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Author Topic: Future of the Fortress  (Read 158342 times)

I3erent

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Re: Future of the Fortress
« Reply #1590 on: July 13, 2007, 01:56:00 pm »

quote:
Originally posted by Misterstone:
<STRONG>From the devlog:
 

I don't understand... you mean that commonplace unscripted carnage is a bad thing?      :)

[ July 13, 2007: Message edited by: Misterstone ]</STRONG>



Its just that the elephants are supposed to be doing that sort of stuff!

P.S. Toadster just got paid cash is on the way! Dont spend it all on cheap beer and smokes!

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Toady One

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Re: Future of the Fortress
« Reply #1591 on: July 13, 2007, 03:12:00 pm »

Settling at another site is just something weird that you can do.  If you wanted to play a group of migrants trading and hanging out at the bar, you'll have to wait for the Merchant Arc.  It would take a long time to set all of that up, and it isn't natural to do it through the dwarven outpost play mode.  The humans should really chase you off once they know you are here to set up a mine at their location, unless they can control you and get a large cut of what you produce.  You won't even be able to trade with local merchants unless that is specifically coded, which I'm not planning to do.

Outdoor plants can be given a GROWDUR, it just hasn't been meaningful since they can't be planted.  Agriculture with outdoor plants might be needed for the next version, depending on how survivable I get to make notstandard sites right now.  The more sites that are survivable the better, but I have to put up a version at some point.

GENPOWER for all objects was related to magic, back when artifacts were given basic magical powers.  It's no longer relevant and likely won't be again, whatever form magic ends up taking.

I'd like to solve the lion issue in a proper way, but I'm not sure what I'll get to.  However, the current lion issue is caused by lions being generated in the homes (and on the rooftops), so it's a more basic problem that needs to be addressed first.

Everyone should keep in mind that I'm not polishing anything, I'm just trying to get it to a playable state.  The next release will be at least as rough as all the others.

It was 15 up and 15 down back when the land had a Z coordinate but was flat.  Now that I went ahead with the elevation changes smoothly throughout the world map, which I didn't know I would get to, it now does at least +/- 15, and if the map has a significant slope, you'll have more room beneath the higher points (since the playable area is a giant cube).  Now, this leads to some issues in adventure mode, since you can approach the site from different sides, but I think I've sorted all of that out.  It doesn't allocate most of these areas until you actually dig designate them (unless they are associated to cave features, in which case it needs to pre-allocate them), so it isn't a huge memory/speed sink, but it can be if you get out of control.

I get all my cheap beer for free.

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Aquillion

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Re: Future of the Fortress
« Reply #1592 on: July 13, 2007, 03:20:00 pm »

quote:
Originally posted by Toady One:
<STRONG>Settling at another site is just something weird that you can do.  If you wanted to play a group of migrants trading and hanging out at the bar, you'll have to wait for the Merchant Arc.  It would take a long time to set all of that up, and it isn't natural to do it through the dwarven outpost play mode.  The humans should really chase you off once they know you are here to set up a mine at their location, unless they can control you and get a large cut of what you produce.  You won't even be able to trade with local merchants unless that is specifically coded, which I'm not planning to do.</STRONG>
Hey, wait.  Will the humans use your shops?

Having NPCs who happen to be present in your towns using your shops might be an idea worth adding, even if you don't let dwarves buy from other NPC merchants that happen to be present.  That way, players could do something like set up shops near their trade depot to sell cheap souvenirs to diplomats and caravan guards automatically.  (Perhaps players would need an option to turn outside sales on or off, though, so vital things aren't accidentally sold.)

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Asehujiko

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Re: Future of the Fortress
« Reply #1593 on: July 13, 2007, 03:48:00 pm »

When shops get fleshed out, i'm going to build one that sells a discount set of a toy boat, a skull and a random ivory trinket.

Cookie to whoever gets the reference.

Perhaps a 100 square [no spawn] radius arround each house/place of interest?

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Trukkle

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Re: Future of the Fortress
« Reply #1594 on: July 13, 2007, 06:00:00 pm »

quote:
Originally posted by Asehujiko:
<STRONG>Perhaps a 100 square [no spawn] radius arround each house/place of interest?</STRONG>

Unless that's a monkey island quote, you have me baffled :P

Hmm, something along these lines, at least. I think no-spawn areas are a little invisible-wall ish, but it makes sence not to have dangerous wild critters that can't dig tunnels popping out of thin air right in the middle of a town, or around the player. Having them assault the town guards or defences (if there are any) or the player having spawned/been born and found their way there, that's fine.

If a settlement of any size is in a dangerous area, it should logically have some means of defence. A mining outpost may have guards to protect them (or keep them in line, if they're slaves), sent from the city/company that sent them to mine, a farming village is more likely to just have a wooden pallisade, maybe on top of a roughly dug dry ditch and mound.

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Grek

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Re: Future of the Fortress
« Reply #1595 on: July 13, 2007, 06:17:00 pm »

Once proper breeding goes in this shouldn't be an issue. Animals would only be in places where they are born or in places they can walk to from where they where born without being killed by guards.
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SwiftSpear

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Re: Future of the Fortress
« Reply #1596 on: July 13, 2007, 10:47:00 pm »

quote:
Originally posted by Grek:
<STRONG>Once proper breeding goes in this shouldn't be an issue. Animals would only be in places where they are born or in places they can walk to from where they where born without being killed by guards.</STRONG>

Simulated breeding doesn't necessarily mean simulated macromap movement.  It would be too performance intensive to track the micromap location of every world generated animal in the entire world at every point in time.  It's probably not really even worth it to simulate the existence of an animal as anything more signifigant than an int counter point until the player has seen it before.

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Janus

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Re: Future of the Fortress
« Reply #1597 on: July 13, 2007, 11:38:00 pm »

quote:
Originally posted by 4bh0r53n:
<STRONG>ive used both this type of forum and phpbb and i cant notice the difference really...</STRONG>

These forums (UBB) are rather old and simplistic. For that matter, phpBB is a bit outdated as well. The three best forum software packages available currently to me would be SMF (Simple Machines Forums), IPB (Invision Power Boards), and vBulletin. Out of those three only SMF is free, though I'm rather fond of it in particular. Any of those are better than phpBB.
The only problem with SMF in this case is that I don't think it has a converter for this particular UBB offshoot, unlike phpBB. SMF does have a phpBB converter so it would be possible to convert to phpBB and then to SMF, though that would be extra work.

Whatever the case, you should be able to safely make a copy of the forum database and test conversion to another forum type. This is all assuming you have access to an SQL database of some sort (MySQL being the most common), which is required by almost all newer forum software.

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Asehujiko

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Re: Future of the Fortress
« Reply #1598 on: July 14, 2007, 03:54:00 am »

quote:
Originally posted by Trukkle:
<STRONG>Unless that's a monkey island quote, you have me baffled :P</STRONG>

Nope, no monkey island. Everything is from DF

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Morlark

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Re: Future of the Fortress
« Reply #1599 on: July 14, 2007, 04:34:00 am »

quote:
For that matter, phpBB is a bit outdated as well. The three best forum software packages available currently to me would be SMF (Simple Machines Forums), IPB (Invision Power Boards), and vBulletin.

In my experience, phpBB is better from a usability perspective than either IPB or vBulletin (I've not used SMF). In terms of maintaining the forums, I've only ever run phpBB forums, so I can't really compare.

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Vinic

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Re: Future of the Fortress
« Reply #1600 on: July 14, 2007, 09:41:00 am »

PunBB is much cleaner than SMF, more frequently updated that phpBB, and freer than vBulletin.

Back on a more respectable topic: Toady is slyly revealing that he uses all of the donation funds to purchase booze.

I wholeheartedly support this endeavor.

[ July 14, 2007: Message edited by: Vinic ]

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4bh0r53n

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Re: Future of the Fortress
« Reply #1601 on: July 14, 2007, 12:09:00 pm »

Its a good thing he does we dont want him to slow down production due to not having alcohol...
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Toady One

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Re: Future of the Fortress
« Reply #1602 on: July 14, 2007, 04:10:00 pm »

Moved this topic down to general discussion where it seems like it belongs now.  I'd like new announcements to remain on the announcements forum for at least a few minutes before being removed by FotF comments.
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4bh0r53n

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Re: Future of the Fortress
« Reply #1603 on: July 14, 2007, 04:19:00 pm »

almost had me worried there Toady, i thought that you might of leant on the delete key by accident...
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Xgamer4

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Re: Future of the Fortress
« Reply #1604 on: July 14, 2007, 05:04:00 pm »

I thought you had released the new version and moved this here to show that.

Leave my little strand of hope alone. <_<

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