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Author Topic: Future of the Fortress  (Read 158294 times)

Ilmuri

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Re: Future of the Fortress
« Reply #1635 on: July 16, 2007, 07:31:00 am »

quote:
Originally posted by Necro:
<STRONG>

Do you really have Sampos in Finland!?</STRONG>


How do you think we have any hi-tech without them? >:D

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SwiftSpear

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Re: Future of the Fortress
« Reply #1636 on: July 16, 2007, 07:56:00 am »

quote:
Originally posted by Tormy:
<STRONG>


I hope that the ARCs related to DF will be worked on first. The vast majority of the people are playing with the DF mode only, Im pretty sure about that, including myself.</STRONG>



It really isn't quite that simple...  Toady is simulating a world, and DF interfaces into that simulation.  You really can't just say of any of the arcs "oh, that's not related to DF" They all related.  The trick is more picking the ones that are easier to complete and will have a larger impact to gameplay.
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qwertyuiopas

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Re: Future of the Fortress
« Reply #1637 on: July 16, 2007, 08:07:00 am »

One of the features I want most is mining and water refilling in adventure mode. Even without anything else, I would be happy.
And 3D for fort mode.
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Fieari

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Re: Future of the Fortress
« Reply #1638 on: July 16, 2007, 08:30:00 am »

quote:
Originally posted by Ilmuri:
<STRONG>

My impression was that the z-layers are separated by rock (inside the mountain), only stairs and ramps connecting them.</STRONG>


Not always, nope.  You can dig open air spaces straight through, as an option.  And of course, there's outside...

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Tormy

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Re: Future of the Fortress
« Reply #1639 on: July 16, 2007, 09:08:00 am »

quote:
Originally posted by SwiftSpear:
<STRONG>
It really isn't quite that simple...  Toady is simulating a world, and DF interfaces into that simulation.  You really can't just say of any of the arcs "oh, that's not related to DF" They all related.  The trick is more picking the ones that are easier to complete and will have a larger impact to gameplay.</STRONG>

Yes I know, however the ARCs what that guy has mentioned were all about the adventure mode mostly. We need military/armies/diplomacy etc. first of all, to make DF mode something different and challenging.

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qwertyuiopas

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Re: Future of the Fortress
« Reply #1640 on: July 16, 2007, 02:38:00 pm »

Will there be a way to temporarily let your adventurers live a long boring life while you work on the fortress then USE THE ADVENTURER LATER?
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Gaulgath

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Re: Future of the Fortress
« Reply #1641 on: July 16, 2007, 03:35:00 pm »

You can already do that by hitting ESC while in a town and retiring the adventurer.
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qwertyuiopas

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Re: Future of the Fortress
« Reply #1642 on: July 16, 2007, 03:37:00 pm »

You can reuse the same character? or ar you limited to recruiting them? Ill test it.
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puke

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Re: Future of the Fortress
« Reply #1643 on: July 16, 2007, 03:56:00 pm »

yeah, you can re-use the same guy.  they even keep their old companions, unless theyre elves.  if you recruit elves, they just wander off when you retire.

un-retired adventurers loose most of their memory.  they forget their map, and get a new map based on the kingdom that they retire on.  also, they forget about everything in their entites list, and no longer have any affiliation status with any of the towns or kingdoms.

i dont know what happens to your criminal status.  ive never retired a criminal.

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qwertyuiopas

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Re: Future of the Fortress
« Reply #1644 on: July 16, 2007, 04:07:00 pm »

But the skills stay?
Thats all I really need (At least until I can start my own cave  :D)
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SwiftSpear

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Re: Future of the Fortress
« Reply #1645 on: July 16, 2007, 04:58:00 pm »

quote:
Originally posted by puke:
<STRONG>yeah, you can re-use the same guy.  they even keep their old companions, unless theyre elves.  if you recruit elves, they just wander off when you retire.

un-retired adventurers loose most of their memory.  they forget their map, and get a new map based on the kingdom that they retire on.  also, they forget about everything in their entites list, and no longer have any affiliation status with any of the towns or kingdoms.

i dont know what happens to your criminal status.  ive never retired a criminal.</STRONG>


Ugg, that's kind of a kudgel fisted way of handling things we've got right now, isn't it...  If some legendary warrior retires and then is forced back into action, no one will have forgotten about them...  The world will have changed significantly, but many things will still be constant.

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qwertyuiopas

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Re: Future of the Fortress
« Reply #1646 on: July 16, 2007, 06:12:00 pm »

Will sufficient quantities of water be able to harden magma?
code:

floor 1 2   3   4
#X#    #X# #X# #X#
X.X    XOX XOX XO.
#X#    #X# #X# #X#


# wall
X floodgate connected to water
. floor
O no floor

this could generate those rare magma rocks, but slowly.

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Faces of Mu

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Re: Future of the Fortress
« Reply #1647 on: July 16, 2007, 08:56:00 pm »

quote:
Originally posted by Asehujiko:
<STRONG>Nice idea about that lighting but for now that would be a nightmare to calculate Z and creatures that are scared/attractd by light.</STRONG>

I think this is pretty exciting, too! There's a lot of RPGs out there that allow thieves to use shadow skills nytime, including when they are out in broad day light. I think it would be great if lighting also limited/expanded the use of the ambushing skill, particularly with environmental features such as plants and rocks. It does annoy me a little that a well used hallway can allow a few kobolds to ambush their way very far in when such a hallway should be pretty featureless and difficult to hide in.

I would love to be adventuring along, or managing a fort, and see some photophobic creature hugging a wall as it slowly makes it's way to a cave entrance! Or a roost of bats chase a dwarf as far as the cave entrance, mock with a dance of flight and then return to their nesting cave. Awesomely eerie and atmospheric!

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Toady One

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Re: Future of the Fortress
« Reply #1648 on: July 16, 2007, 09:34:00 pm »

The Lord Packman has done something with something to expand the post text entry window and there's now a preview button you might have seen.

Projectiles, namely siege weapons, don't currently think very hard about the Z coordinate.  That's kind of a mess in general, since objects flying through 3D space tend to move along parabolic paths, and those don't work to well along grids like the one in DF in the sense that it would be harder to predict what you are going to hit (it could sort of show you a flight path or something, but it wouldn't necessarily be pretty).

Adventurers losing their map memory is kind of a necessity, at least to some extent.  It should keep their entity affiliations over time, but I think there were some issues with that so I might have put a lot of it aside for now (perhaps due to some civil war style problem, I don't recall).  Ideally, later on they'll act roughly as you want them to act in your absence and also as an active historical figure in the world like everybody else.

Water hardens magma, and it doesn't take very much.  This is because it doesn't track the magma's current temperature -- if it did that, it would just cool off and not work as people want it to work in terms of violent weaponry and so on.  I might look at it more later on.  Right now it's fairly simple of necessity, but you can cool it off with water contact.

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qwertyuiopas

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Re: Future of the Fortress
« Reply #1649 on: July 16, 2007, 09:49:00 pm »

FREE whateverthatrockwas
code:

water       magma
#XXXX#######XXXX#
#....#######....#
##....#####....##
###....###....###
####....#....####
...+........#####
######.....######
#######....######
#######....######


# wall
. floor
+ door
X floodgate
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