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Author Topic: The NEW Future of the Fortress  (Read 353245 times)

Patarak

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Re: The NEW Future of the Fortress
« Reply #885 on: December 10, 2008, 05:53:50 am »

Do you know HOW MANY parameters do current materials have??? Temperatures for the three state transitions, weight, value, damage/block modifiers, plus special parameters.

Easy there, now. Weight value and damage modifiers are pretty obvious ones, yeah, so all you've really mentioned that I had forgotten are the temperature values.

But let's think about this. What new types of parameters would the new material system imply? It's quite clear from the developement log that by dividing everything up into materials, they will become a whole lot more individual in their behaviour, and I'd like to know what parameter values would allow that to happen without incorperating certain values that (at this point in the game) would be largely irrelevant.
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Sean Mirrsen

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Re: The NEW Future of the Fortress
« Reply #886 on: December 10, 2008, 06:37:24 am »

I don't think any new parameters are going to be added to materials, at least those pertaining to their physical properties would remain the same. There's no "new material system", there's mostly just "new materials" and probably "new material syntax". Toady mentioned new matglosses, and ways to determine groups of materials so that items can be made of specific ones. I don't think it will be possible to get any new functionality out of materials, but you will be able to get new functionality out of items because of the new material-related tags.
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Aqizzar

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Re: The NEW Future of the Fortress
« Reply #887 on: December 10, 2008, 07:13:47 am »

Man, I cannot wait for the new version.  Just think, we'll get to actually see how the new raws and body functions work, instead of launching intermittent flamewars over theoretical Schrodinger's Implementations.
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Tormy

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Re: The NEW Future of the Fortress
« Reply #888 on: December 10, 2008, 08:39:34 am »

Man, I cannot wait for the new version.  Just think, we'll get to actually see how the new raws and body functions work, instead of launching intermittent flamewars over theoretical Schrodinger's Implementations.

I agree, it's pointless to theorize about these upcoming features. Either wait for a proper answer from Toady, or wait for the next release.
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Granite26

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Re: The NEW Future of the Fortress
« Reply #889 on: December 10, 2008, 11:03:09 am »

I dunno, I'd think there'd be 'thick bone' bone, 'thin bone' bone, and dwarf bone would be thick bone bone, and would inherit properties from that.  When it gets processed, it'll be CALLED dwarf bone, but really of the thick bone material.

You don't need to define a bone for every creature....  Just some creatures have bone bones, some have steel bones (terminators) and some have chitin instead...

Footkerchief

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Re: The NEW Future of the Fortress
« Reply #890 on: December 10, 2008, 12:50:21 pm »

I don't think any new parameters are going to be added to materials, at least those pertaining to their physical properties would remain the same. There's no "new material system", there's mostly just "new materials" and probably "new material syntax". Toady mentioned new matglosses, and ways to determine groups of materials so that items can be made of specific ones. I don't think it will be possible to get any new functionality out of materials, but you will be able to get new functionality out of items because of the new material-related tags.

Do you think I'm making it up or something?

Quote from: Sir Nils Olav
Will we be able to determine certain body layers' hardness?

For this release, yeah, you will be able to specify material properties that have combat ramifications for each tissue layer/material of the body parts.  I don't think I posted the new material definitions...  many of the hardness-type properties don't have use yet and won't for a while, but I did go kind of nuts with it, because I wanted it to last a while.  It's a somewhat troubling list.  In particular:

Quote from: Footkerchief
(catchall for tensile, shear, compressive, etc.)

C..  catchall?  I probably should have.  I was bad again.

Going back to the order of material creation vs. body definition, there's this:

Quote from: Footkerchief
I wonder if "send in a chitin tissue to fill the skin role in the exoskeleton plan" means that you actually create the chitin in the creature material list and then send that material.  I suppose for things like iron men you would also have to be able to pass materials from outside the creature definition, i.e. iron.

Yeah.
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Neonivek

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Re: The NEW Future of the Fortress
« Reply #891 on: December 10, 2008, 12:52:35 pm »

Man, I cannot wait for the new version.  Just think, we'll get to actually see how the new raws and body functions work, instead of launching intermittent flamewars over theoretical Schrodinger's Implementations.

Goodness I just want to see how epic Megabeasts (especially modded ones) will become!

Heck even without the new bodyraws the new stats can lead to some dangerous combinations!
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The Minister

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Re: The NEW Future of the Fortress
« Reply #892 on: December 10, 2008, 01:11:45 pm »

Man, I cannot wait for the new version.  Just think, we'll get to actually see how the new raws and body functions work, instead of launching intermittent flamewars over theoretical Schrodinger's Implementations.

Good point!  All we have to do is wait six months and all this discussion will have been pointless!  If you think about it, we can wait a few years and know exactly how DF will come out and then, there will have been no point to have wasted any energy posting on the forums at all!  Lol.

The point of this thread is that we're excited about the new release and want to talk about what's coming up.  I certainly haven't seen anything here that I would qualify as flame war material, though, ironically, I think your comment is probably the closest thing.  I still don't think it qualifies by my standard.

Discussing what is coming up is the point of the thread, if you don't want to participate in the discussion, feel free not to.  After all, as I understand, this is the General Discussion section where we're allowed to "discuss Slaves to Armok II: Dwarf Fortress in any way [we] like," right?
« Last Edit: December 10, 2008, 01:25:06 pm by The Minister »
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Re: The NEW Future of the Fortress
« Reply #893 on: December 10, 2008, 01:15:32 pm »


 Not to mention discussing these things is better than the -, yuri and other such threads.
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Tormy

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Re: The NEW Future of the Fortress
« Reply #894 on: December 10, 2008, 03:39:20 pm »

Man, I cannot wait for the new version.  Just think, we'll get to actually see how the new raws and body functions work, instead of launching intermittent flamewars over theoretical Schrodinger's Implementations.

Goodness I just want to see how epic Megabeasts (especially modded ones) will become!

Heck even without the new bodyraws the new stats can lead to some dangerous combinations!

Yep, we will be able to mod  in powerful and interesting megabeasts. Finally no more "noob speardwarf is killing the dragon with some lucky hits" moments.  ;D
« Last Edit: December 11, 2008, 07:56:46 am by Tormy »
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JoRo

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Re: The NEW Future of the Fortress
« Reply #895 on: December 10, 2008, 04:45:34 pm »

If you have a creature made of metal, can butchering kill it even when it would be extremely tough in actual combat?  You could mod in metal animals and then breed them and melt down their corpses.  I'd mod in metal animals anyways, if only for the easy puns.  Lead slugs, brass monkeys, golden hinds, steel horses...
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G-Flex

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Re: The NEW Future of the Fortress
« Reply #896 on: December 10, 2008, 05:28:26 pm »

Slaughtering animals is a fairly controlled process; if an animal is tamed, and you have control over it, and it can die, then you should be able to kill it without too much trouble.
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Re: The NEW Future of the Fortress
« Reply #897 on: December 10, 2008, 06:34:40 pm »

Yeah, I'm super psyched about non-flesh animals.  Maybe I'll try my hand at modding.  Robot world!  Terminator!  Probably could mod in the Aliens from the movies, too - acid blood, super strong carapace, etc.  It will be sweet.

Vanilla game sounds like it will be improved, too - Bronze Collossi will be intense if you can find them.  Nothing to be trifled with.

Also I'm really looking forward to the new stats, and the whole 'if you don't use it you lose it' with stats/skills and such.
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Neonivek

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Re: The NEW Future of the Fortress
« Reply #898 on: December 10, 2008, 07:26:51 pm »

The Butchery doesn't damage animals to death it just kills them.
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Footkerchief

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Re: The NEW Future of the Fortress
« Reply #899 on: December 10, 2008, 07:29:39 pm »

The Butchery doesn't damage animals to death it just kills them.

I hope that changes.  It would be amusing to see incompetent butchers frantically hacking at random spots on an animal while it freaks out and sprays blood everywhere.  Of course, that means competent butchers need to be able to strike a good killing blow, which means they have to aim their strikes, which isn't possible yet.
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