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Author Topic: Future of the Fortress  (Read 158230 times)

Asehujiko

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Re: Future of the Fortress
« Reply #1755 on: July 25, 2007, 12:38:00 pm »

First, I'm going to stripmine the entire mountain and then dump everything in a 1x1x1 pit, aka, quantum stockpile. Together with all food, crafts, etc. Every item in my fort will be located in this "Core"
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ScatmanJohn

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Re: Future of the Fortress
« Reply #1756 on: July 25, 2007, 01:04:00 pm »

I'm thinking of starting in a tundra and digging down into the rock to make an awesome fortress. I wonder how the DF map archive will handle the z-axis?
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Fieari

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Re: Future of the Fortress
« Reply #1757 on: July 25, 2007, 01:17:00 pm »

Toady, is the game playable yet?  Could you consider releasing it now, and go back to releasing many incremental releases?

Don't get me wrong... if it's not yet playable, don't release it.  And we can be patient.  But... if our hopes can be fulfilled...

[ July 25, 2007: Message edited by: Fieari ]

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Zemat

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Re: Future of the Fortress
« Reply #1758 on: July 25, 2007, 01:26:00 pm »

quote:
Originally posted by Toady One:
<STRONG>No, items don't stack vertically.  The notion of items taking up space in squares has been floating around for long time, but we just haven't done anything with it yet.  There would be some annoyances setting it up, especially if you want to be strict about it, although it would be fun to have critters crawling over and through piles of items and so on.  Abuse is already possible in the current version without the new dump areas, though the new dump areas will make it easier to get things all stacked in one place.</STRONG>

I'm thinking that a partial solution to this problem would be implementing a simple stack for every cell so that dropping items in them would be equivalent to push operations and removing them would be equivalent to pop operations. This would make it impossible to take something from a pile without removing everything that is stacked over it. This limitation would discourage players from stacking too much stuff in a single cell since their dwarves would have to automatically take their time to disassemble a pile whenever they need to extract the items that are at the bottom of it. This solution of course won't mean anything if the piles are always made of the same stuff but it think that in itself would be difficult to accomplish without severe micromanagement.

[ July 25, 2007: Message edited by: Zemat ]

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DDouble

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Re: Future of the Fortress
« Reply #1759 on: July 25, 2007, 02:02:00 pm »

I think toady said it will be released before Aug. 8 (the anniversary) no matter what. But I heard that on a different forum, so its 3rd hand info.

I thought rewalling was a really big task. And it's not on the list. I just want this new version sooooo bad.....it's been seven months........

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Zemat

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Re: Future of the Fortress
« Reply #1760 on: July 25, 2007, 03:38:00 pm »

quote:
Originally posted by DDouble:
<STRONG>I thought rewalling was a really big task. And it's not on the list.</STRONG>

It is...

quote:
OTHER CONSIDERATIONS:
      handle wagons and ramps
      ...
      update zlib code
      rewallstairfloorrampscaffoldstuff
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Mechanoid

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Re: Future of the Fortress
« Reply #1761 on: July 25, 2007, 04:22:00 pm »

I hope rewalling gets us a video on how it works, just like the liquid physics/3D gameplay movies...  :D
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puke

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Re: Future of the Fortress
« Reply #1762 on: July 25, 2007, 05:14:00 pm »

i notice a note on the dev list that suggests that migrant children should not hang out in the meadhall.  im not sure why not.  public houses are traditionally family friendly places where the whole town might gather.  i think the idea of keeping children away from places that server alcohol is exclusive to puritanical americans.

i could be wrong, though.

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Markavian

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Re: Future of the Fortress
« Reply #1763 on: July 25, 2007, 05:38:00 pm »

quote:
Originally posted by Mechanoid:
<STRONG>I hope rewalling gets us a video on how it works, just like the liquid physics/3D gameplay movies...   :D</STRONG>

I hope that rewalling gets us a release that we can all play.

:: hands firmly on wooden table top ::

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Rictus

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Re: Future of the Fortress
« Reply #1764 on: July 25, 2007, 06:00:00 pm »

quote:
Originally posted by puke:
<STRONG>i notice a note on the dev list that suggests that migrant children should not hang out in the meadhall.  im not sure why not.  public houses are traditionally family friendly places where the whole town might gather.  i think the idea of keeping children away from places that server alcohol is exclusive to puritanical americans.

i could be wrong, though.</STRONG>


I think a meadhall would be a different kind of place to an inn.  An inn is more of a wayhouse for travellers, and probably likely to be a bit more family friendly, and is what you describe, whereas a meadhall (and especially a dwarven meadhall) is much more like what I imagine a viking establish to be akin to. All hard drinking, carousing, wrestling, drinking songs, fights, etc.

The point is technical though.  And I guess you could argue it either way, because this is, after all, Dwarf Fortress, which is set in a fantasy world.  Weirder things happen than having children wandering around the pub.

When you think about it, most Dark Age/Early medieval inns/meadhalls/pubs were also likely to have animals wandering around it too. Maybe not (but I could be wrong) cows and bulls, but certainly dogs, cats and even chickens.

But the societies in DF are a bit more orderly, and considerably cleaner, so they probably won't want kids or animals getting in the way.

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Mechanoid

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Re: Future of the Fortress
« Reply #1765 on: July 25, 2007, 06:38:00 pm »

Probably has to do with various combat things... If a kid's parents die, and he tantrums in the mead hall and ends up killing the mayor, that one dwarf death and resulting tantrum would explode into a fully-fledged seige.

The same goes for the town suddenly turning violent (kid dies, and the parent is a legendary swordsdwarf and currently in the military. Being down a dwarf durring a seige is not good.)

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Toady One

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Re: Future of the Fortress
« Reply #1766 on: July 25, 2007, 08:47:00 pm »

You can build and then remove wooden (or other) stair, which is somewhat like a scaffold.  There isn't a notion of climbing something yet, so an actual scaffold might have to wait.  I don't have ladders or anything like that either.

I became less worried about the siege exploits caused by rewalling because of the way that channels now work.  You can just block out invaders by digging a giant ditch now.  As I work through the army stuff after the next release, I'll have to teach them how to work within an arbitrary 3D environment.

The idea was always to release when the game is playable.  People shouldn't trick themselves into thinking it'll be any slicker than the current trainwreck.  I am throwing in strictly unnecessary things, like rewalling, but water availability, broken trade/migration and some pathing issues are the main outstanding problems, maybe some others.

I've mentioned the possiblity of releasing on Aug 8 on IRC once I think.  I'd just like to finish my list, and I'll probably miss that date by a bit.

When I talk about migrant children not hanging out in the mead hall, I'm talking about the new migrant groups arriving at adv mode human towns.  The mead hall becomes glutted and hard to walk through because of the children and horses, and yeah, the impression was that it was a place where some hairy drunk warrior could yell "this is no place for children!".  They should play outside or something, unless they'd just freeze to death, which they do inside now anyway.

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Ostsol

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Re: Future of the Fortress
« Reply #1767 on: July 25, 2007, 08:54:00 pm »

Rewalling gives me images of dwarves reinacting "The Cask of Amontillado" with their nobles. . .  ;)
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Ostsol

Ostsol

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Re: Future of the Fortress
« Reply #1768 on: July 25, 2007, 09:13:00 pm »

Another revisitation on threading in DF.  I recently noted Intel's http://threadingbuildingblocks.org/  via Slashdot.  It may be worth experimenting with. . .
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Dryn

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Re: Future of the Fortress
« Reply #1769 on: July 26, 2007, 05:40:00 am »

Q: Would it be possible to make this thread a sticky?
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