get updated when adventure mode relationships can form, etc etc.

I don't know where he said that though, so it'd be great if some genius could come up with a citation.
Is it one of these?

Quote from: monkeyfetus
What happened to the personality rewrite? I was under the impression it was a precursor to all this stuff about entities interacting with each-other.

Parts of it have already happened, but I'm not doing it as an independent large push in the way I thought, so I haven't particularly noted it -- there are lots of other things wrapped up with the personality changes that we're still going to do later.

Quote
Quote from: Areyar
Now that you have entities and groups setting goals and acting on them in adventurermode, will you soon add these features also to groups in the Fortress mode?

So that groups such as familiy, inactive squads ect will coordinate their goals and actions more. Also intergroup; feuds, alliances etc. influencing an individuals' thoughts,likes etc. animals could claim territories and defend them.
Quote from: Cruxador
How will these new thought-systems interface with the upcoming groups system?
Quote from: tahujdt
Toady, will dwarves ever try to assasinate people(outside of tantrums)? Will we find fighting factions within our forts?

Having factions/religions/guilds in the fortress is something we're holding in mind as we work with the thought/personality/emotion rewrite and the entity claims.  The new systems are basically the framework of the personality rewrite we've been going on about forever and the dwarf mode interface there with groups is all of the sort of decision making we've been talking about.  However, I still need to gut the dwarven brain in the same way I've gutted the adventure mode critter brain to get them to be able to use the new stuff, and the old dwarven brain is large and messy. 

The upside of that was also being able to support things like custom job prioritization and better for decision making, but I haven't embarked on this yet, so I'd hesitate to say I've truly begun the personality rewrite.  The adventure mode dabbling should make the dwarf mode rewrite a lot easier when it happens, since I've gotten a chance to prepare an AI function more like what I'm imagining the dwarf will have now.  Once a dwarf is allowed to weigh actions and can take a free action a little easier, they'll be able to think about doing something for their various allegiances, whether it's killing another dwarf or something a lot less extreme.  It's important that the game isn't constantly disrupted to the point of unplayability, but there should be room for stuff.

Quote from: drvoke
Toady, how have you been approaching the implementation and design of personality stuff as this bit of the project moves forward?  Have you been consulting with anybody who specializes in psychology, or is this basically the result of wiki-diving and/or astute induction?

Zach and I have mostly just been talking situations out as we come to them.  Some reading online back when we were hashing some of the new categories out, but nothing in particular.
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monk12

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Re: Future of the Fortress
« Reply #7608 on: September 26, 2013, 10:17:06 am »

Probably all of those, though mostly the first :P Thanks!

CanuckMonkey

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Re: Future of the Fortress
« Reply #7609 on: September 26, 2013, 05:30:16 pm »

Yeah, you get tired very quickly sprinting at this point, and running also makes you tired over time.  I think lower endurance characters also get tired when jogging, though I don't recall exactly how that balances out.

Toady, How do you distinguish between the different movement speeds in the code, especially running vs. jogging? I found http://www.runrunlive.com/the-difference-between-running-and-jogging which suggests that the difference is mostly a mindset, and that the roots of the word "jogging" are in a semi-slang term for walking briskly. I can certainly see room for differentiating speeds further, I'm just curious about how you've gone about it.
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smjjames

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Re: Future of the Fortress
« Reply #7610 on: September 26, 2013, 09:46:53 pm »

((Sorry if I ask something already asked or something like that, this is my first time doing this.))

Toady, what will be the general layout of new sites? Is a dark fortress going to be completely aboveground? Also, will non-necromancer creatures be able to write books? Will adventurers be able to do it?

Judging from what the devlogs say, the goblin sites are mostly underground but they do have aboveground portions. I think anyway.
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WillowLuman

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Re: Future of the Fortress
« Reply #7611 on: September 26, 2013, 11:15:22 pm »

I'll assume they're something like those of 40d: Big towers on top of an underground complex.
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WarRoot

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Re: Future of the Fortress
« Reply #7612 on: September 27, 2013, 07:52:30 am »

Will adventurers use their race ethics? Like allowing elf adventurers to devour corpses, as they do in world gen.
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smjjames

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Re: Future of the Fortress
« Reply #7613 on: September 27, 2013, 07:56:34 am »

Will adventurers use their race ethics? Like allowing elf adventurers to devour corpses, as they do in world gen.


Don't they already do that?
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Trif

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Re: Future of the Fortress
« Reply #7614 on: September 27, 2013, 08:25:14 am »

Will adventurers use their race ethics? Like allowing elf adventurers to devour corpses, as they do in world gen.


Don't they already do that?
They don't, but it's likely an oversight.
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I wonder if the game has become odd.

smjjames

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Re: Future of the Fortress
« Reply #7615 on: September 27, 2013, 12:30:42 pm »

I looked around and didn't see anything about dwarves being able to weild foreign weapons in fort mode, so...

Will dwarves in fort mode be able to weild foreign weapons properly like say, whips or other weapons you can't normally make? I haven't attempted to make my dwarves equip foriegn weapons, but I've read about the bug on wiki.

Although I also read that you sort of can, but the one-handed vs two-handed doesn't work right?
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Jheral

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Re: Future of the Fortress
« Reply #7616 on: September 27, 2013, 01:07:50 pm »

I looked around and didn't see anything about dwarves being able to weild foreign weapons in fort mode, so...

Will dwarves in fort mode be able to weild foreign weapons properly like say, whips or other weapons you can't normally make? I haven't attempted to make my dwarves equip foriegn weapons, but I've read about the bug on wiki.

Although I also read that you sort of can, but the one-handed vs two-handed doesn't work right?

They already can, as long as they're not too big for them - halberds, pikes and two-handed swords tend to be outside the size range for dwarves. In theory, some can do it anyway, because they're bigger, but if I remember correctly, in practice everyone uses the base stats for their race, rather than their individual stats. So you can't use most of them.

I do that regularly with a slightly modded vanilla (modded in the sense of "slightly tweaked stats"), so I know it has been working for me for ages at least. The problem is that you can't make them, which means no steel or cotton candy, and usually low quality.
« Last Edit: September 27, 2013, 01:27:57 pm by Jheral »
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smjjames

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Re: Future of the Fortress
« Reply #7617 on: September 27, 2013, 01:30:47 pm »

I looked around and didn't see anything about dwarves being able to weild foreign weapons in fort mode, so...

Will dwarves in fort mode be able to weild foreign weapons properly like say, whips or other weapons you can't normally make? I haven't attempted to make my dwarves equip foriegn weapons, but I've read about the bug on wiki.

Although I also read that you sort of can, but the one-handed vs two-handed doesn't work right?

They already can, as long as they're not too big for them - halberds, pikes and two-handed swords tend to be outside the size range for dwarves. In theory, some can do it anyway, because they're bigger, but if I remember correctly, in practice everyone uses the base stats for their race, rather than their individual stats. So you can't use most of them.

I do that regularly with a slightly modded vanilla (modded in the sense of "slightly tweaked stats"), so I know it has been working for me for ages at least. The problem is that you can't make them, which means no steel or cotton candy, and usually low quality.

Oh, I may have misunderstood the bug/issue then.
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Footkerchief

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Re: Future of the Fortress
« Reply #7618 on: September 27, 2013, 01:39:31 pm »

They already can, as long as they're not too big for them - halberds, pikes and two-handed swords tend to be outside the size range for dwarves. In theory, some can do it anyway, because they're bigger, but if I remember correctly, in practice everyone uses the base stats for their race, rather than their individual stats. So you can't use most of them.

Correct.
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LordBaal

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Re: Future of the Fortress
« Reply #7619 on: September 27, 2013, 01:46:59 pm »

So it's not a bug but an oversight? Is that the correct word?
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