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Author Topic: Future of the Fortress: List of Remaining Items  (Read 3636030 times)

Warlord255

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Re: Future of the Fortress: List of Remaining Items
« Reply #6210 on: November 02, 2009, 11:22:56 pm »


Okay, this got me wondering: Have the underground biomes been extended beyond the CHASM, LAVA and WATER types?  In particular, do regions/layers have varying temperatures?  It would be neat if some of the randomized creatures had thick fur to deal with the cold of their native environments (yes, I know the Earth generally just gets hotter as you go down, but it's fantasy).

See also: GLACIAL CAVES! Maybe SEASIDE CAVES as well!
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DF Vanilla-Spice Revised: Better balance, more !!fun!!
http://www.bay12forums.com/smf/index.php?topic=173907.msg7968772#msg7968772

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Strife26

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Re: Future of the Fortress: List of Remaining Items
« Reply #6211 on: November 02, 2009, 11:53:25 pm »

The question is pretty (read REALLY) old but,

Is there anything stopping me from making all of the Zefie's major organs small enough so that they are nigh unhittable?
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Neonivek

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Re: Future of the Fortress: List of Remaining Items
« Reply #6212 on: November 03, 2009, 12:01:45 am »

The question is pretty (read REALLY) old but,

Is there anything stopping me from making all of the Zefie's major organs small enough so that they are nigh unhittable?

Likely that the size is supposed to be Relative.
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Footkerchief

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Re: Future of the Fortress: List of Remaining Items
« Reply #6213 on: November 03, 2009, 12:29:50 am »

The question is pretty (read REALLY) old but,

Is there anything stopping me from making all of the Zefie's major organs small enough so that they are nigh unhittable?

Likely that the size is supposed to be Relative.

Yeah, but you can still make them really really small by scaling up all the other BP sizes.
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Neonivek

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Re: Future of the Fortress: List of Remaining Items
« Reply #6214 on: November 03, 2009, 12:35:38 am »

You better hope that Giant Useless organ doesn't get destroyed because the heart is next!

Actually is it? Or can it strike the empty space in your chest?
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Ixoran

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Re: Future of the Fortress: List of Remaining Items
« Reply #6215 on: November 03, 2009, 01:51:33 am »

So, after listening to the DF Talk 4 teaser, and asking this question a few times and not getting answered I figured I'd ask it here (as was suggested)
I was just curious as to how big the Dwarf Fortress code base is these days. It seems like it'd be a huge amount of code.
footkerchief in 5...4...3...2...
Though, I'm sure it has changed a fair amount with the material rewrite.

I wasn't expecting to find anything, but that prompted me to give it a try:

Doing a search for the character ;, which ends a statement in C/C++, I get 143431 lines containing it.  This doesn't count complex conditionals or additional statements on the same line, and it does count things like "break;" and commented-out code blocks, so it's a rough estimate.



That was over two years ago though.


Interesting find! I wonder how big it is now... :D
Haha, It might not be all that much bigger really, oftentimes when you make code more polymorphic, you can contain a lot of the data outside of the code.
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kaypy

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Re: Future of the Fortress: List of Remaining Items
« Reply #6216 on: November 03, 2009, 06:22:50 am »

to add to this facade we only have giant cave swallowmen, no robins...
Maybe they turned into nightwings?

...

You know you ought to be ashamed of a post when you are wondering if its too geeky for an indy game development thread
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smjjames

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Re: Future of the Fortress: List of Remaining Items
« Reply #6217 on: November 03, 2009, 07:53:12 am »

to add to this facade we only have giant cave swallowmen, no robins...
Maybe they turned into nightwings?

...

You know you ought to be ashamed of a post when you are wondering if its too geeky for an indy game development thread

Ha! I get ya though :)

Spoiler (click to show/hide)
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Kulantan

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Re: Future of the Fortress: List of Remaining Items
« Reply #6218 on: November 03, 2009, 08:31:35 am »

Given the materials changes and such how will the new version compare to the 40d series in terms of speed?
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smjjames

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Re: Future of the Fortress: List of Remaining Items
« Reply #6219 on: November 03, 2009, 08:37:03 am »

...and titans that may as well be aliens.

Dwarf Fortress + H.P. Lovecraft = ;D ;D ;D

I wasn't really thinking of the Lovecraft style, just extraterrestrial, something that evolved on another world.
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skaltum

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Re: Future of the Fortress: List of Remaining Items
« Reply #6220 on: November 03, 2009, 11:04:07 am »

tarn with the ability to now be able to choose how many z-levels more importantly the underground levels will there be the return of digging Too Deep?
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I just realized, after adding the new body parts to the other races, that I have an entire squad of dwarves with a shield in each hand and swinging their axes with their penises. There's nightmare fuel for those goblins, in more ways than one.

Quatch

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Re: Future of the Fortress: List of Remaining Items
« Reply #6221 on: November 03, 2009, 11:16:33 am »

Lets combine two of the active questions:

layers with individual temperatures, and additional Z levels down.

Asthenosphere anyone?

Then we can pump water down to cool our mines! yay!
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>>KillerClowns: It's faster to write "!!science!!" than any of the synonyms: "mad science", "dwarven science", or "crimes against the laws of god and man".
>>Orius: I plan my forts with some degree of paranoia.  It's kept me somewhat safe.

Quatch

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Re: Future of the Fortress: List of Remaining Items
« Reply #6222 on: November 03, 2009, 11:18:26 am »

Actually, another question:

Now that we have more Z levels down, does worldgen consider crustal thickness, specifically thinning on oceanic plates, rift zones, etc?

Also, do we have intrusive volcanic features such as dikes and sills?
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SAVE THE PHILOSOPHER!
>>KillerClowns: It's faster to write "!!science!!" than any of the synonyms: "mad science", "dwarven science", or "crimes against the laws of god and man".
>>Orius: I plan my forts with some degree of paranoia.  It's kept me somewhat safe.

smjjames

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Re: Future of the Fortress: List of Remaining Items
« Reply #6223 on: November 03, 2009, 11:33:12 am »

Actually, another question:

Now that we have more Z levels down, does worldgen consider crustal thickness, specifically thinning on oceanic plates, rift zones, etc?

Also, do we have intrusive volcanic features such as dikes and sills?


Yea, now that we can go deeper than before, this is an extremely valid question. The deepest mine in the world is about 3,900 meters (12,800 feet) deep, over two miles down. I don't know how many z-levels that would be, at least 100 or more. Still, at that scale, geological features would become visible.
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sweitx

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Re: Future of the Fortress: List of Remaining Items
« Reply #6224 on: November 03, 2009, 11:39:54 am »

Actually, another question:

Now that we have more Z levels down, does worldgen consider crustal thickness, specifically thinning on oceanic plates, rift zones, etc?

Also, do we have intrusive volcanic features such as dikes and sills?

Since 6/7 water is right at dwarf's head (assuming dwarf are somewhat shorter then normal human) One Z-Level should be about 2 meters.  That gives a depth of 3900 about 2000 z-levels.
I'm not sure even in nanofortress a compute can simulate a 2000 z-level fortress at any reasonable speed.

Yea, now that we can go deeper than before, this is an extremely valid question. The deepest mine in the world is about 3,900 meters (12,800 feet) deep, over two miles down. I don't know how many z-levels that would be, at least 100 or more. Still, at that scale, geological features would become visible.
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One of the toads decided to go for a swim in the moat - presumably because he could path through the moat to my dwarves. He is not charging in, just loitering in the moat.

The toad is having a nice relaxing swim.
The goblin mounted on his back, however, is drowning.
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