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Author Topic: Future of the Fortress  (Read 3832501 times)

Person

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Re: Future of the Fortress
« Reply #7680 on: October 01, 2013, 03:38:13 pm »

If one were to make a tree farm underground, would the "cave in" mechanics break through and fall to lower z levels provided the level below is empty?
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haydenmuhl

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Re: Future of the Fortress
« Reply #7681 on: October 01, 2013, 05:13:17 pm »

Will goblins be automatically hostile to an adventurer? Is there any way to go to a goblin site to trade or get quests?
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MrWiggles

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Re: Future of the Fortress
« Reply #7682 on: October 01, 2013, 05:33:48 pm »

Will goblins be automatically hostile to an adventurer? Is there any way to go to a goblin site to trade or get quests?
Well you could just make goblins playable as an adventurer. Very simple mod.
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smjjames

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Re: Future of the Fortress
« Reply #7683 on: October 01, 2013, 05:46:00 pm »

Will goblins be automatically hostile to an adventurer? Is there any way to go to a goblin site to trade or get quests?
Well you could just make goblins playable as an adventurer. Very simple mod.

True, but what if you're playing some other race?
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Toady One

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Re: Future of the Fortress
« Reply #7684 on: October 01, 2013, 06:15:55 pm »

As he said a while back, he'd been writing several hundred lines of traits and that stuff gets sludgy at the best of times. I figured it was just a result of 'I can't think of the word, I still have X number of things to add, and my mind isn't working too well after all this coding/writing'. Happens to everyone. If not that, then probably a regional/dialect based word that - I would assume - isn't natural to most.

Nah, I never thought of overflated as a word.  It's just a garden variety typo for overinflated, although perhaps inflated is better since you aren't supposed to inflate one in the first place.  There were/are lots of typos in the trait lines.  It tends to happen when I have to write lots of isolated sentences all at the same time.
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Areyar

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Re: Future of the Fortress
« Reply #7685 on: October 01, 2013, 06:53:45 pm »

Love the Emperor dwarf, his traits reminded me of some good times with the black adder.
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misko27

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Re: Future of the Fortress
« Reply #7686 on: October 02, 2013, 12:33:35 am »

Have there been any question of How tree falling acts with a obstacle, say another tree, or perhaps simply the side of the mountain, in the way?
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MrWiggles

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Re: Future of the Fortress
« Reply #7687 on: October 02, 2013, 02:15:21 am »

Have there been any question of How tree falling acts with a obstacle, say another tree, or perhaps simply the side of the mountain, in the way?
They become a projectile, I think, so they would collide and tumble down. But a tree, most probably can't knock down nother tree.
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darkflagrance

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Re: Future of the Fortress
« Reply #7688 on: October 02, 2013, 02:21:45 am »

As he said a while back, he'd been writing several hundred lines of traits and that stuff gets sludgy at the best of times. I figured it was just a result of 'I can't think of the word, I still have X number of things to add, and my mind isn't working too well after all this coding/writing'. Happens to everyone. If not that, then probably a regional/dialect based word that - I would assume - isn't natural to most.

Nah, I never thought of overflated as a word.  It's just a garden variety typo for overinflated, although perhaps inflated is better since you aren't supposed to inflate one in the first place.  There were/are lots of typos in the trait lines.  It tends to happen when I have to write lots of isolated sentences all at the same time.

Would you consider an advance release of the entirely of the new trait lines so that we can...help you proofread them? :D
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smjjames

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Re: Future of the Fortress
« Reply #7689 on: October 02, 2013, 10:05:29 am »

Have there been any question of How tree falling acts with a obstacle, say another tree, or perhaps simply the side of the mountain, in the way?

It'll probably just act like it hit a wall and fall straight down. (since it's directly related to misko27's question, you don't have to do this one if it gets answered in response to the above question. Might be something to think about physics wise though). I wonder if felling larger trees such as the 30 tile giants will crush smaller trees and create a small scale cavein effect.
« Last Edit: October 02, 2013, 12:18:11 pm by smjjames »
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Neonivek

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Re: Future of the Fortress
« Reply #7690 on: October 02, 2013, 10:18:46 am »

Ohh the word was "overflated" I thought the "not a word" was "Overinflated"
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dmatter

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Re: Future of the Fortress
« Reply #7691 on: October 02, 2013, 01:45:31 pm »

Are there any plans to include things like multilingual exogamy (I know it isn't a priority right now)? I just think it would be a neat feature down the road, which could lead to all sorts of interesting situations with different civ interactions.

Example of multilingual exogamy can be found here: http://www.haujournal.org/index.php/hau/article/view/300
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MrWiggles

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Re: Future of the Fortress
« Reply #7692 on: October 02, 2013, 06:54:35 pm »

Have there been any question of How tree falling acts with a obstacle, say another tree, or perhaps simply the side of the mountain, in the way?

It'll probably just act like it hit a wall and fall straight down. (since it's directly related to misko27's question, you don't have to do this one if it gets answered in response to the above question. Might be something to think about physics wise though). I wonder if felling larger trees such as the 30 tile giants will crush smaller trees and create a small scale cavein effect.

I bet thats tied into destructible constructions.
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Redzephyr01

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Re: Future of the Fortress
« Reply #7693 on: October 02, 2013, 08:34:09 pm »

Will NPCs still build things after world-gen?
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Footkerchief

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Re: Future of the Fortress
« Reply #7694 on: October 02, 2013, 09:22:13 pm »

Will NPCs still build things after world-gen?

As discussed in DF Talk 13, this is planned, although there's no definite timeline:
Quote
After world generation it's basically the same story. You have nothing happening right now changing in the towns, and the timeline for that is not really well known, we'll see when we get to it ... I think it was release 5, I'm going to go and check now ... there was a release there that really gets at the dynamic of the situation; right now we're just trying to get things to show up at all, so you have to be a bit patient with what we've got. Release 5: changing populations, food use and other world generation stuff moved to actual play; that entire release is basically dedicated toward making the situation more dynamic in the cities. So if people moved to a town then that needs to be reflected in the growth of the town, even if you've visited the town before; if you've visited a town and it had a population of one thousand and you play the game for twenty in-game years ... that would be a lengthy series of adventure mode games but it's not just adventure mode games being played, it's fortress mode games which pass the years quite quickly ... and so you can end up with a town, you know if its population changes from one thousand to two thousand and you've already visited the town in adventure mode then you would have a map for that town and that map would need to be updated, so basically it would need to take a summary of changes - it can't keep track of anything - but a summary of changes, and continue to create the city, basically, and more or less tear up farm land and extend the map outward. So the extent to which that's possible with, say, five hundred years of world generation history ... It's not something I'm doing right now as various people have noted, about these maps, and I don't have all the information stored that I need but it's certainly a feasible thing that shouldn't be too difficult overall.

It's also on the dev page:
Quote
Adventurer Role: Hero
    Villains
        Hostile civ leaders and the new hist figs being able to harass others by sending out groups
            Changing populations, food use and other world gen stuff moved to actual play
            Towns destroyed/rebuilt in play
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