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Author Topic: Future of the Fortress  (Read 158359 times)

Toady One

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Re: Future of the Fortress
« Reply #1560 on: July 12, 2007, 04:27:00 pm »

We were toying with the idea of having armies run by messengers and so on, to some extent, but this could just get very annoying -- the smaller number of units than would exist in reality leads to a high messenger-to-actor ratio if you want to do it all that way.  Might do some stuff along these things though.

This archaic message board lacks a lot of functionality and has various bugs.  On the other hand, I don't have a target board to migrate too, and don't know how/if migrating posts/members is something I can easily accomplish without accidentally deleting all of you.

Yeah, you'll currently sink into lakes and oceans down to the lowest level.  The "issues with swimming" entry on the task list is handling all the pathing nightmares associated with this.

It'll take a while to finish what's left on the list, but I'll put it up around when the list is empty.  Month or two? nfc.  Sometimes things take longer than I expect, clearly.

Yeah, like a contour map.  Instead of not displaying the lower area at a cliff break, it could draw a pixel-or-two-wide line between the relevant tiles, color-coded in some way.  This is one way to allow the game to display tiles at any level with less ambiguity at the cliff boundaries.

Adventurers will be able to do any fortress mode task at some point.  That's what the Adventurer Skills Arc is all about.

berent, initially DF was as you mentioned, but Armok I was going at that time, so we still had all our living world ideas piled over there.  There was enough overlap between the two that DF eventually took over, since it was easier to manage and it was clear that more of our goals would be realized through it after a while.  Yeah, the goal is to have a fantasy world that would be interesting to watch left to its own devices, where the history of the world is recorded and each actor plays their part, but where you are moreover allowed to assume pretty much any role you want and affect anything you'd care to affect within the bounds imposed on the role you've assumed.  These roles include sites like "dwarf fortress" independent of a specific creature.

I'll be able to think more clearly about migration matters once the Life Cycles Arc is underway.  We have all of the historical figures in the world precalculated, and this would include all of the skilled artisans and so on.  The whole notion of migration has to fit into the preexisting populations on the one hand, and retain any notion of enjoyable gameplay on the other.  In the end it might just have to use groups of foreign dwarves from the map edge (as exist already in the new version) to handle the problems if none of the existing dwarves are feeling like pioneers when you decide to found your fort -- this also links in to start scenarios and why/who is founding your fort in the first place.  The sensible way to handle it is to get the world working independent of the player first, but you can't play that, so the player fortress is going to be in an artificial bubble with placeholder mechanics until it's ready to be incorporated, kind of like new fish being introduced to a tank in a plastic bag or something.

[ July 12, 2007: Message edited by: Toady One ]

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DR

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Re: Future of the Fortress
« Reply #1561 on: July 12, 2007, 04:47:00 pm »

quote:
Month or two? nfc.

No... fucking... chance? Not... feasible... Charlie?

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Neopergoss

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Re: Future of the Fortress
« Reply #1562 on: July 12, 2007, 04:52:00 pm »

quote:
Originally posted by Toady One:
<STRONG>
Yeah, the goal is to have a fantasy world
...
where you are moreover allowed to assume pretty much any role you want and affect anything you'd care to affect within the bounds imposed on the role you've assumed.  These roles include sites like "dwarf fortress" independent of a specific creature.
</STRONG>

I can't wait for God mode!

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Neopergoss

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Re: Future of the Fortress
« Reply #1563 on: July 12, 2007, 04:53:00 pm »

quote:
Originally posted by DR:
<STRONG>

No... fucking... chance? Not... feasible... Charlie?</STRONG>



No friggin clue.  See google
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Tommy2U

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Re: Future of the Fortress
« Reply #1564 on: July 12, 2007, 04:59:00 pm »

quote:
Originally posted by DR:
<STRONG>

No... fucking... chance? Not... feasible... Charlie?</STRONG>


No fat chicks.

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Dreamer

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Re: Future of the Fortress
« Reply #1565 on: July 12, 2007, 05:23:00 pm »

Holy Cow.  So I totally spilt my can of cashews in excitement over those pictures.

Holy Cow.


Are all the humans inside, where the dwarves can't see them?  I see a bunch of pools of blood (Or something), but no people.

Not that it's an issue, I'm simply curious.

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Toady One

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Re: Future of the Fortress
« Reply #1566 on: July 12, 2007, 05:36:00 pm »

I would never say friggin, unfortunately for all of you.  Or maybe I say it rarely in polite company?  I'm not really sure.  Maybe I do.  I'm having trouble saying it now though, when I try.

The red bits are sand or soil of some kind, from pools it clears out of the way to avoid spillage.  The humans weren't yet placed in those pictures.  I started that yesterday.  It's a bit confused about which sides critters are on, so you can start in a goblin fortress and have some enemies and some friendlies.  All needs a bit of cleanup.

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Tamren

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Re: Future of the Fortress
« Reply #1567 on: July 12, 2007, 08:40:00 pm »

zzzzzzzzzz cant wait for the next version  :(

What you guys doing to pass the time? i joined my friend's diablo 2 guild.

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Fieari

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Re: Future of the Fortress
« Reply #1568 on: July 12, 2007, 09:02:00 pm »

I don't suppose, if you're in a human town, that you'll be able to trade with the human merchants year round?  Just with the local merchants, I mean, and only for the few things they have in stock.
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Pnx

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Re: Future of the Fortress
« Reply #1569 on: July 12, 2007, 09:30:00 pm »

It's amazing how my original prediction of 16 days gets more and more feasible. Mind you time is almost up but I said that it was an "at best" kind of thing.
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qwertyuiopas

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Re: Future of the Fortress
« Reply #1570 on: July 12, 2007, 09:35:00 pm »

Once adventure mode can do any fort mode activity, I wouldn't mind starting a small 1 adventurer cave right next to a  dwarf city.

luckily this will push the topics to the next page, because my dad's security won't let me see page 63 anymore.

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Eh?
Eh!

nornagon

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Re: Future of the Fortress
« Reply #1571 on: July 12, 2007, 10:33:00 pm »

phpBB is a decentish PHP web forum. It seems to have an importer for UBB, not sure how well it works. If you're going to spend time on it, you'd probably want to back up the whole database and run the crossgrade in a non-live test setup.
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Xgamer4

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Re: Future of the Fortress
« Reply #1572 on: July 12, 2007, 11:05:00 pm »

Eh, these forums work just fine. No need to get new ones.
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4bh0r53n

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Re: Future of the Fortress
« Reply #1573 on: July 13, 2007, 02:32:00 am »

ive used both this type of forum and phpbb and i cant notice the difference really...
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FFT

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Re: Future of the Fortress
« Reply #1574 on: July 13, 2007, 02:34:00 am »

I've been doing a lot of work in regards to the food and plant system (I have one mod for each! link).  One thing I've noticed is that outdoor plants do not have a [GROWDUR:] tag. And, of course, in the current version of DF you can't create farm plots outside. I know that the eventual plan is to let players play as humans/goblins/elves and whatnot, do you have any plans in the works for starting agriculture with outdoor plants?

I'd also love to know what the [GENPOWER:2] tag does with plants.

[ July 13, 2007: Message edited by: FFT ]

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