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Author Topic: New Underground and Embark Visibility Options  (Read 783 times)

Warlord255

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New Underground and Embark Visibility Options
« on: February 08, 2009, 12:39:24 am »

A simple query; if one liberally assumes that a plethora of new underground features are to be added, and are going to overlap/densely populate a fortress' inhabited area, what will be the format for embark visibility options, similar to what we have now?

Will the plentitude of said features make having to highlight them unnecessary, so we can get the element of surprise without digging out the entire map?

Will caves have to be counted seperately anymore?
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PTTG??

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Re: New Underground and Embark Visibility Options
« Reply #1 on: February 08, 2009, 12:51:24 am »

How about if the selector merely says that an area "includes" an item, but does not highlight it on the map unless it is immediately visible?
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Warlord255

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Re: New Underground and Embark Visibility Options
« Reply #2 on: February 08, 2009, 01:05:33 am »

How about if the selector merely says that an area "includes" an item, but does not highlight it on the map unless it is immediately visible?

Well, the Search feature would be one way to work this.
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Sinergistic

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Re: New Underground and Embark Visibility Options
« Reply #3 on: February 08, 2009, 01:09:20 am »

Why don't we just make them flash like dwarfs on top of each other (doing who knows what). You know, the cool looking spiny green line thing. It could cycle between all of the features that are present on that tile, AND it could ALSO cycle to the top of biome that tile has.

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