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Author Topic: Future of the Fortress  (Read 1872525 times)

Dirst

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Re: Future of the Fortress
« Reply #3675 on: March 14, 2016, 04:03:10 pm »

I think the ability to enter new, physical planes inhabited by magical beings or something of the sort as a late-game thing would enormously expand the playability of the game, and a player's motivation to continue forward. I'd love to see some planes that are hellish and require late-game and others that are just magical and maybe require luck or adventuring to get to. Just my wishful thinking...
Step 1. Kill a lot of elves.
Step 2. Locate the portal to the elven afterlife plane.
Step 3. Inconveniently timed drink, meal and sleep.
Step 4. Equip an army and storm the elven afterlife plane.
Step 5. Kill the same elves all over again.
Step 6. See if there's a portal to an elven afterafterlife...

What happens if they just reincarnate into animals or even dwarfs?
"Wait, I can fix this..."

The world has passed into The Age of Emptiness.
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(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
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Untrustedlife

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Re: Future of the Fortress
« Reply #3676 on: March 14, 2016, 04:03:22 pm »

Right now all outside tombs that exist in the world are pyramids, you said in df talk 14 that your algorithm knows how to fill up any shape with rooms (including rounded areas) So my question is when do you plan to add burial mounds and burial castles?
Its fun to explore pyramids, but the occasional shape change/variance would make exploring the worlds various tombs much more interesting.
Also do you plan to add isolated tombs and outside graveyards? These do exist in the real world, so why not the df world?


Regarding the shapes of tombs, more shapes already exist beyond just a pyramid. I have encountered square and rectangle tombs and some of them have "towers" protruding from them at various corners of the previously mentioned shapes.

The circular shapes seems to be reserved for vaults and dark fortresses. But, as noted above, there is already a great variance of different architectural shapes for tombs. I would argue that it's the towers and keeps that are more standard at this point in time.

For what it's worth, from DF talk #8:
Quote
... the humans civilizations for example, it would be lame if they all had the same architecture, once I refresh my memory on what are the bits and pieces that make up the different architectures, what kind of different buildings there are and all that kind of stuff, they should make choices, then, and be able to have the towns have different characters to them when they make their walls or just their houses and various castles and little parapet things, and little spikes that stick out of the top with little flags on them, and minarets and all that kind of thing or whatever. As much diversity as you've got in the real world, as much as we can convey with a tile based format, that stuff should come across, it's one of those things where you have to engage in the project at some point and actually do it, and it's hard to time things which are superfluous in a sense, but they should be done. At first things will look vanilla, just as we get people to have walls properly and moats and tapestries and rugs and things, just making the towns look better, but as we get enough information to allow them to diversify then they should be able to do that, hopefully.

Thank you however:
 Really? I've not seen many  "non-pyramid" tombs and I grave-rob alot so since they apparently exist they are still rather rare
.
Another problem is that they are all shoved in one "tomb area" and I think there should be more smaller perhaps, isolated tombs. Around the world, perhaps for certain hist figs. People don't always shove all the tombs in one area, it happens often but not all the time, and we have no graveyards graveyards existed in the time frame toady is sticking with for df! Also, we have no burial mounds. I really want burial mounds. And those are a very common kind of ancient tomb.

I'm sure he will get to it with the "treasure hunter" arc, but I would like to hear  what he says about it.
« Last Edit: March 14, 2016, 04:13:49 pm by Untrustedlife »
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burned

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Re: Future of the Fortress
« Reply #3677 on: March 14, 2016, 04:43:54 pm »

Thank you however:
 Really? I've not seen many  "non-pyramid" tombs and I grave-rob alot so since they apparently exist they are still rather rare
.
Another problem is that they are all shoved in one "tomb area" and I think there should be more smaller perhaps, isolated tombs. Around the world, perhaps for certain hist figs. People don't always shove all the tombs in one area, it happens often but not all the time, and we have no graveyards graveyards existed in the time frame toady is sticking with for df! Also, we have no burial mounds. I really want burial mounds. And those are a very common kind of ancient tomb.

I'm sure he will get to it with the "treasure hunter" arc, but I would like to hear  what he says about it.

The "non-pyramid" issue sincerely must be rng related, because I often don't see pyramids. Heh. I have seen a lone pyramid on occasion, but my experience is usually a cluster of squares and rectangles with various "towers", which is why I can confidently say they exist. And I've also seen them spread out and not clustered with more than one 0 on the map in the same area.

Note: I put towers in quotes, because they aren't like the open towers found in dark pits and they can only be accessed by entering the base of the larger rectangle or square.

So, while the town/city typically place their dead inside tombs under the various temples and also the 0s on the map, you're right that burying dead via graveyard or burial mounds or some other method (whether that's later tied to a specific civ based on burial traditions and such) is currently not present much like various architecture for civs themselves is not present (but is planned).

You're also right that Toady will most likely tackle that when the treasure hunter arc is addressed.

DF Talk #11:
Quote
So, the positive side here is that the new development page has a section for treasure hunters, and that's when we're going to go back and make sure that we're getting the proper ruins from ...

And previously he specifically mentioned graveyards and tombs as separate things.

DF Talk #5:
Quote
With the ruins, ruins just kind of decay over time, but there's no sediment laid down, so things don't ever become buried, and I think it's crucial to bury things, especially in a game that involves this much digging. So those are planned, if you look at core sixty seven there's ruins there, core sixty eight is graveyards and tombs which is related, core sixty nine is ole battlefields, and core seventy is fortress ruins; how that specifically relates to your own fortress and the ruins there. So those four core items are all meant to address that kind of thing.




« Last Edit: March 14, 2016, 04:45:51 pm by burned »
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Max™

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Re: Future of the Fortress
« Reply #3678 on: March 15, 2016, 12:08:07 am »

I don't see nearly as many pyramid structures vs the box/box-with-smaller-boxes-on-top type tombs myself.

After all, a "travel map tile" is either passable or not. If there were more information than a binary flag, the check would have to have a higher resolution, no?
Armies move at full travel speed on roads/open areas, they move slower across things like the walls around large towns/cities, and the larger areas of buildings tend to slow anything that diverges from the road quite a bit.

Armies travel far too fast through dark pits/dark fortresses/mountains, usually when they wind up entering those regions from one of the more zoomed in site-travel map tiles.

You can see this yourself if you enter any impassable site from the west on foot, move a tile or so inside and try to travel again, when you find the right spot it lets you travel around freely within that site.

I haven't tried it with the walls around the inner sections of a town (i.e. the gated ones with streets inside around, not the walls around the keep) but they're an example where there's only a north/south or east/west route available (outside of occasionally glitched connections where part of the wall can be skipped diagonally) and sometimes you get things where the keep itself is partially open so you can travel right up next to it, though it usually spawns you on top of the wall over the front gate, opposite the doors to the keep.

Never been spawned over the side tower exits yet.

Sometimes they emerge and take over a human or goblin civ.

I am not talking about those demons, I am talking about groups of demons wandering into adventure mode sites in adventurer mode and going on the rampage.

Sometimes they emerge and fail to take over a  human or goblin Civ, resulting in wandering demons though it's rare.
That's not happening anymore. Unique demons only arise during "year 0" by raising their slade towers and thus forming a goblin civilization (and goblin civs only arise through that). The wandering demons (which seems to be related to adding modded demons and those fighting with generated ones from my experience) aren't historical unless they've killed enough demons during the fight that "catapulted" them up.
I have not added any modded demons, banshee of soot is one of the generated types, I still have no clue how it got to the surface. I haven't revealed hell in this world at all.
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I was rather surprised at the presence of an & on top of my tavern while I was surveying the magma flood results.


Oh, a question!

Will we be able to build using available materials or only logs? If I have blocks or boulders could I use those instead? Naturally I would expect the hauling time to be slower for boulders vs faster build-time with blocks and so forth.
« Last Edit: March 15, 2016, 12:10:58 am by Max™ »
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Button

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Re: Future of the Fortress
« Reply #3679 on: March 16, 2016, 02:12:44 am »

I've got a Legends log here in which a goblin bard with a Dwarven name took up an apprenticeship in the dark pits Canyonjackal, then became a Baroness of her original, dwarven civilization. For the next 150 years the log has her alternately taking part in competitions in the fortress Wingshoot, and murdering randos in Canyonjackal. Is this a bug (code treating one histfig like they're in two places at once) or a feature (histfig returning home to participate in festivals)?
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Max™

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Re: Future of the Fortress
« Reply #3680 on: March 16, 2016, 04:02:42 am »

I've seen people roam back and forth like that before on the travel map. It's always weird when I bump into someone traveling that I've met traveling before.
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Neonivek

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Re: Future of the Fortress
« Reply #3681 on: March 16, 2016, 09:43:40 am »

Will the Myth generator actually be leading to the Gods actually existing and stomping around and all that?
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PatrikLundell

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Re: Future of the Fortress
« Reply #3682 on: March 16, 2016, 10:51:51 am »

Will the Myth generator actually be leading to the Gods actually existing and stomping around and all that?
I believe it's been said there would be some kind of slider or setting where the strength of magic and religion is determined (and I'd guess they would be separate), with the possibility to make gods completely unresponsive (basically our reality) at one end, and cursing and granting boons left, right, and center at the other. I don't think they'll be allowed to enter the world, though, at least not now.
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Amperzand

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Re: Future of the Fortress
« Reply #3683 on: March 16, 2016, 01:13:08 pm »

If nothing else, you'd have gods getting decapitated by thrown small animals and the like, which would make history somewhat unusual.
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Random_Dragon

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Re: Future of the Fortress
« Reply #3684 on: March 16, 2016, 01:26:13 pm »

If nothing else, you'd have gods getting decapitated by thrown small animals and the like, which would make history somewhat unusual.

So when we eventually commit deicide via fluffy wambler, I'm gonna name it Friedrich.
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Untrustedlife

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Re: Future of the Fortress
« Reply #3685 on: March 16, 2016, 02:35:22 pm »

I've seen people roam back and forth like that before on the travel map. It's always weird when I bump into someone traveling that I've met traveling before.

I wouldnt say thats weird, more like "consistent"
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TheFlame52

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Re: Future of the Fortress
« Reply #3686 on: March 16, 2016, 04:04:03 pm »

Will we ever get more spheres or secrets? I'm not greening this because I'm pretty sure this has already been answered.

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Re: Future of the Fortress
« Reply #3687 on: March 16, 2016, 05:14:32 pm »

Will we ever get more spheres or secrets? I'm not greening this because I'm pretty sure this has already been answered.

Unsure about more spheres. There will certainly be more secrets in the magic arc.
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Knight Otu

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Re: Future of the Fortress
« Reply #3688 on: March 16, 2016, 05:24:19 pm »

Will we ever get more spheres or secrets? I'm not greening this because I'm pretty sure this has already been answered.
Yes. Toady has mentioned a few times that more spheres are likely to come into play (such as here), and the oft-mentioned myth generator also generates styles of magic, which presumably can take the form of secrets.
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Random_Dragon

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Re: Future of the Fortress
« Reply #3689 on: March 16, 2016, 05:33:40 pm »

Yesss, moar magic.
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