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Author Topic: Future of the Fortress  (Read 158042 times)

mickel

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Re: Future of the Fortress
« Reply #2385 on: September 14, 2007, 10:34:00 am »

A massive, fortress-rending civil war would be really interesting. Starting with a few disgruntled nobles, more and more dwarves rally to their cause. It starts with dwarves just being lackluster about your orders, then refusing to work, and then it's open rebellion. Sabotage. Dwarves start working for the other leader instead, trying to hijack the fortress. Resources get diverted here and there. Eventually armed conflict.

It ends when there are no more rebels left, in which case you win, or there are no more loyalists left, in which case you lose. It's not the end of the fortress, but it's the end of your rule over it.

And even if you win, you'll have a battle-ravaged fortress with less than half it's original people in it...

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mickel

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Re: Future of the Fortress
« Reply #2386 on: September 14, 2007, 10:38:00 am »

Or how about another group of dwarves arriving to settle right next to your fortress? They start digging in the same cliff, setting up a fortress of their own, refusing to share or even communicate with you... The trouble starts when they start digging into your fortress along rivers and the like, and they start mining the same ore veins as you... And then, then you reach the preciously limited adamantium, and the picks start to give way to swords...
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Minuteman

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Re: Future of the Fortress
« Reply #2387 on: September 14, 2007, 11:15:00 am »

^^^ I'd love to see that sort of thing come from a competing dwarf civilization. And maybe only when you hit adamantine or some other high-value ore (and export it, perhaps?).
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Krash

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Re: Future of the Fortress
« Reply #2388 on: September 14, 2007, 11:16:00 am »

Sounds nice and all, but aren't there limits to what the ai can do?  I can't believe it will be good enough to manage, or even build a fortress on it's own.  

And on a completely different note, I think this thread might actually reach 100 pages before the next DF version is released.

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MyLittlePonyBuiltMyHotRod, this is your first warning. I would like to direct you to read our forum's FAQ and posting guidelines before posting again. Specifically we don't use swear words here, and your picture of Stalin riding a Year3 Limited Edition Starflower inside a German concentration camp was both upsetting and historically inaccurate.

Minuteman

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Re: Future of the Fortress
« Reply #2389 on: September 14, 2007, 11:28:00 am »

Actually, that's... that's a good point.  :(

Here's hoping for Bloat 2,000: Make dwarves sentient for fortress planning.

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Krash

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Re: Future of the Fortress
« Reply #2390 on: September 14, 2007, 11:29:00 am »

We just need a good neural net, thats all   ;)
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Bricktop

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Re: Future of the Fortress
« Reply #2391 on: September 14, 2007, 12:05:00 pm »

I think that the endgame should just be so that when you hit a certain level of generated wealth (doubt we can take adamantium for granted in the new update) then seiges and the amount of migrants just gets bigger and bigger. Eventually your going to collapse, but imagine having this massive fortress and fighting to try and hold it together... You know its going to fall in the end but just how long could you stumble on? A year? Maybe 2?
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Fieari

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Re: Future of the Fortress
« Reply #2392 on: September 14, 2007, 12:08:00 pm »

Dwarves need to be -sapient-.  Sentient simply means they can see/taste/touch/smell/hear/equilibriocent/etc.  Alternatively, it can also mean having the capacity to feel, to which emotions are often associated.  Dwarves can already do that.
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mickel

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Re: Future of the Fortress
« Reply #2393 on: September 14, 2007, 12:11:00 pm »

quote:
Originally posted by Krash:
<STRONG>We just need a good neural net, thats all    :)

Eventually he'll make the game upgrade itself, and we'll all go sit and play Dwarf Fortress and never come out, while out on the Internet, Dwarf Fortress reproduces itself and takes over the stock market, then the military, and so on and so on until, eventually Dwarf Fortress is playing US!!!

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Sean Mirrsen

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Re: Future of the Fortress
« Reply #2394 on: September 14, 2007, 12:58:00 pm »

DF is already a mixture of Sims, SimCity, Dungeon Keeper and <insert>. All we need now is add Creatures and NEROgame to the mix, with some Populous sprinkled on top, and a slice of Unreal 3 for good looks.  ;)
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Turgid Bolk

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Re: Future of the Fortress
« Reply #2395 on: September 14, 2007, 01:07:00 pm »

Mmm, sounds like a tasty recipe.

Slaves to Armok: Dwarf Neural Net for the win!

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I3erent

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Re: Future of the Fortress
« Reply #2396 on: September 14, 2007, 01:26:00 pm »

I was going thru this and realized the massive amount of work toady has done since the last release.  Kind of mind boggling.

Status (09/13/2007): Next Release Task List: All right, I'm satisfied for now. It's not really an endgame, since nothing pushes you to mine the depths except your own greed at this point, but there are things to play with down there in case you want to visit.

09/13/2007: Handled announcement vs. endgame mats, handled moods vs. endgame mats, improved endgame environments after a fashion
09/12/2007: Set up backing for endgame feature generation, set up endgame feature maps, populated endgame features
09/11/2007: Updated special metal processing industries, fixed problem with fuel search for smelter reactions, fixed up issues with starting stone and metals
09/10/2007: Fixed problem with webs falling into chasms, improved web shapes, added extra ledges and caves to chasms, fixed some problems with magma creatures, stopped cave river creatures from wandering over waterfalls and dying
09/09/2007: Added some helpful information for debugging pathing failures, handled feature attack groupings, handled initial feature attack delay, fixed problem with chasm/pit populations, updated ambush predators
09/08/2007: Added invader toggle in init, gave amphibious/aquatic/flying wilderness creatures better wandering skills, made these creatures follow each other properly, added other support for non-walking movement
09/07/2007: Fixed some problems with inside river generation, fixed a problem causing double loading of site maps, stopped placement of feature populations in bad temperature zones, updated feature irritation, did scheduling of attacks from feature creatures, started feature attack ai update
09/06/2007: Handled some problems with trade good materials, fixed various small immigration bugs, fixed trade agreement crash, fixed problem with river sources, fixed problem with water sourcing
09/05/2007: Made liaison come earlier, made liaison make more robust trade agreements, allowed more item types to be traded, broke up professions to correspond with skills, added new unit types for most job skills and some skill groups, allowed customization of creature personality facet medians and extremes
09/04/2007: Added a few more fortress ratings, updated how baron and other noble nobles work, added some thoughts associated to changing noble/appointment state, updated meetings with nobility, revised how various entity/hist fig links are stored, added personality modifiers for tantrums/insanity/room cleaning/leader complaints
09/03/2007: Fixed bug where all the local rock turned into sky whenever migrant groups were created anywhere in the world, updated dungeon master arrival conditions, handled appointee value in history events, replaced coin mandates with currency info screen, changed point at which economy starts up
09/02/2007: Added a job and settings for unit trading at depot, handled broker/trading update
09/01/2007: Changed initial leader selection, tweaked how rounding works, changed some of the internal fortress ratings, updated how mayor/leader mandates work, updated mayor position
08/31/2007: Handled broker diplomat meetings vs. appointments, handled display of item values vs. new broker appointment, added a few more conversation skills
08/30/2007: Required the manager to validate work orders and added associated job, fixed a problem with encrust work orders, added office requirement for manager based on population, added bookkeeping precision settings, added job for bookkeeper to update stockpile records, updated status/stocks/kitchen screens to reflect record precision, fixed problem with stocks screen counts of stacked items
08/29/2007: Fixed up some issues with complaint meetings, added personality framework
08/28/2007: 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
08/27/2007: Set up framework for appointing administrators, added appointment to noble screen, added various skills for administrators
08/26/2007: Gutted various noble code
08/25/2007: Updated wild animal placement in deserted sites, updated ruin population generation, handled some trouble with visitor designations at dwarf-settled goblin towers, stopped placement of wild animals in the middle of active towns
08/24/2007: Handled give water job update, updated water use from swamps/rivers, updated fishing from swamps/rivers, added standing orders associated to zone vs. non-zone fishing/drinking, added some short distance checks for other water sources
08/23/2007: Cleaned up some of the code, peacefully
08/22/2007: Cleaned up some of the code
08/21/2007: Cleaned up some of the code
08/20/2007: Cleaned up some of the job code
08/19/2007: Gave lakes variable bottom elevations, stopped lakes from draining off the edge of the map, allowed depleted lakes to source from the edge of the map
08/18/2007: Started handling lake elevation issues
08/17/2007: Finished pond filling job, finished pond/pit unit/vermin haul job, fixed pathing problem with ramps
08/16/2007: Continued working with pond jobs
08/15/2007: Made cage assignments respect new pond designations, fixed a problem with designation job pathing, handled pond placement, did interface for pond filling job and creature assignment
08/14/2007: Added support for alt and ctrl keys, finished adv mode swim/fly interface
08/13/2007: Handled 3D swim/fly pathing, handled most of adv mode swim/fly interface
08/12/2007: Handled drowning with new fluids, handled conditions for swimming, added swimming skill
08/11/2007: Added creature raw tags for not eating/drinking/sleeping, added density for materials and creatures, added a few swimming related tags to creatures
08/10/2007: Did some basic code cleanup, did some preliminary work for cave-in revision
08/09/2007: Handled local realization of armies that enter the loaded area during play, created a few historical events associated to migrating groups, handled migrant group member idle behavior, added migrant groups for non-friendly sorts of civs
08/08/2007: Handled army creations for hist figs left behind in the wilderness
08/07/2007: Handled loading of migrant groups in the wilds, handled ambiguities with site vs. army travel destinations in the same square
08/06/2007: Added more precision to migrant group movements, started handling encounters with migrant groups in the wilds
08/05/2007: Revised local location grabbing code
08/04/2007: Handled placement for incoming invaders
08/03/2007: Handle issues with work location tracking vs. new maps, tweaked how initial gate is placed, reworked how activity zones are placed, added idle zones, changed how merchants and diplomats initially approach the outpost
08/02/2007: Allowed wagons to adapt their paths to changing obstacles, fixed problem with wood trading, fixed trading crash bug
08/01/2007: Updated notion of wagonable squares, added display for wagon accessible areas
07/30/2007: Finished rewall
07/29/2007: Handled building suspensions for certain unit occupancy situations, continued rewall
07/28/2007: Taught dwarves to escape from unwalkable squares, continued rewalling
07/27/2007: Continued rewalling, sped up dig allocations, fixed problems with building material distance display
07/26/2007: Continued rewalling, fixed swamp placement problem
07/25/2007: Continued rewalling, fixed problem with location shifts on site save
07/24/2007: Fixed problem with vision and mud pools, fixed problem with loading of subordinate sites, fixed bug causing frozen swamps when wandering in warm areas, allowed display of subordinate sites in midmaps, started rewalling
07/23/2007: Sped up adventure mode lighting and animal pathing
07/22/2007: Handled some site naming issues
07/21/2007: Handled the collapse of bridges left hanging in the air, fixed problem with items hanging in the air after building destruction, allowed dwarves to station at siege engines without firing
07/20/2007: Added option to display flow numbers, added some curving to certain beaches, changed displayed region on site placement screen, handled some amount calcs for liquid to glob conversions, added diagonal movement rate adjustment, imposed a few injury-based travel restrictions, fiddled with some building occupancy issues, fixed problem with doors/windows vs. projectiles/flows/vision
07/19/2007: Added 8 directional movement to dwarf mode, fixed various flow connectivity problems, optimized vegetation temperature effects
07/18/2007: Fixed a problem with entry/exit width for rivers, updated how saving works, added autosave and backup options
07/17/2007: Changed how site discovery works, handled a problem with hidden map squares in adventure mode, changed how snow melting works, gave local river maps smoother curves
07/16/2007: Fixed problem with seashore generation, fixed problem with ocean water sourcing on map edges
07/15/2007: Handled site item placement, handled cobweb and triggerable vermin placement, did some flow optimizations
07/14/2007: Fixed problem with shop inventory purchases, fixed a problem with object locations on site export, handled problem with adventurer placement post-travel, fixed some problems with reclaim
07/13/2007: Added option to set graphics refresh rate, handled some problems with corpse display vs. new sites, fixed item wrestling crash bug
07/12/2007: Update travel restrictions in adv mode, handled creature placement and ambushes
07/11/2007: Did ruin update, started creature placement in updated sites
07/10/2007: Finished dwarf site update, did town update
07/09/2007: Finished cave update, continued dwarf site update
07/08/2007: Finished basic goblin tower update, started dwarf sites, fixed problem with downward ramp display, started cave sites
07/07/2007: Fixed problem with item placement in sites, continued goblin towers, handled elf tree naming
07/06/2007: Set up some infrastructure for placing sites within the new local maps, started the new goblin towers
07/05/2007: Handled several aspectes of the application of seasons to the new local maps, handled temperature changes for mining out channels, handled weather versus the new maps
07/04/2007: Handled saving of some site information that needs to persist for reclaim, handled sky/sun/subterranean flags for mining
07/03/2007: Fixed a problem where exported images had black banding, gutted a lot of vegetation code, fixed problem with bridge walkability and mud tiles, altered vegetation choices based on features, handled regrowing of vegetation based on rainfall/mud amounts
07/01/2007: Handled temperature exchange with magma pumps, handled various fluid source/sink issues, handled magma pumping issue, fixed an issue with cavein boulders, updated outdoor vegetation growth, updated seasonal blood cleaning
06/29/2007: Fixed vermin crash bug, sped up veg code a bit, added vsync options to init, fixed issue with initial random seeds, added basic support for exporting fortress images over multiple z levels, fixed a problem with adv mode map load boundary determination, fixed problem with bridge anchoring
06/28/2007: Fixed problem with king demand initialization, did a bit more with world map tree display, handled some problems with minimap display for abnormal site sizes, restricted use of burning objects in many ways, allowed corpse and body part type specification in refuse piles, added a building coloration to the stocks screen and changed counting
06/27/2007: Changed how berserk dwarves are disassociated from their former entities, made some of the good/evil creature selection more uniform, made merchants verify animal temperature limits before bringing them to a location, changed how certain trees are displayed on the world map, added wood to initial startup items, added wood as a trade item, handled an item placement issue with depots, handled startup wagon placement problem, fixed a minimap display issue
06/26/2007: Fixed problem with storage of non-food globs, fixed problem with look update on z movement of cursor, separated smoothing and engraving options, allowed customization of traffic path costs from init and from designation screen, changed season announcement for appropriate latitudes, allowed customization of dwarf professions/nicknames during setup, added more string entry symbols
06/25/2007: Made some changes to how items rot vs. buildings, changed hist fig finalization and made some of the routines occur later, fixed a problem with room jealousy thoughts, updated who hauls food barrels, added a no pets option in the init for coffin burial, init option to disable input after it recenters on an event
06/24/2007: Fixed a display problem with adversary dialog, handled the nonwealth tag for extra equipment, separated out alcohol material characteristics from those of the plant, added an always on top option for the game window
06/23/2007: Gave exported local images filenames according to fort's translated name, fixed problem with fortress name assignments, more instructions for name entry, made 'q' view show more buildings, handled several digging issues with stairs and ramps, allowed glass pipes and screws, fixed a crashed from price setting, changed how price setting is initialized, added symbol/color customization for trees/saplings/shrubs
06/22/2007: Handled string entry cancellation problem, did an air temperature normalization optimization
06/21/2007: Allowed forbid/dump/melt item designations from look and building item and item description views, changed outdoor idle gate behavior, updated some work location bias information associated to the gate, changed how the secondary randomizer works, messed with hidden squares, changed elevation indicator
06/20/2007: Handled some adv mode issues with blood/vomit/salt water/etc consumption, made contaminants carry between freezing and melting objects, distinguished specific and nonspecific blood materials, allowed filling of waterskins/flasks with various liquids, restricted drinking of salt water, added additional thoughts for disgusting drinks, made drinking from activity zones respect water quality versus thirst, handled announcements of fish running out, handled throwing items in dumping zones
06/19/2007: Added volume control to init file, added volume control screen to options, updated various ground interactions in adv mode
06/15/2007: Fixed problem with bridges and road wealth counting
06/14/2007: Added salinity and stagnant nastiness flags to local water squares, made liquid character flags flow around with liquids
06/12/2007: Further specified peak/volcano names, displayed landmass names during embark
06/11/2007: Added some sleep thoughts, handled some minor ice issues, improved language entry somewhat, added 303 words
06/10/2007: Added feature name display to creature description, fixed problem with capitalization, fixed crash bug with wrestling
06/09/2007: Adding fishing recheck counters, handled seasonal fishing restrictions, did some code cleanup, added init option to keep economy off, clarified "no job" text during meetings, fixed problem with adventure mode phase saving
06/08/2007: Handled drinking from activity zone, added some more information to activity zone placement, added fishing to activity zone options, got the basic fishing job working again, got sand collection working, handled adventure mode sand pickup, fixed adventure mode vomit and mud pickup
06/07/2007: Finished activity zones interface, started cleaning up drink job
06/06/2007: Taught hunters about map areas than the left edge, fixed a bug with cave adaptation counter, started activity zones interface
06/05/2007: Associated cave features more specifically to certain tiles, handled announcements of cave feature discovery, handled some immigration and noble consequences of feature discovery
06/04/2007: Made civilizations use materials/animals from populations residing in local features, taught wilderness creatures and diplomats how to leave the map, changed how magma forge related moods are triggered, handled some issues with animal traps
06/03/2007: Tracked feature population changes over games, fixed problem with tracking units in abandoned and stranded sites, placed initial creatures in magma/water features, allowed evil/good mountains/ocean/lakes
06/02/2007: Associated specific populations to the outdoor river, set up some infrastructure for feature population realization on the local maps, made vermin appear around cave features, ripped out a lot of the drinking code
06/01/2007: Fixed a problem with beach soil layers, handled coloration of ice sculptures, added various stairway tile types based on terrain, made bituminous coal produce 2 coke and lignite 1 coke, made unsupported ramps disappear after digs, fixed a bug that stopped rock craft making, adjusting animal amounts based on map size, added populations to subterranean features, corrected some magma placement issues
05/31/2007: Handled some coloration issues with ramps, changed how sandy soils are distributed and displayed, linked distribution of beach tile types to soil system, added glacial ice walls and ramps and the ability to detail ice
05/30/2007: Fixed subterranean designations for river canyons and chasms, made sky character and color customizable, removed compromised ramps after local map generation, changed adv mode lighting a bit, changed how some local elevation calculations work, placed swampy pools in places where they wouldn't immediately drain, made wilderness creatures and others able to negotiate hills as they wander around, fixed problem with portions of the map it decides to hide, added several ramp tiles for different terrain types, further differentiated between stone and soil wall tiles
05/29/2007: Handled problem with river looping in midmaps, handled problem with rivers popping out of oceans in midmaps, corrected lake elevations on the midmaps, made ground slope to meet rivers, made world map elevations slope a bit more uniformly from the mountains to the ocean
05/28/2007: Fixed problem with chasm placement, updated cave rivers to handle the new mountain tops, updated beaches to new elevations, handled water table leakage issues for cave features, handled some elevation problems for rivers on the world map, handled issue with lake elevations on the world map
05/27/2007: Added civilization selection to the new embark screen, handled reclaim in the new embark screen, allowed resizing of fort area from 144x144 to 768x768 (full map square) during embark (standard is 480x480), handled basic merging of sites if you select an existing one during embark, handled extension of inside features after dig designations, handled a range issue with river elevations, updated pits, pools and chasm to handle the new mountain tops
05/26/2007: Allowed any walkable square on the map to be a fortress site, allowed construction and randomization of fortress names
05/25/2007: Added ability to have custom stockpiles with quality settings, did custom stockpile settings for usable and unusable items, added rotten/unrotten distinction to raw hides in custom stockpile, added plant/animal based checks for custom stockpiles, updated how engravings and smooth walls are displayed
05/24/2007: Messed with depth of soil layers a bit, added text for water table squares, added warning for water table during dig designation, added warning for water flow, made magma heat adjacent squares, added warnings for heated squares, added announcements of mineral events upon discovery, restricted choices for mood metal bars, updated check for jeweler workshop resource availability, added ability to store the new metals in the custom stockpiles, added ability to store specific gem types in custom gem piles
05/23/2007: Finished specific inclusion patterns in the local maps, fixed a few problems with smelter reactions, restricted water table to certain rock types, added soil layers
05/22/2007: Restricted magma-based map features to areas with high volcanic activity, set basic local rock type based on layer info, scrapped old gem events, started specific inclusion patterns in the local maps
05/21/2007: Handled a problem with lake elevations, made worldgen identify landmasses and name islands, set up geological regions and mineral distributions, changed how peaks influence adventure mode vision
05/20/2007: Handled more advanced smelter reactions, added more alloys, fixed up issues with currency, added world map field for volcanic activity, added volcanos to the world map, changed how lakes are stored on the map
05/19/2007: Finished basic metal update, finished basic smelting update, handled reaction loading
05/18/2007: Finished gem update, continued metal update, updated how jobs and work orders are stored
05/17/2007: Gutted hard-coded metals and the gem materials
05/16/2007: Messed around with stone/gem/metal raws
05/15/2007: Handled chasms and elevation, changed minimap display for open areas, fixed problem with foreign entity plant/tree determination, added mountain biome designation, updated rock display code
05/14/2007: Changed how erosion alters river elevations, made swamp placement take new elevations into account, gave rivers more specific elevation information
05/13/2007: Fixed a problem with subterranean designations, fixed problem with allocation of hidden areas, added ramps at appropriate elevation interfaces, fixed a crash bug with liquid pressure, made water table respect elevation changes, flattened out non-mountainous areas, fixed adventure mode lower elevation display issue, updated ore and gems to new elevation system
05/12/2007: Made diplomats seek the gateway properly, made unallocated squares display according to elevation, made animal entry points respect elevation, changed how the elevation sidebar works, changed the way it stores the midlevel map shifts in local squares, fixed some additional display issues with elevated terrain
05/11/2007: Continued elevation changes, fixed map feature related crash bug
05/06/2007: Continued elevation changes
05/05/2007: Made forbidden items handle their current jobs, changed how stone types are stored, started mountain tops and other elevation changes
05/03/2007: Changed pressure calculation, fixed a problem with station locations and pathing
04/29/2007: Handled building sites in shallow water, made cooling magma create walkable surfaces and obstructions properly, stopped gas from entering liquid squares, put waterfall mist back in
04/28/2007: Fiddled with drowning a bit, handled temperature effects from magma, handled water cooling magma, fixed a crash bug involving burning containers in magma, updated some vomit strings, handled looking at water/magma
04/24/2007: Fixed problem with former woodcutter hanging on to axe
04/22/2007: Did some flow optimizations, changed how features are deleted as you move around, did evaporation of low-level flows, got rid of aqueducts, got rid of channels
04/21/2007: Finished well jobs, handled display of active well
04/20/2007: Continued well jobs
04/19/2007: Finished building placement, split road into paved road and dirt road, split windows into glass windows and gem windows, handled well placement, handled mining out a square supporting a well, handled a potential problem with filling waterskins, started handling jobs that use wells
04/18/2007: Continued building placement
04/17/2007: Continued building placement
04/16/2007: Continued building placement
04/15/2007: Made wells require mechanisms and a rope or chain, started rewriting building placement, allowed decorated objects to be used in various jobs
04/14/2007: Fixed a problem with visibility of pools, updated building occupancy, fixed a problem with room evaluations
04/12/2007: Added screw designation to trap components, allowed certain trap components to be made from wood or metal, added a pipe item, allowed construction of wooden and metal pipes, handled screw pump building construction, stopped automated jobs from occurring on buildings targeted for destruction, did basic fluid pumping
04/09/2007: Handled some additional flow issues, did rudimentary water pressure
04/08/2007: Handled cave river water source/sinks, finished cave river placement, did magma pools and magma pipes and lava flow, did chasms
04/07/2007: Added basic water table and filling of open spaces with water, stopped miners from digging directly above a square if they don't have to, added bottomless pits, fixed how falling water is displayed, started cave rivers
04/05/2007: Added abstract cave rivers to world map squares, added feature realization from world map square to midlevel squares, added feature realization from midlevel squares to local areas
04/03/2007: Finished high/low traffic area designations, handled some flow pathing information, handled part of using water like a ramp, did basic structures and save/load for map feature generation
04/01/2007: Sped up a portion of the pathfinding code, started high/low traffic area designations
03/31/2007: Finished basic z dig jobs, made engravers search nearby squares for other engraving jobs, played around with a 3D viewer
03/30/2007: Continued z dig jobs
03/29/2007: Continued z dig jobs
03/27/2007: Continued z dig jobs
03/26/2007: Continued z dig jobs
03/24/2007: Handled flows falling, embedded liquid holding terrain a z level down, updated flow start/stops from buildings like floodgates and digging, started z-based dig jobs
03/23/2007: Started changing how flows work, sped up some vegetation handling routines
03/20/2007: Continued ocean fun time
03/19/2007: Cleaned up and improved pathfinding
03/18/2007: Changed how gem color and rarity works, added various gems, change map text strings, changed map printing routine, started ocean fun time
03/17/2007: Handled local beach placement, handled local maps of river sources, handled local maps of tributaries, handled local maps of river mouths, made some changes to how square types are stored, fiddled with how freezing and drying out work
03/16/2007: Fixed some problems with loop erasure of rivers, made it store names of mountain peaks, made it locate river tributaries and name rivers using flow amounts, changed the world map river graphics, added global information for local river placement, added mid-level information for local river placement, handled local maps for rivers without tributaries or mouths
03/15/2007: Handled entire area offload at the end of a game, handled site loading as you come upon them in adventure mode, handled reclaiming of old sites, added optional indicator of item improvement quality, made historical events less confused about having multiple sites active, handled aging effects on sites, handled placement of sites within their world map squares, made retiring respect the current site location, handled talking to locals in the new sites, handled engraving links to sites
03/14/2007: Made migrant/trade paths work from all directions, made roads continue off the edge of the map in any direction, handled some biome conflict issues with vegetation, added option for good/evil/savage plants and played with evil regions a bit, fiddled with which site variables are permanent, handled saving of site maps as they are moved off of the screen, handle unit and item boundaries for offloading site maps, handled basic creation of new sites coming into the loaded area
03/13/2007: Made wilderness creatures enter from all available edges, changed how it tracks unit associations with wilderness population, made vermin placement respect the new maps, changed how demands check for local materials, changed how light radius is calculated in adventure mode, made swamps respect local variations, added numbers to site names in embark setup screen, changed how rock types are placed, fixed rock inclusions, did gem placement, did metal vein placement
03/12/2007: Fixed problem with schedules caused by new maps, made regions keep track of squares by biome, made regions track certain animal population numbers, added biome designations to plants, changed how off-map local squares are displayed, changed how biome designations work for subterranean creatures
03/11/2007: Handled some site save information, allowed save files to be named independent of id numbers, added ability to set world seed and world name and export these in txt format, allowed use of seed and parameter files in command line world gen, allowed use of numbers in string entry, made it export world gen info along with bmp image, handled local animal populations on map movement
03/09/2007: Fixed a problem with line drawing code
03/08/2007: Stopped unhiding of map from undesignating plants for gathering, gutted compatibility code
03/06/2007: Changed how initial equipment temperatures are calculated, changed how default local temperatures are set as the seasons pass, handled some other environmental temperature changes, altered how conversations center themselves, changed how lighting radius is calculated, handled several other instances of code that assumed that only one map square was loaded
03/04/2007: Changed how mill wheel works, handled temperature calcs for incoming caravans and armies, changed some underlying temperature basics, changed how temperature forbidden terrain works, changed how moss grows, changed how the minimap handles vegetation, changed how fields are altered on creature death
02/22/2007: Changed how the embark screen handles initial biomes
02/20/2007: Changed how fluxes are handled, changed how crystal glass is handled, changed how sharp stones are handled, expanded the available materials for creature glosses and corpses
02/17/2007: Added some settable zoom hotkeys, changed how wilderness populations are handled, changed how moods choosen metals, centered minimap from the start, got rid of fake yellow/green staircases, changed how stone types are stored
02/13/2007: Handled storage of biome info, handled vegetation, allowed setting of gate point, handled placement of initial dwarves
02/12/2007: Tweaked the fortress mode midmap selection somewhat
02/11/2007: Handled initial gate placement, did some work on the new dwarf site generation
02/10/2007: Made dwarf mode use the adventure mode terrain, added local map to start site selector during embark setup, handled many cases of cliff-specific code from dwarf mode
02/08/2007: Worked on offloading sites in pieces as the map shifts around
02/06/2007: Handled the other stranded elements
02/04/2007: Handled location shifts and map offloading for local travel, handled stranded vegetation
02/03/2007: Got mid-level maps working
02/01/2007: Set up some regional information to connect local maps
01/28/2007: Allowed migrants to leave sites on the world map and from dwarf/adventure mode sites
01/27/2007: Made migrants arrive in dwarf mode, made migrants mill around your fortress, changed behavior of mega beast visitors, made more migrants enter from the edges and edge-adjacent ocean shores if migrant numbers are low, made migrants permanently incorporate into host entities if they are able
01/25/2007: Handled realization of abstract hist figs upon visiting them, made migrant groups mingle with site populations, allowed migrant groups to visit sites while the adventurer is there
01/24/2007: Did some storage check optimization, added more entity information to migrants, handled nomadic movement
01/23/2007: Associated abandoned populations to a migrant group at the fortress site, made migrants move around
01/21/2007: Created migrant groups and some associated entity information during world gen, merged adventurer movement and general army movement
01/20/2007: Set up the framework for migrants, did some pre-calculation routines for migrant pathfinding and migrant entry points

WOW.

[ September 14, 2007: Message edited by: berent ]

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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!

TotalPigeon

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Re: Future of the Fortress
« Reply #2397 on: September 14, 2007, 01:47:00 pm »

To think, Dwarf Fortress 0.23.130.23a has been serving us faithfully since 01/18/2007... I'll probably get sentimental when the new version gets released.
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Solara

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Re: Future of the Fortress
« Reply #2398 on: September 14, 2007, 02:08:00 pm »

quote:
Originally posted by TotalPigeon:
<STRONG>I'll probably get sentimental when the new version gets released.</STRONG>

Me too. This is the one time I'm going to deliberately hang on to an old version - the changes in the new one are just so friggin' huge they actually scare me a little. Don't get me wrong, I'm incredibly excited about the update but at the same time I'm terrified I'll feel even more lost than I did when I first started playing, and that's assuming my computer doesn't spontaneously combust the minute I try to start a new fortress.

Also once the dwarves gain sentience and start a massive war to overthrow my rule it might be relaxing to revisit the old days when cliff faces where always flat and dwarves were little smiling faces that got stuck under statues and paddled around and drowned in tiny channels.  :)

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Athmos

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Re: Future of the Fortress
« Reply #2399 on: September 14, 2007, 02:49:00 pm »

that's going to be WONDERFUL. being lost again  :) This time, i'm gonna try not to read to much, to keep as much surprises as possible. I will Lose, and it will be fun  :)

Athmos

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