Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 63 64 [65] 66 67 ... 306

Author Topic: Future of the Fortress  (Read 1885089 times)

CaptainArchmage

  • Bay Watcher
  • Profile Pic has Changed! Sorry for the Delay.
    • View Profile
Re: Future of the Fortress
« Reply #960 on: December 18, 2014, 07:41:23 pm »

Well that was a speedy release! Less than one month. The more of these the better. I'm guessing bug fixing may happen, though I'm a bit surprised there wasn't a large version number increment to 0.41 or something. Also: Merry Christmas Toady!
Logged
Given current events, I've altered my profile pic and I'm sorry it took so long to fix. If you find the old one on any of my accounts elsewhere on the internet, let me know by message (along with the specific site) and I'll fix. Can't link the revised avatar for some reason.

Zarathustra30

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #961 on: December 19, 2014, 12:41:41 am »

so does anyone know what's next, after 0.40.20 ? Curious.

Also there are a few military issues that need to be solved. Lack of sieges maybe, kill/move orders not working certainly. It's making fort mode unfairly and excessively FUN.

TAVERNS!!!
Logged
How did we pass from inns with merry songs and happy music to temples of doom and medieval torture with so much easiness and eagerness??

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Future of the Fortress
« Reply #962 on: December 19, 2014, 12:42:47 am »

That was probably excitement and not exasperation.

Anyway,

http://bay12games.com/dwarves/dev.html

Read that. It's the development roadmap for the near-future.

hermes

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #963 on: December 19, 2014, 01:16:29 am »

Eagerly transferred my current fortress to 40.20 to try out the jobs and mining, two things...

1)  It crashed after about a minute, only thing I had done is initiate an auto-mine and then watch that happen.  Guess I'll need to experiment a bit to see if it is reproducible.

2)  For the new job system to work properly, should we be turning on all jobs for pretty much all dwarves?
Logged
We can only guess at the longing of the creator. Someone who would need to create one such as you. - A Computer
I've been working on this type of thing...

Zarathustra30

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #964 on: December 19, 2014, 01:25:18 am »

1)  It crashed after about a minute, only thing I had done is initiate an auto-mine and then watch that happen.  Guess I'll need to experiment a bit to see if it is reproducible.

Check your gamelog.txt. It may be bug 8633.
Logged
How did we pass from inns with merry songs and happy music to temples of doom and medieval torture with so much easiness and eagerness??

hermes

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #965 on: December 19, 2014, 01:42:20 am »

Thanks, it could well be that.  I tried mining the same spot immediately from load, but the game crashes at a different point each time, though sometime within about 4 minutes - so can't blame the mining!  Do have a similar gamelog.  Guess I'll continue with 40.19 and see if that still happens.  The vein-mining is awesome.
Logged
We can only guess at the longing of the creator. Someone who would need to create one such as you. - A Computer
I've been working on this type of thing...

wobbly

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #966 on: December 19, 2014, 04:19:12 am »

I'm curious how dynamic the starting scenarios will be. Will military outposts/taverns still be able to grow in to traditional forts?
Logged

Mr S

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #967 on: December 19, 2014, 07:32:18 am »

So far, start scenario planning has been speculative at most. At least as far as what Toady has been telling us. More to the point, he's said that there are a lot of cool ideas for how start scenarios will work, but that they'll deal with the specifics as they become necessary.

In addition, unless I've misunderstood, Toady has said that there will be an initial selection of start scenarios to pursue when it's released, with the possibility of further future releases expanding the possible scenario types. That will depend on how both the story line and technical mechanics of those work.

As usual, Sounds Good, No Timeline.
Logged

LordBaal

  • Bay Watcher
  • System Lord and Hanslanda lees evil twin.
    • View Profile
Re: Future of the Fortress
« Reply #968 on: December 19, 2014, 07:53:26 am »

Well, in real life a hell of a lot of towns started as/from military outpost, and if western movies are to be believed, from taverns too.

As for the taverns and the "set prices", does that means economy will be coming back? At least partially? And this opens up a lot of interesting options. Hiring visitors could mean you could privatize your military (mercenaries) or even industries (you hire lumberjacks, or miners, or crafters)?
Logged
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!

Knight Otu

  • Bay Watcher
  • ☺4[
    • View Profile
Re: Future of the Fortress
« Reply #969 on: December 19, 2014, 08:14:39 am »

Well, in real life a hell of a lot of towns started as/from military outpost, and if western movies are to be believed, from taverns too.

As for the taverns and the "set prices", does that means economy will be coming back? At least partially? And this opens up a lot of interesting options. Hiring visitors could mean you could privatize your military (mercenaries) or even industries (you hire lumberjacks, or miners, or crafters)?
The economy will, at least most likely, not return yet:
Quote from: Dev page
Without more economic activity, dealing with fortress mode tavern revenue and the supply of adventure mode taverns isn't the focus at this point.
Quote from: DF Talk 22
Threetoe:     So the next question is from Matthew, and he asks, "Is there any chance of seeing a return of the dwarven economy any time soon?"
Toady:     The things that we're working on with the start scenarios, as we may have mentioned before, are linked in to adding information about property and laws. That should get us positioned to really put that stuff back in. We had problems with not having the armies moving around made it impossible to do caravans properly. And we didn't really have any good information on who owned what and that kind of thing. So we've been working on it framework-wise all this time, and hopefully, once the start scenarios are complete, we'll be in a good position to make decisions about where we are with that. Whether it's going to be working straight in on trading stuff or continuing to come at it obliquely.
Logged
Direforged Original
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
Castle Otu

smjjames

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #970 on: December 19, 2014, 11:34:56 am »

With taverns, is there going to be a barista (or bartender) occupation? Then again, the brewer could fill this role easily and I've occasionally seen brewers in the drinking mounds.

As a side question, will the residential areas of goblin sites ever have furniture or will they always be spartan? I imagine that the one and two tile rooms would only have a bed and maybe a chest or cabinet, while larger chambers will have more furniture.
Logged

FearfulJesuit

  • Bay Watcher
  • True neoliberalism has never been tried
    • View Profile
Re: Future of the Fortress
« Reply #971 on: December 19, 2014, 12:37:01 pm »

Are designation priority numbers only relative to each other, or do they get taken into account with respect to other sorts of jobs, as well? Like, it's obvious that a miner will dig out a hallway labeled "1" before he goes after one labeled "7"; but will the top-priority hallway take precedence over hauling jobs while the lowest-priority hallway won't, or something like that?
Logged


@Footjob, you can microwave most grains I've tried pretty easily through the microwave, even if they aren't packaged for it.

smeeprocket

  • Bay Watcher
  • Collectivist Socialist Feminist Freeloader
    • View Profile
Re: Future of the Fortress
« Reply #972 on: December 19, 2014, 04:13:01 pm »

At the risk of causing arguments and flaming, with the hope that I can just ask the question and that will not happen...

Would it be possible to get more control over gender in the future? As well as the pronouns used themselves? I don't expect trans dwarves in the vanilla game, but being able to have enough control to mod it in thoroughly would be really nice. Being able to designate pronouns for a caste would be pretty much solve the problem, I think.

Logged
Steam Name: Ratpocalypse
Transpersons and intersex persons mod for Fortress mode of DF: http://dffd.wimbli.com/file.php?id=10204

Twitch: http://www.twitch.tv/princessslaughter/

"I can't wait to throw your corpse on to a jump pad and watch it take to the air like a child's imagination."

smjjames

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #973 on: December 19, 2014, 04:19:49 pm »

You should be able to name the castes already? Unless I'm missing what you mean by being able to designate a pronoun.
Logged

Dirst

  • Bay Watcher
  • [EASILY_DISTRA
    • View Profile
Re: Future of the Fortress
« Reply #974 on: December 19, 2014, 04:24:08 pm »

At the risk of causing arguments and flaming, with the hope that I can just ask the question and that will not happen...
Suggestions belong in the suggestions forum, but that said I'd really like to have control over whether a genderless caste is known as "he" or "she" or "it" or "they".

@smjjames, imagine you added a genderless "golem" caste to your Dwarves.  Right now, it would be referred to as a "she" consistent with how ant men castes are named.  smeeprocket's idea would let you pick how the game refers to golems.
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
Pages: 1 ... 63 64 [65] 66 67 ... 306