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Author Topic: Future of the Fortress  (Read 3134551 times)

Rumrusher

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Re: Future of the Fortress
« Reply #5850 on: April 16, 2024, 06:44:56 pm »

so the kicker to this the insurrection aspect of world sim/gen does lead to this but I also don't think this prevents snowballing as one sub-faction who made a peace treaty with one faction could get overthrown by another sub-faction who could just go back to conquering the world again, you kinda don't see this in fort mode as you're playing an hive mind controlling a small outpost miles away from the politics and back stabbings, but in adv mode if you ask the local nobles about the political powers and what not they will talk about the different parties vying for control of that civ.

I guess there's a difference in my mind between a schism and an insurrection being that the latter doesn't lead to fragmentation of the civilization, it just leads to one sub-faction leading the whole, while the former does lead to the fragmentation of the civilization into multiple new civilizations. I'm mostly curious about the former then, and I think it would prevent snowballing via a fragmentation. Just to clarify.
so if I remember an insurrection kicks out the ruling group of folks while the inhabitants the population fodder just stay the same, it usually leads to a whole lot of deaths on either side but the main mass of the people under them don't really change. it usually when another civ outside of the internal civ comes invading when folks start bailing and even then that also causes the natural population of inhabitants to just switch alliances.
though this feels like someone attacking to raze a place which scatters the whole populace, then goes in and captures the land later.

also given how the game works entities that branch off the main entity makes a copy of the main entity raw data so those fragmented civs still behave like the main civ they branched off so that just snowballs in a different way.
you end up with a bunch of outcast civs that usually get pick up by bandit groups to terrorize the land or reforming into nomadic group to roam the land... or try to resettle in the same/different spot or some other world gen/sim mechanic  I don't know off the hand that happens. any way I found the thing that prevents snowballing is figuring out how the battles are won and just beef up the defenses of the weaker civs so that the one that tries to attack a bunch ends up getting cooked.
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Lemunde

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Re: Future of the Fortress
« Reply #5851 on: April 17, 2024, 05:11:23 am »

hmm having now thought about this if premium adv mode is getting a soundtrack is the classic build of adv mode going to stay silent or is there going to be like a toadyone original adv mode classic track for that also?

To add a suggestion onto this, it might be fun to add lo-fi chiptune versions of the songs to classic. Understandable if that might be too much work.
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Rumrusher

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Re: Future of the Fortress
« Reply #5852 on: April 17, 2024, 06:48:12 am »

hmm having now thought about this if premium adv mode is getting a soundtrack is the classic build of adv mode going to stay silent or is there going to be like a toadyone original adv mode classic track for that also?

To add a suggestion onto this, it might be fun to add lo-fi chiptune versions of the songs to classic. Understandable if that might be too much work.
hmm kinda like toady strumming it a bit more than chiptunes, like lo-fi chiptunes doesn't really gel with the vibes with rest of classic's soundtracks... of 2 songs.
...oh yeah happy birthday toady
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Eric Blank

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Re: Future of the Fortress
« Reply #5853 on: April 17, 2024, 04:32:19 pm »

Happy birthday Tarn!

Did you get any nice presents?
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DPh Kraken

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Re: Future of the Fortress
« Reply #5854 on: April 17, 2024, 09:35:22 pm »

Here's to another year!

The adventure mode OST is fire (my complements to the chefs), but I checked the raws and didn't find any tokens for it. It looks like the playing logic is hardcoded (due to the dynamic mixing), will we be able to add our own music and sounds to adventure mode eventually?
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dikbutdagrate

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Re: Future of the Fortress
« Reply #5855 on: April 17, 2024, 09:59:17 pm »

So I gotta ask.

Do doors play different sounds when they're opened in adventure mode, depending on the material the doors are made out of?

Interesting if true.  But if the answer to that question is "yes", do "soap doors" specifically have their own sound effect?

And if the answer to that question is also "yes" ... then "why?"  And then where did you even get the sound?!


Did you and/or someone else actually try to make a door out of actual soap, just like smooshed together, and then have Three-Toe open it, while Putnam sat and recorded it with a directional mic?  Because I'd have mad respect for that.

I'm stuck on macos until Friday, so I can't attempt any experimental verification of any strange soap noises until then.
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Eric Blank

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Re: Future of the Fortress
« Reply #5856 on: April 18, 2024, 09:42:09 pm »

Oh my god they DO play different sounds!

The sound effects in the soap door folder do not sound like what I'd expect a soap door to sound like at all. But ive never seen a piece of soap big enough to make a door, so...

I'd be more concerned about the BONE door sound effects.
« Last Edit: April 18, 2024, 09:54:54 pm by Eric Blank »
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dikbutdagrate

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Re: Future of the Fortress
« Reply #5857 on: April 19, 2024, 08:37:04 pm »

Oh my god they DO play different sounds!

The sound effects in the soap door folder do not sound like what I'd expect a soap door to sound like at all. But ive never seen a piece of soap big enough to make a door, so...

I'd be more concerned about the BONE door sound effects.

The door knob could be made from a nice calceneus bone. Although a push-pull kind of door might prefer a hip bone from some variety of creature, which would probably be fantastic.
Not sure about the bulk of the door? Buckets of KFC could come in handy, but that's pretty gross. 
« Last Edit: April 23, 2024, 11:35:32 am by dikbutdagrate »
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lingaic

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Re: Future of the Fortress
« Reply #5858 on: April 20, 2024, 06:43:00 am »

Would it be possible to consider the return of ASCII creature graphics in future versions?
and the multi-view implemented in ASCII somehow.


"The simple and clean looks of ASCII with distinct creature graphics"
« Last Edit: May 01, 2024, 12:01:45 am by lingaic »
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tsallast

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Re: Future of the Fortress
« Reply #5859 on: April 20, 2024, 01:55:26 pm »

Could an option be added to character creation (maybe in a debug section?) to force change the random indexes in graphics files? Talking about 'CONDITION_RANDOM_PART_INDEX', some UI that shows the ID and a number field clamped to go from 1 to whatever the max was set to. It would make creating highly customizable modded races way way nicer, for example I could let players pick a preferred clothing color option, or pick tail color and type, wing color, etc.

P.S Adventure mode so far is a joy to play!
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Enemjay

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Re: Future of the Fortress
« Reply #5860 on: April 21, 2024, 11:26:33 am »

I'm a big fan of AD&D's Underdark, and I think Dwarf Fortress does a fantastic job generating cavern layouts and featuring a subterranean ecology that rivals what is described in TSR's books. Currently, subterranean animal people in DF serve a similar role to D&D's Kuo-toa; With the upcoming map-rewrite, do you plan to include exclusively subterranean civilizations that might fulfill the roles similar to dark elves or dark dwarves? If so, would these be distinct races, or would they simply be elven and dwarven civilizations whose inhabitants possess malevolent personality traits (like goblins do)?
« Last Edit: April 21, 2024, 11:46:48 am by Enemjay »
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DPh Kraken

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Re: Future of the Fortress
« Reply #5861 on: April 21, 2024, 12:44:15 pm »

With the upcoming map-rewrite, do you plan to include exclusively subterranean civilizations that might fulfill the roles similar to dark elves or dark dwarves? If so, would these be distinct races, or would they simply be elven and dwarven civilizations whose inhabitants possess malevolent personality traits (like goblins do)?

One of the ideas mentioned with the myth generator was generating variants of existing creatures with mythic properties. That way you could have not just your dark dwarves and dark elves, but dark humans, dark gorlaks (truly a fall from grace!) and whatever other raw-defined creatures in your world get any number of thematic prefixes.
The way that creatures are set up currently, having more goblin-like personalities would partly be done on a creature level and not just a societal one. Having more cultural variance between different civilizations of the same race would be cool, but if their society is organized around a mythic attribute (in this case evil and darkness) then the prefix would allow for the player to better distinguish between a "dark dwarven fortress" and a "dwarven fortress".
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Egan_BW

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Re: Future of the Fortress
« Reply #5862 on: April 21, 2024, 02:39:50 pm »

Or perhaps in some worlds the dark dwarves live on the surface and the good dwarves have to hide from them underground~
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Yal

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Re: Future of the Fortress
« Reply #5863 on: April 23, 2024, 02:05:25 am »

Hello Toady I hope you had a relaxing birthday!

I noticed some portraits are inconsistent with the world sprites for dwarves - usually this is seen in hair color. Is it just that shades like "saffron" are yet to get dwarf portraits & will in the future, or is the system intended to work by approximating an array of in-text hair colors to, say, a single off-white?
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dathin

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Re: Future of the Fortress
« Reply #5864 on: April 23, 2024, 12:58:10 pm »

Any news on the Mac version? 😢
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