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Author Topic: Future of the Fortress  (Read 3849736 times)

Mesa

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Re: Future of the Fortress
« Reply #10320 on: April 22, 2014, 02:01:29 pm »

Truly awesome, I however fear now the trees are too big, or at least I feel they are too big. Or I'm just presenting resistance to change?
There was attention given to hight. Trees can be very tall: think rain forests. As discussed in DF talk, the tallest real life trees would be about 30 tiles tall. I don't know if those made it in.

But the tall trees to present a disparity with single tile creatures. A giraffe isn't going to be able to reach any branches, and a dragon will look the same size as a dwarf next to those trees.

To me that's an issue of multi-tile creatures (or lack thereof) rather than a tree problem.

Dreams of a distant future having a giant beast come to your fort, moving through the forest and knocking over said tall trees like they were twigs *drool*

In the grim, dark future, there is only (d)war(f)...
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LordBaal

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Re: Future of the Fortress
« Reply #10321 on: April 22, 2014, 02:16:47 pm »

Truly awesome, I however fear now the trees are too big, or at least I feel they are too big. Or I'm just presenting resistance to change?
There was attention given to hight. Trees can be very tall: think rain forests. As discussed in DF talk, the tallest real life trees would be about 30 tiles tall. I don't know if those made it in.

But the tall trees to present a disparity with single tile creatures. A giraffe isn't going to be able to reach any branches, and a dragon will look the same size as a dwarf next to those trees.

To me that's an issue of multi-tile creatures (or lack thereof) rather than a tree problem.

Dreams of a distant future having a giant beast come to your fort, moving through the forest and knocking over said tall trees like they were twigs *drool*

In the grim, dark future, there is only (d)war(f)...
And socks.
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I'm curious as to how a tank would evolve. Would it climb out of the primordial ooze wiggling it's track-nubs, feeding on smaller jeeps before crawling onto the shore having evolved proper treds?
My ship exploded midflight, but all the shrapnel totally landed on Alpha Centauri before anyone else did.  Bow before me world leaders!

Dirst

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Re: Future of the Fortress
« Reply #10322 on: April 22, 2014, 02:31:56 pm »

Truly awesome, I however fear now the trees are too big, or at least I feel they are too big. Or I'm just presenting resistance to change?
There was attention given to hight. Trees can be very tall: think rain forests. As discussed in DF talk, the tallest real life trees would be about 30 tiles tall. I don't know if those made it in.

But the tall trees to present a disparity with single tile creatures. A giraffe isn't going to be able to reach any branches, and a dragon will look the same size as a dwarf next to those trees.

To me that's an issue of multi-tile creatures (or lack thereof) rather than a tree problem.
Just wondering if the multi-tile creatures will appear before a more detailed GUI.


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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

LordBaal

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Re: Future of the Fortress
« Reply #10323 on: April 22, 2014, 02:45:51 pm »

For the tallness I expect their symbol to appear across as many z levels as necesary, for thickness they probably will be just as wagons, squares, rounds, lines or whatever. Dunno if another GUI is ever going to be used.
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I'm curious as to how a tank would evolve. Would it climb out of the primordial ooze wiggling it's track-nubs, feeding on smaller jeeps before crawling onto the shore having evolved proper treds?
My ship exploded midflight, but all the shrapnel totally landed on Alpha Centauri before anyone else did.  Bow before me world leaders!

Putnam

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Re: Future of the Fortress
« Reply #10324 on: April 22, 2014, 03:50:44 pm »

Truly awesome, I however fear now the trees are too big, or at least I feel they are too big. Or I'm just presenting resistance to change?
There was attention given to hight. Trees can be very tall: think rain forests. As discussed in DF talk, the tallest real life trees would be about 30 tiles tall. I don't know if those made it in.

But the tall trees to present a disparity with single tile creatures. A giraffe isn't going to be able to reach any branches, and a dragon will look the same size as a dwarf next to those trees.

To me that's an issue of multi-tile creatures (or lack thereof) rather than a tree problem.
Just wondering if the multi-tile creatures will appear before a more detailed GUI.


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E ˛˛
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Doubtful. GUI changes are probably a bit easier than that, y'know?

Dirst

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Re: Future of the Fortress
« Reply #10325 on: April 22, 2014, 04:23:38 pm »

Truly awesome, I however fear now the trees are too big, or at least I feel they are too big. Or I'm just presenting resistance to change?
There was attention given to hight. Trees can be very tall: think rain forests. As discussed in DF talk, the tallest real life trees would be about 30 tiles tall. I don't know if those made it in.

But the tall trees to present a disparity with single tile creatures. A giraffe isn't going to be able to reach any branches, and a dragon will look the same size as a dwarf next to those trees.

To me that's an issue of multi-tile creatures (or lack thereof) rather than a tree problem.
Just wondering if the multi-tile creatures will appear before a more detailed GUI.


    ˛
 
E ˛˛
˛   
˛


Doubtful. GUI changes are probably a bit easier than that, y'know?
Not to wander off into Suggestionland, I can see using X*Y tiles in a graphics set in a straightforward manner.  The issue would be what to do with the Page 437 characters in vanilla.  In my Marksdwarf-meets-his-doom example, the elephant symbol was simply stretched into a 2x2.
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Putnam

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Re: Future of the Fortress
« Reply #10326 on: April 22, 2014, 04:31:04 pm »

Graphics aren't the issue for multi-tile creatures.

thvaz

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Re: Future of the Fortress
« Reply #10327 on: April 22, 2014, 05:40:35 pm »

Graphics aren't the issue for multi-tile creatures.

The biggest problem AFAIK is pathfinding.
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MrWiggles

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Re: Future of the Fortress
« Reply #10328 on: April 22, 2014, 06:46:39 pm »

Graphics aren't the issue for multi-tile creatures.

The biggest problem AFAIK is pathfinding.
nopes. Well, its the explotations.
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thvaz

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Re: Future of the Fortress
« Reply #10329 on: April 22, 2014, 07:06:21 pm »

Graphics aren't the issue for multi-tile creatures.

The biggest problem AFAIK is pathfinding.
nopes. Well, its the explotations.

I don't think Toady is concerned with the exploitation by the players. The issue is how the pathfinding's calculations work inside the game, currently it doesn't/can't process impassable tiles related to size of the creatures.
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Dirst

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Re: Future of the Fortress
« Reply #10330 on: April 22, 2014, 10:55:45 pm »

Graphics aren't the issue for multi-tile creatures.
I was aware that pathing was the current bottleneck, was just wondering what a multitile creature would actually look like.  A real kludge would be to allow exactly two sizes: 1x1 and 3x3 using wagon pathing.  I doubt Toady will take the easy way out, and do pathing properly.
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Lolfail0009

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Re: Future of the Fortress
« Reply #10331 on: April 22, 2014, 11:59:07 pm »

I doubt Toady will take the easy way out, and instead do pathing properly.

I assume that's what you meant?

nasobema

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Re: Future of the Fortress
« Reply #10332 on: April 23, 2014, 02:55:31 am »

Ah, I saw a 3x3 tree trunk in there.  This requires a dwarf to tunnel under it and carve an up/down staircase right through the middle of it.

How elvish ... although cutting the heart of a tree also sounds like the opposite.
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Manveru Taurënér

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Re: Future of the Fortress
« Reply #10333 on: April 23, 2014, 03:07:00 am »

Ah, I saw a 3x3 tree trunk in there.  This requires a dwarf to tunnel under it and carve an up/down staircase right through the middle of it.

How elvish ... although cutting the heart of a tree also sounds like the opposite.

Well, heartwood is already dead, so I don't see why they'd really mind.
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SmileyMan

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Re: Future of the Fortress
« Reply #10334 on: April 23, 2014, 04:12:41 am »

These slow-growing large trees might require careful stewardship to ensure a sustainable and steady supply of wood, which is worryingly elvish.

Alternatively, if we can cut them down using a speeding minecart full of giant serrated steel discs, then dwarvishness will be resumed!
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In a fat-fingered moment while setting up another military squad I accidentally created a captain of the guard rather than a militia captain.  His squad of near-legendary hammerdwarves equipped with high quality silver hammers then took it upon themselves to dispense justice to all the mandate breakers in the fortress.  It was quite messy.
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