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Author Topic: Future of the Fortress: List of Remaining Items  (Read 3664774 times)

Untelligent

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Re: Future of the Fortress: List of Remaining Items
« Reply #2640 on: June 21, 2009, 09:39:29 pm »

Oh, hey, that reminded me of few questions I was going to ask but keep forgetting about.


For the castes, will it be possible to set the chance of a caste occurring, or will each caste be forced to have an equal chance of occurring?

Will "sub-castes" be possible?
« Last Edit: June 21, 2009, 09:43:13 pm by Untelligent »
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Toksyuryel

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Re: Future of the Fortress: List of Remaining Items
« Reply #2641 on: June 21, 2009, 09:56:56 pm »

All I want for christmas is a "do job A when output of job A is below N" option. That's it. It'd handle pretty much everything that annoys me.

(Of course, there are details. Like the output of a "create a barrel" job is specifically empty barrels.)
A quota system would be quite nice, yes indeed it would. That might be a bit more work though ^_^
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LordNagash

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Re: Future of the Fortress: List of Remaining Items
« Reply #2642 on: June 22, 2009, 12:25:10 am »


For the castes, will it be possible to set the chance of a caste occurring, or will each caste be forced to have an equal chance of occurring?



I can answer this one, and the answer is yes, you can vary it. Toady said you can assign an arbitary number to each caste so you could have male 50 female 50 robot 1000000000
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LumenPlacidum

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Re: Future of the Fortress: List of Remaining Items
« Reply #2643 on: June 22, 2009, 08:33:16 am »

Will we be able to overlap these burrow designations?  Like, having separate sleeping quarters but sharing the grand dining room?
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Untelligent

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Re: Future of the Fortress: List of Remaining Items
« Reply #2644 on: June 22, 2009, 09:11:39 am »


For the castes, will it be possible to set the chance of a caste occurring, or will each caste be forced to have an equal chance of occurring?



I can answer this one, and the answer is yes, you can vary it. Toady said you can assign an arbitary number to each caste so you could have male 50 female 50 robot 1000000000

Awesome, that's going to work perfectly for a mini-mod I have in mind, then.
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regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

Exponent

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Re: Future of the Fortress: List of Remaining Items
« Reply #2645 on: June 22, 2009, 09:58:59 am »

Will we be able to overlap these burrow designations?  Like, having separate sleeping quarters but sharing the grand dining room?

Quote
Dev Log Entry, 2009/06/17

The ill-named burrows are larger sections of your fortress where dwarves live and work and to which you can restrict their movements. Dwarves can be assigned to multiple burrows, and you can paint them with your mouse in a few brush sizes or lay them out in multiple rectangles (a burrow need not be a rectangle). Any number of burrows can overlap and you can give them names and an ASCII symbol.
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Drakale

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Re: Future of the Fortress: List of Remaining Items
« Reply #2646 on: June 22, 2009, 10:39:28 am »

Quote
06/21/2009: Each barracks now accepts squad assignments for sleeping, training, individual equipment storage and squad equipment storage (which just means ammunition for now). There's also a dormitory setting separate from the barracks setting to indicate that civilians without rooms should sleep in the room. Hospital zones were added earlier. This should keep the beds separated properly.

That's just too good to be true.

At last, there wont be any lowlife cheese makers stealing the beds from my hard working soldiers.
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Dwarfu

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Re: Future of the Fortress: List of Remaining Items
« Reply #2647 on: June 22, 2009, 12:23:51 pm »

Quote
...individual equipment storage...

Does equipment storage refer to a soldier's weapon and armor racks, are will they need cabinets and coffers as well (if the setting to have them sleep in the barracks vs a room is still viable)?

What about soldier families?  Will they claim and stay in a room or will they sleep in the same bed as the soldier (in the barracks)?


The 'down time' may moot these questions as the soldiers could visit their family/real rooms and deal with treasures and clothes, but I just wanted to make sure.

EDIT:  Thought of another one right quick:

What happens when, halfway through a fort, you designate a burrow after dwarves have claimed rooms all over the place - will eviction occur and/or will they seek out a room in their new assigned burrows?
« Last Edit: June 22, 2009, 12:56:35 pm by Dwarfu »
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Ampersand

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Re: Future of the Fortress: List of Remaining Items
« Reply #2648 on: June 22, 2009, 02:51:26 pm »

I do not yet know precisely how Castes will work over all, but if there will be the option to have it such that only some castes are able to participate in a given job, I can see how this could really benefit some mods, particularly Kobold Camp
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Footkerchief

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Re: Future of the Fortress: List of Remaining Items
« Reply #2649 on: June 22, 2009, 03:14:46 pm »

What about soldier families?  Will they claim and stay in a room or will they sleep in the same bed as the soldier (in the barracks)?[/b]

Quote from: Dwarfu
... how will this affect the soldiers' families?  Will the soldier still claim a room while they are marked to sleep in the barracks?
... if the soldiers/guards are set to 'off duty' in the rotation, will they then go visit their families, sleep in their own rooms, make babies, etc?
... are the stands and racks going to count as owned items, and if so, are nobles going to get negative thoughts if some yokel in the armory has a better one than the noble does?
... will assigning more than one barracks (such as on different levels) confuse everyone?

We'll have to see on a lot of these, as we haven't worked out the details.  For the last, you'll be able to have several places without trouble, as the squads will only accept one assignment each, I think.

Not sure whether you meant to repeat yourself, but those are some similar questions you previously asked.  Toady might have some more concrete answers now.

I do not yet know precisely how Castes will work over all, but if there will be the option to have it such that only some castes are able to participate in a given job, I can see how this could really benefit some mods, particularly Kobold Camp

Doesn't sound like it, unfortunately:

Quote from: Toady One
The new entity position raws can specify castes.  This would allow you to set up a matriarchy, for instance.  Regular jobs can't at this point (they can have caste specific names).  The caste occurrence is currently determined by the population ratios and isn't restricted other than that.  As I work with the new underground features, this could be expanded as needed.
Quote from: Toady One
It's just a naming thing.  I haven't done anything special or interesting in the caste vs. job direction yet.  When I get to antmen for this release, that might very well change, but I'm not 100% sure what the outcome will be yet.

However, you can restrict entity positions by caste:
Quote
Everything noble/appointment related is going out into the raws.  So you can have various properties, and if you want to unite all the responsibilities of the bookkeeper/manager/broker under one position you can do that, or change the names, or succession properties, caste restrictions, all that sort of thing.  The main point for this time around was to add some structure to the military, as the current set-up of having any dwarf under any dwarf in weird nested squads is weird.  These changes were especially required for strategy/army AI on the world map post-world gen, and that's necessary to get to improved sieges/sending out your own armies.

And presumably you can restrict an entity position to a particular profession as well (this would be necessary for the Dungeon Master, I think), so you could get a hackish approximation of caste-specific professions by creating a low-level entity position for each caste.
« Last Edit: June 22, 2009, 03:25:17 pm by Footkerchief »
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Dwarfu

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Re: Future of the Fortress: List of Remaining Items
« Reply #2650 on: June 22, 2009, 03:31:11 pm »

Not sure whether you meant to repeat yourself, but those are some similar questions you previously asked.  Toady might have some more concrete answers now.

It was intentional, as I don't expect Toady to go back through questions and update each one, I went ahead and asked them again since we are basically 'there' in terms of getting some of these items in a more concrete fashion.  The other questions I'm either satisfied with what I know so far or its no longer that important to me (since there is a massive amount of stuff going in for this next release).
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LordNagash

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Re: Future of the Fortress: List of Remaining Items
« Reply #2651 on: June 22, 2009, 06:08:57 pm »

It's kind of obnoxious to put it in massive bold text, though
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Footkerchief

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Re: Future of the Fortress: List of Remaining Items
« Reply #2652 on: June 22, 2009, 06:12:12 pm »

The bold text is fine.

I read all of the posts here, but I don't answer them all immediately, so bolding questions would be helpful -- I'd still have to check through the rest of the posts to make sure I didn't miss anything, but at least I would know that a post with a bolded question doesn't have other questions that weren't bolded (or I'd assume that to be the case, anyway).
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LordNagash

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Re: Future of the Fortress: List of Remaining Items
« Reply #2653 on: June 22, 2009, 07:03:08 pm »

I stand corrected. Excuse me while I remove my foot from my mouth
« Last Edit: June 22, 2009, 08:40:45 pm by LordNagash »
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LegacyCWAL

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Re: Future of the Fortress: List of Remaining Items
« Reply #2654 on: June 22, 2009, 08:36:29 pm »

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