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Author Topic: Future of the Fortress  (Read 158164 times)

Toady One

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Re: Future of the Fortress
« Reply #1995 on: August 17, 2007, 04:01:00 pm »

BD, no for most of those, haven't gotten there yet.  I think an item that falls from above will act like a projectile, but you'd have to be flying to drop it straight down on somebody.  You can use screw pumps to move liquids up and over, but I haven't done any other methods.  Trees are the same as ever, but they'll become more interesting over time.

Important for people not to get too too excited about the next version.  It'll take a few cycles to get it cleaned up, as those that remember the civil war bug might guess.  The dev log is really all I've added, so it's not ultra spectacular or anything.  Baby steps toward a brighter future.

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Nukeitall

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Re: Future of the Fortress
« Reply #1996 on: August 17, 2007, 05:25:00 pm »

I remain excited despite cautionary warnings.
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Dreamer

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Re: Future of the Fortress
« Reply #1997 on: August 17, 2007, 09:26:00 pm »

Woah, there've been Civil Wars in previous versions?

Sweet.  I can't wait for the next version, but it seems that, inevitably, I will have to.

Hm...  Thinking about how falling happens, it seems a little abrupt for someone to simply fall all of the way down an object once they begin their descent.  Maybe the faller could move 2 or so levels downward (Involuntarily but depending on its speed), and then have the option to do something (Attack, grab onto a ledge and recover, throw a weapon in a final, desperate act...).  That would be fun.

I think that projectiles should have an insane speed and, if you're far enough away and insanely (Like, at or beyond the Line of Sight in perfect conditions or elven, impossibly agiles and suffering no penalties), you'd be able to get out of the way.  This would make shooting moving enemies a bit more challanging, and make arrows ever so slightly less deadly.

Also, when falling damage gets in (And even before it gets in), the double-move action that I've experianced frequently may get in the way of things a bit.  There could be a prompt before jumping off an edge, or an action, such as moving down and towards the direction of the edge.  If that's not already in, anyways...

Man, I'm excited for the next version.  :D

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Captain Mayday

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Re: Future of the Fortress
« Reply #1998 on: August 17, 2007, 10:01:00 pm »

The civil war bug was indeed awesome. It made us try to keep dwarves as happy as possible, because the results were horrible.

The bug meant that if a dwarf entered a fistfight with another dwarf, he would instantly be considered an enemy by everyone, and mercilessly hunted.
This problem would slowly spread out through the fortress.
As such, the sheriff was known less for bringing law to the fortress, and more an endless river of blood.

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Ostsol

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Re: Future of the Fortress
« Reply #1999 on: August 17, 2007, 11:31:00 pm »

LOL!  Sort of a bar-room brawl on a grand scale.
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Dreamer

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Re: Future of the Fortress
« Reply #2000 on: August 17, 2007, 11:38:00 pm »

Awesome.  I would've liked to have seen that, but I'm too reluctant to go back to former versions, hehe.  Oh well, maybe something similar will be included in the future, except with a larger group of dwarves that actually arm themselves and perhaps train and stuff...  Like a real revolution!

All we need is a tomahawk wielding Tom Hanks and we're all set (To lose our fortresses).   :D

[ August 18, 2007: Message edited by: Dreamer ]

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TheSpaceMan

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Re: Future of the Fortress
« Reply #2001 on: August 18, 2007, 06:22:00 am »

I was wondering how patches are ment to work after this version?
Will they patch the game and saves or will there simply be, "new small patch, your fortress have returned to NULL"?

I understand that current forts won't work becouse of the Z level. I was thinking more when the Z Level is in place, when the levels are in order and the only change is "object" logic.

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Poking around with a DFParser.
Bodypart names, creatures names in one easily overviewable place.

Oh my new (old) picture?

Gaulgath

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Re: Future of the Fortress
« Reply #2002 on: August 18, 2007, 08:06:00 am »

I think the smaller patches that come after the release of the latest version will NOT make you start a new fort. Obviously I'm not %100 sure, but that was the case in the old versions.
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frostedfire

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Re: Future of the Fortress
« Reply #2003 on: August 18, 2007, 08:44:00 am »

quote:
Originally posted by Gaulgath:
<STRONG>I think the smaller patches that come after the release of the latest version will NOT make you start a new fort. Obviously I'm not %100 sure, but that was the case in the old versions.</STRONG>

Exactly, the point is that the HUGE changes in the game environment in this one may require us to reroll the game universe

quote:
In the devlist of the Toady One:
[QB]Made a mule pit - dug a hole, designated pond over it, and told them to put a mule in it instead of water.  Can imagine stuff being done by players with other animals, retractable bridges and pressure plates

YEEESSSSSS now we can drop the goblins into the pit with the elephants milling around below :P

Also Toady, make the last thing you do be the 'old end-game issues', leave the demon lords to last  :D

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it is pierced through entirely!
his right kidney has been poked out!
his liver has been mangled!

jack johnson, raider has been shot and killed.

The above (including bbcode) neatly weighs in at 255 characters. Fallout meets DF

Arnos

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Re: Future of the Fortress
« Reply #2004 on: August 18, 2007, 11:02:00 am »

"The goblins fall into the pit, the pit was filled with spikes, the spikes were poisoned, the poison was deadly"
Thats what the pit thing made me think of  ;)
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Grey Hunter

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Re: Future of the Fortress
« Reply #2005 on: August 18, 2007, 11:18:00 am »

quote:
Originally posted by frostedfire:
<STRONG>
Also Toady, make the last thing you do be the 'old end-game issues', leave the demon lords to last   :D</STRONG>

"The Last Version of Dwarf Fortress has Dug To Deep"

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Markham

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Re: Future of the Fortress
« Reply #2006 on: August 18, 2007, 12:25:00 pm »

I don't know if this has been suggested or asked about, but will the menu and other like it have a collapsible directory tree structure?  Right now its pretty difficult to find anything in there when you get 50+ dwarfs.  The trade depot gets even worse.

ie:

code:

+ Miners
- Masons
Some Dwarf, Competent Mason
+ Fisherdwarves

It would also be nice to be able to [v] dead dwarfs/creatures for a bit after death to see what their final stats were and to see how they died.

PTTG

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Re: Future of the Fortress
« Reply #2007 on: August 18, 2007, 12:35:00 pm »

What I am exited about for this new version (among many other things) is the Dwarven Name Builder. Why? because there are a lot of dwarven root words, and some of them match English syllables. So, what happens when I make a fortress with my name? or the name of a country? What are the meanings of those as Dwarven Halls?
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Toady One

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Re: Future of the Fortress
« Reply #2008 on: August 18, 2007, 03:59:00 pm »

Barring some kind of catastrophic mistake, all saves created by the upcoming version will be compatible with future versions.  Saves created in versions prior to the upcoming version won't be compatible for a variety of reasons.

There have been a ton of varied and good suggestions for the 'u' screen, and it'll take a while to get something acceptable in its place.  It might be a bit early for that as well.  I know the interface is terrible, but that's part of the deal if I'm going to add features quickly.  Some of the smaller issues, like not knowing which key to scroll with in a given menu, are a little easier to change, but even then, it's hard to justify spending too much time on it when things are in flux.  I need to keep things playable, and I do some interface work when I can, but this last revision (and the corresponding gutting of various screens) has demonstrated yet again that time spent refining the interface at this point, from a development schedule standpoint, is time wasted.  That said, from the "are the players happy and able to play the game" standpoint, I need to burn time on the interface intermittently.  I'm not sure when I'll next get to the unit screen.

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Will

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Re: Future of the Fortress
« Reply #2009 on: August 18, 2007, 05:23:00 pm »

Toady will we be able to name our character (in adv mode) with out using the random generator? I mean I like seeing Alik Ownnuts kill a hydra as well as the next guy but I would be nice to make our own names. Also a mule pit eh neat.
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