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Author Topic: Future of the Fortress  (Read 1442466 times)

FantasticDorf

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Re: Future of the Fortress
« Reply #1320 on: February 05, 2017, 01:37:40 pm »

Do you plan for conversation to use a similar system to books? I.e, "Golgar featherlumps give a scathing comeback to your criticism of dynastic bellydancing, with a hint of self-actualization. The crowd erupts in laughter"

On that note - Was it intentional for dwarves to only talk (at all) when you were creating the relevant needs (friendship) in the needs system? dwarves pursue needs very highly, and 'cliques' of dwarves usually the starting seven will remain friends, stay at high green friendship forever and never expand their friend circle or talk to strangers. Migrants don't seem motivated to make friends either unless they migrated from the same site roughly (might be generated migrants being alienated), though left to their own devices everyone on site long enough will be freindly but not friends with each other. Just no talking.
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Mr S

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Re: Future of the Fortress
« Reply #1321 on: February 05, 2017, 03:31:06 pm »

Snip.

That seems not so much as either a bug, or an outright intended feature, but more of an emergent behavior based on existing needs, origins, etc. as you've suggested. That said, there may be room for balancing that out, or including making new friends as a weighted priority to satisfy friendship needs.
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FantasticDorf

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Re: Future of the Fortress
« Reply #1322 on: February 05, 2017, 04:19:32 pm »

Snip.

That seems not so much as either a bug, or an outright intended feature, but more of an emergent behavior based on existing needs, origins, etc. as you've suggested. That said, there may be room for balancing that out, or including making new friends as a weighted priority to satisfy friendship needs.

I definitely think it needs a careful reshuffle, given that needs directly influence what a dwarf does now rather than what it could do and how their personal beliefs reflect onto it. Militia members will leave training or mid fight/station to go drink or listen to a poet in the tavern because the needs system has such a high priority and standing.
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GoblinCookie

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Re: Future of the Fortress
« Reply #1323 on: February 06, 2017, 07:32:13 am »

How many 'layers' are there going to be to whole fantasy/violence slider thing? How do things work at the low end of both, for instance in a world with no death what happens if we drop sentient creatures into lava since they there is also no magic to save them from being incinerated. Also would the lowest fantasy setting actually have a world that only has no active gods and magic but no concept of such things either?
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FantasticDorf

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Re: Future of the Fortress
« Reply #1324 on: February 06, 2017, 08:27:36 am »

How many 'layers' are there going to be to whole fantasy/violence slider thing? How do things work at the low end of both, for instance in a world with no death what happens if we drop sentient creatures into lava since they there is also no magic to save them from being incinerated. Also would the lowest fantasy setting actually have a world that only has no active gods and magic but no concept of such things either?

No death might more inurr that the transferral to another plane of reality (hell/heaven etc.) would be instant on death rather than the ambigious alternative to the living world whether the afterlife even exists because things 'just die and thats it' (unless you did something explicit in life to earn a place at Armok's halls of blood & wine you are just a culled historical soul removed from the entry-base etc rather than everyone going there or a place when they die.)

The planar dimensions might yet not have any souls contributed from our world there but there will surely be the odd demon or twisted monster/angel around those parts to have a 'no death & high magic' world simultaneously. I think we've read too far into what toady meant by 'no death' as a literal statement.
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Shonai_Dweller

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Re: Future of the Fortress
« Reply #1325 on: February 06, 2017, 09:17:47 am »

Yeah, I don't think "minimum danger" infers no death. Just a nice safe space with no invasions or beasts to mess up your megaproject plans.
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Jimmius

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Re: Future of the Fortress
« Reply #1326 on: February 06, 2017, 10:11:57 am »

The Military Arc is going to be very intresting to impliment. We're seeing the beginnings of it with sending out of Dwarf Squads and the like, but have you given any thought as to what large scale conflicts will look like?

The current combat system seems well suited for squad based combat between 10-20 opponents, but will that scale up to army vs army engagements, assuming the usual DF level of complexity for things like supply lines,  baggage trains and hangers-on?

Will the current Seige weapons (Ballista, Catapult) need retooling? Will the long awaited Boats play a part?


sorry for the multiple questions, heh.
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Valtam

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Re: Future of the Fortress
« Reply #1327 on: February 06, 2017, 12:45:37 pm »

The Military Arc is going to be very intresting to impliment. We're seeing the beginnings of it with sending out of Dwarf Squads and the like, but have you given any thought as to what large scale conflicts will look like?

The current combat system seems well suited for squad based combat between 10-20 opponents, but will that scale up to army vs army engagements, assuming the usual DF level of complexity for things like supply lines,  baggage trains and hangers-on?

Will the current Seige weapons (Ballista, Catapult) need retooling? Will the long awaited Boats play a part?


sorry for the multiple questions, heh.

1. & 2. Thoughts have been given about large-scale conflicts, for sure, but they're far and between from the lower-hanging fruit we have right now, so you already know your answer for this: yes, but no details yet. We'll see when we get there.

3. Yes, current siege weapons certainly need retooling, and would probably benefit from arcs-of-fire, readily available ammunition and destructible buildings, all things that don't exist yet. It seems that the AI can't handle siege weapons yet (probably because of those reasons) so it might be something that appears whenever other multitile vehicles, such as moving embark caravans and boats, make their debut, and that could probably add more options (for example, laying siege to a coastal town or fortress through a beachhead or something). Who knows, probably other appropiate siege weapons, such as rams or moving towers, could make an appearance as well.

For now, we'll have to hold our breath for a while. Besides, starting small-scale skirmishes sounds exciting enough, can't barely wait for that.
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my first quest was to seige a nemacrcors tower i killed 3 nemacrcors the got killed by a zombie fly.
How on earth did you manage to do that twice?

PatrikLundell

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Re: Future of the Fortress
« Reply #1328 on: February 06, 2017, 01:18:22 pm »

Multi tile machinery (such as boats, [proper] wagons, "elevators", multi Z rising/sliding/opening doors, etc.) also ties in with larger, more complicated traps. Catapults, ballistae, battering rams, and siege towers are really military parts of the same framework, but it remains to be seen when they will make it in, as the first machines are probably more geared towards boats and trade/transport than war.
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FantasticDorf

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Re: Future of the Fortress
« Reply #1329 on: February 06, 2017, 03:21:17 pm »

3. Yes, current siege weapons certainly need retooling, and would probably benefit from arcs-of-fire, readily available ammunition and destructible buildings, all things that don't exist yet. It seems that the AI can't handle siege weapons yet (probably because of those reasons)

For one, since siege weapons are technically fortress mode buildings and require ammo that would be a long loooooong way off without multiple nessecary changes.

> Invaders bring ammo for siege weapons, they run out (what then? do they just abandon the static building, and rebuild a new one when you come back?)
> Have to know where to 'build' it on the site unless they bring it as a portable vehicle (which could be buggy with pathing & shooting indoors, ammo bouncing off low ceilings) and the small matter of having to define a vehicle because wagons are animals.

> Destructible buildings/tunnelers or anything like that which irreversibly destroys tiles would require a building re-write, since surfaces at the moment can be deconstructed and dug through but are entirely static. The limited nature of resources would also mean it could ruin long-term games to lose a lot of resources via a section of your fortress collapsing or having miners dig out cruicial areas.
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Shonai_Dweller

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Re: Future of the Fortress
« Reply #1330 on: February 06, 2017, 04:40:28 pm »

And check out the 10th anniversary video for details and current thinking on timing for boats and moving fortress parts.
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Beag

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Re: Future of the Fortress
« Reply #1331 on: February 06, 2017, 09:24:27 pm »

1.Eventually would our adventurers be able to ride in boats for transportation?
2.On particularly large ships could the player move around aboard and below deck while the ship is moving?
3.Will the player be able to own and sail their own boat and maybe hire crew?
« Last Edit: February 06, 2017, 10:03:49 pm by Beag »
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Scoops Novel

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Re: Future of the Fortress
« Reply #1332 on: February 06, 2017, 09:54:23 pm »

1.Eventually would our adventurers be able to ride in boats for transportation?
2.On particularly large ships could the player move around aboard and below deck while the ship is moving?
3.Will the player be able to own and sail their own boat and maybe hire crew?


You want that in lime-green. Yes to all of the above, just a matter of when.
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Reading a thinner book

Arcjolt (useful) Chilly The Endoplasm Jiggles

Hums with potential    a flying minotaur

Shonai_Dweller

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Re: Future of the Fortress
« Reply #1333 on: February 06, 2017, 11:54:20 pm »

Quote from: Beag nulink=topic=159164.msg7353098#msg7353098 date=1486434267
1.Eventually would our adventurers be able to ride in boats for transportation?
2.On particularly large ships could the player move around aboard and below deck while the ship is moving?
3.Will the player be able to own and sail their own boat and maybe hire crew?

And as I think I just said. Toady explains, in great detail, exactly what he's thinking about boats (and moving fortress parts) in the 10th anniversary video.

Since he's not working on it right now, and won't be for quite a while, I doubt you'll get much more information in this thread at the end of this month.

Edit --Just Google "Dwarfmoot 2016". Boats bit is actually covered in two parts. But the whole interview is interesting.
« Last Edit: February 07, 2017, 08:47:52 am by Shonai_Dweller »
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Sizik

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Re: Future of the Fortress
« Reply #1334 on: February 07, 2017, 03:09:50 pm »

IIRC, boats have to wait until he's implemented planes/alternate dimensions, for obvious* reasons.

*Specifically, proper boats would require a way to have sections of the map physically disconnected from the rest of the world (so they can move around), and alternate dimensions are a simple starting case for implementing that.
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Skyscrapes, the Tower-Fortress, finally complete!
Skyscrapes 2, repelling the zombie horde!
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