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Author Topic: Future of the Fortress  (Read 3807694 times)

Footkerchief

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Re: Future of the Fortress
« Reply #9510 on: March 07, 2014, 01:29:57 pm »

Will moss come back to abandoned fortresses? I really miss that part, lol

Yup:
Capntastic:   Is there more moss now, or is it still just general 'moss'?
Toady:   Oh, well moss could be done with this system ... it isn't right now, so we could do the mosses. Because moss ... you hardly ever see it. I think I forced it so that you see it in adventure mode when you go to the old shrines, then you get a lot more moss, but in the fortress I don't know that you get to see it that often. It still calls the code that makes moss grow in a fortress, but I think you have to somehow have hundreds of years pass.
Capntastic:   Yeah, I remember somebody posted a screenshot saying 'Yeah, I've been playing this fort for like twenty in game years, and I have a moss tile now.'
Toady:   Yeah, so that definitely needs a little bit of work, because I think moss can grow faster than that. But the grass system will work for anything.
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Uristsonsonson

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Re: Future of the Fortress
« Reply #9511 on: March 07, 2014, 02:04:12 pm »

Technically Footkerchief's right. It's ALL slated for long term development. Literally anything you could think of besides things explicitly shot down like sewage, time travel, or synching fortress-non fortress time is slated for development at least implicitly. Every other suggestion brought up here or over to in the suggestions forum could easily and accurately be answered solely with an immediate "P; NT". It'd be pointless and somewhat obnoxious, but no less true. :)
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thvaz

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Re: Future of the Fortress
« Reply #9512 on: March 07, 2014, 05:57:55 pm »

Is synchronizing fortress and adventurer mode time really shot down? Toady ever confirmed this?
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Manveru Taurënér

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Re: Future of the Fortress
« Reply #9513 on: March 07, 2014, 06:15:58 pm »

Is synchronizing fortress and adventurer mode time really shot down? Toady ever confirmed this?

Pretty much. This is what follows after the part I quoted a few posts back:

Rainseeker:   This is all about fun, right?
Toady:   Yeah, it's all about fun. It's not fun for me, though. If we're talking about not having a good design but just having an easy to program design then it would be way easier to have everything work on the same timescale, because then I wouldn't have to worry about this stuff at all. However it's just not possible, you have to have dwarf mode be a lot faster than the other modes. I think adventure mode doesn't really suffer from the same problems because you don't care about time passing, if you want to pass to the next winter then you could just say 'sleep in this town for two months and just hang out here.' There's not a huge problem with that, you don't want the time to pass; if you walked to another town and back you don't want a year to have passed most of the time. Just the slower mode works there but with the dwarves, there are problems with that. Anyway, that's enough of that I guess.

I would be interested however in whether he's considered at least moving them somewhat closer together. Personally I feel Fortress mode time moves waaaay too fast, but I know the way I play is weird so my opinion isn't all that representative (my current fort is on its 5th year and I still haven't gotten past half-finished outer walls, some basic aboveground living spaces and the very first parts of the underground fortress).
« Last Edit: March 07, 2014, 06:18:13 pm by Manveru Taurënér »
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TD1

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Re: Future of the Fortress
« Reply #9514 on: March 07, 2014, 07:56:16 pm »

That IS weird. Mine's in year two, has Fortifications surrounding everything (Ballistae included!), quarters with beds/doors/cabinets for all, mines, forges, dining room. It even has the beginnings of a palace. Hanging over a volcano. Made of gold

Also, Dwarf time is too slow for me. I'm always waiting on sieges to test my defenses. I don't like the over use of cage/weapon traps, so my military always has !!FUN!!
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Uristsonsonson

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Re: Future of the Fortress
« Reply #9515 on: March 07, 2014, 09:03:25 pm »

One almost wonders why the speed isn't simply controllable like most everything else. Right now we have "pause" and "a a day every few seconds". Why not just make a toggle for it? Us types that'd prefer it if dwarves didn't just chug a barrel of booze every season or so could slow it down a bit. Your types that'd have it run as fast as computerly possible could do your thing. The "actual" timescale (that was just being sped up or slowed down with it) could be set to an approximation of adventurer mode time, which would seem like it would fix a lot of the issues with world-fort interactions and dwarves taking a year to walk down a hall. Then again, I have little to know idea how any of the code works, so I very well could be describing a thought Toady's already considered and thoroughly rejected for whatever reason...

Not to make it suggestion-y. I was just wondering why what seems to be the obvious solution hasn't been implemented,  not really whether it would be or not.
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Paaaad

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Re: Future of the Fortress
« Reply #9516 on: March 07, 2014, 09:08:34 pm »

One almost wonders why the speed isn't simply controllable like most everything else. Right now we have "pause" and "a a day every few seconds". Why not just make a toggle for it? Us types that'd prefer it if dwarves didn't just chug a barrel of booze every season or so could slow it down a bit. Your types that'd have it run as fast as computerly possible could do your thing. The "actual" timescale (that was just being sped up or slowed down with it) could be set to an approximation of adventurer mode time, which would seem like it would fix a lot of the issues with world-fort interactions and dwarves taking a year to walk down a hall. Then again, I have little to know idea how any of the code works, so I very well could be describing a thought Toady's already considered and thoroughly rejected for whatever reason...

Not to make it suggestion-y. I was just wondering why what seems to be the obvious solution hasn't been implemented,  not really whether it would be or not.

It's already possible to set the maximum FPS under data/init/init.
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Manveru Taurënér

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Re: Future of the Fortress
« Reply #9517 on: March 07, 2014, 09:22:03 pm »

It's already possible to set the maximum FPS under data/init/init.

That only changes how fast the game runs, not how fast the in-game time (calendar) runs compared to the rest of the game :>
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Willfor

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Re: Future of the Fortress
« Reply #9518 on: March 07, 2014, 11:11:36 pm »

One almost wonders why the speed isn't simply controllable like most everything else. Right now we have "pause" and "a a day every few seconds". Why not just make a toggle for it? Us types that'd prefer it if dwarves didn't just chug a barrel of booze every season or so could slow it down a bit. Your types that'd have it run as fast as computerly possible could do your thing. The "actual" timescale (that was just being sped up or slowed down with it) could be set to an approximation of adventurer mode time, which would seem like it would fix a lot of the issues with world-fort interactions and dwarves taking a year to walk down a hall. Then again, I have little to know idea how any of the code works, so I very well could be describing a thought Toady's already considered and thoroughly rejected for whatever reason...

Not to make it suggestion-y. I was just wondering why what seems to be the obvious solution hasn't been implemented,  not really whether it would be or not.
The primary problem I can see is that the balance of how long it takes for the various urges to take place (hunger, sleep) are likely hard coded in the fortress mode loop, and this is going to create a lot of bugs in the legacy code that he'll have to go back and change into equally sliding variables depending on the time increments.

It's not impossible, but I imagine it's a very large time sink for a single option right now, especially when he's got his focus elsewhere.
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smjjames

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Re: Future of the Fortress
« Reply #9519 on: March 07, 2014, 11:23:14 pm »

What thoughts do you have on making vacant non-dwarf sites reclaimable?

I think when it comes to other weird ruins, like the ruins of a human civilization, I don't know if there's ever going to be like a dwarf mode colonization or claiming of that. It's similar to how you can't just settle inside a human town with a dwarf fortress anymore. But I'm not sure, it's certainly not as off limits as that, it would be a kind of legitimate thing. You'll probably more likely find an adventurer making a bandit camp there or something, but if they can do that there's probably no reason why the dwarves can't go to an old human castle and set up a mine underneath it or whatever. That'd be kind of fun.

Haven't tried to do this (and it's probably impossible in the current version), but one thing I thought I might try someday is to have an embark site that overlaps partially with a city site.  A ways outside the city gate, an unassuming outcropping of rock houses a drawbridge and fortifications... which leads to a vast underground Dwarf Fortress.  Meanwhile, the city hums along not-quite-oblivious to your actions.  Then an army comes along to sack the city, forcing the Dwarves to seal up and miss out on caravans until the siege resolves itself (perhaps with some help from the frustrated Dwarves).

When the Army Arc, Caravan Arc, etc. are complete, do you foresee the player's fort getting involved in fights between third parties?  For example, armies crossing the area that are not aiming for your fort, but might end up causing problems anyway?  Caravans from besieged cities not arriving unless you send them an escort party, etc.?



Well, it's impossible to embark on sites like cities in vanilla, but with DFhacks embark anywhere plugin, you can. Even then, it'd only be a small slice of the city.
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TastyMints

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Re: Future of the Fortress
« Reply #9520 on: March 08, 2014, 01:36:40 am »

On January 9th of this year the devblog post references a Necromancer who could not find any corpses because she was too busy camping out and teaching apprentices secrets of death. Will creatures and regions be capable of I_EFFECTs like ADD_SYNDROME, RESURRECT, and ANIMATE during world gen and off-loaded world progression? For example: Will corpses of historical figures who die in evil reanimation areas get back up and wander around, or out of, the region?
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Scoops Novel

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Re: Future of the Fortress
« Reply #9521 on: March 08, 2014, 06:44:37 am »

Technically Footkerchief's right. It's ALL slated for long term development. Literally anything you could think of besides things explicitly shot down like sewage, time travel, or synching fortress-non fortress time is slated for development at least implicitly. Every other suggestion brought up here or over to in the suggestions forum could easily and accurately be answered solely with an immediate "P; NT". It'd be pointless and somewhat obnoxious, but no less true. :)

Time travel is shot down? And i agree, though dwarven mining may be to blame you can accomplish waaaaayyyyy too much too quickly in Dwarf Mode.
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hermes

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Re: Future of the Fortress
« Reply #9522 on: March 08, 2014, 09:27:11 am »

I don't understand the beef with time abstraction in fortress mode, are we living in some alternate reality where Populous never existed??  God games always abstract time and action, that's in the definition of the genre.  If stuff doesn't make sense you probably need to approach things from a more Armok/god-like perspective.  How fast dorfs walk and drink and do stuff matters much less than who and what they bludgeon.
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Manveru Taurënér

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Re: Future of the Fortress
« Reply #9523 on: March 08, 2014, 09:37:21 am »

I don't understand the beef with time abstraction in fortress mode, are we living in some alternate reality where Populous never existed??  God games always abstract time and action, that's in the definition of the genre.  If stuff doesn't make sense you probably need to approach things from a more Armok/god-like perspective.  How fast dorfs walk and drink and do stuff matters much less than who and what they bludgeon.

I doubt most really have a beef with the time abstraction per se, but rather the consequences it has (and increasingly will have) on history progression and the surrounding world. Right now it's really only a minor nuisance at most but it's bound to get worse and worse as the game develops :>
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Footkerchief

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Re: Future of the Fortress
« Reply #9524 on: March 08, 2014, 10:20:21 am »

^^^ yeah, this is the main problem

How fast dorfs walk and drink and do stuff matters much less than who and what they bludgeon.

But when those actions are combined, things get silly.
« Last Edit: March 08, 2014, 10:22:17 am by Footkerchief »
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