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Author Topic: The NEW Future of the Fortress  (Read 349464 times)

Arkose

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Re: The NEW Future of the Fortress
« Reply #90 on: September 04, 2008, 02:10:16 pm »

From the Dev-Logs:
Quote
got rid of world gen crash during succession after death of prolific long-standing position holders with inbred descendants

I always knew that the royalty's habit of marrying cousins would cause difficulties down the road, but I never imagined that the inheritance feuds could be so quite so earth-shattering.
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dreiche2

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Re: The NEW Future of the Fortress
« Reply #91 on: September 04, 2008, 02:14:21 pm »

AFAIK, MT is something of a taboo here. Not because Toady despise it, but because rewriting DF to use MT would take far too much time and we would gain very little from it for the effort taken (If you don't have a dual-core or quad-core the game might even run slower on your current PC and take much more memory with MT). Most of us wouldn't even notice the difference between ST and MT DF. And the potential amount of MT bugs that it could bring (which, by experience, I can tell you are way harder to get rid of) would be catastrophic for the game.

I have a dual-core, the cores are just not very fast, that's the problem.

We had a huge discussion lately, but the problem is that it's all just theoretical ("potential" benefits, "potential" bugs, etc.). In the end it's up to Toady to decide, but it's difficult to do so without knowing about how it works concretely. So that's what I'm currently looking into, i.e. how complicated is it to get it started and can I see the dangers. Basically trying to do some research on behalf of Toady.

Please, I do not want to reopen the general discussion here (it's here). If Toady is interested at all, I'm gonna post some concrete code examples, and then people can discuss about the concrete issues at hand (and Toady can of course still say that he doesn't like it for whatever reasons).
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Granite26

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Re: The NEW Future of the Fortress
« Reply #92 on: September 07, 2008, 09:44:50 am »

I for one am totally in support of breaking saves.  I don't upgrade until I'm done with the current fortress anyway, and it gives me a good excuse to give up the ghost of a fortress that isn't going to be giving me any more fun.

Jiri Petru

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Re: The NEW Future of the Fortress
« Reply #93 on: September 11, 2008, 02:54:46 pm »

OK, I'm an addict. I admit it. Toady skipped a few days lately. I need my daily dose of The Future of the Fortress, or I'm getting restless.

Common, Toady, please have mercy... you musn't skip days like this. Do you know how exciting is it to read about your latest accoplishments? Can you imagine the torments we have to endure if we have to wait one more day:'(



 ;)
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Muz

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Re: The NEW Future of the Fortress
« Reply #94 on: September 11, 2008, 03:01:25 pm »

I actually find it just a little disappointing. I read about everything happening and then... NEW VERSION - 10 bugfixes. And I didn't even know any of those bugs existed. I'd rather see 10 days of quietness then.. NEW FEATURE.
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thvaz

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Re: The NEW Future of the Fortress
« Reply #95 on: September 11, 2008, 03:52:56 pm »

I support Toady for breaking the saves every time he needs it. I always start a new world every new version, anyway.
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Tormy

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Re: The NEW Future of the Fortress
« Reply #96 on: September 11, 2008, 05:20:57 pm »

OK, I'm an addict. I admit it. Toady skipped a few days lately. I need my daily dose of The Future of the Fortress, or I'm getting restless.

Common, Toady, please have mercy... you musn't skip days like this. Do you know how exciting is it to read about your latest accoplishments? Can you imagine the torments we have to endure if we have to wait one more day:'(



 ;)

I suppose he is working hard on the Army Arc + underground diversity, just be patient...this coding requires a lot of time for sure, so you won't see daily news when he is working on a core component.  ;)
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numerobis

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Re: The NEW Future of the Fortress
« Reply #97 on: September 11, 2008, 05:56:37 pm »

I suspect the *design* is what he's hacking on, and it's much less satisfying to report progress on design than on actual working code, because it's so fuzzy and doesn't really feel like progress.
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Toady One

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Re: The NEW Future of the Fortress
« Reply #98 on: September 11, 2008, 07:22:53 pm »

Indeed, this part reminds me more of math research.  I tinker around with new raw definitions for a while until I hit something I'm not sure about as far the direction it needs to go, think about it with no results, then, having stoked the fire, take a break and mess around while it stews and await the solution delivered from my subconscious mind to my conscious mind in the morning when I get up.  Where morning means like 3 in the afternoon or something.  Once I've got the new raw txts written up to my satisfaction, development should just rocket through them, more or less, but there are still a lot of details to work out.

Not saying there's going to be a super lot there or anything mind-boggling.  It's hard enough to get the basics sorted.  So far I think all of the positions (monarch, hammerer, appointed site broker, whoever, including new military positions as well as old ones like the fortress guard/sheriff/captain) are coming out into the entity raws, but I'm still deciding on how much randomization I'm going to support right now, and what sort of interrelationship this and thats and all of whatever, especially since the positions and their relation to one another tends to morph as a settlement/civ grows. 

Anyway, I don't want to release without some tangible dwarf mode changes on this stuff, as I've been twiddling in world gen far too long, so I'll be delayed for as long as it takes to get some satisfying changes in for military control at your fortress.  Though I'll also have to do some overland/world gen stuff with the new positions.
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Mephansteras

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Re: The NEW Future of the Fortress
« Reply #99 on: September 12, 2008, 12:00:09 pm »

Sounds awesome! 

I'm curious what you mean by randomness, though. Randomness as far as what positions show up? Random names for positions? Random responsibilities? Something else?
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Toady One

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Re: The NEW Future of the Fortress
« Reply #100 on: September 12, 2008, 09:28:37 pm »

Yeah, all of that.  One idea behind having five reasonably different societies is to establish a framework whereby many different societies could be generated across a fairly broad spectrum.  Anything that can make it out into the raws is fair game for randomization.  Of course, the randomization needs to have a framework of its own to follow, which is part of what I'm sorting out, though I'm not sure if that'll go in now or whether I'm just writing my stuff up to respect its future existence.  There are any number of ways that could go.  It seems like the sort of thing that might be suited for a scripting language or something, but I don't know anything about that stuff.
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JoRo

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Re: The NEW Future of the Fortress
« Reply #101 on: September 13, 2008, 02:35:01 am »

So will it matter eventually if I start with 7 dwarves from The Red Dagger instead of The East Lash or The Room of Treasure or whatever the dwarven civs are in that world?  In ways other than what stones and meats they can give you, I mean.  That'd be neat, so long as there's a way to tell what the differences are before embarking.

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Tormy

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Re: The NEW Future of the Fortress
« Reply #102 on: September 13, 2008, 06:36:51 am »

Anything that can make it out into the raws is fair game for randomization. 

Awesome, thank you!  8)
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axus

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Re: The NEW Future of the Fortress
« Reply #103 on: September 13, 2008, 07:23:51 am »

I think you'll need scripting language for the magic system, so pick a good one!  As far as randomizing societies, I think the number of mods people will make would be more fun than random societies.  At least keep the randomized societies optional.
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Duke 2.0

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Re: The NEW Future of the Fortress
« Reply #104 on: September 13, 2008, 10:11:00 am »


 This is The Collective of Workers. It is a socialist society. It is at war with The United Counties, a Constitutional Republic. The Collective Workers is at peace with The High Council, a Monarchy.

 Something like that? All human civs too. This would really make all the different races less like their own civilizations. So instead of Elves vs. Dwarves, it would be a few dwarves and a few elves under a monarchy versus a bunch of dwarves, some humans, and a hell lot of kobolds under a Republic.

 That would be awesome.
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