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Author Topic: Future of the Fortress  (Read 158130 times)

Fieari

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Re: Future of the Fortress
« Reply #2145 on: August 27, 2007, 12:19:00 am »

I think he means height/width limit, as in, X/Y limit, not Z limit.  In which case, I think it was limited by RAM?  I know people were talking earlier about how much RAM would be needed to have a fortress running across the entire world, but I don't know if that was idle talk or if it's actually possible (given enough RAM that is, which was CONSIDERABLE).
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Tamren

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Re: Future of the Fortress
« Reply #2146 on: August 27, 2007, 01:33:00 am »

Hey Toady, the suggestions forum has been pretty active as of late. Is there anything specific we could discuss that has not been fleshed out as an idea yet?

Also, one thing i was wondering. With the advent of Z levels, will the chasm/pits lead somewhere? It would make sense if there was a natural tunnel network deeper into the stone. That being where ratmen and batmen live and breed. So if you uncovered a pit or fissure, it would be covered with plateaus and cliffs that lead into many caves and tunnels. Some of these chasms could could even reach up to the surface of the mountain where they are open to the sky.

This way we could cut stairs into the size of the chasms and do stuff like:
1. Mine out exposed deposits of valuable materials.
2. Take the fight to the enemy deep in the chasm.
3. Map the chasm, then live in it!

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DrJonez

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Re: Future of the Fortress
« Reply #2147 on: August 27, 2007, 08:29:00 am »

How about 64 bit dual core support, so I can run my entire-map sized fortress at a decent framerate  ;)
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I3erent

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Re: Future of the Fortress
« Reply #2148 on: August 27, 2007, 10:06:00 am »

quote:
Originally posted by DrJonez:
<STRONG>How about 64 bit dual core support, so I can run my entire-map sized fortress at a decent framerate   ;)</STRONG>

check your graphics ard control panel i played for months before turning off vertical sync and setting a few others for optimal performance in opengl then you should be good man i run at like 105 now.

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quot;I got really stoned a couple days ago and ended up talking to THIS GUY. anyway... I''m really drunk now. The guy said: There is this application called "Mya" MI-AH that makes animations of people that he paid $2000 for. F- that Jazz ARMOK ROCKS. FIGHT THE MAN, GO TEAM!

I3erent

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Re: Future of the Fortress
« Reply #2149 on: August 27, 2007, 10:07:00 am »

quote:
Originally posted by Mechanoid:
<STRONG> Pitchblende, the ore of uranium.</STRONG>

Hmmm depleted uranium is often used as armor for tanks maybe.....

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quot;I got really stoned a couple days ago and ended up talking to THIS GUY. anyway... I''m really drunk now. The guy said: There is this application called "Mya" MI-AH that makes animations of people that he paid $2000 for. F- that Jazz ARMOK ROCKS. FIGHT THE MAN, GO TEAM!

Sobaalissimo

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Re: Future of the Fortress
« Reply #2150 on: August 27, 2007, 10:51:00 am »

quote:

Hmmm depleted uranium is often used as armor for tanks maybe.....

Quite the opposite - depleted uranium is used to make anti-tank bullets heavier.
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PTTG?

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Re: Future of the Fortress
« Reply #2151 on: August 27, 2007, 11:06:00 am »

Checked the Big Countdown
quote:
Gutted various noble(s)...

Sweet.
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Kylaer

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Re: Future of the Fortress
« Reply #2152 on: August 27, 2007, 02:20:00 pm »

quote:
Originally posted by Sobaalissimo:
<STRONG>
Quite the opposite - depleted uranium is used to make anti-tank bullets heavier.</STRONG>

It's actually used for both.

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I3erent

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Re: Future of the Fortress
« Reply #2153 on: August 27, 2007, 02:58:00 pm »

Maybe the new release hits next month huh?
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quot;I got really stoned a couple days ago and ended up talking to THIS GUY. anyway... I''m really drunk now. The guy said: There is this application called "Mya" MI-AH that makes animations of people that he paid $2000 for. F- that Jazz ARMOK ROCKS. FIGHT THE MAN, GO TEAM!

I3erent

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Re: Future of the Fortress
« Reply #2154 on: August 27, 2007, 03:07:00 pm »

quote:
Originally posted by ThreeToe:
<STRONG>Once the bug reports die down, the next step will be to make Adventure Mode more fun, laying a foundation for more progress in both modes.  Plans include fleshing out the human villages.  Peasants will move about on daily schedules, locking their stores at night, eating with forks and spoons, and sleeping in their beds at night.  They will deck themselves out in stunning new clothing, dyed in vibrant colors or painted with intricate designs.  They also dangle new coin purses ready to be snatched by greedy adventurers.

The keep with also be more interesting, possibly surrounded by menacing towers and a wide moat.  Guards will patrol the fortress in bright new uniforms.  These servants of the peace will not join you on quests, but they will hunt you down if you break the laws of the town. (and kill you)  Once inside you will be able to marvel at flowing tapestries and chests filled with treasure, all illuminated by flickering torches.  There the lord will be, wearing his new crown, surrounded by diplomats, bards, and other hangers-on.

Back at the mead hall you will meet the good old drunks, gulping intoxicants from their personal steins.  They will be armed with primitive weapons and eager for adventure.  There too you will meet mercenaries, ready to follow the right leader.  

Later, every person in the land will be affiliated to their own town and family.  New quests will allow you to settle grudges between warring clans.</STRONG>


so cool...

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quot;I got really stoned a couple days ago and ended up talking to THIS GUY. anyway... I''m really drunk now. The guy said: There is this application called "Mya" MI-AH that makes animations of people that he paid $2000 for. F- that Jazz ARMOK ROCKS. FIGHT THE MAN, GO TEAM!

Exasperation

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Re: Future of the Fortress
« Reply #2155 on: August 27, 2007, 03:20:00 pm »

Interesting that you quoted that on the anniversary of its original posting.  If you had waited another 6 hours and 38 minutes, it would have been exactly a year.
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Toady One

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Re: Future of the Fortress
« Reply #2156 on: August 27, 2007, 03:32:00 pm »

The cells that aren't part of your fortress aren't allocated.  It's just not part of the loaded area.  Creatures can move through them abstractly as "armies" but it's not the same.

I haven't added digging to adventure more, but you can fill your waterskin at least.

You can select play areas from 144x144 to 768x768.  I don't support sites that go over more than one world map square, because it would make some things messy to code, but it's not crucial right now.  Later on, when you can set up your own sites in adv mode, for instance, and you can't see square boundaries like you can when you are placing your fotress, it'll be necessary to support some spillover.  At that point, if anybody has found cause to play a larger dwarf fortress, they'll probably be able to do it.  768x768 is large though.  Also, there's a problem loading up more of the world map in that fortress mode time is accelerated, but the units still walk around at the same visible speed as adv mode.  A non-abstracted army in fortress mode would take 72x longer to get from place to place than it would when it is moving as an abstract army on the world map.

I don't have a specific direction to steer suggestions.

I'd like to make the chasms and so on more interesting, and they are slowly getting there.  They already open to the sky sometimes and you can carve down into them and so on, but one of the outstanding tasks is to get the inside critters working vs. your intrustion.  It's easy to imagine millions of permutations of how the inner populations can be set up, but it'll take a lot of work to get that set up correctly.  A lot of the features are self-contained areas on the map and the populations can't just regenerate out of nowhere like they do now, so it's necessary to give the critters interesting places to live, but I doubt I'll get this completed before I post another version.  It'll just be another work in progress with everything else.

Hrm, my monitor just flickered for about 3 seconds.  I hope this laptop remains healthy.

I guess having that old first post as a lead-in to this thread is another reason to let the monstrous thing die.

[ August 27, 2007: Message edited by: Toady One ]

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The Toad, a Natural Resource:  Preserve yours today!

Necro

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Re: Future of the Fortress
« Reply #2157 on: August 27, 2007, 03:37:00 pm »

I'm going to sacrifice my finest goat so that your laptop will be ok.
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Reign on your Parade

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Re: Future of the Fortress
« Reply #2158 on: August 27, 2007, 04:05:00 pm »

By the power vested in me* by the god of parades, I declare that today is pray for Toady One's laptop day.


* For official statements we don't use the royal we.

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Zemat

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Re: Future of the Fortress
« Reply #2159 on: August 27, 2007, 04:42:00 pm »

Please, please, please, Toady. If you haven't do so already, backup your code before your laptop sacrifices itself for Armok. We can wait another month of two while you get a new PC or laptop but there would be mass suicides if you have to recode everything from scratch (and reserve the joke about losing everything for April 1st).

[ August 27, 2007: Message edited by: Zemat ]

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