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Author Topic: Future of the Fortress  (Read 158119 times)

KrunkSplein

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Re: Future of the Fortress
« Reply #2175 on: August 28, 2007, 08:45:00 pm »

quote:
Originally posted by wallish:
<STRONG>
Maybe just make the four corners of every workshop impassable and the rest walkable, so that workshops won't need to be rotated and people will be able to keep nice layouts.</STRONG>

Well the MAJOR issue isn't the placement of impassable tiles, it's the placement of the tiles that need to be over magma/water.  With the current magma forges/smelters/kiln, you need the magma exclusively on the right hand side.  That's fine for now, because the magma IS always on the right hand side when you find it.  However, once the new version is out, there's no telling where the magma will be, if you even have it.  That makes the right-magma-only workshops a little harder to stomach.

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Zemat

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Re: Future of the Fortress
« Reply #2176 on: August 28, 2007, 09:01:00 pm »

Nice news!

As far as I understand, some types of nobles (like princes, dukes, king, queen, etc) will continue as work as always. ie. they'll come to bug your fortress whenever you want it or not. While some other nobility titles, or administrative task, have become assignable so that you can choose who and when to assign them to.

But exactly to who and when you will able to appoint them? I suppose by the log that they can only be assigned to nobles. Or you can assign them to any dwarf? Also, when you will able to appoint them? Do you need to reach some kind of milestone or you can assign any of the administrative jobs when the first noble appears?

[ August 28, 2007: Message edited by: Zemat ]

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Zemat

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Re: Future of the Fortress
« Reply #2177 on: August 28, 2007, 09:14:00 pm »

quote:
Originally posted by KrunkSplein:
<STRONG>Well the MAJOR issue isn't the placement of impassable tiles, it's the placement of the tiles that need to be over magma/water.  With the current magma forges/smelters/kiln, you need the magma exclusively on the right hand side.  That's fine for now, because the magma IS always on the right hand side when you find it.  However, once the new version is out, there's no telling where the magma will be, if you even have it.  That makes the right-magma-only workshops a little harder to stomach.</STRONG>

Won't these kind of workshops work like wells? That is, wouldn't you need first to create a hole in the space designed for it? That way you could just redirect the flow in the needed direction (which would ruin some fortress design plans anyway). I guess it depends on how Toady implements flows for the new version.

[ August 28, 2007: Message edited by: Zemat ]

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Thallone

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Re: Future of the Fortress
« Reply #2178 on: August 28, 2007, 11:33:00 pm »

I guess I don't see how finding sites for magma items needs to be that much more difficult than the current building placement logic. Rather than looking to see if the right-hand center tile is over magma, check all 4 center tiles and if # of center tiles over magma == 1, then it can be placed. Unless you manage to completely drain the river of magma, then the building functions. if the river becomes drained the magma shop becomes a standard shop of the same type. Other than the check to see if at least one but not more than one tiles is over magma (water - for mills) there is really no difference in placement, and there's no reason why any new tiles need to be made, nor is any rotation necessary. Similar logic is also already used in the placement of bridges over the chasm and the river. if at least one end of those is not anchored the bridge cannot be placed.
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Core Xii

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Re: Future of the Fortress
« Reply #2179 on: August 29, 2007, 06:42:00 am »

quote:
Originally posted by KrunkSplein:
<STRONG>With the current magma forges/smelters/kiln, you need the magma exclusively on the right hand side.</STRONG>

Actually, left side is fine too.
http://dwarf.lendemaindeveille.com/index.php/Magma_Forge

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Reality is for people who lack imagination

Mlittle

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Re: Future of the Fortress
« Reply #2180 on: August 29, 2007, 08:29:00 am »

Warning, a long post ahead.

The nobles demands: The demands are standard items made out of exotic material. From a workers view it is no different than a standard item, as long as the material is present. But the availability of the material feels to be the work sphere of the "management nobles". So why are they creating extra work for their kind (or even themselves) and why do they "reward" a failed demand with permanent rest? Corporal punishments create extra work for the fortress and put the punished out of work. I understand why we need the random demands, as without them, things would get too easy and too predictable after a few years. So here are a few ideas how to set it up differently.

The administrative tasks: Needs a high skilled worker (legend) for a promotion and you lose him as a crafter. Requires all the special rooms and requirements as before, but has no additional demands.

True nobles: They come from outside. Are considered special because they can trace their line to the grandfather of dwarfs (or something) and can thus afford to be the royal pain in the butt. They are needed for diplomacy and prestige rating of your fortress, which can be a requirement for other "improvements". They have the usual demands and expect a compensation if the demands are not met, some punishment for the offender, or, in worst case, they all leave the fortress. Giving it a very bad reputation.

The starting goods: I always envision the seven as having a sponsor who provided the goods, but should eventually demand the return payment, with hefty interests.

The king: A fortress is not independent and shouldn't there be some kind of yearly tribute to the king and some random exotic demands from him?

Getting your own king: It would be great if it came from your own management/nobles. With enough prestige points and the high enough tribute the fortress becomes independent, starting it's own kingdom.

Or not so long.   :)

[ August 29, 2007: Message edited by: Mlittle ]

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KrunkSplein

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Re: Future of the Fortress
« Reply #2181 on: August 29, 2007, 09:03:00 am »

quote:
Originally posted by Core Xii:
<STRONG>

Actually, left side is fine too.
http://dwarf.lendemaindeveille.com/index.php/Magma_Forge</STRONG>


...this throws my whole perception of reality into question...

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PTTG?

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Re: Future of the Fortress
« Reply #2182 on: August 29, 2007, 09:50:00 am »

quote:
Handle death/problem with appointees, set initial leader, handled leader replacement/elections, added a few unit types associated to new skills, revised various noble-related code, added some thoughts related to registering complaints, allowed unhappy units to vent at the leader

I'm not entirely sure what this means- but is it that there actually is a Fortress commander (you) on the map? And that unhappy dwarves will walk up and collapse you into gore? If so, AWESOME. Otherwise, what does it mean?
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I3erent

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Re: Future of the Fortress
« Reply #2183 on: August 29, 2007, 10:23:00 am »

Maybe you could declare independence drom the dwarf civ and appoint your own king then the dwarves would siege you.
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Silveron

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Re: Future of the Fortress
« Reply #2184 on: August 29, 2007, 11:46:00 am »

That will be later on in the army arc berent.
What I'm waiting to hear is that we can carve fortifications into the floor/ceiling for murder and drain holes.
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Reign on your Parade

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Re: Future of the Fortress
« Reply #2185 on: August 29, 2007, 02:16:00 pm »

We better be able to.
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thvaz

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Re: Future of the Fortress
« Reply #2186 on: August 29, 2007, 02:31:00 pm »

I always had hope at the "consider consolidating nobles". Now I don't know what feature itīs the most antecipated.
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Toady One

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Re: Future of the Fortress
« Reply #2187 on: August 29, 2007, 02:51:00 pm »

I'll post about nobles on the noble thread that somebody made in a sec.
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ctrlfrk

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Re: Future of the Fortress
« Reply #2188 on: August 30, 2007, 05:59:00 am »

I think toady is trying to kill this thread by posting all the interesting news elsewhere  :(
Knowledge is power! We can fight this!
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Rictus

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Re: Future of the Fortress
« Reply #2189 on: August 30, 2007, 06:36:00 am »

Wow, just seen the screenshots for the personalities, and they're amazing!  I thought there was enough depth on the dwarves, with likes, dislikes and stuff, but this is fantastic!

If I could make one wincy suggestion: start the new personality bit on a new paragraph, as the text comes across as rather daunting in a single block. It would make it easier to scan too.

As always Toady, keep up the good work!

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