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Author Topic: Future of the Fortress  (Read 158511 times)

Faces of Mu

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Re: Future of the Fortress
« Reply #1425 on: July 02, 2007, 08:57:00 pm »

quote:
Originally posted by Toady One:
<STRONG>
What were the specific reasons for the people in favor of going to another thread?
</STRONG>

+1 vote for keeping this thread: It ain't broke.

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Gaulgath

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Re: Future of the Fortress
« Reply #1426 on: July 02, 2007, 09:49:00 pm »

Well, actually all the numbers for the pages at the top don't wrap, so it makes the page wider. It doesn't really bother me, however... so I don't really care if we get a new thread or not.
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Aquillion

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Re: Future of the Fortress
« Reply #1427 on: July 02, 2007, 10:33:00 pm »

quote:
Originally posted by Toady One:
<STRONG>The autosave should be user defined, at least with some choices between season/year or even monthly, and once that system set up the game would also be able to "save and continue".

Now, it can't replace the current save -- there is no current save when you are playing.  Those data files are the files that are in use by the game at the time of play, but they don't form a coherent save once you start it up -- backing it up during play would lead to inflate -3 errors.  The autosave will actually have to pack everything away, back it up, and then reload.  I might end up changing how saves work a bit in general, since the system is somewhat confusing and conflicts with how people are used to messing with things (causing the -3s), but I guess that would involve a lot of deleting and moving around once you get started, and I'm not quite sure how it would work, since I haven't thought about it much yet.</STRONG>


One simple possibility (although far from ideal):  Have the game back up the current state every time a new game is started successfully (after everything has been loaded so you know you have a working world), just by zipping everything up and storing it somewhere, replacing the last backup.  When an inflate -3 error occurs, the game notifies the player, then automatically restores from that.  This is hardly ideal and could result in hours of play being lost, but it won't slow things down during gameplay itself and will at least prevent people from losing their entire world in one fell swoop, since it ensures there's always at least ONE good backup around.

Along the same lines, when true autosaves are in, one thing I would suggest is, on each iteration, storing the last (old) autosave until after new one is successfully finished (and maybe even verify the new one somehow before deleting the old one, if that's possible to do quickly?)  That way, the player won't lose everything even if something goes wrong in the autosave process.

[ July 02, 2007: Message edited by: Aquillion ]

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nornagon

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Re: Future of the Fortress
« Reply #1428 on: July 03, 2007, 12:25:00 am »

A nice feature in Settlers 2 was that it would send you a mail saying "You haven't saved in 30 minutes! Would you like to save?" at the appropriate time. This serves two equally useful purposes: it helps you to not lose data unrecoverably, and it makes you go, "ANOTHER 30 minutes? Already?!"
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Vinic

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Re: Future of the Fortress
« Reply #1429 on: July 03, 2007, 07:26:00 am »

Meet the Records Dwarf: meanders about the fort, feverishly writing down every minor happenstance.

"Kal Lagg quits job: Out of journals."
"Kal Lagg goes berserk!"
*save*
"Kal Lagg calms down."

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I3erent

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Re: Future of the Fortress
« Reply #1430 on: July 03, 2007, 12:17:00 pm »

quote:
Originally posted by Jothki:
<STRONG>

I think the workshop interface never gives you a choice of which components to use, it just randomly grabs something from what's available.

Does anyone know if components for queued items are reserved in advance, or at the time  the item is actually started? If it's done in advance, switching the interface there might be a matter of pasting the in the building code and tweaking it quite a bit to handle tasks that require multiple types of items.

However, that would be a feature, not a bug fix or core component, so it's probably fairly low priority compared to the stuff that needs to get done to get a stable version.

Edit: Oh, and yay for dwarves actually recognizing fires!

[ June 29, 2007: Message edited by: Jothki ]</STRONG>


I know nothing about coding but i would think it would be like a copy paste job, again i dont know. The only way i have been able to encrust reliably is to not make ANY items then get all the gems, cut them and then make the item then encrust it.  Seems like it just goes down a list of what you have made, sequentially then encrusts them. again i dont know for sure, but i hope one day we can designate specific items to encrust.

This may be minor to some people but it really bugs the SH!^ out of me.

Keep up the great work o Toady one! Imma send you a bribe to get this done, and a crayon drawing of what my crazy dwarven jeweler made! He made an artifact mechanism!!! That bastard after encrusting all those damn mechanisms and that lumpy bed he goes and makes a damn artifact mechanism!!!!
I am convinced that dwarff is f'ing with me!
Ill write the name down tonight so everyone can enjoy a good laugh on my part.

P.S. How do you feel about designating specific items to encrust toady? I would love to hear your side of this.  Is it in fact a copy-paste-tweak job? Or is this how you envisioned encrusting?

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Toady One

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Re: Future of the Fortress
« Reply #1431 on: July 03, 2007, 01:11:00 pm »

It doesn't really move over from the building interface very cleaning, and it's not a two minute job or anything like that.  It's not that difficult either, but there are lots of small tasks to do.

I don't like the encrusting interface, or any of the other ones really.  It was just enough to get started, and some of the older interfaces make less and less sense as the game moves along, which is unavoidable in some cases.  I don't have a serious problem with creating specific jobs, but the more of those there are, the less the dwarves can express themselves, which I don't really like.  If there were a job to create a specific image on a specific item with a specific material, I'd probably consider giving the dwarf a minor unhappy thought.  As long as they have one degree of freedom, they probably shouldn't mind.

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MJ working

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Re: Future of the Fortress
« Reply #1432 on: July 03, 2007, 01:27:00 pm »

Craftdwarf cancels job.
Get's un-happy thought after sewing "MJ's" name onto the back of the 500th pair of undershorts..

I can see the thought process here Toady.

Give them freedom to engrave / encrust what they want to a degree or pay a penalty for dictating control.

And realistically I'd take that penalty if the encrust job were even just treated more like the link lever or build furniture job...

Choose what to use to encrust and what item to encrust.
and thanks for your hard work and also for even being willing to listen and discuss these ideas.

[ July 03, 2007: Message edited by: MJ working ]

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I3erent

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Re: Future of the Fortress
« Reply #1433 on: July 03, 2007, 01:32:00 pm »

I guess i dont mean having that degree of control as far as xxx image made out of xxx material, just more like "do what you want to this item".  I have the best mechanisms around hehe would love a few doors decorated if i get lucky enough tho!
The penalty wouldnt be bad either if you do go that far as far as giving us more control concerning images and such in fact i think it makes things more interesting!
Im sure whatever you come up with will be great!
It's just that when dwarf does what he wants and uses all of your gems on mechanisms and a bed makes me feel like he is running the show, and "realistically" if a "real" dwarf did that I can imagine other dwarves getting unhappy thoughts when they wonder why their mechanisms are pretty and fancy but they get to stare at plain rock statues at dinner....

[

Rimtar has been unhappy at work lately, he seems to be losing his enthusiasm for opals.  He absolutely detests doors! He slept uneasily lately due to reoccuring nightmares involving menacing spikes of opal!
He longs for fresh air and sunlight.
]

[ July 03, 2007: Message edited by: berent ]

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Munchkin9

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Re: Future of the Fortress
« Reply #1434 on: July 03, 2007, 03:07:00 pm »

First of all I do not think that the thread should be dropped but back to serious matters.

I think it would be nice if you could tell you dwarfs not to eat something (just like you tell them not to cook it of brew it) this would let you build up those plant stockpiles for brewing.

I also think it would be nice if there was a gate or something that could be made of different size to make a gate for the main hall way.

Just some ideas i thought would be nice.
(I am sorry if this is not the place to post this).

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Solara

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Re: Future of the Fortress
« Reply #1435 on: July 03, 2007, 03:21:00 pm »

I suggested a new thread, mainly because my screen is getting stretched out at this point, but I guess it's not that big a deal. It might be a good idea once the next release is out though.

About encrusting and decorating in general, I realize not having direct control over the dwarves is part of DF's charm, but I'd be happy if I could at least tell them the type of item, instead of just 'pick some random thing somewhere in the fortress, then decorate it, repeatedly'. And if we really needed something specific done, if they would were more reliable about picking whatever's closest to them all it would take is a little fussing with stockpiles to have more control over the results.

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Pnx

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Re: Future of the Fortress
« Reply #1436 on: July 03, 2007, 04:43:00 pm »

quote:
Written in devlog:
pattern fliers?

Hmmm I'm inclined to think of birds flying in a V but I didn't think birds were in yet.

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Toady One

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Re: Future of the Fortress
« Reply #1437 on: July 03, 2007, 04:58:00 pm »

Sizeable gates are up on dev somewhere -- definitely a good thing to have, instead of just doors and floodgates and drawbridges.

I guess some kind of soft eating restriction is fine.  They should still eat the food if they can't find anything else.  A dwarf that likes the food might complain or sneak one, I guess.  Probably should depend on personality variables when that rolls around.

Maybe there's a way to fix the ubb stuff to make the page list wrap.  I'm on a widescreen laptop, so it hasn't hit me with a scrollbar yet.  At least the posts themselves still seem to wrap to fit the window.  It probably wouldn't be very hard to make the page numbers wrap, but I don't know perl or whatever this is and would likely fail to find the relevant line in the code.

Pattern fliers refers to a specific behavior batmen riding giant bats had, and I'm not sure if I'm going to salvage that now or not.

edit:  I've found the relevant ubb file I think.  Dunno what sort of html should be inserted in there though.  If somebody wants to view the source generated by this page and let me know what line could be inserted to clean up the page list, I can probably get it to work.

[ July 03, 2007: Message edited by: Toady One ]

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Janus

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Re: Future of the Fortress
« Reply #1438 on: July 03, 2007, 06:42:00 pm »

I can take a look if you want, but I can tell you what is causing it. It's from the non-breaking space characters between each page link.
So, to fix it, this:
code:
1@nbsp;@nbsp;2


could be changed to this:
code:
1 @nbsp;2


Notice the replacement of the first nbsp with a regular space.

With that done it will properly wrap the list of page links.

EDIT: dangit, it changed my "nbsp"s in the code blocks to regular spaces. edited to replace the "&" symbol with an "@" symbol. Note that the actual nbsp character has the "&" symbol instead of the "@" symbol shown above.

[ July 03, 2007: Message edited by: Janus ]

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Janus

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Re: Future of the Fortress
« Reply #1439 on: July 03, 2007, 06:46:00 pm »

EDIT: bah, don't mind this post, quoted instead of edited by accident.

[ July 03, 2007: Message edited by: Janus ]

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Tomas asked Dolgan, "What place is this?"
The dwarf puffed on his pipe. "It is a glory hole, laddie. When my people mined this area, we fashioned many such areas."
     - Raymond E. Feist, Magician: Apprentice  (Riftwar Saga)
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