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Author Topic: Toady is working fast, damn!  (Read 25581 times)

Phmcw

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Re: Toady is working fast, damn!
« Reply #120 on: July 19, 2012, 02:27:51 am »

There is one domain where open source fare pretty badly anyway and it's gaming.

There is pretty much no really satisfying open source games, and I suspect that it's because game is art, and art is personal.

Simutrans? Great, but really hard to play.
Vega strike? Awesome, but I've never been able to play it for more than 20 minute at a time.
Ta spring? Great but no single player,....

And it goes on and on. All those greatest free and open source games are mediocre compeared to their commercial counterpart, when the situation i exacly the opposite in nearly every other fields.

I don't think a free and open source dwarf fortress would fare better than the current free and closed source model. And toady probably could not do it anyway.
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lorb

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Re: Toady is working fast, damn!
« Reply #121 on: July 19, 2012, 09:24:25 am »

There is pretty much no really satisfying open source games, and I suspect that it's because game is art, and art is personal.

Simutrans? Great, but really hard to play.
Vega strike? Awesome, but I've never been able to play it for more than 20 minute at a time.
Ta spring? Great but no single player,....

Try wesnoth. Also the engines of Quake and Doom (1+3) are open-source.
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Yoink

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Re: Toady is working fast, damn!
« Reply #122 on: July 19, 2012, 11:16:39 am »

I haven't read this whole thread, but when exactly did it get de-railed to another 'Open Source' discussion? ???
Personally I hope it doesn't go open source. That's just me, oh well.

On topic: Wow, just read the devlog. We've gone from, what, civilizations sacking towns during gameplay, to army camps, refugees and stealth mechanics?! Niiiice! Keep it up, Toady. :)
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misko27

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Re: Toady is working fast, damn!
« Reply #123 on: July 19, 2012, 11:20:39 am »

Hey, does this mean that the refugees from my fort can make a camp?
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FearfulJesuit

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Re: Toady is working fast, damn!
« Reply #124 on: July 19, 2012, 11:46:51 am »

I'm not exactly thrilled by the logical conclusion of this- wars in the vicinity of my fortress sending untold numbers of refugee migrants to live with me. But it is realistic.
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Eric Blank

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Re: Toady is working fast, damn!
« Reply #125 on: July 19, 2012, 11:47:39 am »

That's probably a good question for the Future of the Fortress thread, because he didn't specifically state that they would. It seems likely that refugees will make camps as well, though.
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Re: Toady is working fast, damn!
« Reply #126 on: July 22, 2012, 12:16:34 am »

But you know the 'Revenge' mechanism can really turn into a 'clan feud' where two family repeatedly take turns to kill the previous killer.
But I guess that's still realism minus sense of forgiveness.
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Re: Toady is working fast, damn!
« Reply #127 on: July 22, 2012, 11:35:33 am »

But you know the 'Revenge' mechanism can really turn into a 'clan feud' where two family repeatedly take turns to kill the previous killer.
But I guess that's still realism minus sense of forgiveness.
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FearfulJesuit

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Re: Toady is working fast, damn!
« Reply #128 on: July 22, 2012, 02:21:21 pm »

That'd be cool. I think I read at some point that the personality rewrite was going to get rid of tantrum spirals; but blood feuds would be a Fun replacement.
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orius

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Re: Toady is working fast, damn!
« Reply #129 on: July 22, 2012, 09:34:30 pm »

I'm not exactly thrilled by the logical conclusion of this- wars in the vicinity of my fortress sending untold numbers of refugee migrants to live with me. But it is realistic.

That's what strong gates, fortified walls and heavily armed marksdwarves are for.  Dwarves don't need to be supportive of immigration or sympathetic towards refugees.
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Re: Toady is working fast, damn!
« Reply #130 on: July 23, 2012, 10:57:20 pm »

No, no they don't. now, the new report is up (unless its been there for a while, I've been on temporary hiatus so I don't know) and I think that is shows what the prospective tents will look like. I personally like his solution, the move towards multi-tile structures go a long way towards the current "all creatuers can enter a small hole in the ground." dillema. Obviously, more work needs to be done, but this strikes me as makeshift aboveground buildings, like quick human houses.
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hops

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Re: Toady is working fast, damn!
« Reply #131 on: August 05, 2012, 03:26:04 am »

Blood feuds should be able to randomly stop if all person 'forgive'
The 'forgive' event should depends on witness of death, closeness to the death, basically random percentage and current mood when the 'revenge' mechanism triggers on that person.

Of course if we make the clans hurt/maim traitors as well we would get a 'blood loyalty cascade' which would probably decimate a family into nothingness.

Not to mention nobles would be a joke when you have warring families inside your fort trying to hack each other's heads off.

There need to be a way to suppress bloodline revenge inside forts.
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Re: Toady is working fast, damn!
« Reply #132 on: August 05, 2012, 03:30:25 am »

Blood feuds should be able to randomly stop if all person 'forgive'
The 'forgive' event should depends on witness of death, closeness to the death, basically random percentage and current mood when the 'revenge' mechanism triggers on that person.

Of course if we make the clans hurt/maim traitors as well we would get a 'blood loyalty cascade' which would probably decimate a family into nothingness.

Not to mention nobles would be a joke when you have warring families inside your fort trying to hack each other's heads off.

There need to be a way to suppress bloodline revenge inside forts.

A strong leader that sits them down and takes care of it. A strong police force. A strong badger that kills a entire family ending the feud...
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Re: Toady is working fast, damn!
« Reply #133 on: August 05, 2012, 06:25:16 am »

Blood feuds should be able to randomly stop if all person 'forgive'
The 'forgive' event should depends on witness of death, closeness to the death, basically random percentage and current mood when the 'revenge' mechanism triggers on that person.

Of course if we make the clans hurt/maim traitors as well we would get a 'blood loyalty cascade' which would probably decimate a family into nothingness.

Not to mention nobles would be a joke when you have warring families inside your fort trying to hack each other's heads off.

There need to be a way to suppress bloodline revenge inside forts.

A strong leader that sits them down and takes care of it. A strong police force. A strong badger that kills a entire family ending the feud...
..... a average badger that kills the entire civilisation ending the feud ....
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Re: Toady is working fast, damn!
« Reply #134 on: August 05, 2012, 09:48:38 am »

In my opinion Toady is working too fast, I don't have enough free time to keep up. Goblins are seiging my fortress and winning. When the frack did their snipers start to fly and how did they learn to train dragons?

Oh look, a goblin lawmaker who happens to also be a death breathing demon escorted by fifty swordgobbos. It's only year 3 man, wtf?
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