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Author Topic: Future of the Fortress: List of Remaining Items  (Read 3667313 times)

darkflagrance

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Re: Future of the Fortress: List of Remaining Items
« Reply #5430 on: October 07, 2009, 08:51:37 am »

When mining out stones that produce lag is no longer as problematic as it is, I will condone the removal of quantum dumping. Until then, it is a useful and incidental placeholder that balances out other incomplete areas in the game.

Given that Hidden Fun Stone is a spoiler, how do we know it was even used to seal the HFS in? Maybe the HFS generate it as a side effect of their presence, which is why it radiates out instead of forming a tight seal or bubble.
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Re: Future of the Fortress: List of Remaining Items
« Reply #5431 on: October 07, 2009, 09:21:57 am »

I've never personally encountered lag from stones being mined. Does it not help if you forbid them?
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Re: Future of the Fortress: List of Remaining Items
« Reply #5432 on: October 07, 2009, 09:24:15 am »

Given that Hidden Fun Stone is a spoiler, how do we know it was even used to seal the HFS in? Maybe the HFS generate it as a side effect of their presence, which is why it radiates out instead of forming a tight seal or bubble.
Its actually fossilized molesty-clown mayonnaise?
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Re: Future of the Fortress: List of Remaining Items
« Reply #5433 on: October 07, 2009, 09:33:55 am »

fossilized molesty-clown mayonnaise

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Dame de la Licorne

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Re: Future of the Fortress: List of Remaining Items
« Reply #5434 on: October 07, 2009, 09:48:27 am »

I can't remember if this question has been asked, so here it is:

With the addition of new skills (wrestling and health care being broken down into various sub-skills), will the embark skill point system (a) still be the same as in the current version (where we would assign points to say, wrestling, and the dwarf would automatically get points in all the associated sub-skills such as biting, kicking, punching, etc.) or (b) will we have to assign skill points to each of the new skills (so instead of assigning points to wrestling, we would assign points in each of punching, kicking, etc.)?  If (b) is the case, will the embark point system have been changed to make it easier (so that, for instance, we don't have to have a physician who can set broken bones at high level, but barely know how to suture a wound)?

Apologies if this has already been addressed previously. :)
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Re: Future of the Fortress: List of Remaining Items
« Reply #5435 on: October 07, 2009, 10:31:19 am »

for the most part Toady is trying to set it up so that the updates don't break save compatability.

I understand the value of save compatibility, but at this point I'd be more than happy to sacrifice my old forts in order to receive the new version sooner.
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shadowclasper

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Re: Future of the Fortress: List of Remaining Items
« Reply #5436 on: October 07, 2009, 10:48:20 am »

for the most part Toady is trying to set it up so that the updates don't break save compatability.

I understand the value of save compatibility, but at this point I'd be more than happy to sacrifice my old forts in order to receive the new version sooner.

maybe you would. But some of us are starting from scratch because of various problems. I'd prefer NOT to lose what progress I have. Further, it would interrupt succession games, mess with other stuff, just no.
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Silveron

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Re: Future of the Fortress: List of Remaining Items
« Reply #5437 on: October 07, 2009, 10:55:03 am »

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Dakk

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Re: Future of the Fortress: List of Remaining Items
« Reply #5438 on: October 07, 2009, 11:02:40 am »

for the most part Toady is trying to set it up so that the updates don't break save compatability.

I understand the value of save compatibility, but at this point I'd be more than happy to sacrifice my old forts in order to receive the new version sooner.

maybe you would. But some of us are starting from scratch because of various problems. I'd prefer NOT to lose what progress I have. Further, it would interrupt succession games, mess with other stuff, just no.

But it isn't that simple, y'see. The next version got waaaaay too many changes and new features. Making it compatible with older saves would be one heck of an ordeal, and it could even not work at all.
I would rather lose save compatibility then have to wait +4 months for the new version.
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Neonivek

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Re: Future of the Fortress: List of Remaining Items
« Reply #5439 on: October 07, 2009, 11:06:36 am »

I really could care less about Save Compatibility. Whenever I want to keep an old fortress I simply keep the version and open up the new version in another file. In fact I have yet to actually properly update Dwarf Fortress or transfer saves.

Mind you I am not against this long development time. I had been intentionally not been playing Dwarf Fortress for at least 2 years now just so I could feel the effect of these updates. I wish I was brave enough to stop playing for another year.
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Gothmog

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Re: Future of the Fortress: List of Remaining Items
« Reply #5440 on: October 07, 2009, 11:23:24 am »

I really could care less about Save Compatibility. Whenever I want to keep an old fortress I simply keep the version and open up the new version in another file. [...]

This. A thousand times this. If I love my old fortress sooo much and can't let go then I'll have to wait another week or something for the new features, no problem. The same goes for community fortresses and stuff, it's not like you can't have a near infinite number of DF copies on any given computer, so why not just keep an old version right next to a new one? I, for example, just eyed the new 40d# versions for quite a while before jumping on the train. Why not, it's not like anyone is forced to use the new versions immediately. I'll keep my old 40d# folder for quite a while even after the new (big) version is released because... bugs happen, you know   ;D

But yeah, it's Toadys decision and whatever works for him should also be fine for us.
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dreiche2

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Re: Future of the Fortress: List of Remaining Items
« Reply #5441 on: October 07, 2009, 11:25:21 am »

Guys I'm pretty sure the long development cycle has not too much to do with save compatibility. I think it's more about implementing major overhauls of the game that imply loads of unfinished business during the process, and it would be difficult to get a working game out without a lot of additional overhead of patching things up with preliminary solutions. In a sense a major overhaul is like writing a new game from scratch: It simply doesn't make sense to release it too early.

This is not to say that Toady couldn't change his development process a little bit. But I think I can sympathize with his "let's get this over with" mentality. I mean, we all hope that future developments will require less fundamental overhauls, including Toady himself as far as I am aware. But currently I think this way of doing things is just the nature of the beast that is the development of Dwarf Fortress.
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Footkerchief

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Re: Future of the Fortress: List of Remaining Items
« Reply #5442 on: October 07, 2009, 11:39:39 am »

I've never personally encountered lag from stones being mined. Does it not help if you forbid them?

It might help a little to forbid them, but raising the item count by several tens of thousands can demolish your FPS.

will the embark skill point system (a) still be the same as in the current version (where we would assign points to say, wrestling, and the dwarf would automatically get points in all the associated sub-skills such as biting, kicking, punching, etc.)

Wait, it works like that right now?  The closest thing I can think of is migrants arriving with groups of loosely related skills, but I haven't seen anything like that when allotting skill points myself.

for the most part Toady is trying to set it up so that the updates don't break save compatability.

I understand the value of save compatibility, but at this point I'd be more than happy to sacrifice my old forts in order to receive the new version sooner.

maybe you would. But some of us are starting from scratch because of various problems. I'd prefer NOT to lose what progress I have. Further, it would interrupt succession games, mess with other stuff, just no.

To be clear, the next version IS going to break save compatibility with the current version, hard.  Neonivek was talking about save compatibility between the next version and subsequent releases.

Anyway, save compatibility was not the only factor in the decision.  For those interested in Toady's explanation, it was given a while ago:

« Last Edit: October 07, 2009, 11:41:35 am by Footkerchief »
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Mandaril

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Re: Future of the Fortress: List of Remaining Items
« Reply #5443 on: October 07, 2009, 11:53:35 am »

About item amounts: unless it has been changed/never worked, I did hear rumors of a Dwarven Atom Smasher (bridges). I never got to try them myself so can't confirm. But that should be the solution to yer stone problems!

Also: awesome! Hurrah for the vertical links. The new reveal thing is one of those things I was afraid wouldn't be in the upcoming release.

Also, in this case I'm ok with long update periods. I mean, in order to utilize the improved military hierarchy & structures, you need an improved combat system (wounds, combat text). If wounds are improved, health care may need to be improved too, especially if you put poisons too into the mix. I do love the underground content update, I did think underground needed some spicing up!

But anyway, I'm fine with this release being on a long timer. Next one after this one could be fairly short, though.
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Re: Future of the Fortress: List of Remaining Items
« Reply #5444 on: October 07, 2009, 12:08:48 pm »

This whole new need to explore, even in fort mode (awesome) makes me wonder, will we be able to directly order dwarves to go to a place or stay out of a place? Beyond burrows you'd need some way to order exploration.
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