Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 120 121 [122] 123 124 ... 306

Author Topic: Future of the Fortress  (Read 1883844 times)

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #1815 on: May 06, 2015, 10:37:08 pm »

Will fort visitors 'learn' what kind of behavior they can get away with while at the fort (sheriff present or not, hammerer equipped with platinum warhammer or featherwood crossbow, etc).
Would be interesting to see an increase in non-lethal fights after a series of bloody hammerings of visitor murders. Or to learn just how much Fun could be had in trying to keep warring factions segregated in a lawless fort.
Logged

Vattic

  • Bay Watcher
  • bibo ergo sum
    • View Profile
Re: Future of the Fortress
« Reply #1816 on: May 07, 2015, 01:48:44 am »

Will animal people who join surface entities learn to speak? I ask because the latest dev post implies they might sing songs.
Logged
6 out of 7 dwarves aren't Happy.
How To Generate Small Islands

Mel_Vixen

  • Bay Watcher
  • Hobby: accidently thread derailment
    • View Profile
Re: Future of the Fortress
« Reply #1817 on: May 07, 2015, 02:41:59 am »

A Sparrowman bard ... getting everyone naked. The fandom and its cliches are a constant in every universe *facepalms laughing*

Logged
[sarcasm] You know what? I love grammar Nazis! They give me that warm and fuzzy feeling. I am so ashamed of my bad english and that my first language is German. [/sarcasm]

Proud to be a Furry.

HartLord

  • Bay Watcher
  • Surrender... or die trying.
    • View Profile
Re: Future of the Fortress
« Reply #1818 on: May 07, 2015, 07:09:36 am »

A Sparrowman bard ... getting everyone naked. The fandom and its cliches are a constant in every universe *facepalms laughing*

Well, at least he's not the captain of a pirate ship on top of that.
Logged

scriver

  • Bay Watcher
  • City streets ain't got much pity
    • View Profile
Re: Future of the Fortress
« Reply #1819 on: May 07, 2015, 07:52:58 am »

Quote from: devlog
Our first was a red panda man that became an herbalist in a human village for some years before taking up a wandering life as a musician

Does this mean your dwarves (or I guess that would be citizens now that they can integrate) can up and leave your fortress now?
No, that's just the regular world gen migrations/job changes at work.

Oh dammit, I assumed it was in Fortress Mode. That's what I get for reading too much into things ;)
Logged
Love, scriver~

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: Future of the Fortress
« Reply #1820 on: May 07, 2015, 09:28:10 am »

Will animal people who join surface entities learn to speak? I ask because the latest dev post implies they might sing songs.

Wild animal people can already speak. Find some in adventure mode sometime :).
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

Max™

  • Bay Watcher
  • [CULL:SQUARE]
    • View Profile
Re: Future of the Fortress
« Reply #1821 on: May 07, 2015, 11:24:06 am »

Damn things NEVER! SHUT! UP!

"Just now I attacked soandso."
"Just now soandso was attacked by someone."
"I hear soandso and soandso were fighting not long ago."
Logged

Pirate Bob

  • Bay Watcher
  • [ETHIC: TORTURE_FOR_SCIENCE: ACCEPTABLE]
    • View Profile
Re: Future of the Fortress
« Reply #1822 on: May 07, 2015, 01:16:05 pm »

Quote from: devlog 5/6/2015
It's possible we'll have some "neutral territory" behavior in place to curb the fighting if it is too common, but there's also room for the sheriff for crimes that are committed. It'll be lend a little spirit to the fortress, in any case.
This sounds amazing - a little crime from the outside would definitely make the fortress more interesting.  One concern:
Is it possible that your sheriff enacting justice on visitors who commit crimes could result in retaliation (such as a siege) from the visitors' civilizations?

Dirst

  • Bay Watcher
  • [EASILY_DISTRA
    • View Profile
Re: Future of the Fortress
« Reply #1823 on: May 07, 2015, 01:53:56 pm »

Quote from: devlog 5/6/2015
It's possible we'll have some "neutral territory" behavior in place to curb the fighting if it is too common, but there's also room for the sheriff for crimes that are committed. It'll be lend a little spirit to the fortress, in any case.
This sounds amazing - a little crime from the outside would definitely make the fortress more interesting.  One concern:
Is it possible that your sheriff enacting justice on visitors who commit crimes could result in retaliation (such as a siege) from the visitors' civilizations?
The consequences of this would be awesome.

"It was a trying time, children.  One that the fort almost didn't survive.  The villainous humans sent siege after siege against us, cutting off our trade for years and felling several of our finest warriors.  All over some bellyaching about 'cruel and unusual' punishment.  If you ask me, you come to a dwarf fortress and commit a crime, don't have an thin skull 'cuz you know the Hammerer'll be a-comin'!"
The children looked up in unison at the wooden training hammer behind the teacher's lectern.  They understood.
Logged
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

Urist Arrhenius

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #1824 on: May 07, 2015, 01:58:30 pm »

Quote from: devlog 5/6/2015
It's possible we'll have some "neutral territory" behavior in place to curb the fighting if it is too common, but there's also room for the sheriff for crimes that are committed. It'll be lend a little spirit to the fortress, in any case.
This sounds amazing - a little crime from the outside would definitely make the fortress more interesting.  One concern:
Is it possible that your sheriff enacting justice on visitors who commit crimes could result in retaliation (such as a siege) from the visitors' civilizations?
This would be amazing. And totally realistic.
Logged
We're all just Simple Folk trying to get by.

You can also watch me learn to draw.

Vattic

  • Bay Watcher
  • bibo ergo sum
    • View Profile
Re: Future of the Fortress
« Reply #1825 on: May 07, 2015, 02:46:45 pm »

Will animal people who join surface entities learn to speak? I ask because the latest dev post implies they might sing songs.

Wild animal people can already speak. Find some in adventure mode sometime :).
Cheers for answering my question. Not sure how I missed that especially as I remember seeing lizardmen/reptile men lisping.
Logged
6 out of 7 dwarves aren't Happy.
How To Generate Small Islands

Rafal99

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #1826 on: May 08, 2015, 03:42:43 am »

I wonder if Toady running into civilian clothing bugs caused by equipment code, isn't a good a occasion to delve deeper into that code, and fix some problems with it that still remain after all the bugfixing phases since 0.31.01. Especially that those problems are going to manifest themselves more and more since we get outsiders of different races in the fortress, all with their own equipment.
First bug that comes to my mind is Miners/Woodcutters dropping all their equipment when switched from military to civilian (bug #2143) which sounds quite similar to situation mentioned in the devlog, where fortress guests drop all their clothes because they needed new ones for civilian set...
« Last Edit: May 08, 2015, 04:49:27 am by Rafal99 »
Logged
The spinning Tantrum Spiral strikes The Fortress in the meeting hall!
It explodes in gore!
The Fortress has been struck down.

Lord_lemonpie

  • Bay Watcher
  • disco-froggin' since 2013
    • View Profile
Re: Future of the Fortress
« Reply #1827 on: May 08, 2015, 03:52:09 pm »

Are there any plans to make regular dwarfs write diaries?
I imagine writing those might help with stress and coping with the losses/traumas.
Logged

Streeter

  • Bay Watcher
  • Playing D&D Counts as Partying
    • View Profile
    • https://www.google.com/
Re: Future of the Fortress
« Reply #1828 on: May 08, 2015, 08:53:40 pm »

More of a technical question, probably answered earlier but couldn't find it.

Background: At one point you were working on a 64-bit executable. This would help immensely with my embarks, as I can't start anything larger than 5x5 without freezing/crashing to desktop. A large address aware patch helps tremendously, but it's still a bit of a hack. So, my questions are these...

Edit: Question numero uno has been answered, thank you lethosor. New question ahoy!
Edit2: Lethosor is on a roll!
Edit3: One of these isn't really about future development and more of a "fun fact" type of deal. Crossing it out just in case.
  • What prevented you from being able to release a 64-bit binary for 40.x? Problems setting up the toolchain? Having to replace certain libraries?
  • Have you considered pre-patching the game with large address aware as a temporary hold until 64-bit becomes a reality?
  • Besides allowing far more RAM allocation, do you know if any of the newer 64-bit instruction sets and registers could help Dwarf Fortress in certain computational tasks? Such as pathing and procedural generation?
  • For every person on the forum that asks about multithreading, barging in acting as if concurrency isn't difficult/bug prone/often counter-productive like some kind of magic wand, do you kick a puppy in game?
  • What would you say is the #1 cause of bugs in your code that you end up finding out through the public bug tracker?
  • Lightning Round Edit: What version of MSVC/Visual Studio are you working with?
I could ask more, but in the meantime I'll watch the patreon grow and grow and grow! :D
« Last Edit: May 09, 2015, 02:47:45 am by Streeter »
Logged
"To ensure quality standards, this space is hereby declared a Signature-Free Zone (SFZ). All intruding signatures, real or made-up, will be shot on sight."

lethosor

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #1829 on: May 08, 2015, 09:47:23 pm »

Toady ran into some issues when attempting to compile a 64-bit build on Windows. It's probably easier to compile a 64-bit build with GCC on OS X and Linux, since the compiler version he's using should support it, but there would likely be compilation and compatibility issues in all cases, so a 64-bit build probably won't happen until well after the upcoming release.

Quote from: Japa
On that note, do you have plans of attempting a 64bit build?

Yeah, I did the first attempt on that and it totally failed, since my express MSVC doesn't even support it.  If I want to continue using MSVC, I'll have to buy it now I think, or go through some weird process which doesn't work for half of the people.  It caused everything to be delayed.
Quote from: Miuramir
I was just going to link to Visual Studio Community 2013 myself; it claims to have all the functionality of Visual Studio 2013 Pro, but is free to download and use for individuals and teams of up to 5 developers (plus academic, research, and open-source use).  If this doesn't do the job, I'm sure a collection could be arranged to get you the workflow tools you need to move to 64-bit; IMO it's a matter of when, not if. 

Money's not the problem.  I just need something that works, I didn't have that last time I tried, and I didn't want to risk gumming up progress with new compiler mishaps.  I guess once I get this release cleaned up we'll be at the best lull I'm going to find for a while, although I still have no idea how it's going to work.

You didn't used to have to change your computer...  if that's true, we'll have to wait a bit longer.
Logged
DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.
Pages: 1 ... 120 121 [122] 123 124 ... 306