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Author Topic: Future of the Fortress: List of Remaining Items  (Read 3666349 times)

G-Flex

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Re: Future of the Fortress: List of Remaining Items
« Reply #13185 on: February 26, 2010, 03:51:48 am »

Buh? It's still a polar opposite in the sense that Avatar's only saving grace was in its visual presentation, whereas in DF, almost everything but the visual presentation is innovative.
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snelg

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Re: Future of the Fortress: List of Remaining Items
« Reply #13186 on: February 26, 2010, 04:10:29 am »

With all this talk about castes, I have to wonder, will it be possible to dynamically alter the ratio of castes of wildlife/invaders coming to your fortress? Or is that fixed in worldgen?

What I mean is, most of the siegers (other than local leaders etc) are currently randomly generated. And altering the raws of creatures changes them 'on the fly'. So will it be possible to mod in castes of goblin that are much larger, tougher and rarer, and then progressively alter the caste ratio in the raws to make the tougher ones more and more common as your fortress progresses (to provide a challenge)?

I've a hard time believing this will be in the next version, have heard nothing about it so far. Though I guess the part about there being different caste ratios will probably be there to explore. I just don't think you'll be able to have the raws change during play (yet?).

That said,it would be a neat feature. But probably rendered obsolete once sieges (and stuff) are taken from the actual worlds population. Or?
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Footkerchief

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Re: Future of the Fortress: List of Remaining Items
« Reply #13187 on: February 26, 2010, 04:15:10 am »

With all this talk about castes, I have to wonder, will it be possible to dynamically alter the ratio of castes of wildlife/invaders coming to your fortress? Or is that fixed in worldgen?

What I mean is, most of the siegers (other than local leaders etc) are currently randomly generated. And altering the raws of creatures changes them 'on the fly'. So will it be possible to mod in castes of goblin that are much larger, tougher and rarer, and then progressively alter the caste ratio in the raws to make the tougher ones more and more common as your fortress progresses (to provide a challenge)?

I've a hard time believing this will be in the next version, have heard nothing about it so far. Though I guess the part about there being different caste ratios will probably be there to explore. I just don't think you'll be able to have the raws change during play (yet?).

You can actually do that in the current version, in limited ways.  My guess is that Dante's idea should work fine, as long as the invader generation code respects the caste birth ratios (which it should).
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G-Flex

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Re: Future of the Fortress: List of Remaining Items
« Reply #13188 on: February 26, 2010, 04:22:34 am »

Footkerchief: But wilderness immigration is based on regional populations, no? And those don't currently replenish themselves. What's important there is what happens during worldgen, not after.
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Footkerchief

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Re: Future of the Fortress: List of Remaining Items
« Reply #13189 on: February 26, 2010, 04:29:11 am »

Footkerchief: But wilderness immigration is based on regional populations, no? And those don't currently replenish themselves. What's important there is what happens during worldgen, not after.

Yeah, I didn't see that he mentioned wildlife as well.  It wouldn't work for those, I don't think.
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Shoku

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Re: Future of the Fortress: List of Remaining Items
« Reply #13190 on: February 26, 2010, 09:43:29 am »

With all this talk about castes, I have to wonder, will it be possible to dynamically alter the ratio of castes of wildlife/invaders coming to your fortress? Or is that fixed in worldgen?

What I mean is, most of the siegers (other than local leaders etc) are currently randomly generated. And altering the raws of creatures changes them 'on the fly'. So will it be possible to mod in castes of goblin that are much larger, tougher and rarer, and then progressively alter the caste ratio in the raws to make the tougher ones more and more common as your fortress progresses (to provide a challenge)?

I've a hard time believing this will be in the next version, have heard nothing about it so far. Though I guess the part about there being different caste ratios will probably be there to explore. I just don't think you'll be able to have the raws change during play (yet?).

That said,it would be a neat feature. But probably rendered obsolete once sieges (and stuff) are taken from the actual worlds population. Or?
Closest idea I can think of is to tweak up the growth level of goblin stats so the legendaries are tougher.
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zwei

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Re: Future of the Fortress: List of Remaining Items
« Reply #13191 on: February 26, 2010, 10:10:53 am »

Quote from: devlog
fixed some of the legends text export information (still unclear whether that's going to be replaced/augmented by xml)...
JSON looks nicer than XML, and there are libraries for reading and writing it in almost every language.

Strike 1: JSON has no comment syntax

Strike 2: sexp syndrome.  tell me in three seconds or less whether these "tags" are balanced.  Now tell me before I reach the last closing bracket.

{'a' : {'b' : 1, {'c' : {'d' : 1 }, {'e', 2}, 'f' : 3}}, {'g' : 5}}}
 


Json schema is currently lacking and schema-hybrids are nonexistent. (quality "schema" for, for example, hypothetical xml-raws would allow to make modding tools quite easily and would allow neat features like code-completition and instant sanity checks for values).

Also, you can attach stylesheet to xml file and display it as formated document without having to edit single line.

Not to mention xslt stuff. Writing legend-to-html file transform would be damned easy. Converting raw xmls to pdfs is in junior-developer-1-day-task league.

Json is good for tiny calls where you do no want bloat (like ajax), but for more structured information in bigger volume, i'd take xml because of existing tools.

Urist Imiknorris

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Re: Future of the Fortress: List of Remaining Items
« Reply #13192 on: February 26, 2010, 11:02:39 am »

Urist Imiknorris, Bay Watcher has organized a party at Future of the Fortress: List of Remaining Items.
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smjjames

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Re: Future of the Fortress: List of Remaining Items
« Reply #13193 on: February 26, 2010, 11:06:55 am »

Quote from: devlog
fixed some of the legends text export information (still unclear whether that's going to be replaced/augmented by xml)...
JSON looks nicer than XML, and there are libraries for reading and writing it in almost every language.

Strike 1: JSON has no comment syntax

Strike 2: sexp syndrome.  tell me in three seconds or less whether these "tags" are balanced.  Now tell me before I reach the last closing bracket.

{'a' : {'b' : 1, {'c' : {'d' : 1 }, {'e', 2}, 'f' : 3}}, {'g' : 5}}}
 


Json schema is currently lacking and schema-hybrids are nonexistent. (quality "schema" for, for example, hypothetical xml-raws would allow to make modding tools quite easily and would allow neat features like code-completition and instant sanity checks for values).

Also, you can attach stylesheet to xml file and display it as formated document without having to edit single line.

Not to mention xslt stuff. Writing legend-to-html file transform would be damned easy. Converting raw xmls to pdfs is in junior-developer-1-day-task league.

Json is good for tiny calls where you do no want bloat (like ajax), but for more structured information in bigger volume, i'd take xml because of existing tools.

What are you guys talking about?
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axus

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Re: Future of the Fortress: List of Remaining Items
« Reply #13194 on: February 26, 2010, 11:06:58 am »

A lot of things work now, but many things are still broken and I'm still getting at least a crash report a day.

I'd play the "current" version and be happy after you go a week without crashing.  I don't mind downloading a patch and regenerating the world, I hate repeating stuff I already did in the same world.
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Sagabal

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honestly
« Reply #13195 on: February 26, 2010, 11:21:01 am »

Honestly, I wouldn't care if it crashed every time a dwarf picked their nose; I would still play the hell out of it and do as much as humanly possible before it crashed ;D

At what rate of new game-crashing bug reports are you going to move on to the merge and the other remaining issues?  Three days since the last one that gets reported, a week since the last one that gets reported?
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bombcar

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Re: Future of the Fortress: List of Remaining Items
« Reply #13196 on: February 26, 2010, 11:33:45 am »

Quote
What are you guys talking about?

They're talking about what format they'd like to see exports of information from Dwarf Fortress in. JSON is the "new hotness", XML is the "old workingness".

JSON is good for certain things, but XML works in all cases.  ;D
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Scarpa

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Re: Future of the Fortress: List of Remaining Items
« Reply #13197 on: February 26, 2010, 11:37:00 am »

Quote
boring JSON vs XML debate

What are you guys talking about?

Different formats for structured data. Google 'JSON vs XML' for a peek at one of the recent geek holy wars.
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smjjames

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Re: Future of the Fortress: List of Remaining Items
« Reply #13198 on: February 26, 2010, 11:38:22 am »

I don't think many people know what JSON is, first time I've heard of it myself. XML though, is used in many things, The Civilization series (from Civ3 onward I believe since Civ2 used notepad) uses it extensively.
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vins

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Re: Future of the Fortress: List of Remaining Items
« Reply #13199 on: February 26, 2010, 01:30:00 pm »

Too bad this thread won't reach 1 000 000 views. :o
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