Thanks to Putnam, Footkerchief, lethosor, mifki, Knight Otu, Dirst, smjjames, Heph, Rockphed, Quietust and anybody that I missed for helping to answer questions! I left out a few that were answered by the job priority release as well as some suggestion stuff.
Do you envision a task system where more than one Dwarf can be assigned to work together on the same job?
I'm not really sure how things like the apprentice system are going to work, or things like teaching job-related skills. It would be cool to have certain larger scale jobs that can involve several skilled dwarves as well, but I haven't thought about it at all.
What curly bracket style do you use in c++?
struct thingst
{
int stuff;
thingst()
{
stuff=0;
}
int function();
void do_something();
void do_something_else()
{
//put something else here
}
void do_something_three();
};
int thingst::function()
{
if(stuff>0)
{
do_something();
if(stuff>=2)
{
do_something_else();
if(stuff>=3)do_something_three();
}
}
}
//etc.
No idea why. It has been 23 years now I think, though I don't remember when it solidified, and I didn't adopt it from any one place that I remember.
You mention that because the economy is not turned on, you will not be focusing on Tavern Revenue. Will there be some watered down system where the guests hand over a fixed amount coins for you to melt/hire other travelers with? Or will the sole reward of running the tavern at this point be flavorful - getting to play the games and meet the visitors?
Do you think the tavern/inn release is going to end up requiring a full-scale resurrection of fortress economy? We'll be able to set the prices of drinks and rooms, but what use will we have for all the worthless coins(?) we collect from our guests?
We're still working it out, but we imagine they'll still be trading something, even if they're just pining for the economy's return when they do it. It could be related back to hiring visitors and some other things, hopefully in such a way that it'll work out well enough as we bring the economy online. But yeah, not the priority for this one. Unless they are giving you chickens or service or something, we'll find some point for the coins to start.
Why is there a 2x2 minimum embark size limit?
I didn't want to work out whatever problems might have come from having a map smaller than the display width. I'm still not sure what the problems might be, though if the nanofort people haven't had trouble they might not be serious.
When adding new features/screens to the game, control wise do you have a scheme you are following that will be consistent with the future rewrite, or are the controls decided upon without an eye to the future because you know the UI rewrite is coming?
Without hope, pretty much. I just tried to fit things on the 'd' tab this time. I don't have enough details about the future controls to be able to do much to accommodate them. It doesn't seem to build upon itself the same way the underlying structure generally does, though perhaps that's simply a personal failing.
What was Scamps code?
I remember there was a line with like an 'fb' on it, and then a blank line with a semicolon, and another mess. He's only five.
How does the new system treat military dwarves?
The military stuff wasn't involved, since there weren't any jobs there. Activities still exist as book-ends for jobs, more or less, priority-wise.
Will wall/road building jobs ever go back to having skills associatted with them (that actually influence in the quality/ speed of the job)? I mean, it does make sense to have your guys need some skill in masonry if they want to build a stone wall... it's not exactly unskilled labor like hauling.
Actually, considering that even jobs like pump operating have a skill associated with them, will hauling jobs ever get a skill?
We'll probably get back to proper masons doing wally mason things... the way it merges with the architecture skill or whatever it ends up being is unknown, and I'm not sure which parts of the overall process of building a large stone structure use which talents and what the skills are, in the same way I don't know much about any of the professions in the game... apparently I should have fuller's earth and tenterhooks and carding and giant meter-long cloth shears.
I'm curious how dynamic the starting scenarios will be. Will military outposts/taverns still be able to grow in to traditional forts?
Yeah, I probably should have been careful with the wording, since the word scenario in games brings some baggage with it. It might be difficult for something like a prison colony's administration to change its remit to something more general, but even if everything starts stacked up in a certain way, we'd like it all to be mutable eventually. Each fort will exist in the same framework, even if the circumstances are different, though since the changes have to be coded, they probably won't all be possible at first.
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.
If there's something to do, somebody's gotta do it, though I don't recall that we have an example of a named professional dwarf that isn't entity-associated (nobles, admins, soldiers) or that doesn't have a craft skill (the workshop workers), so it'll be an interesting subject to tackle, though at first it could just be a labor setting (at least until we get more structure in with the start scenario stuff, at which point the inn/tavern zone might become a better-understood sub-organization in the fort).
Furniture in adventure mode sites got caught in a bad spot with the world gen site stockpiles not really getting the proper things produced, and now for beds etc. it wants an item from one of the site piles and they often aren't there -- it causes the furniture shortages in human buildings. With the goblin cells, I didn't even bother trying to place anything yet. For the gobs especially, I'd like them to take on the personality of their residents, since the gobs are supposed to tolerate all manner of decorations and individual variations, but that's wishful thinking until it happens.
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?
The priority-designation jobs are all above the hauling jobs, but if you enable all the jobs on one dwarf, they should respect the priorities compared to each other, even for different kinds of jobs. I'm not sure what else would be the most useful, and we'll probably let it marinate for a while.
Now that you've caught up with the suggestions forum do you mean to read it more regularly again?
Knight Otu mentioned it was the plan, and so far we're doing okay. It's weird when you get caught up, since you kind of have to dig through the churning mass in the front page, which makes note-taking a chore, so we're more getting re-caught up every few weeks to avoid that.
1. So I've noticed at the moment that in a lot of situations, worldgen often creates human societies which are both agglomerations of humans and a large number of members of other species such as animal men, and also tend to be ruled by a long succession of vampires, sometimes not even of human origin. Will human societies tend to stay more human in the future?
2. In relation to the above, are we going to see more granularity in how civilizations treat members of their society that aren't the primary race - second class citizens, pariahs, slaves, or exiling them completely? Will these be options in the raws? (I know we technically have slaves right now, but they have this odd tendency to not stay slaves after a couple of generations)
6. In terms of gods in general, it seems that gods are currently specific to their respective entities. Are we eventually going to see seperate cultures of the same race having overlap in their pantheons? Will we get a raws option to encourage this happening?
7. Are we eventually going to get more forms of magic, and would it be possible to have an entity position dedicated to the research and acquisition of magical power, and the education of those who have it?
1. I haven't seen animal people as parts of human societies. Never in the shops or anything. Are you talking about the site lists? Those are generally 'monsters' in the sewers.
2. I don't know that the sort of critter is always going to be the main factor, but we're going to explore social status with start scenarios.
6. The localized pantheons became an odd part of the game when the gods started to actually do things. We're going to mess around with additional setups when we do the w.g. artifact stuff.
7. I'm not sure what or when. Clearly more will happen eventually.
Have you made up your mind about what you intend to do with commented out demonic fortresses as yet?
Adding to that, do you have any plans as to make driftwood usable?
And by the way, did you eat lutefisk at Christmas?
We have some plans now, involved with the upcoming overall w.g. artifact additions. As of now, they are still secret plans.
I think there's something in the notes about driftwood, along with being able to pull up boulders.
Lutefisk was on the 27th this time, though the main event was a toddler with his grandfather's electric toothbrush cleaning the house. They've really improved the batteries on those things.
Have you checked about dwarves channeling under each other? I swear that this happens sometimes since they'll also deconstruct under each other and also stand on the tile being deconstructed. Though with the dwarves not channeling under themselves anymore, we'll just have to see if they still channel under each other.
I haven't looked at this. I didn't remove the check for a dwarf for deconstructions, but it's possible it's broken.